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Grave digger IMPLEMENTED
Posted: Fri Nov 04, 2016 6:22 pm
by Alexander82
Trained at the graveyard
This unit has a special ability that allows him to create corpses (like it is digging them out of their graves).
Different corpses has a different chance to spawn (for example an archer corpse is moe likely to spawn than a knight corpse, and a dragon corpse is even ess likely to spawn)
Aside from that it won't be a strong fighter but it is meant to work coupled with a reanimating unit (like a necromancer or a lich)
concept:

Re: Grave digger
Posted: Fri Nov 04, 2016 6:35 pm
by Midonik
I really like it!
Changes to spawn:
Corpus-50%
Archer corpus-30%
Horsesman corpuse-19%
Dragon corpus-1%
Re: Grave digger
Posted: Fri Nov 04, 2016 8:13 pm
by Alexander82
Since we are putting in other corpses i would make:
1% Dragon corpse
10% Knight corpse
12% Archer corpse
17% Spearman corpse
25% Swordman corpse
35% Generic corpse (that raise zombies or ghouls)
Re: Grave digger
Posted: Fri Nov 04, 2016 8:22 pm
by MightyGuy
i like this unit it's very similar to worker with different talents or skills.

how about the forest skeleton? not yet accepted?

Re: Grave digger
Posted: Fri Nov 04, 2016 8:36 pm
by Alexander82
having a shovel in his hands i had in mind the possibility to make it act as a heping worker (can't start a building but can help constructing) but this way we should raise the cost a bit i suppose.
Re: Grave digger
Posted: Fri Nov 04, 2016 8:53 pm
by Alpha
YESSSSSSSSS! I AGREE 100%
Re: Grave digger
Posted: Fri Nov 04, 2016 9:10 pm
by MightyGuy
i agree.
Re: Grave digger
Posted: Sat Nov 05, 2016 10:23 pm
by DoomCarrot
This is an awesome unit idea, good job Alexander.
However, I see this becoming extremely OP if we do not nerf it (one gravedigger per graveyard, 20-50% chance that a corpse will appear, 0 armor and 5 HP, etc).
Re: Grave digger
Posted: Sat Nov 05, 2016 10:37 pm
by MightyGuy
cost 4 is better
Re: Grave digger
Posted: Sat Nov 05, 2016 10:55 pm
by Alexander82
DoomCarrot wrote:This is an awesome unit idea, good job Alexander.
However, I see this becoming extremely OP if we do not nerf it (one gravedigger per graveyard, 20-50% chance that a corpse will appear, 0 armor and 5 HP, etc).
What about cost 1 and vanishing 1? Or it dies after creating a corpse (it is a random unit at cost 1)
Re: Grave digger
Posted: Sun Nov 06, 2016 1:49 am
by DoomCarrot
I think that is a good idea, but that still could get too much, as all units it could spawn are 2-4 turns, and chance of dragon.
In other words, just spamming gravediggers could make a huge army very quickly that may be unbalanced. Which is why I think we need to give it some sort of percent chance to dig up a corpse or something along those lines.
Re: Grave digger
Posted: Sun Nov 06, 2016 1:53 am
by Alexander82
What about cost 5 and cooldown 3 for the skill? You can make more units only in the long run. Or you can dig a tile and it has a chance of 25% to find a corpse (after it find a corpse the kind of corpse is calculated on that %) You can't use it if you don't have a free tile to target in range 1.
Re: Grave digger
Posted: Sun Nov 06, 2016 7:55 am
by enrich
I think it should cost 4 like mighty guy said but only have a 20% chance to spawn a corpse.Undead workers are already the best in the game and can build a bone tower in 5 turns that can be demolished for a corpse, so the chance to get a corpse sould reflect this. They shouldnt have the ability to help construction since the undead have the best workers in the game already. They should also only be able to dig for corpses around graves and crypts.
Or they can have a 3 turn cost with a 5 turn cooldown. Again to reflect the fact that workers can already make their own corpses. And have a bonus against buildings because they are digging away at their foundations
Re: Grave digger
Posted: Sun Nov 06, 2016 9:41 am
by MightyGuy
enrich wrote:I think it should cost 4 like mighty guy said but only have a 20% chance to spawn a corpse.Undead workers are already the best in the game and can build a bone tower in 5 turns that can be demolished for a corpse, so the chance to get a corpse sould reflect this. They shouldnt have the ability to help construction since the undead have the best workers in the game already. They should also only be able to dig for corpses around graves and crypts.
I'm not sure but i believe that the bone tower to corpse needs a tricky code
enrich wrote:Or they can have a 3 turn cost with a 5 turn cooldown. Again to reflect the fact that workers can already make their own corpses. And have a bonus against buildings because they are digging away at their foundations
i prefer this one

