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Moon Hunters pack

Posted: Wed Dec 20, 2017 5:54 pm
by makazuwr32
Elite units of new moon elves.
Update: Changed stats of them to fit for new moon elves.
Changed dodges because they are not affected by dodge upgrades.
Removed magic shield passive.
Are affected by elven craftsman upgrades.

Moon Beast Hunter (with javelins)
Stats:
Cost - 5 turns
Hp - 28
Attack - 7 (14 in windwalk transform)
Actions/turn - 2
Range - 5 (3 in windwalk transform)
Armor - 1/3 (0/1 in windwalk transform)
Dodges - 0%/10%/0%
Speed - 4 (2 in windwalk transform)
Sight - 7
Spell resist - 70%
100% bonus to archers and dragons.
Abilities:
Slowing weapon (passive)
Windwalk

For elven craftsman counts as melee unit (so no additional range)
Moon Tracker (with spear)
Stats:
Cost - 5 turns
Hp - 29
Attack - 9 (18 in windwalk transform)
Actions/turn - 2
Range - 2
Armor - 1/1 (-2/-2 in windwalk transform)
Dodges - 10%/10%/60%
Speed - 4 (2 in windwalk transform)
Sight - 6
Spell resist - 70%
300% bonus against mounted units, 400% bonus against imperial knight.
Abilities:
Slowing weapon (passive)
Windwalk
Moon Trapper (with sword and light shield)
Stats:
Cost - 5 turns
Hp - 36
Attack - 14 (28 in windwalk transform)
Actions/turn - 2
Range - 1
Armor - 2/2 (-1/-1 in windwalk transform)
Dodges - 10%/10%/70%
Speed - 4 (2 in windwalk transform)
Sight - 6
Spell resist - 70%
75% bonus against giants.
Abilities:
Slowing weapon (passive)
Windwalk
Moon Hunter (ranged one)
Stats:
Cost 5 turns
Trainable at: Elf archery (exclusive to it)
Hp - 23
Attack - 9 (18 in windwalk transform)
Actions/turn - 2
Range - 6 (3 in windwalk transform)
Armor - 0/1 (-5/-4 in windwalk transform)
Dodges - 0%/10%/0%
Speed - 4 (2 in windwalk transform)
Sight - 9
Spell resist - 70%
50% bonus to infantries and flying.
Abilities:
Slowing weapon (passive)
Windwalk
Slowing weapon (passive, is already ingame) slows target by 1 tile on hit, non-stackable with itself, stackable with normal slowing by elf druids.

Windwalk - transformation ability, turns unit invisible, lowers armor, speed and range (for ranged units) but doubles base damage.

Re: Moon Warrior

Posted: Wed Dec 20, 2017 8:07 pm
by General Brave
Moon Warrior? First sounds like a good idea, but doesn't seem like to be a elf. Sounds like a complete different race that is from the Moon. Mainly human except they are from the Moon. Or maybe a religious order or cult

Re: Moon Warrior

Posted: Wed Dec 20, 2017 9:15 pm
by makazuwr32
No. Just inspired by Night elves' Huntress from WC3. She had after upgrade chackrum ability which adds up to 3 additional targets with normal damage of hutress (YEs that unit was night elven woman).
Of course we can rename "Moon Warrior" (for example "Forest defender" or "Wind blademaster"). Name is WiP. Main here is concept.

Re: Moon Warrior

Posted: Wed Dec 20, 2017 10:13 pm
by General Brave
Still gives me a idea about Cult.

Re: Moon Warrior

Posted: Thu Dec 21, 2017 8:53 am
by makazuwr32
Each religion is a cult a bit.
How about name "Elf Warmage"?

Re: Druid of the war

Posted: Sat Dec 30, 2017 9:55 am
by makazuwr32
Updated name, Training source.

Re: Elves Hunters pack

Posted: Mon Mar 26, 2018 3:30 pm
by makazuwr32
Reworked completely idea.

Re: Elves Hunters pack

Posted: Mon Mar 26, 2018 3:37 pm
by Sunrise Samurai
These look quite interesting. Only question is why they are all excluded from dodge arrows?

Re: Elves Hunters pack

Posted: Mon Mar 26, 2018 3:41 pm
by makazuwr32
because they can get "Magic shield" passive which just reduces ranged and magic damage by half.
i don't like idea to give them both dodge ranged and this shield. They will become too powerful against archers.

