Scaledfolks - Dragons and reptiles - MERGED
- Alexander82
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Re: Scaledfolks - Dragons and reptiles - MERGED
A suggestion. When making lights on green unit you might use yellow instead of white to avoid loosing color
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- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Yup, its great
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Heres another one, imho, this one is really good. Note that i invented 2 of its 4 abilities.
Serpent shaman (cost: 4 / mage) (abilities: slowing, poison mist (poisons units in a + area, 2 cooldown), freeze (10 damage in a + area. Requires the respective tech. 2 cooldown.), strenghten.)
Hp 15
Atk 3
Arm/p.arm 1/1
Speed 3
Sight 5
Spell range: 5
Description: this serpentine magican can use ice, poison, and supportive spells.
Serpent shaman (cost: 4 / mage) (abilities: slowing, poison mist (poisons units in a + area, 2 cooldown), freeze (10 damage in a + area. Requires the respective tech. 2 cooldown.), strenghten.)
Hp 15
Atk 3
Arm/p.arm 1/1
Speed 3
Sight 5
Spell range: 5
Description: this serpentine magican can use ice, poison, and supportive spells.
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That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
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Re: Scaledfolks - Dragons and reptiles - MERGED
I think that for those abilities the cost is pretty low. You should make no less than 6 turns (and probably more having 2 area damage)
The images are getting better. Try now to make the different parts of the unit being on different planes (take a look to the drake rider or the raptor rider and see how the tail looks forward compared to the rest of the body)
It's not simple at first but you seems to be a fast learner.
The images are getting better. Try now to make the different parts of the unit being on different planes (take a look to the drake rider or the raptor rider and see how the tail looks forward compared to the rest of the body)
It's not simple at first but you seems to be a fast learner.
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- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
I dont think its abilities are THAT op since they just target a + area, but yeah, its cost is a bit low. I guess a 5 will be better. Maybe lower its hp? And feel free to use the sprite i made as base for better ones, guys.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
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Re: Scaledfolks - Dragons and reptiles - MERGED
fr a + area you mean melee range?
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- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
No, i mean: you choose a square in a range up to 5, and that square AND the squares around it get hit. (As opposed to wizards fireball that hit not only in a + area but also in the squares close to the + area, that is a total of 13 squares.)
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
And btw the poison mist does not deal any damage. It just poisons.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
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Re: Scaledfolks - Dragons and reptiles - MERGED
Yes... i mean that a skill like that would be very strong. Let's say you poison them with a shaman end use freeze with the other (like 5 archers)
They are definitely dead once they receive their poison damage
They unit is strong and versatile (it also has one of the best debuff and one of the best buff).
I think it is worth not less than 6 turns
They are definitely dead once they receive their poison damage
They unit is strong and versatile (it also has one of the best debuff and one of the best buff).
I think it is worth not less than 6 turns
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- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Well, they CAN be a bit op when used in combo... ok, i guess a 6 cost is better after all.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- DoomCarrot
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Re: Scaledfolks - Dragons and reptiles - MERGED
I actually do not agree with Alexander here.
So far there are no protections/buildings/wagons or anything for this race, which means the shaman is gonna be in the open with a speed of 3.... Yes he can probably cause a lot of havoc if he gets close to a congested group of your soldiers (or if 2 do at the same turn), but I personally wouldn't let this guy get anywhere near my frontline without filling his low 15 HP up with arrows--and even if I had a weak ranged race like undead or orcs I would split up my troops to minimize his effectiveness and then just rush it the next turn.
I think 6 cost is far too much, 5 maybe, 4 honestly seems balanced given the current units and balance of the game imo.
EDIT: After reviewing the unit, I am actually confused as to the freeze ability. Is it JUST area damage or area damage + freezing a unit for how many turns?
So far there are no protections/buildings/wagons or anything for this race, which means the shaman is gonna be in the open with a speed of 3.... Yes he can probably cause a lot of havoc if he gets close to a congested group of your soldiers (or if 2 do at the same turn), but I personally wouldn't let this guy get anywhere near my frontline without filling his low 15 HP up with arrows--and even if I had a weak ranged race like undead or orcs I would split up my troops to minimize his effectiveness and then just rush it the next turn.
I think 6 cost is far too much, 5 maybe, 4 honestly seems balanced given the current units and balance of the game imo.
EDIT: After reviewing the unit, I am actually confused as to the freeze ability. Is it JUST area damage or area damage + freezing a unit for how many turns?
Last edited by DoomCarrot on Wed Sep 28, 2016 5:45 pm, edited 1 time in total.
The day is coming when a single carrot, freshly observed, will set off a revolution.
