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Merlock expansion - IMPLEMENTED

Posted: Fri Sep 07, 2018 8:29 am
by Alexander82
I'd like to expand the merlock subrace

I've proposed the merlock leader in another topic and I'd like to discuss your suggestion for other units

I'd like to add a ranged unit but what i'm coming up to are 2 main ideas:

1) a trident thrower (that would end up being like the current unit so I should draw another image to make it melee)

2) a water spitter (similar to the archer fish that spit water to hunt for its preys)

Also I was thinking the race by adding a unit inspired by the goblin fish (you can search for images on google) that would be the merlock counterpart for goblins. One goblinfish unit might be a slave.

Aside from that I'd like a merlock using hooks and chains to slow down ships from a small distance (like if he was boarding them) and, maybe, convert them.

Let me know If you have ideas to expand the orcish "fleet".


Current units:


Water Goblin Harpoonist (possible alternative names Gill Goblin, Mer-blin)

Base
Image
Cost: 2 turns
Hp: 12
Attack: 6
Range: 4
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 1
Spell resist: 0%
Elite
Image
Cost: 2 turns
Hp: 16
Attack: 7
Range: 5
Armor : 1
P. Armor: 1
Speed: 2 (water 5)
Sight: 6
Action: 1
Spell resist: 0%
Master
Image
Cost: 2 turns
Hp: 20
Attack: 8
Range: 6
Armor : 2
P. Armor: 2
Speed: 2 (water 6)
Sight: 7
Action: 1
Spell resist: 0%
Merlock chain fighter

Base
Image
Cost: 5 turns
Hp: 30
Attack: 8
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 2
Spell chance: 20%
Spell resist: 0%
Special:
hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship: 5% chance to convert a ship. cooldown 5 (using several merlocks chain fighters together with hold ship will make converting easyer)
Elite
Image
Cost: 5 turns
Hp: 35
Attack: 9
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 5)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Special:
hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship: 5% chance to convert a ship. cooldown 5 (using several merlocks chain fighters together with hold ship will make converting easyer)
Master
Image
Cost: 5 turns
Hp: 40
Attack: 10
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 6)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Special:
hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship: 5% chance to convert a ship. cooldown 5 (using several merlocks chain fighters together with hold ship will make converting easyer)
Water goblin servant
Image
Cost: 2 turns
Hp: 8
Attack: 3
Range: 1
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 1
Mend rate: 7
Spell resist: 0%

Re: Merlock expansion

Posted: Fri Sep 07, 2018 8:37 am
by makazuwr32
Than we need expand human fleet other races naval units first.
After that we can expand merlocks.

For example undeads, elves and dwarves have little chances against even current merlocks and i don't think that they will have any chances against merlocks after their expansion.

Re: Merlock expansion

Posted: Fri Sep 07, 2018 9:27 am
by Alexander82
I agree

I've added skeleton pirates for the same reason (I also added 4 slots in the ghost ship that can be entereb by skeleton pirates)

About elves we are going to add more things (especially from the rising elves part) and some special units like the electric heels that are perfect to counter merlocks. Also I'd like to put in the mermaid too.

Re: Merlock expansion

Posted: Fri Sep 07, 2018 1:57 pm
by Savra
I looked this goblin fish up but all I seen was a fish with a long nose. Mind showing a refrence?

Re: Merlock expansion

Posted: Fri Sep 07, 2018 2:05 pm
by Savra
They are known as aquatic or water goblins

Re: Merlock expansion

Posted: Fri Sep 07, 2018 2:58 pm
by Savra
So basically you wanted something like this?
Btw I think your ranged unit should be a water goblin harpoonist.

Re: Merlock expansion

Posted: Fri Sep 07, 2018 10:13 pm
by Alexander82
Nice one

Can you make upgrades dressed like the merlock?

Re: Merlock expansion

Posted: Fri Sep 07, 2018 10:39 pm
by Savra
Ummm, maybe he might have to have a different upgrade look but all in all I'll try and make it similar.

Re: Merlock expansion

Posted: Fri Sep 07, 2018 11:32 pm
by Alexander82
I'd like to make them similar because I don't think we'll have that many units

Re: Merlock expansion

Posted: Sat Sep 08, 2018 12:34 am
by Savra
Ok how's this.

