Claws, Tails and Poison. Scaledfolk Race.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Sep 03, 2018 3:40 pm

Is that snakeskin armor?
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Mon Sep 03, 2018 3:45 pm

I'll make th e cloth whiter. To me since snakemen look like they live in deserts it seemed the appropriate gear.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Sep 03, 2018 3:47 pm

Perhaps no armor except maybe upgrades for the dodgings skills and poison perhaps.
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Alexander82
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Alexander82 » Mon Sep 03, 2018 4:18 pm

Guys please can you open singular topics on ideas and proposals?

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Sep 03, 2018 4:54 pm

I guess so since they are now in.
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Skelegonsans
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Wed Sep 05, 2018 12:41 pm

@alexander
for general race ideas like which units should be affected by upgrades and teches and all, i find it much easier to just discuss it here.
but for suggesting new units and technologies and such, making a new threads sounds like the best. We only want to discuss the important stuff here after all
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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Mon Sep 10, 2018 4:01 pm

Skelegonsans wrote:
Sat Jul 28, 2018 11:45 pm
I for one see highborns as more effective kobold soldiers. They have better stats and the same cost as kobolds so why get kobolds if I can get highborns? I think highborns should have cost 3 instead of 2.
May 3-4 to worth making the rest of subraces. (Lizard and snake)
I thought u would apply in this update general..
@General Brave
Also the small ship is still can be entered by other ships.
Kobold can't built wagons (worker)
Kobold spearman swims too
No changes at casters...
Please make that comodo rider gem cost lower (don't worth 9 - ettins were cheaper)!!
(too hight average prices for scalefolk
Edit :
Dodge and auras
Mak change suggestion..
Last edited by Lynx Shafir on Tue Sep 11, 2018 6:38 am, edited 2 times in total.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Sep 10, 2018 9:45 pm

I guess I should be working all that on this update.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Stratego (dev) » Tue Sep 11, 2018 3:37 am

Lynx Shafir wrote:
Mon Sep 10, 2018 4:01 pm
(too hight average prices for scalefolk
ok, i have reduced many costs from recently added units

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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Tue Sep 11, 2018 6:36 am

Stratego (dev) wrote:
Tue Sep 11, 2018 3:37 am
Lynx Shafir wrote:
Mon Sep 10, 2018 4:01 pm
(too hight average prices for scalefolk
ok, i have reduced many costs from recently added units
U are great Daniel.
Unfortunately I Bought almost all. :( :lol:
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Tue Sep 11, 2018 6:40 am

Do u need a tech icon for dragon might or anything what that black dott applies?
Coz I can help
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Sep 11, 2018 12:23 pm

It would help.
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Thu Sep 13, 2018 8:24 pm

Ok, about the dragons I honestly say they should be kinda like orc giants are, powerful but not too powerful (I'm talking about auras here.)
Here's my suggestion to make them less op but still keep them useful:

Dark dragon- remove aura and convert spell, keep dark breath.

White dragon- remove everything spell and aura wise and keep white breath.

Red dragon- take away dragon breath, keep fireball and flaming weapon. It can be a long range version of blue dragon.

Green dragon-remove all spells, give poison weapon and change name to Emerald dragon or poison dragon. Green dragons are usually considered to be the enemy's of every other dragon and were considered rebel dragons. You could give it poison breath of you want.

Gold dragon-make into an advanced builder that's costly. Give aura to increase workers mend rate non stackable.

Devourer dragon-remove aura, keep the rest.

Grey dragon- remove a few auras and lower stats a bit, you could keep the kobold falling.

This brings them back into what the dragons were originally supposed to be like in the game and still will keep them useful.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Sep 13, 2018 9:27 pm

I guess so.
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Thu Sep 13, 2018 10:40 pm

This makes things simpler, and may allow some to be lowered in cost. And speaking of cost a lot of scaledfolk units are expensive even to a majority of the other races power houses.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Sep 13, 2018 11:02 pm

Gems or just cost?
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Thu Sep 13, 2018 11:21 pm

Gems.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Sep 13, 2018 11:29 pm

I'm guessing we should work on those as well.
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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Fri Sep 14, 2018 7:52 am

1)Makazuwr wants an acid dragon from green one.
(And made a full plan for changes somewhere here.)

