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The Veil - Concept.

Posted: Sat Aug 04, 2018 4:48 am
by DoomsdayDragonfire
The Idea here is to give more freedom to "Undead Faction Lovers", filling the Gap Betwen the living demons and the death. So avoid to say "Only Undeads for Undeads".

POOLS ARE HAPPENING EVERYDAY IN DISCORD ABOUT THIS TOPIC, SO STAY TUNED!
https://discord.gg/5M2jahJ

About The Veil:
These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!

The Veil will consists in spellcasters and assassins... For now, I'm thinking on 4 units + The Building at first - The "Cultist", the "Adept", the "Dark Priest" and the "Confessors". But no stats for them yet, just some toughts for abilities...

Stats:

The Cultists just joined The Veil! These newcomers know little about the dark arts but gladly offers their flesh and soul to the Death.
The Cultists
Cultist.png
Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.

The Adept - A High grade cultist, doesn't fear what is in the shadows.
The Adept
Adept.png
Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.

Dark Priest - Disillusioned with his faith, the dark priest now seeks answers to his questions in the darkness and shadows.
Dark priest
DarkPriest.PNG
Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).

The Confessors - Individuals who does not fully accepted the darkness or those who are captured in battles.
The Confessors
Cultist Slaves.png
Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8

Veil HQ - These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
Veil HQ
Sect HQ 2.1.png
Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%

========================================================================================================================

-Roles:
The Confessors - Acts as a multipurpose laboreur - Can help skeleton workers on buildings and mend stuff, but vanishes after 3 turns.
The Cultist - Main sect infantry - can cast dark magics.
The Adept - Can spell Curses and Dark magics, also, each kill made by him, can create slaves.
The Dark priest - Can spell both good and evil magic.

-Notes:
-If any of these die in battle, unlike other undead units, they will leave the corpse on the tile.
-Any undead can use "Eat Corpse" skill on these units anytime (That includes when they are alive, but leaving no bones then).
-None of these units can walk on water or over montains.
-They are mean to be cheap units and weak in overall.
-None of them can be converted by other teams as they will have a blood pact. (Presented as tech upgrade)
-Due Img Limit (at least for me), i just posted the basic human slave... The others are in the comments bellow.
-The list of techs/skills descriptions is in the comments bellow.
-...

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 5:09 am
by General Brave
Definitely a good concept, we might need to refined the images a bit and some of the units could change. Overall this is perfect for the living aspect of the undead.

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 5:38 am
by Tankhead
Big undead lover here considering my main so I differently agree with this idea

Please check out my doom spell, disbelief spell, and hyponsis spell I suggested in undead technology. Those spells might be able to work with these units

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 5:48 am
by General Brave
Those can work.

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 6:20 am
by makazuwr32
I have some ideas of cultists for undeads:
Blight mage
Cultist of the damned
Altar of the damned
Butcher - can be created by blight mage
Heretic
Possesed mage

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 9:27 am
by Typhoon
Excellent! That could give more use for dark Altar
But there could be problem with slaves when fighting orcs or scaledfolks

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 9:52 am
by Lynx Shafir
Why?

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 10:01 am
by Typhoon
I mean slaves they are humans

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 10:05 am
by Lynx Shafir
So what is the idea of slaves.?

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 10:57 am
by LordOfAles
I say they can server like workers with high mend rate.

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 2:35 pm
by DoomsdayDragonfire
Tankhead wrote:
Sat Aug 04, 2018 5:38 am
Big undead lover here considering my main so I differently agree with this idea

Please check out my doom spell, disbelief spell, and hyponsis spell I suggested in undead technology. Those spells might be able to work with these units
They seem promissing. I will check them out.
makazuwr32 wrote:
Sat Aug 04, 2018 6:20 am
I have some ideas of cultists for undeads:
Blight mage
Cultist of the damned
Altar of the damned
Butcher - can be created by blight mage
Heretic
Possesed mage
Loved them, mainly the butcher and the blight mage, and would be nice to merge some aspects of these ideas... But let me point a problem with most of those ideas, the high turn-cost/efficiency they do demmand to be placed in the field. I plan something really cheap and basic to the basic members of the sect, these basic units would have a cost limit of max 4 turns to be made (Starting with human slaves with 1 turn build, 2-3 turns for cultists, 3-4 turns for the adepts and 3-4 turns to the dark priest). But that does't mean that damned cultists cannot to be implemented as advanced units later on... But let's focus on giving a basis for the idea first, then we can plan to add improved units for it.
Typhoon wrote:
Sat Aug 04, 2018 10:01 am
I mean slaves they are humans
I see, fighting against diferent species and spawning humans could be weird.
I might work on the images anyway, there are 3 slaves, so i could put the human and 2 races or make variants to each race for it... The problem with the second would be on the implementation, where - how the devs would spawn specific slaves of each faction after kills?.

Re: Sect - Concept.

Posted: Sat Aug 04, 2018 2:41 pm
by makazuwr32
they have 3/4/4/5 turns cost.
as for altar it can be changed to normal building with 5 turns cost. Ofc stats will be adjusted.

Re: Sect - Concept.

Posted: Wed Aug 08, 2018 5:39 pm
by DoomsdayDragonfire
makazuwr32 wrote:
Sat Aug 04, 2018 2:41 pm
they have 3/4/4/5 turns cost.
as for altar it can be changed to normal building with 5 turns cost. Ofc stats will be adjusted.
Good, its not like i have the stats for all these guys yet but would be nice to get some reference to start.

