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Re: Scalefolk rework

Posted: Wed Dec 18, 2019 9:08 pm
by makazuwr32
It is somewhere but dwarves currently are worked not here, on forum, but in discord mainly.

Re: Scalefolk rework

Posted: Thu Dec 19, 2019 2:28 am
by SirLuciano
I might make a discord accound once I get my new phone soon

Re: Scalefolk rework

Posted: Mon Dec 23, 2019 7:36 pm
by Skelegonsans
Damn, things sure have changed while I was away, lol. This rework looks super dope though.
I've recently gotten back into this game (I always seem to get back into it every now and again lol, I've always loved it :lol: ) so why not hop back in here too?
By the way - if anyone has the link to the discord I'd be glad to join that, I've recently started using it a lot, plus I wanna see what's in there :lol:

Re: Scalefolk rework

Posted: Tue Dec 24, 2019 9:15 am
by Midonik
Welcome back!
I thinks there is a link to Discord in the off topics and it works.

Re: Scalefolk rework

Posted: Mon Jan 13, 2020 4:12 am
by Savra
Updated, but I didn't add everything I had planned yet here, just fixed some things.
Savra wrote: Sat Aug 24, 2019 8:09 pm We could have the Quetzacoatl could be a mount for a lizardmen, like a Griffin rider. I'll try and do some more like that mostly what I'm looking at is something around:
Units:(42 in all)
Kobalds: (7)
Image
Kobald Tlamanih:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald savage:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald slinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald darter: (armed with a blow gun)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Monitor rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald broodguard:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald ghost warrior:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald stalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

ImageImage
Kobald witchdoctor: (main healer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Kobald Exuviaewalker:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Velociraptor form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Dilosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Pterosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Tyranosaur form:
Desc:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


Image
Kobald welp: (main builder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Saurians: (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).

Image
Saurian skyhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Image
Saurian skyslasher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Image
Saurian ambusher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Lizardmen:(10)
Image
Lizardmen Tepoztōpīlli: (stronger spearmen)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen darter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Cuextecatl: (Shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Carnotaur rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Komodo rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen headhunter: (skirmisher)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen clubber: (mace men unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Hunter: (archer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Huitznahuatl: (support)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Salamander Fireslinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen tlahuiztli: (sergent like unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen:
Image
Turtlemen crusher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen murauder:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Spiked turtlemen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Turtlemen breacher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen:(7)
Image
Snakemen blademaster:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen Axemen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen Spearmen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Gorgon: (offensive caster)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Naga reefhunter: (main sea unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Naga shrieker: (has scream ability)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Acid spitter (anti building unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Naga Reeflord:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen: (3)

Gatormen harpoonist:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Gatormen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen Grappler:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Draconian:(7)
Image
Draconian Dragon warrior: (shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian darter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian spearhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Papalotl: (spearmen)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Cuachic:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Savage:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Magma drake rider: (elite cavalry)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Tlacochcalcatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)

Dragons:(7)
Image
Firedrake: (red dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


Skrill: (storm dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Aždaha
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Acid Dragon:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Quetzacoatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Other reptiles:(5)
Image
Coatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Leviathen:
Image
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Komodo: (scout unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Wyrm: (battering ram style unit that can dig)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Basilisk: (special)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Hydra: (same as before)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Ships:
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:

Buildings: (14 in all)
Factories:(8)
Image
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

ImageImage
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Dragons perch: (trains dragons)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Draconian dwellings: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Hunters hut: (trains ranged units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Dragon temple:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Nagas den: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Fortifications:(8)
Image
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fire tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fort:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Image
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:

Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Image
Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Techs:(16 in all)
Kobalds:(3)
Simple wings: they gain bat like wings and almost all kobalds gain the ability to transform but they have no bonuses and have just 3 attack. Can't capture buildings either.
Cost:

Quick lizards: gain +1 speed so they would have same speed as elves.
Cost:

Feral kobalds: Kobalds gain a attack buff if standing near another kobald.
Cost:

Lizardmen: (1)
Reptilian senses: can now see invisible units.
Cost:

Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Cost:

Counterstrike: snakemen do full damage on counter.
Cost:

Techs for all:(4)

Hardened scales:3 +1 levels. Works similar to even craftsmen upgrades.
Image
Hardened Scales 1:
Cost:
+1 to melee armour.

