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Monster skeletons — IMPLEMENTED
Posted: Fri Mar 15, 2019 3:26 pm
by makazuwr32
These skeletons were firstly raised as result of fails but were found quite useful and thus they began to be mass producted by liches and necromancers.
All these units are not affected by armored and golden skeleton upgrades.
I am providing 2 variants of stats for
@Alexander82 so he will choose which will fit better.
makazuwr32 wrote: ↑Wed Feb 20, 2019 7:09 am
Also all these must be trainable in that monster factory building for undeads.
Giant skeleton shielder, can be raised from swordman corpse:
Cost - 3 turns
Hp - 30
Attack - 10
Armor - 2/9
Speed - 3 (1 in water)
Sight - 4
Spell resist - 20%
Standart bonus to buildings
Skeleton impailer, can be raised from pike corpse:
Cost - 3 turns
Hp - 22
Attack - 10
Actions/turn - 1
Range - 2 (1 large bone pike)
Armor - 0/2
No dodges
Speed - 3
Sight - 5
Spell resist - 20%
450% bonus against cavalry
Better archer, can be raised from archer corpse:
Skeleton elf archer
Cost - 3 turns
Hp - 11
Attack - 7, perfect accuracy
Range - 6
Armor - 0/2
Speed - 4
Sight - 9
Spell resist - 0%
100% bonus against flying
Skeleton centaur, can be raised from mounted corpse:
Skirmisher:
Cost - 5 turns
Hp - 25
Attack - 8
Range - 5
Actions/turn - 2
Armor - 0/6
Speed - 4
Sight - 8
Spell resist - 50%
50% bonus against archers
Skeleton 2 headed dragon, can be raised from dragon corpse:
Cost - 9 turns
Hp - 80
Attack - 18
Actions/turn - 2
Armor - 1/1
Speed - 5
Sight - 7
Spell resist - 30%
1% bonus against flying (full damage on counter against melee flying)
Abilities:
Poison breath
Fire breath
Re: Monster skeletons
Posted: Fri Mar 15, 2019 5:08 pm
by Dagravian
Thats interesting, but i'm curious about how they would work... So would be nice if you could clear a few things...
1- You are suggesting them as produceable units on factories? Or spawnable on those reanimating spells from liches, necromancers or other undead risers? Or both ways?
1.1- If produceable (as you put a relative cost), where would they be produced?
1.2- Is there any pre-request for them to be produced?
2- If spawnable, what would be spawn chance for them?
2.1- Would these overlap the current units of normal reanimating methods?
2.2- Would them be added as advanced/upgraded reanimating spell or something?
2.3- would be required a new specific corpse formations/layouts to spawn them? (As 2 swordmans and 1 pikeman or 1 archer, 1 swordman, 1 pikeman...)
3- To allow these, would be required a tech/research?
3.1 If so, what would be requirements for it and where would it be researched?
...
Re: Monster skeletons
Posted: Fri Mar 15, 2019 7:27 pm
by makazuwr32
DoomsdayDragonfire wrote: ↑Fri Mar 15, 2019 5:08 pm
Thats interesting, but i'm curious about how they would work... So would be nice if you could clear a few things...
1- You are suggesting them as produceable units on factories? Or spawnable on those reanimating spells from liches, necromancers or other undead risers? Or both ways?
1.1- If produceable (as you put a relative cost), where would they be produced?
1.2- Is there any pre-request for them to be produced?
2- If spawnable, what would be spawn chance for them?
2.1- Would these overlap the current units of normal reanimating methods?
2.2- Would them be added as advanced/upgraded reanimating spell or something?
2.3- would be required a new specific corpse formations/layouts to spawn them? (As 2 swordmans and 1 pikeman or 1 archer, 1 swordman, 1 pikeman...)
3- To allow these, would be required a tech/research?
3.1 If so, what would be requirements for it and where would it be researched?
...
1. Both.
1.1. Butchery for monster units of undeads.
1.2. For production i think animation mastery as well as for raising them from the dead.
2. 30% chance to raise from the dead after researching current animation mastery.
Here is more info about that.
2.1. No. They would expand.
2.2. Yes. It will be part of improvement of empowering of raise dead spell.
2.3. No. Trainable and raise dead spell.
3. & 3.1. Current animation mastery. Alas i think it must be researchable after empowered necromancy 1-2.
