Undead Update Part 2. Zombie update.

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makazuwr32
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Undead Update Part 2. Zombie update.

Post by makazuwr32 » Sun Oct 14, 2018 11:16 am

0. ALL zombies can't move through water.
Also pea shooter must have 50% bonus against all these zombies.

1. Zombie (basic one, it is raised from normal corpse that has no weapons):
Lower cost to 1 turn, lower hp to 12, lower damage to 3, lower armor to 0/1, lower spell resistance to 0%.
Add Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in graveyard) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

2. Zombie Swordman - Zombified swordman, has parts of armor on its body as well as rusted blade. (if in range of ripper there is horse corpse than raised from it this unit as well).
Stats:
Cost - 2 turns, buildable at TC, Graveyard
Hp - 24
Attack - 6
Armor - 1/3
Speed - 3
Sight - 4
Spell resistance - 0%
50% bonus to pea shooter.
Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in graveyard) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

3. Zombie spearman - Zombified spearman, has parts of armor on its body as well as rusted spear.
Stats:
Cost - 2 turns, buildable at TC, Graveyard
Hp - 20
Attack - 4
Armor - 1/2
Speed - 3
Sight - 4
Spell resistance - 0%
300% bonus to cavalry, 50% bonus to pea shooter.
Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

4. Zombie archer - Zombified archer, has parts of armor on its body as well as rusted bow.
Stats:
Cost - 2 turns, buildable at TC, Graveyard
Hp - 17
Attack - 6, 50% miss chance
Range - 4
Armor - 0/2
Speed - 3
Sight - 4
Spell resistance - 0%
50% bonus to pea shooter.
Abilities:
None.

5. Zombie shielder - Zombified shielder. He lost somewhere his sword but still has his shield and armor he had while he was alive.
Stats:
Cost - 3 turns, buildable at TC, Graveyard
Hp - 29
Attack - 3
Armor - 2/5
Speed - 3
Sight - 4
Spell resistance - 0%
50% bonus to pea shooter.
Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

6. Zombie swarmer - More fast zombie.
Stats:
Cost - 2 turns, buildable at TC, Graveyard
Hp - 17
Attack - 3
Armor - 0/2
Speed - 4
Sight - 5
Spell resistance - 0%
50% bonus to pea shooter.
Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

7. Mutant zombie - once was caster, but after undeath its magic energies mutated it into this abomination.
Looks like zombie with extra arms, staff became part of one of his arms.
Stats:
Cost - 3 turns, buildable at TC, Graveyard
Hp - 27
Attack - 7
Actions/turn - 2
Armor - 0/1
Speed - 3
Sight - 4
Spell resistance - 0%
50% bonus to pea shooter.
Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

8. Gargantuan Zombie
Stats:
Cost - 6 turns, Trainable at TC and Graveyard (for now)
Hp - 60
Attack - 20
Range - 1
Power range - 1
Armor - 3/6
Speed - 3
Sight - 6
Spell resistance - 20%
Standart bonuses to buildings and 1% bonus to flying units.
Abilities:
Throw someone - sacrifices nearby friendly unit to deal 15 melee damage to target in range 4. Deals standart bonus damage to buildings.
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

9. Cementary ripper
Cost - 4 turns, trainable at tc, crypt.
Hp - 24
Attack - 12
Power range - 1
Armor - 0/2
Speed - 3
Sight - 5
Spell resistance - 30%
No bonuses.
Abilities:
Raise zombies - Rases from corpses in range 5 zombies. Has 10% chance to raise instead of any zombie Gargantuan zombie.
Summon Zombie - summons regular zombie unit at nearby tile. No vanishing, 2 turns cooldown.
Group attack 1 aura (passive, as usual)
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.

10. Zombie Dragon
Can be only raised from dragon corpse by cementary ripper.
Hp - 80
Attack - 14
Actions/turn - 1
Armor - 2/2
Speed - 4 (can't fly - can only levitate so speed 4 in water)
Sight - 5
Spell resistance - 0%
Bonuses - 1% against flying units.
Abilities:
Poisonous bite (passive on-hit, researchable for 6 turns in crypt) - affected unit gains "poisonous bite" effect: he is dealt 4 damage/turn for 3 turns and if he dies while is affected by this effect it instantly becomes zombie. What type depends on unit.
Last edited by makazuwr32 on Mon Oct 15, 2018 4:54 pm, edited 2 times in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

Midonik
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Re: Undead Update Part 2. Zombie update.