Image
Hardened Scales 2:
Cost:
+1 to pierce armour.

Image
Hardened Scales 3:
Cost:
+1/+1 to both armours.

Image
Draconian scales:
Cost:
+1/+1 to draconian armours.


Hardened schutes: 3 +1 levels. Increases armoured units like turtlemen, armoured draconians, and armoured lizardmens armour.
Image
Hardened schutes 1:
Cost:
+1 to armour.

Image
Hardened schutes 2:
Cost:
+1 to p.armour.

Image
Hardened schutes 3:
Cost:
+1/+1 to both armours.

Image
Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.


Savage weaponry: 3 levels. Increases attack.
Image
Savage weaponry 1:
Cost:
+1 attack to units with weapons.

Image
Savage weaponry 2:
Cost:
+1 attack to units with weapons.

Image
Savage weaponry 3:
Cost:
+1 attack to units with weapons.


Fierce hunters: 3 levels. Effects ranged units.
Image
Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.

Image
Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.

Image
Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.


Primal savagery: 3 +1 levels increase attack.
Image
Primal savagery 1:
Grants +1 to attack.
Cost:

Image
Primal savagery 2:
Grants +1 to attack.
Cost:

Image
Primal savagerery 3:
Grants +1 to attack.
Cost:

Image
Draconian savagery:
Grants +1 to draconians attack.
Cost:

Reptilian resilience: 3 +1 levels. Increases health of units.
Image
Reptilian resilience 1:
Grants +2 hp.
Cost:

Image
Reptilian resilience 2:
Grants +2 to hp.
Cost:

Image
Reptilian resilience 3:
Grants +2 to hp.
Cost:

Image
Draconian resilience:
Grants +2 hp to draconians.
Cost:


Warriors Spirit: 3 levels
Warriors spirit 1:
Image
Grants +5% to resistance.
Cost:

Warriors spirit 2:
Image
Grants +5% to resistance.
Cost:

Warriors spirit 3:
Image
Grants +5% to resistance.
Cost:

Swift swimmers: requires natural swimmers tech, +1 speed in water for both lizardmen and Nagas.
Cost:

Casters:(2)
Curse: (for gorgon, unlocks basilisk)
Cost:

Poison mist: (for lizardmen Huitznahuatl)
Cost:

Image
Draconian warband:
Cost:
Unlocks draconians

Image
Serpentine guard:
Cost:
Unlocks snakemen
They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.

If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
[/quote]

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 6:40 pm
by General Brave
Thanks since we have a bit more of a clearer pictures, we need to begin changing the lizardmen and kobold design and their buildings to fit more of a Aztec feel.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 6:46 pm
by Savra
I'm not done adding everything yet, I keep forgetting the lurker and coatl (or whatever it's name is) here.

But for the most part everything but a couple techs are missing.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 7:23 pm
by General Brave
Very well, can you make a square barracks? At least I'm referring a building that would resemble Aztec architecture. which I don't know much.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 7:50 pm
by Savra
Some new kobalds.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 7:55 pm
by General Brave
I assume the first one is a skirmisher? But what about the others.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 8:48 pm
by Savra
Some saurians.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 8:49 pm
by Savra
General Brave wrote: Sat Jan 18, 2020 7:55 pm I assume the first one is a skirmisher? But what about the others.
First one just has a wooden boomerang, I don't think it fits as a skirmishes but maybe as a unit that can attack twice.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 8:52 pm
by Savra
Oh yeah and I forgot this a while ba ck.

Re: Scalefolk rework

Posted: Sat Jan 18, 2020 10:59 pm
by Savra
A few more.

Re: Scalefolk rework

Posted: Sun Jan 19, 2020 12:42 am
by General Brave
These would be useful once we organize them into the rightful unit, but we still need the buildings change.

Re: Scalefolk rework

Posted: Sun Jan 19, 2020 1:21 am
by Savra
This looks better.

Re: Scalefolk rework

Posted: Sun Jan 19, 2020 1:29 am
by General Brave
Definitely interesting, wouldn't mind more face facing units.