There are also planned mage type monster skeleton and i think that existing skeleton monster needs stat revamp.
But for those i have no ideas.
Alas alex said that he had some ideas for monster skeleton mage unit.
Re: Monster skeletons
Posted: Fri Mar 15, 2019 8:36 pm
by Dagravian
I see, that's looking really interesting, i would mention what would be made with the existing monster aswell, it is so underpowered nowdays... A boost on him would be very nice!
About the monster mage... Coincidently. I just made a post suggesting new stat parameters for units/effects on AOF, that will totally expand the horizon of all magic units on this game and ofc, bringing many new spells and effects to the game... So i think you can easily find a role for not only the monster mage but probably many other magic units in the game after that...
In general, i liked this expansion on skeleton monsters, and those details cleared a lot here. So i vote this up

Re: Monster skeletons
Posted: Sat Mar 16, 2019 7:23 am
by makazuwr32
That is up to alex but personally i don't want to expand current magic system.
Re: Monster skeletons
Posted: Sun Mar 17, 2019 4:33 am
by General Brave
Interesting ideas, I would back a few of these.
Re: Monster skeletons
Posted: Tue Mar 26, 2019 8:51 am
by Alexander82
Those stats seems good.
I will give you my preferences and we might go on eith that.
Also we might consider adding the fusion tech in the pack (so we might fuse 2 skeletons to obtains the related monster)
For the swordsman corpse I prefer the 3 turns variant
For the pikeman corpse I'd g for the big pike one, but both are nice
For the archer I like the 2nd variant
For the centaur I'm between the first and the second but I'd go more with the latter since range 3 might be a bit too low at higher levels.
Maybe raising actions to 2 and raising cost accordingly
Re: Monster skeletons
Posted: Tue Mar 26, 2019 9:22 am
by makazuwr32
Updated first post, removed extra variants, updated stats of skirmisher skeleton centaur.
I like idea of fusion tech.
Re: Monster skeletons
Posted: Sat Mar 30, 2019 9:48 am
by Lynx Shafir
This is very similar to the "ancient beast" concept I planned to cursed mine using the scattered monster ideas that lay around in forum. I think I mentioned under Bone mammoth..
Re: Monster skeletons
Posted: Wed May 29, 2019 7:33 pm
by Lynx Shafir
Not sure what design you want but I put together this quickly..
Re: Monster skeletons
Posted: Thu May 30, 2019 11:24 am
by StormSaint373
Here...
Re: Monster skeletons
Posted: Thu May 30, 2019 12:35 pm
by Alexander82
As I wrote on discord I thought that @makazuwr32 wanted monsters with unique looks.
If he just want the basic monster equipped differently, i guess we can implement all of them in 5 minutes
Re: Monster skeletons
Posted: Sat Jun 01, 2019 1:32 pm
by makazuwr32
Lynx Shafir wrote: ↑Wed May 29, 2019 7:33 pm
Not sure what design you want but I put together this quickly..
This one it great.
Re: Monster skeletons
Posted: Mon May 18, 2020 5:23 pm
by Savra
How many of these are done.
Re: Monster skeletons
Posted: Mon May 18, 2020 5:48 pm
by Dagravian
Currently there is a list on Discord of how many units, @makazuwr32 should update the main post with them here...
About imgs, i made some concepts on Discord, i can post here if you want to get some idea about what to do.
Re: Monster skeletons
Posted: Tue May 19, 2020 5:39 pm
by Savra
Sure.
Re: Monster skeletons
Posted: Tue May 19, 2020 9:23 pm
by Dagravian
Right, here some attempts that i made, Alex will post here what exactly they should be looking alike. And what else that still own no reference img.
Worker
Swordman
Archer (bow should be made on its arm, perhaps another head)
Mounted swordman (centaur alike)
Mounted mace/flailman (Monster horror)
Mounted archer (ballista Horror)
Monster dragon (it should be hidra alike or smt)
Also i made 3 variations for pirate, tho none seens to be fitting:
This is a monster of abyssal deepths.
This is a crawling fishman.
This is a siren, tho it wasn't meant to be a monster.

Re: Monster skeletons
Posted: Fri May 22, 2020 5:35 pm
by Savra
Hmm, I'll try some based on what is left and might get something for are sea fiend too.