2)Also one more problem, I can't really see what building is for what. Mix units for everywhere. (mean fortress, stronghold)


3)And why kobolds use horses, and komodos as well.? - race variety

4))Basic caster and rider to TC
5)Kobold lady have dismounted form? So may make Trainable only the mounted form - cost 5-6-and drops the dismounted.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Sun Sep 16, 2018 3:47 pm

makazuwr32 wrote:
Mon Jul 30, 2018 10:52 am
@General Brave

General change for all Skirmisher-type units: They MUST deal only 100% bonus damage to archers and dragons ONLY (no bonus damage to other flying units!). Includes Troll headhunters. Headhunters will have just more than 1 action/turn compared to regular skirmisher.
Reasons: it is ridicilous to see when basic troll headhunter kills 3 archers and especially elite ones in one turn. Also this will increase value of human skirmishers (right now they deal 50% bonus damage) and other upcoming skirmisher type units.

Highborn Presence aura (Changed from Highborn Training):
1. Possible targets:
Warrior
Armored warrior
Shaman
Rider
Elite Rider
Archer
Armored archer
Fire archer
Slinger
Armored slinger
Spearman
Armored spearman
Skirmisher
Armored skirmisher
Komodo knight
Armored komodo knight
2. Range - 1 for most Highborn, 2 for Kobold lady (in both forms)
3. Effect:
gives +3 attack, +1/+1 armors to nearby kobolds who can be affected by this aura.

If not specified, unit has 0% spell resist.

Basic kobolds:
Kobold Laborer:
Cost - 3 turns, trainable at TC
Hp - 10
Attack - 3
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Mend rate - 6
No bonuses
Counts for new classification as worker
Armored kobold laborer:
Cost - 3, trainable at TC
Hp - 12
Attack - 5
Range - 1
Armor - 0/1
Speed - 3
Sight - 5
Mend rate - 8
No bonuses
Counts for new classification as worker
Kobold Warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 17
Attack - 7
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as infantry
Armored kobold warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 22
Attack - 10
Range - 1
Armor - 1/1
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as infantry
Kobold Archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 12
Attack - 4
Range - 5
Armor - 0/0
Speed - 3
Sight - 6
Has 50% bonus against infantries, Heavy pikemen
Counts for new classification as archer
Armored kobold archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 16
Attack - 6
Range - 6
Armor - 0/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, Heavy pikemen
Counts for new classification as archer
Kobold Spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has 450% bonus against cavalry, mounted archers
Counts for new classification as Pikeman
Armored kobold spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 15
Attack - 6
Range - 2
Armor - 0/1
Speed - 3
Sight - 5
Has 450% bonus against cavalry, mounted archers
Counts for new classification as Pikeman
Kobold Slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 16
Attack - 6
Range - 3
Actions/turn - 2
Armor - 0/1
Speed - 3
Sight - 5
Spell resist - 20%
Has 100% bonus against Giants, Dragons
Counts for new classification as Archer

Removed power range.
Armored kobold slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 19
Attack - 6
Range - 4
Power range - 1
Actions/turn - 3
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 30%
Has 100% bonus against Giants, Dragons
Counts for new classification as Archer
Kobold Skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 11
Attack - 5
Range - 3
Armor - 0/4
Speed - 3
Sight - 5
Has 100% bonus against archers, dragons
Counts for new classification as Skirmisher
Armored kobold skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 14
Attack - 6
Range - 4
Armor - 1/5
Speed - 3
Sight - 6
Has 100% bonus against archers, dragons
Counts for new classification as Skirmisher
(name changed from Calvary) Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks
Hp - 20
Attack - 5
Range - 1
Actions/turn - 2
Armor - 0/1
Speed - 6
Sight - 7
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
(name changed from heavy Calvary) Elite Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks. Affected by Armored kobolds upgrade, not for Heavy kobold Warden Upgrade.
Hp - 25
Attack - 6
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 6
Sight - 8
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
(changed from Komodo rider) Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 30
Attack - 10
Range - 1
Armor - 2/2
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry

