Page 1 of 1
New mercenarie: cretan archer IMPLEMENTED
Posted: Mon Feb 03, 2020 5:52 pm
by L4cus

- images (19).jpeg (28.56 KiB) Viewed 12524 times
Snipers of ancient world. Their enemys got scared when saw their arrows come over them.
Stats:
Cost 2 (leavig effect 3)
Hp 20-22
Attack 9-10
Range 6
Armor 0/0-1
Speed 3
Sight 8
SR 20%
I saw abilities like shoot at arm or shoot at foot. This unit could have them
Re: New mercenarie: cretan archer
Posted: Mon Feb 03, 2020 10:30 pm
by SirPat
and what does those abilities do?
Re: New mercenarie: cretan archer
Posted: Mon Feb 03, 2020 11:26 pm
by L4cus
SirPat wrote: ↑Mon Feb 03, 2020 10:30 pm
and what does those abilities do?
Shoot at arm reduces attack if the target, but does less damage than regular.
Shoot at feet reduces movement of the target, with the same secondary effect.
Re: New mercenarie: cretan archer
Posted: Tue Feb 04, 2020 4:04 am
by Puss_in_Boots
L4cus wrote: ↑Mon Feb 03, 2020 5:52 pm
Snipers of ancient world. Their enemys got scared when saw their arrows come over them.
Anyone would be scared of arrows flying towards them. Not even the best warriors can defeat arrows.
But I'd argue that stats are too high for 2 cost. It could be less resilient and have 4 turns of vanish instead.
I reccomend 17 hp, 9 dmg, 1 armor, 0 pierce. I can't see a helmet protecting anyone from arrows.
Re: New mercenarie: cretan archer
Posted: Tue Feb 04, 2020 4:17 am
by L4cus
Puss_in_Boots wrote: ↑Tue Feb 04, 2020 4:04 am
L4cus wrote: ↑Mon Feb 03, 2020 5:52 pm
Snipers of ancient world. Their enemys got scared when saw their arrows come over them.
Anyone would be scared of arrows flying towards them. Not even the best warriors can defeat arrows.
But I'd argue that stats are too high for 2 cost. It could be less resilient and have 4 turns of vanish instead.
I reccomend 17 hp, 9 dmg, 1 armor, 0 pierce. I can't see a helmet protecting anyone from arrows.
I agree with you about the stats. It was just a first look. Anyway, at meele combat they used a short sword an a small shield, holding position like a meele specialist. I am tempted to think in a transforming unit.
Re: New mercenarie: cretan archer
Posted: Tue Feb 04, 2020 4:24 am
by Puss_in_Boots
Transformation is a good idea, it let's a unit be two at once and transformation takes one action away from a unit, so it balances out.
Re: New mercenarie: cretan archer
Posted: Tue Feb 04, 2020 4:34 am
by L4cus
Puss_in_Boots wrote: ↑Tue Feb 04, 2020 4:24 am
Transformation is a good idea, it let's a unit be two at once and transformation takes one action away from a unit, so it balances out.
Let's think on the stats then:
An idea:
Attack 8
Range 1
Armor 1/0-1
Then all the same
With better bonifications against infantery than range attack, and eliminates enemy's bonus against range unit
Re: New mercenarie: cretan archer
Posted: Sat Feb 08, 2020 4:45 pm
by L4cus
I was thinking on stats.
Cost 2 ( leaving 3)
Hp 18
Attack 9
Range 2-6
Armor 1/0
Speed 3 ( maybe 4)
Sight 6
CR 0
SR 0
Bonus like basic archer.
Abilities:
Fire arrow: shoots a fire arrow. Power 6. Range 2-5. Bonus agaisnt burnable. Coldown 3-4 turns
Shoot at foot: soots at foe's foot reducing its speed by 1(only foot units). Power 5. Range 2-6. Coldown 3 turns
Shoot at arm: shoots at foe's arm reducing its attack ability by 2(maybe 3) Power 6. Range 2-6. Coldown 3 turns
This is a draft. If someone may impove it or and advice about stats, plis doit or tell me.

