Re: Claws, Tails and Poison. Scaledfolk Race.
Posted: Sun Jul 29, 2018 3:03 pm
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Forums for the FREE Android Game "Age of Strategy" (AOS)
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makazuwr32 wrote: ↑Sun Jul 29, 2018 3:03 pm Their buildings will not be affected by themselves, only units they can train.
Stats of all scaledfolk buildings will be the same.
2. Range - 1 for most Highborn, 2 for Kobold lady (in both forms)Warrior
Armored warrior
Shaman
Rider
Elite Rider
Archer
Armored archer
Fire archer
Slinger
Armored slinger
Spearman
Armored spearman
Skirmisher
Armored skirmisher
Komodo knight
Armored komodo knight
Kobold Laborer:
Cost - 3 turns, trainable at TC
Hp - 10
Attack - 3
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Mend rate - 6
No bonuses
Counts for new classification as worker
Armored kobold laborer:
Cost - 3, trainable at TC
Hp - 12
Attack - 5
Range - 1
Armor - 0/1
Speed - 3
Sight - 5
Mend rate - 8
No bonuses
Counts for new classification as worker
Kobold Warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 17
Attack - 7
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as infantry
Armored kobold warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 22
Attack - 10
Range - 1
Armor - 1/1
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as infantry
Kobold Archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 12
Attack - 4
Range - 5
Armor - 0/0
Speed - 3
Sight - 6
Has 50% bonus against infantries, Heavy pikemen
Counts for new classification as archer
Armored kobold archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 16
Attack - 6
Range - 6
Armor - 0/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, Heavy pikemen
Counts for new classification as archer
Kobold Spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has 450% bonus against cavalry, mounted archers
Counts for new classification as Pikeman
Armored kobold spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 15
Attack - 6
Range - 2
Armor - 0/1
Speed - 3
Sight - 5
Has 450% bonus against cavalry, mounted archers
Counts for new classification as Pikeman
Kobold Slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 16
Attack - 6
Range - 3
Actions/turn - 2
Armor - 0/1
Speed - 3
Sight - 5
Spell resist - 20%
Has 100% bonus against Giants, Dragons
Counts for new classification as Archer
Removed power range.
Armored kobold slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 19
Attack - 6
Range - 4
Power range - 1
Actions/turn - 3
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 30%
Has 100% bonus against Giants, Dragons
Counts for new classification as Archer
Kobold Skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 11
Attack - 5
Range - 3
Armor - 0/4
Speed - 3
Sight - 5
Has 100% bonus against archers, dragons
Counts for new classification as Skirmisher
Armored kobold skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 14
Attack - 6
Range - 4
Armor - 1/5
Speed - 3
Sight - 6
Has 100% bonus against archers, dragons
Counts for new classification as Skirmisher
(name changed from Calvary) Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks
Hp - 20
Attack - 5
Range - 1
Actions/turn - 2
Armor - 0/1
Speed - 6
Sight - 7
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
(name changed from heavy Calvary) Elite Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks. Affected by Armored kobolds upgrade, not for Heavy kobold Warden Upgrade.
Hp - 25
Attack - 6
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 6
Sight - 8
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
(changed from Komodo rider) Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 30
Attack - 10
Range - 1
Armor - 2/2
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
Removed poison weapon passive
(changed from Komodo rider) Heavy Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 36
Attack - 12
Range - 1
Armor - 3/3
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
Removed poison weapon passive
Kobold shaman:
Cost - 3 turns, trainable at TC, hunter's hut, Stronghold
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 6
Heal rate - 10
Has no bonuses
Counts for new classification as Caster
Abilities:
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Poison Breath, range 6 (lowered), cooldown - 3 turns
Fear, range 4, lasts 3 turns, no cooldown. Can't affect buildings, siege units, mechanical units.
Dragonrend, range - 2, chance 50%, cooldown - 1 turns (if you couldn't kill dragon in this turn you will have to wait a bit, no "spam until success"), affects only Dragons
Kobold Merchant
Cost - 2 turns, trainable at TC
Hp - 9
Attack - 1
Range - 1
Armor - 0/0
Speed - 4
Sight - 5
Spell resist - 100%
Has no bonuses
Counts for new classification as Special unit
Can't capture TC's
Is a money courier (can speed up production)
Komodo Dragon:
Cost - 2 turns, trainable at TC
Hp - 15
Attack - 5
Range - 1
Armor - 0/0
Speed - 5 (2 in water)
Sight - 6
Spell resist - 100%
Has no bonuses
Counts for new classification as Infantry
Wagon:
Cost - 4 turns, trainable at TC, can be constructed by laborers.
