Scalefolk rework

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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Fri Sep 27, 2019 6:47 am

I agree. They should have a few dragon but not dragon based

Also making many dragons bring us to just call them with random names and give them random abilities.
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Fri Sep 27, 2019 7:28 am

I think 3-5 dragons + this zmij counterpart will be fine.
I have ideas for 3 dragons at least:
Thunder dragon
Acid dragon
Great dragon (more powerful dragon with several abilities)
And that evil counterpart of Zmij with some backstabbing and such (smoke breath, back attack...).

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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Fri Sep 27, 2019 12:01 pm

I think that dragons here should mostly take the role of spellcasters (which will be probably less compared to other races)
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Fri Sep 27, 2019 6:14 pm

That is why thunder dragon - with full thunder tree and without researching.

Acid dragon i want to make as siege unit alas.
That also will be unique - no other race has siege dragons.

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Savra
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Re: Scalefolk rework

Post by Savra » Fri Oct 18, 2019 5:44 am

So, what dragons do you want?
So far I see:
Adoniji
Great Dragon
Storm Dragon
Acid Dragon

We could have the sea Dragon that could act similar to the sea serpent, but with some other abilities as well.

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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots » Fri Oct 18, 2019 12:53 pm

Well, storm dragons already exist for elves. Great dragon is already an existing unit name. I was thinking Quetzal could be the superior dragon since it is a Mexican god. Acid dragon would be great for siege imo. Sea dragon is kinda what I think blue dragon is, but does not look as good. Why not switch sea serpent's races? Elves already have merfolk that could use expansion.
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StormSaint373
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Re: Scalefolk rework

Post by StormSaint373 » Fri Oct 18, 2019 1:07 pm

There was a Storm Dragon Img in the Argent Section.

Maybe you can use that?
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Savra
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Re: Scalefolk rework

Post by Savra » Sat Oct 19, 2019 1:48 am

I also have storm Dragon in scaledfolk but I never heard of it being for elves.
Sea serpent acts somewhat like the ghost vessel does for undead. Sea dragon is just a massive Dragon that has no wings, and it's limbs have developed for swimming purposes only. Great Dragon in game is the one we were referring to here. Quetzacotl will get in though either way because it matches the race perfectly.

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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots » Sat Oct 19, 2019 3:21 am

Pretty sure the elven dragon casts lighting and even flies. That's storm dragon in my opinion.

Try making sea dragon take on the body structure of mosasuar instead of a floating head to give it more character. Sea serpent really shares the most similarities with trimire (unless scalding ability is added).

And isn't Great Dragon from LoTR?
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Sat Oct 19, 2019 5:56 am

Current elven dragon will be updated into wind dragon with wind shield, lay egg and aura of the wind active abilities (no stats update).

Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.

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General Brave
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Re: Scalefolk rework

Post by General Brave » Mon Oct 28, 2019 3:44 am

Guess we need to organize this.
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Oct 28, 2019 3:56 am

makazuwr32 wrote:
Sat Oct 19, 2019 5:56 am
Current elven dragon will be updated into wind dragon with wind shield, lay egg and aura of the wind active abilities (no stats update).

Also sea serpent was updated, and no longer has that insane 35-38 attack and burnable like a ship.
Aww man, I liked the 35-38 attack on that thing, bummer. :lol:

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General Brave
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Re: Scalefolk rework

Post by General Brave » Mon Oct 28, 2019 4:46 am

Let's begin with the basic, which seems to be kobold. As would guess, it has the same as any other races. Warriors, spearman and such.
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Oct 28, 2019 4:57 am

You mean these?
Savra wrote:
Sat Aug 24, 2019 8:09 pm
We could have the Quetzacoatl could be a mount for a lizardmen, like a Griffin rider. I'll try and do some more like that mostly what I'm looking at is something around:
Units:(42 in all)
Kobalds: (7)
Image
Kobald Tlamanih:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald slinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald darter: (armed with a blow gun)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Monitor rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Kobald broodguard:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Kobald ghost warrior:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:Mobile


ImageImage
Kobald witchdoctor: (main healer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


Image
Kobald welp: (main builder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Saurians: (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).