Re: Scalefolk rework

Posted: Sun Jan 19, 2020 2:14 am
by Savra
New.

Re: Scalefolk rework

Posted: Tue Jan 21, 2020 7:34 pm
by General Brave
Looking well, anything else?

Re: Scalefolk rework

Posted: Wed Jan 22, 2020 5:08 am
by Savra
Still have more to do like the dragons, turtlemen, and gatormen. The draconian general I might do some modifications to the feathers to make them stand out more, as well as maybe modifying the feathery cape too, according to how the Aztecs leadership looked the generals had more "decorative," looks to their gear. It was often more brightly colored decorative feathers and the such. Feathers on the head should be longer too.

I think the bone whip is fine though.

Re: Scalefolk rework

Posted: Thu Jan 23, 2020 1:28 am
by Savra
@Alexander82 would a tech like "skin walkers" work for scaledfolk or a new unit like a Kobald skinwalker work? It's basically a powerful shapeshifter from native american culture's, if we go with the tech then the Kobald witchdoctor could have the ability to shapeshift similar to the druid but I was thinking something like a more prehistoric look and slightly different style, basically adding Velociraptor form (fast melee form with jump ability), Quetzalcoatlus form (flying form), and Dilophosaur form (fast form with ranged poison spit).

Re: Scalefolk rework

Posted: Thu Jan 23, 2020 3:10 am
by General Brave
It's an interesting idea, I would like the idea of more shift shifters. I would think about it as them shedding their formed. Probably as a different unit.

Re: Scalefolk rework

Posted: Thu Jan 23, 2020 2:53 pm
by Ragnar
General Brave wrote: Thu Jan 23, 2020 3:10 am It's an interesting idea, I would like the idea of more shift shifters. I would think about it as them shedding their formed. Probably as a different unit.
One question is whether there will soon be lizards at least at the test level (yes, I understand that there are still gnomes and undead and their sub-fractions)?

Re: Scalefolk rework

Posted: Thu Jan 23, 2020 5:59 pm
by makazuwr32
If everyting will going according to the plan probably we could begin planning them in this year.

Re: Scalefolk rework

Posted: Fri Jan 24, 2020 1:19 am
by Alexander82
the idea seems pretty interesting... since they are reptiles what about scalewalkers or exuviaewalkers?

Re: Scalefolk rework

Posted: Fri Jan 24, 2020 1:29 am
by Savra
The second name seems interesting let's go with that. "Exuviaewalkers," should it be a tech or a separate unit though?

Re: Scalefolk rework

Posted: Fri Jan 24, 2020 2:19 am
by Alexander82
definitely a specific unit and his transformations will be unlocked through techs

Re: Scalefolk rework

Posted: Fri Jan 24, 2020 11:02 pm
by Savra
Ok.

Now, I have some tech ideas for scaledfolk:

Brute force: effects lizardmen, gatormen, and draconians, basically works like elf fencing tech, unless we can make it so that it can ignore a portion of enemy's armour. 2-3 levels requires reptilian might.

Warriors spirit: ups kobalds, lizardmen, gatormen, saurian, and draconians resistance.

Scavengers: Basically like cannibalism tech, effects kobalds only.

Reptilian resilience: 3 levels, requires tough scales tech, increases snakemen, nagas, kobalds, saurians, lizardmen, gatormen, turtlemen, and draconians health

Brood brothers: effects kobalds only, kobalds gain a 1 range aura the grants fellow kobalds +5% dge melee and rng.

Re: Scalefolk rework

Posted: Sat Jan 25, 2020 11:48 pm
by General Brave
All of them are interesting and unique ideas, as unit upgrade won't seem to be a thing for this race. Wish to try your hand at the shapeshifter? I'm sure would be quite the design. Also can you remodel quite a few of the buildings, making them either aztec or junger related.

Re: Scalefolk rework

Posted: Sun Jan 26, 2020 4:05 am
by Savra
The ones I plan to redo are the snake pit, nagas lair, swamp hut, draconian lair, and dragons perch. Everything else seems fine for the moment. I also plan to add to the factories list a hunting grounds (blacksmith area) and burrows (cavalry and creature pen).