Hp - 25
Attack - 1
Range - 1
Armor - 0/3 (-1 normal armor so it will be completely same as other wagons)
Speed - 5
Sight - 5
Carry capacity - 3
Spell resist - 100%
Construction bonus: -67%
Has no bonuses
Counts for new classification as Transport
Advanced units:Siege mantlet:
Is constructed by Laborers.
Hp - 30
Attack - 0
Armor - 0/8
Speed - 1
Sight - 3
Carry capacity - 1, units can't use abilities and attack inside.
Spell resist - 100%
Construction bonus: 0%
Mend bonus: 50%
Counts for new classification as Transport, Siege unit.
Kobold warden:
Cost - 6 turns, trainable at Fort, Stronghold
Hp - 34
Attack - 10
Range - 1
Actions/turn - 1 (removed second action)
Armor - 2/3
Speed - 3
Sight - 4
Has 200% bonus against Cavalry
Counts for new classification as Heavy Pikeman
Removed bonus to archers.
Heavy Kobold warden:
Cost - 6 turns, trainable at Fort, Stronghold
Hp - 40
Attack - 12
Range - 2
Actions/turn - 1 (removed second action)
Armor - 3/4
Speed - 3
Sight - 5
Has 200% bonus against Cavalry
Counts for new classification as Heavy Pikeman
Removed Power range, bonus to archers.
Kobold lord:
Cost - 5, Trainable at Stronghold.
Hp - 40
Attack - 12
Range - 1
Actions/turn - 1
Armor - 2/3
Speed - 5
Sight - 6
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
Abilities:
Group attack 2 (affects ALL units, as usual. Including dragons, passive), range - 4 tiles.
Kobold Priestess:
Cost - 5, Trainable at: Temple
Hp - 18
Attack - 5
Range - 1
Armor - 0/2
Speed - 3
Sight - 6
Heal rate - 15
Has no bonuses
Counts for new classification as Caster
Abilities:
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Rest - Deals 30 damage to target Undead unit. Affects Undead units only. Range - 4, cooldown - 4 turns.
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Slowing, range 4, no cooldown. Can't affect buildings, siege units, transport units.
Kobold Conjurer (changed first letter in his name):
Cost - 10 turns, trainable at Temple. Don't need any techs for training. Can be trained only one under control of each scaledfolk player.
Hp - 30
Attack - 3
Range - 1
Armor - 2/2
Speed - 3
Sight - 8
Spell resist - 100%
Has no bonuses
Counts for new classification as Unique unit, Elite unit, Caster
Abilities:Removed ALL passive abilities, auras, etc...makazuwr32 wrote: ↑Fri Jul 27, 2018 7:32 pm 1. Summon Dragon - summons near Conjurer RANDOMLY one dragon of 4 he can summon now. Cooldown - 5 turns, dragon is permanent.
2. Fire missle - like magic missle spell with same damage, range 4, applies burning stack on hit, no cooldown.
3. Dragon blood - gives target non-dragon non-mechanical non-buildining non-ship unit additional 15% hp regen per turn for 3 turns. doesn't remove any status effects like burning, poison, etc... Can be extremly useful on Hydras.
4. Dragon skin - self-castable ability, adds +5/+5 armor for 2 turns, no cooldown.
5. Dragon's blessing - target non-dragon non-elite non-unique unit gains randomly +1 attack, +1 normal armor, +1 piercing armor, +5% regeneration/turn. Stackable, chances are: 30%, 25%, 25%, 20%, range - 1, cooldown 3 turns, effect is permanent.
Comment: he will become more useful support caster who can also once in 6 turns summon random dragon. Increased Hp and turn cost for compencation of ability to be trained a bit earlier and loss of armor and summons.
Kobold Drummer (removed "Highborn"):
Cost - 6 turns, trainable at Swamp barracks, Stronghold. Don't need any upgrades for training.
Hp - 15
Attack - 1
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Has no bonuses
Counts for new classification as Special unit
Abilities:
Drum beat (passive aura): All basic non-cavalry Kobolds (listed above at the beginning) gain +1 speed. Range - 4 tiles.
Group attack 1, as usual, affects all exept himself units (another drummer can affect him), Range - 4 tiles.
Comment: this way basic kobolds will become even more useful for scaledfolks because they gain +1 speed.
Highborn (all these need armored kobolds upgrade, have Highborn Presence aura):Kobold Fire archer:
Cost - 4 turns, Trainable at hunter's hut, Stronghold. Doesn't need any upgrades for training.
