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Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 5:57 am
by Badnorth
Redesign.
@makazuwr32.

- unit_dwarf_dwarven_monk.png (1.07 KiB) Viewed 5086 times

- unit_dwarf_dwarven_monk_new.png (896 Bytes) Viewed 5086 times
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 6:42 am
by DreJaDe
Badnorth wrote: ↑Sun Jun 06, 2021 5:57 am
Redesign. @makazuwr32.
unit_dwarf_dwarven_monk.png
unit_dwarf_dwarven_monk_new.png
Isn't the monk just a map editor I don't think, it would be put in.
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 7:01 am
by makazuwr32
We actually were thinking for quite a while with alex about remaking monk of dwarves. Alas we did not decide yet what to do but ideas are still there.
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 8:19 am
by diesel
I've seen it in a couple campaign/scenario games
looks nice - im a dwarf fan and monk never quite fit in
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 10:08 am
by Badnorth
diesel wrote: ↑Sun Jun 06, 2021 8:19 am
I've seen it in a couple campaign/scenario games
looks nice - im a dwarf fan and monk never quite fit in
Savra also said It will have tier upgrades
@diesel. So i made these:

- unit_dwarf_dwarven_monk_new.png (879 Bytes) Viewed 5060 times

- unit_dwarf_dwarven_monk_1.png (907 Bytes) Viewed 5060 times

- unit_dwarf_dwarven_monk_2.png (876 Bytes) Viewed 5060 times
Not Accepted yet by Savra so it might be changed.
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 12:31 pm
by diesel
yeah he's gangster dwarf now, i hope they like it!
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 2:02 pm
by makazuwr32
Images indeed are great.
Now question is about discussion of rethinking its concept and giving it proper stats.
Re: Redesign for Dwarven Monk
Posted: Sun Jun 06, 2021 6:39 pm
by diesel
stats aren't bad as they are
i think hp/atk works and abilities shouldn't be like the other casters. 2 action is why i like monk so dont change that! maybe self-disenchant?
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 2:19 am
by makazuwr32
2 actions will be kept, yes.
Self disenchant - no.
It probably will have heal in range 1, aoe heal with range 0 and aie range 1 (with half efficiency), self strengthen (for sure). Maybe other abilities but we will see.
Veteraning will be removed definitely.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 3:38 am
by Savra
Probably could give it die hard passive as a replacement, like a final hurrah maybe.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 4:03 am
by makazuwr32
Not as passive but maybe as activable ability?
Right. Also spell resist must be lowered and dodges must be removed (aside from dodge counter - that one will be kept).
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 4:05 am
by Savra
Forgot about those.
Anyway, could be activated.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 4:10 am
by Shark guy 35
The images look nice, but I did like the old style where the eyes were visible. I guess it will have to go for the sake of consistency.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 4:21 am
by Badnorth
I hate visible eyes
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 4:48 am
by makazuwr32
I think it is fine on some units to have visible eyes but not for literally every unit.
Some units are fine without visible eyes while other are better with them.
For some giant units for example eyes must be there or it will look too bad — giant unit with halfling's eyes......... Something that should have high miss chance.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 5:51 am
by Badnorth
I guess visible eyes does indeed look good on those types. I just don't like the look of those creepy eyes, so i removed it in the monk's redesign. Which was a success since it looked better without it. The 2nd and 3rd tier has angry-looking eye brows which also added to the looks. And kinda made it look like a..
diesel wrote: ↑Sun Jun 06, 2021 12:31 pm
gangster dwarf
Yes, a gangster dwarf.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 7:55 am
by makazuwr32
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 8:06 am
by Badnorth
They do look menacing xD
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 8:20 am
by makazuwr32
By the way. What about instead of making him holy unit like monk we will try to make it as melee berserker? As actual gangster unit?
He will than get runes and berserking ability, attack increase per tier will be low or even none but instead he will get more actions/turn with tiers and jump ability (range will increase with tiers).
Berserk (ability): -0.9 heal rate, +1 speed, "No counter against me" spec action, some bonus attack, looses all armor. Can't be disenchanted. Lasts for 3 turns, cooldown is 7 turns.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 12:20 pm
by diesel
@Badnorth - did u draw the sketch picture! yeah thats a dwarf
@mak - great idea b/c monks are traditionally human (maybe move the original bald one there with same stats?) - the new picture and new stats work for beserker, a hands-on fighter - just take his belt off tho
but then u should remove heal altogether imo
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 1:21 pm
by makazuwr32
Yes that brawler unit will not have healing.
Old monk will be used as ancient skin pack part i think.
Humans may get monk unit but different one, more like priest instead of fighter.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 1:23 pm
by Badnorth
Sketch picture? You mean the sprite? If so, then not entirely. I used the one above as a base, then edited it. Since it is a redesign, the old one was created by @General Brave.
Here's the old image.
Re: Redesign for Dwarven Monk
Posted: Mon Jun 07, 2021 1:25 pm
by Badnorth
The new ones reminds me of someone in Metal Slug. The POWs. And Hyakutaro.