Removed poison weapon passive
(changed from Komodo rider) Heavy Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 36
Attack - 12
Range - 1
Armor - 3/3
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry

Removed poison weapon passive
Kobold shaman:
Cost - 3 turns, trainable at TC, hunter's hut, Stronghold
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 6
Heal rate - 10
Has no bonuses
Counts for new classification as Caster
Abilities:
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Poison Breath, range 6 (lowered), cooldown - 3 turns
Fear, range 4, lasts 3 turns, no cooldown. Can't affect buildings, siege units, mechanical units.
Dragonrend, range - 2, chance 50%, cooldown - 1 turns (if you couldn't kill dragon in this turn you will have to wait a bit, no "spam until success"), affects only Dragons
Kobold Merchant
Cost - 2 turns, trainable at TC
Hp - 9
Attack - 1
Range - 1
Armor - 0/0
Speed - 4
Sight - 5
Spell resist - 100%
Has no bonuses
Counts for new classification as Special unit
Can't capture TC's
Is a money courier (can speed up production)
Komodo Dragon:
Cost - 2 turns, trainable at TC
Hp - 15
Attack - 5
Range - 1
Armor - 0/0
Speed - 5 (2 in water)
Sight - 6
Spell resist - 100%
Has no bonuses
Counts for new classification as Infantry
Wagon:
Cost - 4 turns, trainable at TC, can be constructed by laborers.
Hp - 25
Attack - 1
Range - 1
Armor - 0/3 (-1 normal armor so it will be completely same as other wagons)
Speed - 5
Sight - 5
Carry capacity - 3
Spell resist - 100%
Construction bonus: -67%
Has no bonuses
Counts for new classification as Transport
Siege mantlet:
Is constructed by Laborers.
Hp - 30
Attack - 0
Armor - 0/8
Speed - 1
Sight - 3
Carry capacity - 1, units can't use abilities and attack inside.
Spell resist - 100%
Construction bonus: 0%
Mend bonus: 50%
Counts for new classification as Transport, Siege unit.
Advanced units:
Kobold warden:
Cost - 6 turns, trainable at Fort, Stronghold
Hp - 34
Attack - 10
Range - 1
Actions/turn - 1 (removed second action)
Armor - 2/3
Speed - 3
Sight - 4
Has 200% bonus against Cavalry
Counts for new classification as Heavy Pikeman

Removed bonus to archers.
Heavy Kobold warden:
Cost - 6 turns, trainable at Fort, Stronghold
Hp - 40
Attack - 12
Range - 2
Actions/turn - 1 (removed second action)
Armor - 3/4
Speed - 3
Sight - 5
Has 200% bonus against Cavalry
Counts for new classification as Heavy Pikeman

Removed Power range, bonus to archers.
Kobold lord:
Cost - 5, Trainable at Stronghold.
Hp - 40
Attack - 12
Range - 1
Actions/turn - 1
Armor - 2/3
Speed - 5
Sight - 6
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
Abilities:
Group attack 2 (affects ALL units, as usual. Including dragons, passive), range - 4 tiles.
Kobold Priestess:
Cost - 5, Trainable at: Temple
Hp - 18
Attack - 5
Range - 1
Armor - 0/2
Speed - 3
Sight - 6
Heal rate - 15
Has no bonuses
Counts for new classification as Caster
Abilities:
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Rest - Deals 30 damage to target Undead unit. Affects Undead units only. Range - 4, cooldown - 4 turns.
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Slowing, range 4, no cooldown. Can't affect buildings, siege units, transport units.
Kobold Conjurer (changed first letter in his name):
Cost - 10 turns, trainable at Temple. Don't need any techs for training. Can be trained only one under control of each scaledfolk player.
Hp - 30
Attack - 3
Range - 1
Armor - 2/2
Speed - 3
Sight - 8
Spell resist - 100%
Has no bonuses
Counts for new classification as Unique unit, Elite unit, Caster
Abilities:
makazuwr32 wrote:
Fri Jul 27, 2018 7:32 pm
1. Summon Dragon - summons near Conjurer RANDOMLY one dragon of 4 he can summon now. Cooldown - 5 turns, dragon is permanent.
2. Fire missle - like magic missle spell with same damage, range 4, applies burning stack on hit, no cooldown.
3. Dragon blood - gives target non-dragon non-mechanical non-buildining non-ship unit additional 15% hp regen per turn for 3 turns. doesn't remove any status effects like burning, poison, etc... Can be extremly useful on Hydras.
4. Dragon skin - self-castable ability, adds +5/+5 armor for 2 turns, no cooldown.
5. Dragon's blessing - target non-dragon non-elite non-unique unit gains randomly +1 attack, +1 normal armor, +1 piercing armor, +5% regeneration/turn. Stackable, chances are: 30%, 25%, 25%, 20%, range - 1, cooldown 3 turns, effect is permanent.
Removed ALL passive abilities, auras, etc...