Hp - 12
Attack - 6
Range - 6
Armor - 1/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, siege units, Heavy pikemen, 100% bonus against ships, mechanical units, 200% bonus against Trolls (for now, maybe i will lower it later), standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Archer
Comment: for ability of training earlier, better stats when compared to normal archer and lots of bonuses increased his cost to 4 turns.
Highborn kobold Maceman:
Cost - 5 turns, Trainable at: Fort, Keep
Hp - 45
Attack - 20
Range - 1
Armor - 3/4
Speed - 3
Sight - 5
Spell resist - 50%
Has 50% bonus against infantries, heavy infantries, archers, siege, giants, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Heavy Infantry, Elite unit
Highborn kobold spearman:
Cost - 4 turns, Trainable at: Fort, Keep
Hp - 36
Attack - 10
Range - 2
Actions/turn - 2
Armor - 2/3
Speed - 3
Sight - 5
Has 200% bonus against cavalry
Counts for new classification as Heavy Pikeman
Abilities:
Throw spear: deals 10 damage to target unit in range 4. Can't affect buildings, siege units, mechanical units. Cooldown - 1 turn.
Highborn kobold archer:
Cost - 4 turns, Trainable at: Fort, Keep
Hp - 30
Attack - 12
Range - 7
Armor - 1/1
Speed - 3
Sight - 10
Has 50% bonus against Elite units, infantries, Heavy pikemen
Counts for new classification as Elite unit, Archer
Highborn Kobold Swordman:
Cost - 4 turns, trainable at: Fort, Keep
Hp - 50
Attack - 15
Range - 1
Armor - 3/5
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Elite unit
Kobold lady (Mounted):
Cost - 8, trainable at: Keep, Can be trained only 1 under control of each player.
Hp - 50
Attack - 20
Range - 1
Armor - 3/4
Speed - 6
Sight - 8
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry, Elite unit, Unique unit
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
Triple group attack (passive aura)
After death becomes Kobold Lady (unmounted)
Removed Carry capacity, 2nd action/turn, dodges.
Lizardmen:Kobold Lady (unmounted):
Can't be trained; restricts training of Kobold Lady (Mounted)
Hp - 40
Attack - 20
Range - 1
Armor - 3/4
Speed - 3
Sight - 6
Spell resist - 100%
Has 50% bonus to infantries, giants, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Unique unit, Elite unit, Heavy infantry
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
(She keeps all abilities exept of Triple Group Attack aura)
Lizardman Shielder (changed from Lizard Blademan):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 32
Attack - 14
Range - 1
Armor - 2/4
Speed - 3 (1 in water)
Sight - 5
Spell resist - 20%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Amphibious unit
Elite Lizardman Shielder (changed from "Armored Lizard Blademan"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 38
Attack - 17
Range - 1
Armor - 3/6
Speed - 3 (2 in water)
Sight - 5
Spell Resist - 30%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Amphibious unit
Lizardman archer:
Cost - 4 turns, Trainable at Fort, Keep
Hp - 20
Attack - 8
Range - 6
Armor - 1/1
Speed - 3 (1 in water)
Sight - 7
Spell Resist - 20%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts for new classification as Archer, Amphibious unit
Elite Lizardman Archer (Changed from "Armored"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 26
Attack - 10
Range - 7
Armor - 2/2
Speed - 3 (2 in water)
Sight - 8
Spell Resist - 30%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts for new classification as Archer, Amphibious unit
Lizardman Headhunter (new unit!):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 24
Attack - 5
Range - 4
Actions/turn - 2
Armor - 0/3
Dodge Arrows - 15%
Speed - 3 (1 in water)
Sight - 6
Spell resist - 20%
Has 100% bonus to archers, dragons
Counts for new classification as Skirmisher, Amphibious unit
Snakemen:Elite Lizardman Headhunter (new unit!):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 30
Attack - 7
Range - 5
Actions/turn - 2
Armor - 1/4
Dodge Arrows - 30%
Speed - 3 (2 in water)
Sight - 6
Spell resist - 30%
Has 100% bonus to archers, dragons
Counts for new classification as Skirmisher, Amphibious unit
Snakeman Duel Swordsman (fix name!):
Cost - 4
Hp - 30
Attack - 12
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 50% bonus to infantries, heavy infantries, giants
Counts for new classification as Infantry, Amphibious unit
Giants of Scaledfolk:Snakeman Spearman:
Cost - 4
Hp - 26
Attack - 9
Range - 1
Armor - 1/1
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 450% bonus against cavalry
Counts for new classification as Pikeman
Turtleman:
Cost - 7 turns, Trainable at Temple
Hp - 60
Attack - 20
Range - 2
Armor - 5/7
Speed - 3 (4 in water)
Sight - 5
Spell resist - 70%
Carry capacity - 1 (units inside can act as in tower, can't transport Wagons, Mantlets); can't transport Dragons.