Re: Grave digger
Posted: Sun Nov 06, 2016 9:49 am
by enrich
Yeah and i think they should be based on zombies and have similar stats to them
Re: Grave digger
Posted: Sun Nov 06, 2016 10:56 am
by MightyGuy
what do you think alexander?
Re: Grave digger
Posted: Sun Nov 06, 2016 2:22 pm
by Alexander82
I made this idea on Daniel's behalf thay is seeing that undeads are currently the weakest race and tought they needed more corpses. I also think that we should limit that. A 25% chance seemed fair. Also i think that a tower shouldn't leave a corpse behind (as einrich told before) so i assume it is a bug.
Re: Grave digger
Posted: Mon Nov 07, 2016 6:45 pm
by DoomCarrot
Yes, a cost 4 or so, with 25% chance should be good. This means that in about 8 turns after completion, the gravedigger SHOULD pay itself off more or less, and any amount of time longer than that you are basically getting + units.
Re: Grave digger
Posted: Mon Nov 07, 2016 8:28 pm
by Alexander82
Yes. It should be a strategy where you invest in advance to have a future return
Re: Grave digger
Posted: Tue Nov 08, 2016 6:52 am
by MightyGuy
i agree! acceptable!!

★★★
Re: Grave digger
Posted: Tue Nov 08, 2016 6:27 pm
by Alpha
I agree.
Re: Grave digger
Posted: Sun Mar 19, 2017 12:53 pm
by Alexander82
Grave digger
Stats:
Cost 4
Hp 15
Attack 5
range 1
armor 0
pierce 3
speed 3
sight 4
action 1
spell resistance 0%
Special: Dig corpses: It has 25% chance to spawn a corpse in a free tile.
The corpse type is decided randomly with the following percentage:
1% Dragon corpse
10% Knight corpse
12% Archer corpse
17% Spearman corpse
25% Swordman corpse
35% Generic corpse (that raise zombies or ghouls)
Re: Grave digger
Posted: Thu Mar 30, 2017 3:13 pm
by Typhoon
I like this unit we need this
Re: Grave digger IMPLEMENTED
Posted: Mon Aug 14, 2017 1:14 am
by Sunrise Samurai
I've noticed the 25% chance is a little bit too random, and can easily give too many or too few corpses just by rng. Could we edit this to 100% chance, but 4 turn cooldown, or else 50%, but 2 turn cooldown? Pretty much the same amount of corpses, but gives the game more to skill and strategy than to success with a random number generator.
Re: Grave digger IMPLEMENTED
Posted: Mon Aug 14, 2017 5:37 am
by Stratego (dev)
i like it,
Alexander?
others?
Re: Grave digger IMPLEMENTED
Posted: Mon Aug 14, 2017 12:01 pm
by Alexander82
I agree. Let's ask other player. I think that 100% but cooldown 3 might be ok too. After all this is a fragile unit and is likely to be easily killed by enemy ranged units.
Re: Grave digger IMPLEMENTED
Posted: Mon Aug 14, 2017 12:02 pm
by Alexander82
We might also give it a small repair rate to aid workers during the turns where the skill is in a cooldown state
Re: Grave digger IMPLEMENTED
Posted: Thu Aug 17, 2017 10:26 am
by Sunrise Samurai
Since we've had no other opinions on this, and we are pretty much all in agreement, I guess we should make the fix. CD 3 sounds good, and a small repair rate really encourages players to use these over extra workers.
Re: Grave digger IMPLEMENTED
Posted: Thu Aug 17, 2017 10:27 am
by Alexander82
Ok, i'll edit the json and ask Daniel to edit the spell
Re: Grave digger IMPLEMENTED
Posted: Tue Oct 17, 2017 10:09 pm
by Sunrise Samurai
Bugged autocast. The autocast ignores cooldown, giving a corpse every turn.
Daniel, could you fix this before this guy "Stratego" starts making grave diggers in our game?