Re: Sect - Concept.

Posted: Wed Aug 08, 2018 7:32 pm
by DoomsdayDragonfire
... So i made one for each faction, i think it might be usefull elsewhere aswell.
Cultist Slaves 2.png
Cultist Slaves 3.png
Cultist Slaves 4.png
Cultist Slaves 5.png

Re: Sect - Concept.

Posted: Wed Aug 08, 2018 7:42 pm
by General Brave
Good. Also it seems like they have capture triplets.

Re: Sect - Concept.

Posted: Wed Aug 08, 2018 8:04 pm
by DoomsdayDragonfire
Yep, i guess this is it for now, those are the imgs for them, now it is time to work on their stats :D

Also i need to make the building... i plan something with dome structure for it, like the cathedral Santa Maria del Fiore from Florence, but darker, old and abandoned... I would thank if someone else do that for me. :D
0552N01.jpg
firenze.jpg
philopano2.jpg

Re: Sect - Concept.

Posted: Wed Aug 08, 2018 8:11 pm
by General Brave
That if I find images close to that.

Re: Sect - Concept.

Posted: Wed Aug 08, 2018 11:55 pm
by DoomsdayDragonfire
And Here it is.
Sect HQ 2.1.png

Re: Sect - Concept.

Posted: Thu Aug 09, 2018 6:29 pm
by DoomsdayDragonfire
As requested on discord, here it is the Stats, skills and techs. (I will keep this up to date and the main topic as this one gets improved)

The Cultists.

Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.

The Adept.

Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.

Dark priest.

Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).

Confessors - (better know as Slaves... i guess i need to change the name to something else...).

Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8

Sect HQ - Building

Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%

==================================================================

Sect Tech Pack.

In game - Researcheables.

Blood pact. (7 turns)
Similar to human loyalty, but for undeads.

Dark Arts. (4 turns)
Increase sect units damage by +1

Improved Dark Arts. (4 turns)
Increase sect units damage by +2

Advanced Dark Arts. (4 turns)
Increase sect units damage by +3

Made in bones 1. (4 turns)
Increase pierce armor by +1

Made in bones 2. (4 turns)
Increase pierce armor by +2

Made in bones 3. (4 turns)
Increase pierce armor by +3

6th sense. (3 turns)
Enable sect units to detect stealth.

Cloack cape. (4\5 turns)
Grants stealth to all Sect units. (As skill)

Evil Devotion. (7 turns)
Adds +1 action for turn to all Sect units.

Ancient Studies. (5\6\7 turns)
Adds veterancy bonus to all Sect units.

===================================================================

-Spells/skills

-Capture on kill. (passive)
If the attack is the killing blow, turns the target on slave.

-Cloak cape. (active skill) 3 turns cooldown (Needs tech research)
Grants stealth for 3 rounds.

-Backstab. (active skill) 3 turns cooldown
Damage based attack +2, ignores defense, inflict bleeding/or poison.

-Dispel. (active skill) 2 turns cooldown
Instantly reduce vanishing to 0, leaving corpse behind.

-Renew. (active skill) 5 turns cooldown
Reset all skill cooldowns for desired unit.

Re: Sect - Concept.

Posted: Thu Aug 09, 2018 6:45 pm
by General Brave
This is pretty good, I know I do see some problems.

Re: Sect - Concept.

Posted: Thu Aug 09, 2018 7:06 pm
by DoomsdayDragonfire
General Brave wrote:
Thu Aug 09, 2018 6:45 pm
This is pretty good, I know I do see some problems.
What do you think that can be changed or improved?

Re: Sect - Concept.

Posted: Thu Aug 09, 2018 7:18 pm
by General Brave
Thinking about it.

Re: Sect - Concept.

Posted: Fri Aug 10, 2018 4:53 pm
by General Brave
Everything seems fine I think.

Re: Sect - Concept.

Posted: Wed Aug 15, 2018 2:47 am
by General Brave
I have discussed about it and decided that the slaves should be able to build, are money courier.

Re: The Veil - Concept.

Posted: Thu Aug 16, 2018 2:23 am
by DoomsdayDragonfire
As a pool winner, The sect is now The veil.

New pool is up to vote, about the name of the unit, go and vote people!

Re: The Veil - Concept.

Posted: Mon Aug 20, 2018 6:25 pm
by Tankhead
I just got discord ( don't know what to do yet )
But I notice war fell getting alot of attention and thought "hey sub races"

Re: The Veil - Concept.

Posted: Mon Aug 20, 2018 6:26 pm
by makazuwr32
altar of the damned
Some of units proposed for that altar can be used for the Veil.
Links are provided.

Re: The Veil - Concept.

Posted: Mon Aug 20, 2018 6:27 pm
by General Brave
You can join the age of strategy Discord.

Re: The Veil - Concept.

Posted: Mon Aug 20, 2018 6:31 pm
by Tankhead
DoomsdayDragonfire wrote:
Thu Aug 16, 2018 2:23 am
As a pool winner, The sect is now The veil.

New pool is up to vote, about the name of the unit, go and vote people!
Can you change topic
Veil - sub race so people know

Re: The Veil - Concept.

Posted: Mon Aug 20, 2018 6:35 pm
by makazuwr32
It can be but it is not yet for now.
General Brave was working for half of year on images for Warfell units and because of his input in adding more things to the AoF and high quality of images we will add them as subrace of humans.