Has 50% bonus to Naval units, Amphibious units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Giant, Amphibious, Water transport unit, Heavy infantry
Dragons:Hydra:
Cost - 10 Turns, Trainable at Temple
Hp - 112
Attack - 14
Range - 2
Actions/turn - 4
Armor - 2/2
Speed - 3 (2 in water)
Sight - 6
Spell resist - 80%
Has 25% bonus to giants
Counts for new classification as Giant, Troll (for now), Amphibious
Abilities:
Hydra's Venom (passive): deals 8 damage/turn for 4 turns, non-stackable, doesn't affected by bonuses, can't affect undeads, demons, mechanical units, ships, buildings, Trolls (their regeneration surpasses effect of venom applies to hydra itself)
Eat corpse: eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Troll regeneration (as usual)
Devourer:
Cost - 4 turns, Trainable at Dragon temple
Hp - 40
Attack - 10
Range - 1
Armor - 4/2
Speed - 4 (land unit)
Sight - 5
Spell resist - 0%
Has 50% bonus to infantries
Counts for new classification as Dragon
Abilities:
Lifelink (passive, self only)
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Devourer's strength (passive) - for each eaten corpse gains +4 hp, +1 damage. (added) OR Regular Veteran power that increases hp on kill and attack (no armor increase)
White dragon:
Cost - 6, Trainable at Dragon temple
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3 (land unit)
Sight - 6
Spell resist - 20%
Heal rate - 10
Has no bonuses
Counts for new classification as Dragon, Caster
Abilities:
White breath - heals all units affected by spell for 15 hp, range - 3, cooldown - 4 turns.
Heal - range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Healing aura: same as elf wizard
Removed all his other spells: he is only healer right now.
Acid Dragon (Changed name from Green dragon):
Cost - 6 turns, Trainable at Dragon temple
Hp - 38
Attack - 12
Range - 5
Armor - 2/2
Speed - 5
Sight - 6
Spell resist - 40%
Has 50% bonus to mechanical units, ships, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Dragon, Flying
Abilites:
Acid breath (passive): applies "Acid" effect on hit to mechanical units, ships, buildings. Is stackable, deals on affected unit per turneach effect lasts for 6 turns. Mending of unit removes 3 stacks of effect only.Code: Select all
1*(amount of "Acid" effect stacks)*(bonus to unit)
Slowness: range - 3 tiles, no cooldown.
Removed all other abilities, auras and passives.
Fire dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 30
Attack - 14
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Spell resist - 30%
Has 25% bonus to mechanical units, ships, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Dragon, Flying
Abilities:
Fire breath - range 3, cooldown 4 turns.
Lesser fire breath - Magic missle-like ability, deals 7 (half of his basic damage) damage and applies if possible burning effect to target. Range - 4, no cooldown
Burning weapon (Passive)
Removed second fireball.
Gold Dragon:
Cost - 5 turns, Trainable at Dragon temple
Hp - 20
Attack - 6
Range - 1
Actions/turn - 2
Armor - 0/0
Speed - 5
Sight - 6
Mend rate - 10
Has no bonuses
Can't start any buildings.
Counts for new classification as Dragon, Flying, Worker
Removed all his spells and passive abilities: now he is a support worker unit (and great one i must say!)
Dark Dragon:
Cost - 8 turns, Trainable at Dragon temple
Hp - 50
Attack - 16
Range - 2
Armor - 2/2
Speed - 4
Sight - 5
Spell resist - 50%
Has no bonuses
Counts for new classification as Dragon, Flying
Abilities:
Slow weapon (passive)
Dark Presence (aura): range - 3 tiles, affects non-flying, non-mechanical units. affected units gain -25% spell resist, -1 speed. Doesn't stack from multiple scources. Can't affect unique units, Forum Heroes.
Convert - 30% chance, range - 3 tiles, cooldown 1 turn.
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Changed passive on-hit effect, changed aura, removed dark breath spell, added attack range.
Naval units:Dragon Lord (Changed from Gray Dragon):
Cost - 8 turns, Trainable at Temple
Hp - 80 (still highest among all dragons!)
Attack - 25
Range - 2
Armor - 5/5
Speed - 3 (1 in water)
Sight - 8
Spell resist - 100%
Has 50% bonus to giants, dragons, 1% to flying units, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Giant, Dragon, Heavy infantry, Amphibious unit
Abilities:
Fear Weapon (Passive)
Dragon lord presence (passive aura): All other allied dragons in range 4 gain +1/+1 armors, +5 damage. Affects Dragons only, doesn't affect himself (alas other dragon lord can affect him)
Fire breath: range - 5, cooldown 3 turns.