- cretan archer.png (1.08 KiB) Viewed 12484 times
Re: New mercenarie: cretan archer
Posted: Sun Feb 09, 2020 2:41 pm
by Endru1241
Image is still too similar to upg. longbowman.
You can base his body on attached auxilary archer - it has similar outfit. I also added large curved bow I drew (originally for longbow upgrade) - You can use this.
Talking about the stats - remember, that genoese - the only existing ranged mercenary has 20hp,1/3 armor ,12power, 6range with no special attacks and costs 3, having 4 turns leaving effect, so theses proposed stats may be a little too high.
Also even if additional abilities were to be added - each of them needs indicator (8-14x8-14px image), spell icon (32x32 px), spell projectile (32x32px for each frame of animation), name, description, unit mod name (the thing, that increases/decreases stats on target unit), unit mod description. And jsons for each.
But I don't think those abilities are even necessary - we could just add good, cheap archer.
Or fire archer which is cheaper.
His exact role should be defined first.
Re: New mercenarie: cretan archer
Posted: Sun Feb 09, 2020 2:57 pm
by L4cus
Endru1241 wrote: ↑Sun Feb 09, 2020 2:41 pm
Image is still too similar to upg. longbowman.
You can base his body on attached auxilary archer - it has similar outfit. I also added large curved bow I drew (originally for longbow upgrade) - You can use this.
Talking about the stats - remember, that genoese - the only existing ranged mercenary has 20hp,1/3 armor ,12power, 6range with no special attacks and costs 3, having 4 turns leaving effect, so theses proposed stats may be a little too high.
Also even if additional abilities were to be added - each of them needs indicator (8-14x8-14px image), spell icon (32x32 px), spell projectile (32x32px for each frame of animation), name, description, unit mod name (the thing, that increases/decreases stats on target unit), unit mod description. And jsons for each.
But I don't think those abilities are even necessary - we could just add good, cheap archer.
Or fire archer which is cheaper.
His exact role should be defined first.
I thoght it could be a support unit, with abilities to help alies, not only doing damage. About stats, i agree with you. I will define more balanced stats. Maybe give him 1 more range but reducing damage. Thnx for the advice
Re: New mercenarie: cretan archer
Posted: Sun Feb 09, 2020 3:42 pm
by Endru1241
Support unit (few abilities) should have very low power, almost none.
Semi-support (one weapon effect or ability with limited effectiveness) should have lower power compared to main army units.
But I don't really like any cripple abilities (attack arm, leg etc.).
They are too personal - too much RPG-like.
AoS should stay TBS, so abilities/additional effects have to represent somehow averaged effects (like fire, poison always has the same damage).
Re: New mercenarie: cretan archer
Posted: Sun Feb 09, 2020 4:02 pm
by L4cus
Endru1241 wrote: ↑Sun Feb 09, 2020 3:42 pm
Support unit (few abilities) should have very low power, almost none.
Semi-support (one weapon effect or ability with limited effectiveness) should have lower power compared to main army units.
But I don't really like any cripple abilities (attack arm, leg etc.).
They are too personal - too much RPG-like.
AoS should stay TBS, so abilities/additional effects have to represent somehow averaged effects (like fire, poison always has the same damage).
Oh i see. I did what u said about design but i cnt upload it.

Re: New mercenarie: cretan archer
Posted: Mon Feb 10, 2020 1:33 am
by L4cus

- mercenary cretan archer.png (1.25 KiB) Viewed 12454 times
Now i could. This is the new draft. It keeps looking like auxiliar archer.
Re: New mercenarie: cretan archer
Posted: Wed Feb 12, 2020 3:46 pm
by L4cus
New stats
Cost 2 (leaving 2-3)
Hp 17
Attack 8-9
Range 6
Armor 1/0
Speed 3
Sight 6
Bonuses: same than archer
Ability:
Piercing ammo (is this posible?)
Power 8
Range 5
Duration instant
Coldown 2 turns
+50% v heavy and shielded units
Re: New mercenarie: cretan archer
Posted: Fri May 01, 2020 8:25 pm
by SirPat

Actually They Used Long bows Compared to the toxotai Which were just a Local Greek version (not mercenary) which used greek short bows
Note:They used greek longbows not nearly as big as an english one maybe half the size so I guess a range of 6 is enough and and 6-7dmg and have atleast 1p.amor or more health about 16hp I guess
Compared to the Toxotai(Greek Archers) The toxotai are just generic archers but with a pelte(small greek round shield) maybe add these guys too and for abilities Im not sure
Re: New mercenarie: cretan archer
Posted: Fri May 01, 2020 8:29 pm
by SirPat
L4cus wrote: ↑Mon Feb 10, 2020 1:33 am
mercenary cretan archer.png
Now i could. This is the new draft. It keeps looking like auxiliar archer.
Make the bow shorter but bigger than normal bow about 1-3pixels longer
Re: New mercenarie: cretan archer
Posted: Fri May 01, 2020 8:46 pm
by L4cus
I will try
Re: New mercenarie: cretan archer
Posted: Fri May 01, 2020 9:07 pm
by SirPat
I tested To edit a bit hehe bow looks too short

- mercenary cretan new.png (1.34 KiB) Viewed 11963 times
Re: New mercenarie: cretan archer
Posted: Fri May 01, 2020 9:08 pm
by L4cus
Maybe making all the body smaller...
Re: New mercenarie: cretan archer
Posted: Sun May 03, 2020 9:25 am
by SirPat
L4cus wrote: ↑Fri May 01, 2020 9:08 pm
Maybe making all the body smaller...
Hmmmm... Rings a bell
Yeah this guys is to big hehe im quite busy though so I wouldnt get to edit
Re: New mercenarie: cretan archer
Posted: Thu Jul 10, 2025 9:35 am
by Karan77
The addition of the Cretan Archer as a new mercenary is an exciting and strategic update! Known for their exceptional ranged skills and historical significance, Cretan Archers bring a fresh dynamic to gameplay. Their long-range precision and agility will surely enhance tactical options for players who prefer calculated offense. This implementation shows thoughtful balancing and attention to historical accuracy. It’s great to see developers continuing to expand the mercenary roster with such depth and detail. Looking forward to testing their effectiveness in battle and seeing how they complement different squad formations. Excellent addition to the game!