Saurian skyhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Saurian skyslasher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Saurian ambusher:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:

Lizardmen:(10)
Image
Lizardmen Tepoztōpīlli: (stronger spearmen)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Cuextecatl: (Shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Komodo rider:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen headhunter: (skirmisher)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen clubber: (mace men unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Hunter: (archer)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen Huitznahuatl: (support)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Turtlemen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Salamander Fireslinger:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Lizardmen tiachcahuan: (sergent like unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen:(7)
Image
Snakemen blademaster:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Snakemen Spearmen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Gorgon: (offensive caster)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Naga reefhunter: (main sea unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Naga shrieker: (has scream ability)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Acid spitter (anti building unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen: (3)

Gatormen harpoonist:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen Gutter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Gatormen Grappler:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Draconian:(7)
Image
Draconian Dragon warrior: (shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian spearhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Papalotl: (spearmen)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Cuachic (macemen unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Draconian Dragonborn: (flying unit with sword like weapon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Magma drake rider: (elite cavalry)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)

Dragons:(7)
Image
Firedrake: (red dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:


Skrill: (storm dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Adoniji:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Acid Dragon: (has Acid breath with same cool as dragonbreath, no and but longer range. No auras or other spells.)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:S
Abilities:

Other reptiles:(5)
Image
Quetzacoatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Komodo: (scout unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Wyrm: (battering ram style unit that can dig)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:

Image
Basilisk: (special)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Image
Hydra: (same as before)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:

Ships:
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:

Buildings: (14 in all)
Factories:(8)
Image
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

ImageImage
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

ImageImage
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Dragons perch: (trains dragons)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Draconian lair: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Hunters hut: (trains ranged units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Shamans circle: (trains mages and also works as a blacksmith)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Image
Nagas den: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Fortifications:(8)
Image
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fire tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Image
Fort:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:

Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Image
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:

Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Image
Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Techs:(16 in all)
Kobalds:(3)
Simple wings: they gain bat like wings and almost all kobalds gain the ability to transform but they have no bonuses and have just 3 attack. Can't capture buildings either.
Cost:

Quick lizards: gain +1 speed so they would have same speed as elves.
Cost:

Feral kobalds: Kobalds gain a attack buff if standing near another kobald.
Cost:

Lizardmen: (1)
Reptilian senses: can now see invisible units.
Cost:

Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Cost:

Counterstrike: snakemen do full damage on counter.
Cost:

Techs for all:(4)
Hardened scales:3 levels. Works similar to even craftsmen upgrades.
Hardened scales 1:
Cost:
Image
Hardened scales 2:
Cost:
Image
Hardened scales 3:
Cost:
Image


Reptilian might: 3 levels. Increases attack.I
Reptilian might 1
Cost:
Image
Reptilian might 2:
Cost:
Image
Reptilian might 3:
Cost:
Image


Expert hunters: 3 levels.
Expert hunters 1:
Image
Expert hunters 2:
Image
Expert hunters 3:
Image
Gives ranged units +1 range.
Cost:

Swift swimmers: requires natural swimmers tech, +1 speed in water for both lizardmen and Nagas.
Cost:

Casters:(2)
Curse: (for gorgon, unlocks basilisk)
Cost:

Poison mist: (for lizardmen Huitznahuatl)
Cost:
They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.

If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Last edited by Savra on Mon Jan 13, 2020 4:10 am, edited 3 times in total.

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Savra
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Re: Scalefolk rework

Post by Savra » Mon Oct 28, 2019 5:03 am

I have a lot more to add to this too. (it is a lot more, like possibly 20 more, maybe higher depending on how much of it I remember.)

Kobalds would be given more units, snakemen too, lizardmen, draconians, gatormen, a new sub group known as saurids which would be flying scaledfolk who act similar to gargoyles but also could have stats similar to that of the kobalds. More creatures, the such.

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General Brave
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Re: Scalefolk rework

Post by General Brave » Mon Oct 28, 2019 5:12 am

It seems great so far, also good proposal. Anyways Naga are supposedly well have Egyptian like style.
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StormSaint373
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Re: Scalefolk rework

Post by StormSaint373 » Mon Oct 28, 2019 10:21 am

would there bee more turtlemen?

I've got a couple ideas

Turtlemen Maurader (Large Building breaker)
Turtleman Adept (shamanic healer)
Ninja Turtleman (multiattack many abilities)
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Oct 28, 2019 2:31 pm

Well, from what I remember the turtlemen were supposed to be somewhat like the cave trolls for orcs. Their was going to be more turtlemen.

Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.

Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).

