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Re: Merlock leader
Posted: Thu Sep 13, 2018 1:06 am
by Savra
I honestly don't see why we should the the merlock upgrade into the orc upgrade. Uruks are understandable but merlocks I don't think so, they're their own race.
Re: Merlock leader
Posted: Thu Sep 13, 2018 7:32 am
by Alexander82
Cause they are a subrace
I was thinking to use the orc/goblin techs and use the merlock tech as "water units upgrade"
Re: Merlock leader
Posted: Thu Sep 13, 2018 9:48 am
by makazuwr32
Alexander82 wrote: ↑Thu Sep 13, 2018 7:32 am
use the merlock tech as "water units upgrade"
Like previous raptor and wolf rider upgrades became now cavalry upgrade for orcs, right?
But this won't solve this problem
Alexander82 wrote: ↑Mon Sep 10, 2018 8:23 pm
The only problem is that I want to avoid having a +3 aura plus a +2 aura (that might happen if you keep the merlocks to elite level while keep the orcs to master level).
Re: Merlock leader
Posted: Thu Sep 13, 2018 10:43 am
by Alexander82
There are 2 solutions:
1) they will use exactly the same techs, this way they will upgrade together.
2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
Re: Merlock leader
Posted: Thu Sep 13, 2018 12:40 pm
by Savra
Whichever is easiest for you.
Re: Merlock leader
Posted: Fri Oct 26, 2018 3:41 pm
by Savra
Merlock leader:

Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:4 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1: passive:rng:3
Bonuses: Same bonuses as merlock.
Merlock Warlord:

Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:5 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 2:Passive: rng:3
Merlock King:

Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:6 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 3:passive: rng:4
Re: Merlock leader
Posted: Fri Oct 26, 2018 5:41 pm
by Midonik
Alexander proposed different aura for them.
Re: Merlock leader
Posted: Fri Oct 26, 2018 8:17 pm
by Savra
Ya, I know, that's just a placeholder, besides it's set as pending.
Re: Merlock leader
Posted: Fri Oct 26, 2018 10:00 pm
by makazuwr32
Also. No range increase for aura.
All auras must have range 4.
7 range is a bit waaay too much.
Re: Merlock leader
Posted: Sat Oct 27, 2018 12:29 am
by Savra
That's the actual range of the orc leaders auras. I checked it.
Re: Merlock leader
Posted: Sat Oct 27, 2018 1:53 am
by Tankhead
Then its just another thing to correct for Orcs
Re: Merlock leader
Posted: Sun Oct 28, 2018 8:59 am
by makazuwr32
7 range of aura for orc king? Lol.
Re: Merlock leader
Posted: Sun Oct 28, 2018 7:23 pm
by Savra
Alright, did a quick read through and it seems their was 2 options for the merlock leader.
Alexander82 wrote: ↑Thu Sep 13, 2018 10:43 am
There are 2 solutions:
1) they will use exactly the same techs, this way they will upgrade together.
2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
Which do you prefer.
Re: Merlock leader
Posted: Sun Oct 28, 2018 8:18 pm
by makazuwr32
I don't want higher speed for merlocks.
So better variant is 1.
Re: Merlock leader
Posted: Mon Oct 29, 2018 5:38 am
by Savra
Alright so I'll just update it and lower range at final to 4.
Re: Merlock leader
Posted: Mon Oct 29, 2018 5:41 am
by Savra
And now I take it he's ready?
Re: Merlock leader
Posted: Mon Nov 05, 2018 6:45 pm
by Alexander82
Yes, all merlocks will use the same techs as normal orcs (we might use the current techs for something else or simpy remove it)
Re: Merlock leader
Posted: Sat Dec 22, 2018 9:34 am
by makazuwr32
Savra wrote: ↑Fri Oct 26, 2018 3:41 pm
Merlock leader:

Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:3 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Bonuses: halved standart bonuses to buildings, 1% to flying.
Merlock Warlord:

Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:3 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.
Merlock King:

Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:4 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.
Water Goblin swimming (passive aura): +1 water speed to all water goblins (only). Range - 4.
Changed bonuses, speed and auras for them.
All are counting as sea giants.
Re: Merlock leader - IMPLEMENTED
Posted: Thu Aug 08, 2019 1:53 pm
by Alexander82
IMPLEMENTED