Fear: range - 4 tiles, no cooldown.
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Changed his skills, aura, passive on-hit effect.
Raft
Cost - 3 turns, trainable at TC near water, can be built by laborers
Hp - 15
Attack - 1
Range - 1
Armor - 0/1
Speed - 3
Sight - 4
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 1, units incide can act as in tower.
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Upgrades:Small ship
Cost - 4 turns, trainable at TC near water, can be built by laborers.
Hp - 24
Attack - 0
Range - 1
Armor - 0/3
Speed - 4
Sight - 5
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 2
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Removed "Throw" ability.
Armored kobolds upgrade:
Can be researched at: Swamp barracks, Stronghold.
Cost 9 turns (increased by 1 because this upgrade affects most units in the game!)
Heavy kobold warden upgrade:
Can be researched at: Fort, Stronghold.
Cost 6 turns, affects Kobold warden ONLY.
Armored Lizardmen upgrade:
Can be researched at: Fort, Keep.
Cost 8 turns.
Tough scales upgrade:
Can be researched at: Temple.
Cost - 5 turns.
ALL kobolds (including Highborn) and Lizardmen gain+1 damage, +1/+1 armor, +10% hp regen per turn
1. I don't see them being nether semi-elite nor elite at all. They have less cost than Uruks and are WEAKER, their only advantage is going (VERY slowly) through water - and still even having a cost 1 point higher they have the same stats, if not a bit less than an unupgraded, regular uruk unless they are armored and the uruk isn't upgraded. And the uruk is an elite unit, so... I still think it would be nice to have them at the main factory units. But then again we all know that uruks are overpowered.makazuwr32 wrote: ↑Tue Jul 31, 2018 3:08 pm 1. Lizardmen are semi-elite units now. Like Vampire or Death Knight for undeads - they are semi elite units and moved from eaarly buildings. Also i needed something for addition to Fort and Stronghold because both these buildings are pretty lonely before you researched armored kobolds.
2. Yes his lesser fire breath attack is affected by bonuses dragon has. Also reason why i increased cooldown is because this unit is only of all with fireball who has burning as passive and on magic missile.
As for that attack it is still useful because sometimes you don't want to fly into point blank and stay for example in mountains or in water and for that this ability is useful - less than normal attack but ranged. maybe i'll increase range and damage by 1.
3. the point is that Scaledfolks can get for their army 3 global (that affect all units) auras: +1 damage, +2 damage, +3 damage. To ALL units including dragons. Dragon lord adds all loyal dragons +5 damage and +1/+1 armor. Highborn also can add other kobolds +3 attack and +1/+1 armor. and because i lowered it to +3. Orcs and Dwarves (who have strengthen spell) don't have right now for example so many auras. Just think about it: +9 damage and +1/+1 armors for most of your army. and half of it can get even more +3 damage to get +12 in total to attack.
4. Maceman was originally more costly and also it is more useful than swordman: he has only by 5 hp less and by 0/1 armor less than swordman but has higher damage and more bonuses. And because +1 turn cost.
Imperial Swordman also has higher damage and cost than shielder.
Also forgot to add Giants to his bonuses.
1. Well if you think this way than elven sentinel needs huge buff to stats because he costs 6 turns following your logic.Skelegonsans wrote: ↑Thu Aug 02, 2018 1:43 am 1. I don't see them being nether semi-elite nor elite at all. They have less cost than Uruks and are WEAKER, their only advantage is going (VERY slowly) through water - and still even having a cost 1 point higher they have the same stats, if not a bit less than an unupgraded, regular uruk unless they are armored and the uruk isn't upgraded. And the uruk is an elite unit, so... I still think it would be nice to have them at the main factory units. But then again we all know that uruks are overpowered.![]()
2. I'd be in favor of the 1 damage 1 range increase in lesser fire breath. Also good to know that it is also affected by bonuses. Looks a bit more useful to me now.
3. Hmm, good point, didn't think about that. Scaledfolk auras look like the strongest ones in the game right now, so it makes sense.
4. I mean, its stats aren't even that much higher than the swordsman to justify the 1 cost increase. If it must stay at cost 5 then at least increase its stats slightly so it's an unit actually worth getting?




Hah. Half of them are from Battle For Wesnoth.General Brave wrote: ↑Thu Aug 02, 2018 2:13 pm
We can have something like this as a skirmisher.
A mage perhaps or healer.
Some search of heavily-armed Infantry or anti-calvary.
Spearman.
Double swordman.
Axe Warrior.
Druid.