Comment: he will become more useful support caster who can also once in 6 turns summon random dragon. Increased Hp and turn cost for compencation of ability to be trained a bit earlier and loss of armor and summons.
Kobold Drummer (removed "Highborn"):
Cost - 6 turns, trainable at Swamp barracks, Stronghold. Don't need any upgrades for training.
Hp - 15
Attack - 1
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Has no bonuses
Counts for new classification as Special unit
Abilities:
Drum beat (passive aura): All basic non-cavalry Kobolds (listed above at the beginning) gain +1 speed. Range - 4 tiles.
Group attack 1, as usual, affects all exept himself units (another drummer can affect him), Range - 4 tiles.

Comment: this way basic kobolds will become even more useful for scaledfolks because they gain +1 speed.
Kobold Fire archer:
Cost - 4 turns, Trainable at hunter's hut, Stronghold. Doesn't need any upgrades for training.
Hp - 12
Attack - 6
Range - 6
Armor - 1/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, siege units, Heavy pikemen, 100% bonus against ships, mechanical units, 200% bonus against Trolls (for now, maybe i will lower it later), standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Archer

Comment: for ability of training earlier, better stats when compared to normal archer and lots of bonuses increased his cost to 4 turns.
Highborn (all these need armored kobolds upgrade, have Highborn Presence aura):
Comment: Highborn now have 2 buildings where they can be trained: Fort and Keep. They will become more easily accessable. Increased their stats so that they can match Imperials, Uruks, Phantoms.
Highborn kobold Maceman:
Cost - 5 turns, Trainable at: Fort, Keep
Hp - 45
Attack - 20
Range - 1
Armor - 3/4
Speed - 3
Sight - 5
Spell resist - 50%
Has 50% bonus against infantries, heavy infantries, archers, siege, giants, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Heavy Infantry, Elite unit
Highborn kobold spearman:
Cost - 4 turns, Trainable at: Fort, Keep
Hp - 36
Attack - 10
Range - 2
Actions/turn - 2
Armor - 2/3
Speed - 3
Sight - 5
Has 200% bonus against cavalry
Counts for new classification as Heavy Pikeman
Abilities:
Throw spear: deals 10 damage to target unit in range 4. Can't affect buildings, siege units, mechanical units. Cooldown - 1 turn.
Highborn kobold archer:
Cost - 4 turns, Trainable at: Fort, Keep
Hp - 30
Attack - 12
Range - 7
Armor - 1/1
Speed - 3
Sight - 10
Has 50% bonus against Elite units, infantries, Heavy pikemen
Counts for new classification as Elite unit, Archer
Highborn Kobold Swordman:
Cost - 4 turns, trainable at: Fort, Keep
Hp - 50
Attack - 15
Range - 1
Armor - 3/5
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Elite unit
Kobold lady (Mounted):
Cost - 8, trainable at: Keep, Can be trained only 1 under control of each player.
Hp - 50
Attack - 20
Range - 1
Armor - 3/4
Speed - 6
Sight - 8
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry, Elite unit, Unique unit
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
Triple group attack (passive aura)

After death becomes Kobold Lady (unmounted)

Removed Carry capacity, 2nd action/turn, dodges.
Kobold Lady (unmounted):
Can't be trained; restricts training of Kobold Lady (Mounted)
Hp - 40
Attack - 20
Range - 1
Armor - 3/4
Speed - 3
Sight - 6
Spell resist - 100%
Has 50% bonus to infantries, giants, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Unique unit, Elite unit, Heavy infantry
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)