Post by Midonik » Sun Oct 14, 2018 1:05 pm

A big expansion, to be sure, but a welcome one. At least at a first glance.
Support new AoS variant, Age of Galaxy,its sci-fi themed: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

Fielderan Crown's Great Hetman
http://www.androidutils.com/forum/viewt ... =66&t=4729

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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Sun Oct 14, 2018 1:45 pm

Ofc main units of this expansion are gargantuan zombie, mutant zombie, regular zombie (as spammable unit) and zombie ripper.

Zombie ripper will be pretty useful caster that will raise meatwalls for you against enemies. That is main purpose of it.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Undead Update Part 2. Zombie update.

Post by Lynx Shafir » Sun Oct 14, 2018 3:07 pm

1)Are regular units gem unlock?
(if yes may make like auxiliary units in Aos)

2)where comes the gouls in in the story. ?
(I had have a "goul Lord idea"-I kept for later) U mentioned Stg about them in discord...

3)Do u plan some Mass tech upgrade what gives +1atk and +speed? (or Stg)


4)Any other Mutant, /needle bag (eg image what panchiandersto showed).?
(probably this is enough for now...)


Guess you need many images .

-with this zombies will become useful n more interesting.
And yes, finally won't have 100%spell res those mindless roots.! :twisted:

Nice work Mak.
For naturally blood will be of kind
Drawn-to blood, where he may it find.

Midonik
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Re: Undead Update Part 2. Zombie update.

Post by Midonik » Sun Oct 14, 2018 3:21 pm

That posionous bite you suggest sounds like a pain to code, better prepare some alternative.
Support new AoS variant, Age of Galaxy,its sci-fi themed: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

Fielderan Crown's Great Hetman
http://www.androidutils.com/forum/viewt ... =66&t=4729

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Tankhead
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Re: Undead Update Part 2. Zombie update.

Post by Tankhead » Sun Oct 14, 2018 4:25 pm

Wow :shock:
With this zombies can have a purpose
Alot of images needed
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Sun Oct 14, 2018 4:48 pm

1. Other variant is just poison weapon passive if coding this variant is nearly impossible.
2. As for upgrades for now no stat upgrades are planned.
3. As for ghouls i wanted to make them as upgrade of zombies but alex said no so i have no ideas for ghouls now.
4. Few of them yes must be buyable - cementary reaper, gargantuan zombie, mutant zombie. Others must be base units which are acessable in no upgrades games.
5. For now i have no ideas for names of mutant zombies.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Sun Oct 14, 2018 7:45 pm

Hmmm, I always treated zombies as anti caster units. They can't be cursed or debuffed but with this they just become like skeletons only with less dot effects that effect them. Oh, well. So, maybe since gouls are supposed to be smarter then average zombies maybe we could give them some buffs based on that?

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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Sun Oct 14, 2018 10:08 pm

For anti caster units use phantoms.

They will also live longer.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 12:42 am

Probably change mutant zombie to abomination. What makes it unique compared to other zombies? Does it have a few spells? Like pestilence?
Why does the cemetery reaper have 2 reanimation moves with no cool?
Btw, did you want the draco zombie to look like this?
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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 12:47 am

I'm gonna need the zombie btw.

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Tankhead
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Re: Undead Update Part 2. Zombie update.

Post by Tankhead » Mon Oct 15, 2018 1:11 am

unit_undead_zombie.png
@Savra
I don't have the frame by frame one
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 2:59 am

Thx.
Btw, we do have the flesh dragon. So we could use that instead of a zombie dragon.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 3:40 am

Here's 2.
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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 3:55 am

Shielder.
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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 3:57 am

Updated.
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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Mon Oct 15, 2018 4:10 am

Savra wrote:
Mon Oct 15, 2018 12:42 am
Probably change mutant zombie to abomination. What makes it unique compared to other zombies? Does it have a few spells? Like pestilence?
Why does the cemetery reaper have 2 reanimation moves with no cool?
Btw, did you want the draco zombie to look like this?
1. It has 2 actions. Can poison 2 units. Abomination will be more advanced unit.
2. Reaper has 1 reanimation and one summon spell. Also summon spell has cooldown.
3. Yes.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 4:23 am

Archer.