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Re: Scalefolk rework

Post by Midonik » Mon Oct 28, 2019 2:32 pm

Turtle ninja could be a fun unit xD
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Oct 28, 2019 2:35 pm

Savra wrote:
Mon Oct 28, 2019 2:31 pm
Well, from what I remember the turtlemen were supposed to be somewhat like the cave trolls for orcs. Their was going to be more turtlemen.

Also magic was something Alexander didn't want them to have too much of considering dragons were going to be their main, tanky, spell casters. Turtlemen I believe were supposed to be like melee siege units that can carry units. Murauder could work, and do note that not all gentlemen can swim.

Some other variants could be spiked turtlemen (somewhat like thorn elemental), tourtisemen (biggest, can carry more units).
I'll probably have to look back through to see the restrictions to the race but this is just what I remember so far.

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General Brave
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Re: Scalefolk rework

Post by General Brave » Mon Oct 28, 2019 4:44 pm

We need to discuss about stats and what exactly do some of these units do and what their purpose.
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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots » Mon Oct 28, 2019 9:54 pm

Again, too many dragons. I don't want to see a pack of skittles open up when I see the list of dragon units. Taste the RAINBOW

Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
RED, WHITE and BLUE!

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Savra
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Re: Scalefolk rework

Post by Savra » Tue Oct 29, 2019 2:59 am

Puss_in_Boots wrote:
Mon Oct 28, 2019 9:54 pm
Again, too many dragons. I don't want to see a pack of skittles open up when I see the list of dragon units. Taste the RAINBOW

Mainly I oppose the color prefix dragons, so uninspired.
(No gold, black, or red ok?)
The dragons are getting changed, so those ones I have are obsolete (except the acid one), they want different versions instead that aren't colour like. Like adoniji, Quetzecotl, and acid Dragon.

State I left for Alexander because he has a better view of how the races stats are to look, besides we're waiting on dwarves and undead first.

SharkWulf
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Re: Scalefolk rework

Post by SharkWulf » Wed Dec 18, 2019 12:44 am

These ideas look really cool! Scalefolk are the only facyion i play and they seem unloved compared to other races recently.

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Savra
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Re: Scalefolk rework

Post by Savra » Wed Dec 18, 2019 2:24 am

That's because they're being remade, this style was close to what they were originally supposed to look like but more unique (less generic with the swords and bows, they come at it with a different approach), after this you should be seeing a lot more coming to aof, but first we must finish dwarves, and undeads rebalance. I have more scaledfolks coming and some buildings images I plan to revamp as well.

Some units are also getting revamped as well, since I'm not the one doing the stats this makes things a lot more faster.

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SirLuciano
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Re: Scalefolk rework

Post by SirLuciano » Wed Dec 18, 2019 2:59 am

I've just read the whole topic and it seems like its complete (at least in my eyes)

What more is missing on this rework?
LONG UNLIVE THE UNDEAD!

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Savra
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Re: Scalefolk rework

Post by Savra » Wed Dec 18, 2019 3:02 am

Stats, Alex and Makazuwr just work on those because Alexander knows what they should be playing like, and Makazuwr is the balancer. They first need to get done with dwarves (who lack quiet a bit), and undeads rebalance.

But this is far from done, I'm just getting started. ;)

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SirLuciano
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Re: Scalefolk rework

Post by SirLuciano » Wed Dec 18, 2019 3:04 am

Then what is missing for the dwarves? Full rework like scaledfolk?and what kind of rework will be done on my favourite faction (undead)?
LONG UNLIVE THE UNDEAD!

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Savra
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Re: Scalefolk rework

Post by Savra » Wed Dec 18, 2019 3:09 am

Dwarves lack proper siege and a lot of techs, plus units (somewhat) they also need their defenders pack and slayers pack finished and maybe gnomes too. Undead are getting phantom redesign plus a new ability for them to be reanimated so when your phantoms die on the battlefield you can just use a lich to reanimated them back to life again. Proper siege and new units and maybe sub factions will be added to them as well. (I also have a rather... Unique... Fortification for undead that might bring a new twist to them, plus enable use of some units that don't fit anywhere else).

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SirLuciano
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Re: Scalefolk rework

Post by SirLuciano » Wed Dec 18, 2019 12:07 pm

@Savra where's the topics for the dwarves?I can't seem to find it
LONG UNLIVE THE UNDEAD!

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