- Skelegonsans
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Re: Dragons as a separate race
i REALLY want this one to be implemented, along with the devourer / phsychic dragons. Imho they are great ideas for dragon units. (If u guys havent seen those ideas, check em out, there are many cool ideas for units back there.) I guess ill start making a sprite for this one. (Just forget about that "dragon den", now that the dragons topic merged with the scaledfolk topic, i guess it wont work.)Skelegonsans wrote:White dragon (cost:5 / healer/flying) (its a healer and a fighter at the same time, but a bit weaker than most other dragons. Can fly. Has the "healing breath" ability, it heals 8 hp in a + area. Needs 2 turns of cooldown to use again. When in a dragon den, units in the den will heal 8 hp per turn instead of 4.)
Hp 16
Atk 7
Arm/p.arm 1/1
Speed: 4 (fly)
Sight: 5
Description: This dragon has a healing breath that eases pain and closes wounds.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Like i said before, i guess a cost of 5 would be tge perfect balance between op abilities and frailness.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
And no, the freeze ability just deals damage. Nothing else.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
- Posts: 7969
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Re: Scaledfolks - Dragons and reptiles - MERGED
I think that the breath should be like the current dragon breath (around the dragon). It would be a good compromise from a long range healer that heal at a distance and this one that heal more units but near itself
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- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scaledfolks - Dragons and reptiles - MERGED
Not every race has ten thousand archers...DoomCarrot wrote:I actually do not agree with Alexander here.![]()
So far there are no protections/buildings/wagons or anything for this race, which means the shaman is gonna be in the open with a speed of 3.... Yes he can probably cause a lot of havoc if he gets close to a congested group of your soldiers (or if 2 do at the same turn), but I personally wouldn't let this guy get anywhere near my frontline without filling his low 15 HP up with arrows--and even if I had a weak ranged race like undead or orcs I would split up my troops to minimize his effectiveness and then just rush it the next turn.
I think 6 cost is far too much, 5 maybe, 4 honestly seems balanced given the current units and balance of the game imo.
EDIT: After reviewing the unit, I am actually confused as to the freeze ability. Is it JUST area damage or area damage + freezing a unit for how many turns?
Age of Fantasy design leader
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Good idea. Healing breath: range 3, area 3 (the same as fire breath), heals 8 hp, cooldown 3.Alexander82 wrote:I think that the breath should be like the current dragon breath (around the dragon). It would be a good compromise from a long range healer that heal at a distance and this one that heal more units but near itself
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
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- Location: Miguel Pereira, Rio de Janeiro, Brazil
Re: Scaledfolks - Dragons and reptiles - MERGED
I tried to make a sprite for white dragon but...... i just cant
its horrible. Do this one for me pls, guys.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
- Posts: 7969
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Re: Scaledfolks - Dragons and reptiles - MERGED
area for fire breath is 2 around the unit (max 12 unit at once)
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- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Ehm, no. The area is 13 and the range is 3. U are forgetting to slide the green fireball that appears over the dragon to the target location...
when u click it without sliding the range is self.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Re: Scaledfolks - Dragons and reptiles - MERGED
Got an Idea for a unit
Constrictor: Use's a whip to convert enemy's (Like the Orc Slaver)
Constrictor: Use's a whip to convert enemy's (Like the Orc Slaver)
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- Alexander82
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Re: Scaledfolks - Dragons and reptiles - MERGED
ok but the area is 2 (the cross is 1 and the single tile is 0)
I didn't know you could slide it tough xD
I didn't know you could slide it tough xD
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- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Alex:
Worker: constrictor?... sounds a bit weird. Status/sprite?
Worker: constrictor?... sounds a bit weird. Status/sprite?
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scaledfolks - Dragons and reptiles - MERGED
ok i tested it, lol that is definitely too much then xD
Age of Fantasy design leader
Re: Scaledfolks - Dragons and reptiles - MERGED
I list your unit ideas here:
- White Dragon
- Serpent Shaman
- Constrictor

- White Dragon
- Serpent Shaman
- Constrictor
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Well, the cooldown is 3 so... i guess its reasonable. Or slightly op 
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scaledfolks - Dragons and reptiles - MERGED
maybe area 2 but only around the unit but no cooldown or area 2 and range 2 with cooldown. Also if you want area 3 and range 3 the amount of healt healed should be lower (like 4)
Age of Fantasy design leader
Re: Scaledfolks - Dragons and reptiles - MERGED
i think some scaledfolks best in spell but easily to ward if spell resist is 80% above.
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Area 2 range 3 cooldown 3. Just like fire breath. But instead of 10 it will heal 8.
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
- Skelegonsans
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Re: Scaledfolks - Dragons and reptiles - MERGED
Ah yes, you reminded me:MightyGuy wrote:i think some scaledfolks best in spell but easily to ward if spell resist is 80% above.
How about 80% spell res to shaman
That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.