Re: Merlock expansion

Posted: Sat Sep 08, 2018 12:37 am
by Savra
Probably add a water goblin shark rider (drops a water goblin gutter), merlock anchormen (your hookmen), merlock scourge (mage)

Re: Merlock expansion

Posted: Sat Sep 08, 2018 5:52 am
by Savra
Besides the pictures what should stats be?
Sea goblin Harpoonist+upgrades:
Cost:2
Hp:10/12/14
Atk:7/8/9
Rng:3/4/5
Sight:5/6/7
Spd:4/5/6
Arm:0/1/2
P.arm:0/1/2
Res:0%

Re: Merlock expansion

Posted: Sat Sep 08, 2018 8:25 am
by Alexander82
Savra wrote: Sat Sep 08, 2018 12:34 amOk how's this.
If you don't mind i'd like to make a try too

Re: Merlock expansion

Posted: Sat Sep 08, 2018 8:27 am
by Alexander82
Savra wrote: Sat Sep 08, 2018 5:52 am Besides the pictures what should stats be?
Sea goblin Harpoonist+upgrades:
Cost:2
Hp:10/12/14
Atk:7/8/9
Rng:3/4/5
Sight:5/6/7
Spd:4/5/6
Arm:0/1/2
P.arm:0/1/2
Res:0%
I was thinking to use the same set of goblin archers since it is basically its water counterpart

Re: Merlock expansion

Posted: Sat Sep 08, 2018 9:22 am
by Alexander82
Do you like these versions?

Re: Merlock expansion

Posted: Sat Sep 08, 2018 10:41 am
by Alexander82
I tried to improve the shading on the body since it was too dark

Re: Merlock expansion

Posted: Sat Sep 08, 2018 1:46 pm
by StormSaint373
Also look up Sahaugin, and Kuo Toa!

Re: Merlock expansion

Posted: Sat Sep 08, 2018 4:24 pm
by Savra
StormSaint373 wrote: Sat Sep 08, 2018 1:46 pm Also look up Sahaugin, and Kuo Toa!
Those both are fish people not orcish or gobilinoid. Could probably work as a hostile neutral.

Re: Merlock expansion

Posted: Sat Sep 08, 2018 4:24 pm
by Savra
Alexander82 wrote: Sat Sep 08, 2018 10:41 am I tried to improve the shading on the body since it was too dark
Perfect.

Re: Merlock expansion

Posted: Sat Sep 08, 2018 5:29 pm
by Savra
Could you make a water goblin with this kind of weapon riding a shark?

Kinda like these only riding a shark.
Goblin gutter.png
Elite sea goblin gutter.png
Master sea goblin.png
And is this the style weapon you wanted the new merlock you suggested to have?
LNJ_Museum_Weapons_HeroFULLRETINA_S6_0006s_0000_Dogshank-Anchor.png

Re: Merlock expansion

Posted: Sat Sep 08, 2018 5:44 pm
by Alexander82
Exactly!

That was the design I had in mind

I think it can be a mid range unit (like 3 at max level) with a sort of whirlwind attack or trample

About the shark riding merlocks I like the idea but those would be 100% water unit wouldn't they? Would you like a dismount stance to walk on land to (at 2 speed perhaps?)?

Re: Merlock expansion

Posted: Sat Sep 08, 2018 5:58 pm
by Alexander82
I further adjusted the shading and the color (since the original armor of upgrade 2 was simlar in color to the goblin skin)

Re: Merlock expansion

Posted: Sat Sep 08, 2018 7:27 pm
by Savra
Alexander82 wrote: Sat Sep 08, 2018 5:44 pm Exactly!

That was the design I had in mind

I think it can be a mid range unit (like 3 at max level) with a sort of whirlwind attack or trample

About the shark riding merlocks I like the idea but those would be 100% water unit wouldn't they? Would you like a dismount stance to walk on land to (at 2 speed perhaps?)?
They are shark riding water goblins who on death turn into a water goblin gutter who has that book weapon. Acts as a goblin spiked does only amphibious.

Re: Merlock expansion

Posted: Sun Sep 09, 2018 3:49 pm
by Savra
Just remembered merlocks live in swamps and water goblins live in rivers (water goblins are an actual thing in mythology) we could make them Croc riders instead and solve the land crossing problem.

Re: Merlock expansion

Posted: Sun Sep 09, 2018 3:57 pm
by Savra
I will make an attempt to make these to make things easier on you so you can make your modifications. Btw that water spitting ability could go to the water goblins as a researchable ability that does 8 true damage or something.

Re: Merlock expansion

Posted: Mon Sep 10, 2018 8:43 am
by Alexander82
Oh I have edited lights/colors further. I think those should be final

Re: Merlock expansion

Posted: Mon Sep 10, 2018 9:19 am
by Alexander82
chain fighters

Re: Merlock expansion

Posted: Mon Sep 10, 2018 9:56 am
by Alexander82
Water goblin servant (water worker)

Re: Merlock expansion

Posted: Mon Sep 10, 2018 11:07 am
by Alexander82
@Savra before making the riding water goblin I wanted to ask you a thing.

Water goblins are fast in water as merlocks are (level 3 has speed 6 in water) so the point of a riding unit won't be that of speed I guess (since it should be 7+ speed to make sense). In that case what do you suggest its role/stats to be?

Re: Merlock expansion

Posted: Mon Sep 10, 2018 3:04 pm
by Savra
Probably scouting or anti amphibious. It could be a crocodile rider so give him high bonus to aquatic and amphibious units that aren't ships were ships will have a smaller bonus.