(She keeps all abilities exept of Triple Group Attack aura)
Lizardmen:
Lizardman Shielder (changed from Lizard Blademan):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 32
Attack - 14
Range - 1
Armor - 2/4
Speed - 3 (1 in water)
Sight - 5
Spell resist - 20%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Amphibious unit
Elite Lizardman Shielder (changed from "Armored Lizard Blademan"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 38
Attack - 17
Range - 1
Armor - 3/6
Speed - 3 (2 in water)
Sight - 5
Spell Resist - 30%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Amphibious unit
Lizardman archer:
Cost - 4 turns, Trainable at Fort, Keep
Hp - 20
Attack - 8
Range - 6
Armor - 1/1
Speed - 3 (1 in water)
Sight - 7
Spell Resist - 20%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts for new classification as Archer, Amphibious unit
Elite Lizardman Archer (Changed from "Armored"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 26
Attack - 10
Range - 7
Armor - 2/2
Speed - 3 (2 in water)
Sight - 8
Spell Resist - 30%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts for new classification as Archer, Amphibious unit
Lizardman Headhunter (new unit!):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 24
Attack - 5
Range - 4
Actions/turn - 2
Armor - 0/3
Dodge Arrows - 15%
Speed - 3 (1 in water)
Sight - 6
Spell resist - 20%
Has 100% bonus to archers, dragons
Counts for new classification as Skirmisher, Amphibious unit
Elite Lizardman Headhunter (new unit!):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 30
Attack - 7
Range - 5
Actions/turn - 2
Armor - 1/4
Dodge Arrows - 30%
Speed - 3 (2 in water)
Sight - 6
Spell resist - 30%
Has 100% bonus to archers, dragons
Counts for new classification as Skirmisher, Amphibious unit
Snakemen:
Snakeman Duel Swordsman (fix name!):
Cost - 4
Hp - 30
Attack - 12
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 50% bonus to infantries, heavy infantries, giants
Counts for new classification as Infantry, Amphibious unit
Snakeman Spearman:
Cost - 4
Hp - 26
Attack - 9
Range - 1
Armor - 1/1
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 450% bonus against cavalry
Counts for new classification as Pikeman
Giants of Scaledfolk:
Turtleman:
Cost - 7 turns, Trainable at Temple
Hp - 60
Attack - 20
Range - 2
Armor - 5/7
Speed - 3 (4 in water)
Sight - 5
Spell resist - 70%
Carry capacity - 1 (units inside can act as in tower, can't transport Wagons, Mantlets); can't transport Dragons.
Has 50% bonus to Naval units, Amphibious units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Giant, Amphibious, Water transport unit, Heavy infantry
Hydra:
Cost - 10 Turns, Trainable at Temple
Hp - 112
Attack - 14
Range - 2
Actions/turn - 4
Armor - 2/2
Speed - 3 (2 in water)
Sight - 6
Spell resist - 80%
Has 25% bonus to giants
Counts for new classification as Giant, Troll (for now), Amphibious
Abilities:
Hydra's Venom (passive): deals 8 damage/turn for 4 turns, non-stackable, doesn't affected by bonuses, can't affect undeads, demons, mechanical units, ships, buildings, Trolls (their regeneration surpasses effect of venom applies to hydra itself)
Eat corpse: eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Troll regeneration (as usual)
Dragons:
Devourer:
Cost - 4 turns, Trainable at Dragon temple
Hp - 40
Attack - 10
Range - 1
Armor - 4/2
Speed - 4 (land unit)
Sight - 5
Spell resist - 0%
Has 50% bonus to infantries
Counts for new classification as Dragon
Abilities:
Lifelink (passive, self only)
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Devourer's strength (passive) - for each eaten corpse gains +4 hp, +1 damage. (added) OR Regular Veteran power that increases hp on kill and attack (no armor increase)
White dragon:
Cost - 6, Trainable at Dragon temple
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3 (land unit)
Sight - 6
Spell resist - 20%
Heal rate - 10
Has no bonuses
Counts for new classification as Dragon, Caster
Abilities:
White breath - heals all units affected by spell for 15 hp, range - 3, cooldown - 4 turns.
Heal - range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Healing aura: same as elf wizard