Re: Monster skeletons
Posted: Fri May 22, 2020 6:02 pm
by Savra
How's this for monster fish skeleton?
Re: Monster skeletons
Posted: Fri May 22, 2020 9:48 pm
by Alexander82
I'd like the lower part of the fish skeleton to be actually more fish like (so not normal legs)
Re: Monster skeletons
Posted: Fri May 22, 2020 9:51 pm
by Alexander82
You might use that kind of approach for the lower part, so it looks like a fish who can also slowly walk on land with hand-like fins

Re: Monster skeletons
Posted: Fri May 22, 2020 10:10 pm
by Alexander82
DoomsdayDragonfire wrote: ↑Tue May 19, 2020 9:23 pm
Right, here some attempts that i made, Alex will post here what exactly they should be looking alike. And what else that still own no reference img.
Worker
That is mostly fine
In that case I don't like much the blades shape. I think that you can give it arms while the blades will be in place of forearms
DoomsdayDragonfire wrote: ↑Tue May 19, 2020 9:23 pm
Archer (bow should be made on its arm, perhaps another head)
Maybe crossbow arm could be more visible, also I'd like it 4 legged (so it looks more monster-like)
maybe that one could have a single big armblade (the unit could have trample I suppose)
For maceman I'd like it a unit that is like a small ankylosaurus centaur. While the body should be smaller than a dinosaur, the mace on its tail should be bigger than the one of the dinosaur. The upper body could use some monstruous details as well (surprise me)
I like that approach already, maybe just make the image overall clearer
DoomsdayDragonfire wrote: ↑Tue May 19, 2020 9:23 pm
Monster dragon (it should be hidra alike or smt)
That could be fine, maybe just remove wings and maybe try to make it look more like a hydra (four legged and maybe even more heads and long necks)
DoomsdayDragonfire wrote: ↑Tue May 19, 2020 9:23 pm
Also i made 3 variations for pirate, tho none seens to be fitting:
This is a monster of abyssal deepths.
This is a crawling fishman.
This is a siren, tho it wasn't meant to be a monster.
Here I wanted to use the upper head of the monster giving it claws with a lower fish-like part
About other units:
for thrower I wanted to make a skirmisher that throws bone javellins (he should also have monstruous features, so that it stand out compared to normal skeletons)
For spearman corpse we could have a halberdier-like unit (again a biiiig arm made out of a spine and a halberdlike tip for it. If you have other ideas you can try
For mounted spearman we might have a centaur-like unit with 2 spear arms similar to these

but with spears in place of drills
they can still be made out of 2 spines
one ou our centaur-like unit could be 2-legged (I remember there was something like a horse chicken somewhere xD )
Re: Monster skeletons
Posted: Sat May 23, 2020 12:44 am
by Jerfoxman
For the swordsman maybe like an mantis arm but with swords
Re: Monster skeletons
Posted: Sat May 23, 2020 6:35 am
by Alexander82
Jerfoxman wrote: ↑Sat May 23, 2020 12:44 am
For the swordsman maybe like an mantis arm but with swords
that would be cool as well
Re: Monster skeletons
Posted: Mon May 25, 2020 10:17 am
by SirLuciano
DoomsdayDragon you should also add a giant non floating skull called Laugh/Giggles which also buffs fellow undead around him...but he moves slow
His buff spell should be called
Maniacal Laugh
Re: Monster skeletons
Posted: Mon May 25, 2020 10:23 am
by makazuwr32
SirLuciano wrote: ↑Mon May 25, 2020 10:17 am
DoomsdayDragon you should also add a giant non floating skull called Laugh/Giggles which also buffs fellow undead around him...but he moves slow
His buff spell should be called
Maniacal Laugh
Undead Joker?
We need for new moon elves Batman than.
Re: Monster skeletons
Posted: Mon May 25, 2020 11:28 am
by SirLuciano
Re: Monster skeletons
Posted: Mon May 25, 2020 11:29 am
by SirLuciano
On a serious note what I meant is a Giant Skull (normal skull) that laughs
Re: Monster skeletons
Posted: Mon May 25, 2020 12:24 pm
by Jerfoxman
Skills:tell joke at fellow undead
Re: Monster skeletons
Posted: Mon May 25, 2020 4:19 pm
by Badnorth
a Skeleton jester?
We already have it The Just kidding skeleton
I only see it in map editor though or I dont have the unit.