Umm, maybe archer should have poison arrows? Because they are rusty. But maybe we might need a new building for zombies after this called the cemetery. :lol: but since Undead have so many buildings already suggested and the graveyard will be losing 2 units when rotting stables comes out Idk if that would be a good idea. Maybe to lower the amount of space they take, we should make them auxiliary units so you get a random zombie from 1 zombie unit. This does not include the 2 giants and dragon, plus cemetery reaper.
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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 4:24 am

Btw, don't forget the gigant zombie. Go to the ready unit list for a quick link.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 4:28 am

Wasn't their supposed to be a stronger zombie bite upgrade passed poisoness bite? Like infectious bite that turns enemies into zombies?

So, the cemetery reaper got a revamp on its power?
It now has power range and new spell so it's qualified as a mage knight somewhat?

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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Mon Oct 15, 2018 7:13 am

Savra wrote:
Mon Oct 15, 2018 4:28 am
Wasn't their supposed to be a stronger zombie bite upgrade passed poisoness bite? Like infectious bite that turns enemies into zombies?

So, the cemetery reaper got a revamp on its power?
It now has power range and new spell so it's qualified as a mage knight somewhat?
1. For now i don't have in plans even stronger. Even this one if it would be possible to code will transform units upon death into zombies if they had effect when dying.

2. Yes. This one will become sort of spectral rider for zombies.
Savra wrote:
Mon Oct 15, 2018 4:24 am
Btw, don't forget the gigant zombie. Go to the ready unit list for a quick link.
They are too similar in concept to gargantuan zombie (both are giant zombies) but that one has hard-for-coding ability.
Savra wrote:
Mon Oct 15, 2018 4:23 am
Archer.

Umm, maybe archer should have poison arrows? Because they are rusty. But maybe we might need a new building for zombies after this called the cemetery. :lol: but since Undead have so many buildings already suggested and the graveyard will be losing 2 units when rotting stables comes out Idk if that would be a good idea. Maybe to lower the amount of space they take, we should make them auxiliary units so you get a random zombie from 1 zombie unit. This does not include the 2 giants and dragon, plus cemetery reaper.
As for archer maybe regular poison arrows i will add.

As for new building for zombies i am not sure that this is good idea. You won't build normal zombies anyway in big amounts.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 2:40 pm

Cemetery was a joke. The Giant zombie is a melee variant were the gargantuan zombie is ranged. The Giant one will only get the ability to heal on kill, the other abilities were not approved of you read the comments he all the way through.

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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Mon Oct 15, 2018 4:31 pm

Gargantuan is melee as well.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 4:36 pm

But does it have aoe?
The Giant zombie is an anti swarm unit that was accepted for quit some time now.
Gargantuan zombie has a ranged attack that has bonuses.

Giant zombie would have bigger bonus to buildings, plus bonus to infantry and the such much like the cave troll.

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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Mon Oct 15, 2018 4:53 pm

Gargantuan zombie's main purpose is to deal with enemy buildings. And i must say that it has higher bonuses than cave troll.
And remember that for ranged attack you need for each attack a sacrifice. So don't think about that unit as solo ranged unit.

Cave troll has bonuses only to buildings. No bonuses to infantries. Alas it also has 1% bonus to flying units so it can damage them with full power.

Also that is what i forgot for gargantuan - 1% bonus to flying units.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 5:10 pm

(And he gave it power range 1 when the zombie has no weapon to do that.) Undead have a lot of cheap units. To me the gargantuan zombie looks and acts somewhat like goblin cannon fodder with damage for ability and melee attack for normal. Leave it at that and just put giant zombie as aoe unit with special to heal itself per kill. You're is fine with ranged ability and such, the sacrifice unit thing was proven by orcs to not really mean much with overwhelming cheap units. We can split the role in 2 considering giant zombie was accepted long before this one saw the light of day.

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makazuwr32
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Re: Undead Update Part 2. Zombie update.

Post by makazuwr32 » Mon Oct 15, 2018 5:21 pm

The thing is that they both are much more giant looking zombies and that giant zombie was accepted actually with that ability to drop skeletons.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Mon Oct 15, 2018 5:31 pm

I saw a lot of disagrees on that though.

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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Tue Oct 16, 2018 3:18 am

Got you a zombie dragon. (Rather I edited one for these guys instead of making one because it looked too good to pass up.)
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Savra
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Re: Undead Update Part 2. Zombie update.

Post by Savra » Tue Oct 16, 2018 3:22 am

So, you gonna make the basic zombies auxiliary units?

By basic ones I mean:
Zombie
Zombie salesmen
Zombie spearmen
Zombie archer
Mutant zombie
Zombie runner
Zombie shielder

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