Re: Elven Hunters pack

Posted: Mon Mar 26, 2018 3:52 pm
by Sunrise Samurai
I guess I can see that. I think it would be better to do dodge and let the magic shield perhaps give 100% immunity to magic damage, thus being a good counter to area damage spells. Maybe make it an active spell, duration 2 to require them to avoid attacking to keep it.

Re: Elven Hunters pack

Posted: Mon Mar 26, 2018 3:58 pm
by makazuwr32
i want them to be more though units for elves vs elves fights and other fights where enemy has great amount of archers/antiarchers so that even master troll headhunter can't one-shot elf hunter (archer) and needs to spend more of its actions to kill him.
also less randomness for them.
I also think tham maybe make this passive levelable (2-3 tiers) and start with lower stats (for example if 3 tiers than i think about this: 20/35/50% ranged damage reduce).
I don't like idea to give them immune to magic damage.

And remember that they still take full damage from catapult (its damage is considered as melee)

Re: Elven Hunters pack

Posted: Wed Mar 28, 2018 12:17 pm
by Alexander82
Make them single suggestions.

Re: Elven Hunters pack

Posted: Wed Mar 28, 2018 12:23 pm
by Sunrise Samurai
He can't, because the suggestion was to make these like AoS Roman auxiliaries. Randomly created from the same production.

Re: Elven Hunters pack

Posted: Wed Mar 28, 2018 1:18 pm
by makazuwr32
They all are designed as roman auxillaries for elves in AoF.
4 different units from 1 production.

Also updated stats a bit, changed first one into anti-archer, added explanation of how must work Magic shield and what is "Slowing weapon".

Re: Elven Hunters pack

Posted: Thu Mar 29, 2018 8:04 pm
by JustGoodPlayer
As i think if they will be different units and not as auxillaries one production for one random unit of 4 these they will be more powerful just because you can choose which one you want to.
And because of that they can be trained in Hunter's hall.
Remember that humans don't have unique buildings for imperials.

Re: Elven Hunters pack

Posted: Sun Apr 01, 2018 12:56 pm
by Ayush Tiwari
TO JUSTICE

sorry for the delay of HOJ's service

Re: Elven Hunters pack

Posted: Sun Apr 01, 2018 1:12 pm
by makazuwr32
Ayush thanks for image! 1/4. Looks good. But can you try to add some runic symbols on armor? To symbolize magic shield.
Also updated stats, lowered their health so elven sentinel will still be more powerful.

Re: Elven Hunters pack

Posted: Sun Apr 01, 2018 1:26 pm
by Ayush Tiwari
Ok,thanks,made a quick try

Re: Elven Hunters pack

Posted: Sun Apr 01, 2018 1:42 pm
by makazuwr32
Looks awesome. As for elven hunter it is ready i think.

Re: Elven Hunters pack

Posted: Mon Apr 02, 2018 7:13 am
by Ayush Tiwari
Tried magic animation....(with elf race symbolised shield)

Re: Elven Hunters pack

Posted: Mon Apr 02, 2018 2:07 pm
by LordOfAles
Out of curiosity, aren't they supposed to be in line? Like:

x x x x x x

Instead of

x x x
x x x

Re: Elven Hunters pack

Posted: Mon Apr 02, 2018 2:17 pm
by Ayush Tiwari
Of that,which extension is needed?.anim,.gif or .png?

Re: Elven Hunters pack

Posted: Mon Apr 02, 2018 2:19 pm
by LordOfAles
For animated version .gif

For version with multiple static images .png

Re: Elven Hunters pack

Posted: Mon Apr 02, 2018 4:19 pm
by General Brave
I can make some of these perhaps.

Re: Elven Hunters pack

Posted: Thu May 31, 2018 3:10 am
by Ayush Tiwari
But Javeliners have less attack with more bonus against archers and dragons

Re: Elven Hunters pack

Posted: Thu May 31, 2018 3:13 am
by General Brave
Where's the Axe Men.

Re: Elven Hunters pack

Posted: Thu May 31, 2018 3:39 am
by Ayush Tiwari
Brave:There was no axemen in this pack

Javeliner......(if it looks as a good start,then I will make the animation too

Re: Elven Hunters pack

Posted: Thu May 31, 2018 7:43 am
by makazuwr32
Maybe a bit better javelin and shield and it is ready.

Re: Elven Hunters pack

Posted: Fri Jun 15, 2018 11:12 pm
by LordOfAles
It needed shading, btw experimented with javelin

Re: Elven Hunters pack

Posted: Sat Jun 16, 2018 4:28 am
by makazuwr32
Great work LOA!
Now it looks as i wanted it to look.