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Empowered necromancy

Posted: Mon Feb 18, 2019 6:28 am
by makazuwr32
Researchable at crypt
Empowered necromancy 1
Requires "animation mastery" and "armored skeletons" techs, cost 6 turns:
Gives additional 25% to raise any skeleton as armored version.

Empowered necromancy 2
Requires "animation mastery", "empowered necromancy 2" and "golden skeletons" techs, cost 8 turns:
Gives additional 25% to raise any skeleton as golden version.

Original idea is taken from here:
Version 1.059

@Alexander82

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 7:25 am
by Alexander82
It seems good to me.

We might raise the tech cost a bit tough

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 7:56 am
by makazuwr32
I must admit that way of researching it is next:
1. Armored skeletons + animation mastery - 4 turns each.
2. Empowered necromancy 1 + golden skeletons.
3. Empowered necromancy 2.

But if increase cost than to what amounts?

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 9:34 am
by Alexander82
I'd make 6/8 cost

Otherwise it is fine for me

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 9:48 am
by makazuwr32
Updated.

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 10:44 am
by Alexander82
I think we should define the percentages for all unit types.

I don't know the current animation mastery tough.

They might be:

Normal: 100% basic

Animation mastery: 75% basic 25% armored

Empowered necromancy 1: 25% basic 50% armored 25% gold

Empowered necromancy 2: 50% armored 50% gold

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 10:56 am
by makazuwr32
Animation mastery gives chance to raise skeleton monster unit.
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)

So i would prefer next:
Normal: 100% basic

Animation mastery: 70% basic 30% monster (special for each corpse type)

Empowered necromancy 1: 40% basic 30% armored 30% monster

Empowered necromancy 2: 10% basic 30% armored 30% gold 30% monster
Also i want empowered necromancy 1 to be researchable only after researching both armored skeletons and animation mastery so it can be a bit too much to give access to gold units without researching golden skeletons.

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 12:49 pm
by StormSaint373
Isn't skeleton monster pretty much UPd?

Stats Don't really reflect true strength.

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 1:08 pm
by makazuwr32
I want more monsters for undeads which can be risen this way. Not just current skeleton monster unit.

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 1:46 pm
by StormSaint373
What kinds of other monsters are there? I've only seen the skeleton...

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 5:12 pm
by Alexander82
makazuwr32 wrote:
Tue Feb 19, 2019 10:56 am
Animation mastery gives chance to raise skeleton monster unit.
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)

So i would prefer next:
Normal: 100% basic

Animation mastery: 70% basic 30% monster (special for each corpse type)

Empowered necromancy 1: 40% basic 30% armored 30% monster

Empowered necromancy 2: 10% basic 30% armored 30% gold 30% monster
Also i want empowered necromancy 1 to be researchable only after researching both armored skeletons and animation mastery so it can be a bit too much to give access to gold units without researching golden skeletons.
It seems good to me
About skeleton monsters will those spawn randomly in that 30% chance?

Re: Empowered necromancy

Posted: Tue Feb 19, 2019 5:13 pm
by Alexander82
We will have to revamp the skeleton monster with the fusion tech, anyway

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 4:51 am
by makazuwr32
I want skeleton monsters to be like other variants: from each corpse 1 specific monster.
I am prepairing their ideas right now.

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 6:47 am
by Alexander82
I think that is a good idea. Sometimes you need a archer but it raises a monster.

I'll try making some images when I have time

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 7:09 am
by makazuwr32
I thought something like this:

Sword corpse — giant skeleton with bone shield (like a whole shild made of bones) and bone sword, has higher hp and armor.

Pike corpse — skeleton with 2 bone pikes in place of arms, higher hp than normal swordman + a bit of dodges (more agile variant, mainly dodge counter). Can transform into ranged form (will throw those "bone pikes" and acts as skirmisher/anti-archer).

Archer corpse — raises undead elf archer with higher range, damage and precision. #betterarcherforundeads. Or just better archer unit for undeads.

Horseman corpse — raises skeleton centaur with higher speed and damage.

Basic corpse — raises current skeleton monster.

Mage corpse — raises some weird skeleton mage (don't have any ideas)

Dragon corpse — raises better version of skeleton dragon with +1 speed, 2 heads (2 actions) and bonus damage to flying. Other stats are same.


Also all these must be trainable in that monster factory building for undeads. Cost must be higher than for normal units.

Also. Almost forgot. @Alexander82 maybe add for golden variant of skeleton pikes +1 range?

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 4:14 pm
by Alexander82
I like those and for the mage I have an idea (basically a version with a bigger staff and an expanded spell list)

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 4:18 pm
by Alexander82
About the +1 range I tought it was ok for them to have not that because of the fact that they are disposable units and the extra range is mostly for survivability

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 4:41 pm
by StormSaint373
Have the mage corpse raise one of the existing mages (mummy, lich {after revision}, etc)

Re: Empowered necromancy

Posted: Wed Feb 20, 2019 11:34 pm
by General Brave
I would like more racial skeletons.

Re: Empowered necromancy

Posted: Thu Feb 21, 2019 5:52 pm
by StormSaint373
More?

A lich is essentially a powerful skeleton mage...

Do you wish for an actual monster that casts spells?

Re: Empowered necromancy

Posted: Fri Feb 22, 2019 11:18 pm
by StormSaint373
So, an undead Warmage 30% in place of a mage monster...

Or 30% to drop a Warmage corpse from a spell caster.