Removed all his other spells: he is only healer right now.
Acid Dragon (Changed name from Green dragon):
Cost - 6 turns, Trainable at Dragon temple
Hp - 38
Attack - 12
Range - 5
Armor - 2/2
Speed - 5
Sight - 6
Spell resist - 40%
Has 50% bonus to mechanical units, ships, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Dragon, Flying
Abilites:
Acid breath (passive): applies "Acid" effect on hit to mechanical units, ships, buildings. Is stackable, deals on affected unit per turn

Code: Select all

 1*(amount of "Acid" effect stacks)*(bonus to unit)
each effect lasts for 6 turns. Mending of unit removes 3 stacks of effect only.
Slowness: range - 3 tiles, no cooldown.

Removed all other abilities, auras and passives.
Fire dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 30
Attack - 14
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Spell resist - 30%
Has 25% bonus to mechanical units, ships, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Dragon, Flying
Abilities:
Fire breath - range 3, cooldown 4 turns.
Lesser fire breath - Magic missle-like ability, deals 7 (half of his basic damage) damage and applies if possible burning effect to target. Range - 4, no cooldown
Burning weapon (Passive)

Removed second fireball.
Gold Dragon:
Cost - 5 turns, Trainable at Dragon temple
Hp - 20
Attack - 6
Range - 1
Actions/turn - 2
Armor - 0/0
Speed - 5
Sight - 6
Mend rate - 10
Has no bonuses
Can't start any buildings.
Counts for new classification as Dragon, Flying, Worker

Removed all his spells and passive abilities: now he is a support worker unit (and great one i must say!)
Dark Dragon:
Cost - 8 turns, Trainable at Dragon temple
Hp - 50
Attack - 16
Range - 2
Armor - 2/2
Speed - 4
Sight - 5
Spell resist - 50%
Has no bonuses
Counts for new classification as Dragon, Flying
Abilities:
Slow weapon (passive)
Dark Presence (aura): range - 3 tiles, affects non-flying, non-mechanical units. affected units gain -25% spell resist, -1 speed. Doesn't stack from multiple scources. Can't affect unique units, Forum Heroes.
Convert - 30% chance, range - 3 tiles, cooldown 1 turn.
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.

Changed passive on-hit effect, changed aura, removed dark breath spell, added attack range.
Dragon Lord (Changed from Gray Dragon):
Cost - 8 turns, Trainable at Temple
Hp - 80 (still highest among all dragons!)
Attack - 25
Range - 2
Armor - 5/5
Speed - 3 (1 in water)
Sight - 8
Spell resist - 100%
Has 50% bonus to giants, dragons, 1% to flying units, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Giant, Dragon, Heavy infantry, Amphibious unit
Abilities:
Fear Weapon (Passive)
Dragon lord presence (passive aura): All other allied dragons in range 4 gain +1/+1 armors, +5 damage. Affects Dragons only, doesn't affect himself (alas other dragon lord can affect him)
Fire breath: range - 5, cooldown 3 turns.
Fear: range - 4 tiles, no cooldown.
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.

Changed his skills, aura, passive on-hit effect.
Naval units:
Raft
Cost - 3 turns, trainable at TC near water, can be built by laborers
Hp - 15
Attack - 1
Range - 1
Armor - 0/1
Speed - 3
Sight - 4
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 1, units incide can act as in tower.
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Small ship
Cost - 4 turns, trainable at TC near water, can be built by laborers.
Hp - 24
Attack - 0
Range - 1
Armor - 0/3
Speed - 4
Sight - 5
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 2
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit

Removed "Throw" ability.
Upgrades:
Armored kobolds upgrade:
Can be researched at: Swamp barracks, Stronghold.
Cost 9 turns (increased by 1 because this upgrade affects most units in the game!)
Heavy kobold warden upgrade:
Can be researched at: Fort, Stronghold.
Cost 6 turns, affects Kobold warden ONLY.
Armored Lizardmen upgrade:
Can be researched at: Fort, Keep.
Cost 8 turns.
Dragonrend upgrade:
Can be researched at: Hunter's hut.
Cost 5 turns.
Tough scales upgrade:
Can be researched at: Temple.
Cost - 5 turns.
ALL kobolds (including Highborn) and Lizardmen gain+1 damage, +1/+1 armor, +10% hp regen per turn

Upd.1: Added dragons to unit list whom Turtleman can't transport.
Upd.2: Increased a bit Damage and range of Fire dragon's lesser fire breath ability and added giants to bonus list of units for kobold maceman.
This is yet to be implemented. All these fixes are needed to balance the scaledfolk as they currently are. Because they are too strong at some things (dragons, auras) and suck at others (basic units, scout units).
"I'm sorry, but there was never enough room on this stage for both of us!"
(Yeah, guess which is one of my favorite UCN characters :lol: )

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Lynx Shafir
Posts: 1096
Joined: Mon May 28, 2018 4:24 am

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Sun Sep 16, 2018 4:44 pm

May I missed it in list.
Kobold merchant has weird bonus to cavalry and Archer units.!?

And like komodo leave spear corpses!
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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Savra
Posts: 3019
Joined: Wed Aug 01, 2018 6:21 pm

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Fri Sep 21, 2018 6:07 pm

Btw, in theory, if you were to make 2 teams were one was evil and one was good like:
Good-
Humans
Elves
Dwarves

Evil-
Orcs
Undead

Were exactly do scaledfolk fit into in this? They don't exactly seem evil to me, more of good because now they are modeled. I don't think the Lizardmen brutes are going to change this much except maybe pushing them to neutral in their own team.

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Tankhead
Posts: 1449
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Tankhead » Fri Sep 21, 2018 8:00 pm

I really don't see dwarves as good or evil.
I see them more as neutral.
Mostly cause I feel like they would do good or evil as long it benefit themselves

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Savra
Posts: 3019
Joined: Wed Aug 01, 2018 6:21 pm

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Fri Sep 21, 2018 11:10 pm

Dwarves work with humans a lot and technically elves and humans would work more as neutral but over all elves humans and dwarves would always end up working together to fight "evil" forces.

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Savra
Posts: 3019
Joined: Wed Aug 01, 2018 6:21 pm

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Sat Sep 22, 2018 12:01 am

I'm going to carry this discussion to a different topic so we don't go too far in this.

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Tankhead
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Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Tankhead » Sat Oct 06, 2018 5:13 am

One word

REVAMP

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Skelegonsans
Posts: 913
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Tue Oct 09, 2018 12:29 am

Yeah, that's (hopefully?) being worked on. A handy list of all necessary revamps to the race has been made and posted here but anything is yet to be implemented.
"I'm sorry, but there was never enough room on this stage for both of us!"
(Yeah, guess which is one of my favorite UCN characters :lol: )

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Lynx Shafir
Posts: 1096
Joined: Mon May 28, 2018 4:24 am

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Wed Oct 10, 2018 12:57 pm

L.
Attachments
Acid B .png
Acid B .png (2.46 KiB) Viewed 216 times
Fire Drake .png
Fire Drake .png (2.47 KiB) Viewed 216 times
Gold 2.png
Gold 2.png (2.68 KiB) Viewed 224 times
Acid dragon 5.png
Acid dragon 5.png (2.57 KiB) Viewed 224 times
Last edited by Lynx Shafir on Wed Oct 10, 2018 3:06 pm, edited 1 time in total.
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

User avatar
Lynx Shafir
Posts: 1096
Joined: Mon May 28, 2018 4:24 am

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Wed Oct 10, 2018 1:05 pm

Ok,
@General Brave
Here's 2
What do u think?
Acid one:tell me if want totally new design or different abdomen colour

I'll update it later(fire, white,)
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

User avatar
Skelegonsans
Posts: 913
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Wed Oct 10, 2018 3:52 pm

Nice!!! I love those dragon images! Nice job :D
"I'm sorry, but there was never enough room on this stage for both of us!"
(Yeah, guess which is one of my favorite UCN characters :lol: )

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