Merlock leader - IMPLEMENTED

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Savra
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Re: Merlock leader

Post by Savra » Thu Sep 13, 2018 1:06 am

I honestly don't see why we should the the merlock upgrade into the orc upgrade. Uruks are understandable but merlocks I don't think so, they're their own race.

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Alexander82
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Re: Merlock leader

Post by Alexander82 » Thu Sep 13, 2018 7:32 am

Cause they are a subrace

I was thinking to use the orc/goblin techs and use the merlock tech as "water units upgrade"
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Thu Sep 13, 2018 9:48 am

Alexander82 wrote:
Thu Sep 13, 2018 7:32 am
use the merlock tech as "water units upgrade"
Like previous raptor and wolf rider upgrades became now cavalry upgrade for orcs, right?

But this won't solve this problem
Alexander82 wrote:
Mon Sep 10, 2018 8:23 pm
The only problem is that I want to avoid having a +3 aura plus a +2 aura (that might happen if you keep the merlocks to elite level while keep the orcs to master level).

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Alexander82
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Re: Merlock leader

Post by Alexander82 » Thu Sep 13, 2018 10:43 am

There are 2 solutions:

1) they will use exactly the same techs, this way they will upgrade together.

2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
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Savra
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Re: Merlock leader

Post by Savra » Thu Sep 13, 2018 12:40 pm

Whichever is easiest for you.

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Savra
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Re: Merlock leader

Post by Savra » Fri Oct 26, 2018 3:41 pm

Merlock leader:
Image
Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:4 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1: passive:rng:3


Bonuses: Same bonuses as merlock.

Merlock Warlord:
Image
Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:5 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 2:Passive: rng:3


Merlock King:
Image
Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:6 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 3:passive: rng:4
Last edited by Savra on Mon Oct 29, 2018 5:39 am, edited 1 time in total.

Midonik
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Re: Merlock leader

Post by Midonik » Fri Oct 26, 2018 5:41 pm

Alexander proposed different aura for them.
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Savra
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Re: Merlock leader

Post by Savra » Fri Oct 26, 2018 8:17 pm

Ya, I know, that's just a placeholder, besides it's set as pending.

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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Fri Oct 26, 2018 10:00 pm

Also. No range increase for aura.
All auras must have range 4.
7 range is a bit waaay too much.

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Savra
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Re: Merlock leader

Post by Savra » Sat Oct 27, 2018 12:29 am

That's the actual range of the orc leaders auras. I checked it.

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Tankhead
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Re: Merlock leader

Post by Tankhead » Sat Oct 27, 2018 1:53 am

Then its just another thing to correct for Orcs
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Sun Oct 28, 2018 8:59 am

7 range of aura for orc king? Lol.

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Savra
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Re: Merlock leader

Post by Savra » Sun Oct 28, 2018 7:23 pm

Alright, did a quick read through and it seems their was 2 options for the merlock leader.
Alexander82 wrote:
Thu Sep 13, 2018 10:43 am
There are 2 solutions:

1) they will use exactly the same techs, this way they will upgrade together.

2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
Which do you prefer.

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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Sun Oct 28, 2018 8:18 pm

I don't want higher speed for merlocks.
So better variant is 1.

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Savra
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Re: Merlock leader

Post by Savra » Mon Oct 29, 2018 5:38 am

Alright so I'll just update it and lower range at final to 4.

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Savra
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Re: Merlock leader

Post by Savra » Mon Oct 29, 2018 5:41 am

And now I take it he's ready?

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Alexander82
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Re: Merlock leader

Post by Alexander82 » Mon Nov 05, 2018 6:45 pm

Yes, all merlocks will use the same techs as normal orcs (we might use the current techs for something else or simpy remove it)
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 » Sat Dec 22, 2018 9:34 am

Savra wrote:
Fri Oct 26, 2018 3:41 pm
Merlock leader:
Image
Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:3 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.

Bonuses: halved standart bonuses to buildings, 1% to flying.

Merlock Warlord:
Image
Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:3 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.

Merlock King:
Image
Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:4 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.
Water Goblin swimming (passive aura): +1 water speed to all water goblins (only). Range - 4.
Changed bonuses, speed and auras for them.
All are counting as sea giants.

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Alexander82
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Re: Merlock leader - IMPLEMENTED

Post by Alexander82 » Thu Aug 08, 2019 1:53 pm

IMPLEMENTED
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