Unit: Werewolf (Humans)

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StormSaint373
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Re: Unit: Werewolf (Undeads)

Post by StormSaint373 » Wed Mar 07, 2018 3:48 pm

When can this get implemented?
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Skelegonsans
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Sat Apr 21, 2018 4:29 pm

I've been slowly losing hope that any new ideas will actually get implemented at this point, to be honest. A ton of time passed since this idea has been presented, approved and pretty much ready to implement, and same with many many others, yet nothing yet. Just saying.
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samuelch
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Re: Unit: Werewolf (Undeads)

Post by samuelch » Sat Apr 21, 2018 4:36 pm

I feel that too sometimes, but I never lose hope. Some new ideas still get implemented in slower pace. I don't know what's the reason.
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Sat Apr 21, 2018 4:53 pm

thanks, I kinda disappeared (again lol) mostly because of testing (high school 100% sucks :lol: ) but now I'm active again. Gonna keep an eye on threads like this one. Maybe something will get implemented soon
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Sat Apr 21, 2018 7:20 pm

Is this entirely accepted or okay by Alexander. If not send him a message.
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Wed Apr 25, 2018 7:49 pm

I still don't think it has been clearly decided where this unit will be though. For example, it apparently was agreed on that it would be a human unit but it still counts as an undead unit in the topic title.. :? (I still think it should be human BTW) so it's a bit confusing-
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Wed Apr 25, 2018 11:30 pm

I would considerate as human.
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Puss_in_Boots
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Re: Unit: Werewolf (Undeads)

Post by Puss_in_Boots » Fri Apr 27, 2018 10:43 pm

Humans hate vampires.
Werewolves hate vampires.
I'd say they can be human race units. They lack any REAL fantasy creatures.
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Re: Unit: Werewolf (Undeads)

Post by Magnus » Fri Apr 27, 2018 10:49 pm

Well the werewolf is a transformed human after all

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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Sat Apr 28, 2018 12:55 am

Exactally. Which is why I think they should be in humans
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Re: Unit: Werewolf (Undeads)

Post by makazuwr32 » Sat Apr 28, 2018 4:52 am

Puss_in_Boots wrote:Humans hate vampires.
Werewolves hate vampires.
I'd say they can be human race units. They lack any REAL fantasy creatures.
Uhm.. 2. mages, 2 dragons. They are not fantasy?
Did you see in real life dragon or mage?

I also agree that this one can be humans unit but this is not an argument.

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Re: Unit: Werewolf (Undeads)

Post by Puss_in_Boots » Sat Apr 28, 2018 2:58 pm

Lack does not mean there aren't any. There are not really enough in my opinion.

Dragons are a default for every race, excluding dwarves.
Mages are only men with magic powers.
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Sun Apr 29, 2018 7:27 pm

So it's agreed on?
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Re: Werewolf

Post by Puss_in_Boots » Mon Apr 30, 2018 12:04 am

Alexander82 wrote:I agree about the name.

The werewolf have already been proposed in the undeads section but i think that it isn't fit for the race (ok animated deads and demons but i think that a werewolf is a living thing and in folklore is an enemy for vampires).

I proposed human since it is a human that hift into a monster.
Alexander has decided years ago...
Hopefully, we could mark as accepted, as long as we have summarized post somewhere.
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Mon Apr 30, 2018 2:54 am

Well we already have complete stats and race for the unit so I'm pretty sure it's all ready to implement / go to voting.
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Mon Apr 30, 2018 3:24 am

Perhaps it needs Json?
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Re: Unit: Werewolf (Undeads)

Post by Puss_in_Boots » Mon Apr 30, 2018 3:27 am

That would be great for Alexander. We all know is busy with whatever he's got to do in Italy. :)
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Mon Apr 30, 2018 3:33 am

I can do it but the problem is, I don't know how to create the affects required.
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Tue May 01, 2018 2:16 am

Then we 1. wait for alexander or 2. make the unit simpler so we don't have to wait. I'd go with waiting though as the new unique mechanics for the werewolf are really cool and removing them would be a shame.
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Tue May 01, 2018 2:18 am

We can have it simple until Alexander's get around fixing it.
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Re: Unit: Werewolf (Undeads)

Post by StormSaint373 » Wed May 02, 2018 4:47 pm

I hope he returns soon, He's like "Aragorn" but for the forum!
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Re: Unit: Werewolf (Undeads)

Post by Lynx Shafir » Tue Jun 26, 2018 7:33 am

What about a debuffing area effect (like mameluc in Aos) for wargs and other wolves?
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Tue Jun 26, 2018 12:53 pm

That is not a bad idea.
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Sat Jun 30, 2018 11:08 pm

Indeed it does sound nice. Maybe we can discuss new effects and stats for this unit? Though I still like the old ones.
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Sun Jul 01, 2018 12:54 am

What was it?
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Wed Jul 04, 2018 1:43 pm

Skelegonsans wrote:
Mon Dec 25, 2017 11:35 pm
revamped stats.

Werewolf (Human form stats. Even in human form, he is a fighter, but obviously weaker than in werewolf form.) (Cost: 5 / ground) (Can transform into a werewolf. Since there is no day/night heres my idea: when he transforms, he can keep transformed for as much time as he likes, but only up to 5 turns. Once he reverts (reverts automatically at the start of the 6th turn) the transformation will have to cooldown by an amount equal to the time he was tranformed. For example: he transforms into a werewolf for 2 turns. Once he reverts, the cooldown for transforming again is 2. If this is too complex, just make him stay in werewolf for 4 turns and have cooldown of 4 turns. He also has the same buff as the Zurgo Helmsmasher orc, meaning he gets stats permanently when he kills enemies.)
Hp 40 (I realized that hp shouldn't change between forms or it could get complicate, it loses all its armor though)
Atk 12
Arm./p.arm. 0/0
Speed 3
Sight 5
Description: This man has the power to transform into a half-human half-wolf creature that is very powerful. Even in its human form, he still has some combat capabilities, though.

Werewolf (Werewolf form stats.)
Hp 40
Atk 13 (2 actions)
Arm./p.arm. 4/3
Speed 5
Sight 8
Description: A human in werewolf form. Incredibly strong and fast, but can't keep this form for long.

Too strong? Too weak? What do you guys think?
These are the stats we had previously agreed to.
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Re: Unit: Werewolf (Undeads)

Post by General Brave » Wed Jul 04, 2018 6:09 pm

I'm guessing he will be trained in the Mages hut.
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Re: Unit: Werewolf (Undeads)

Post by Skelegonsans » Thu Jul 05, 2018 1:40 pm

Yes, probably the best choice since the fantasious units are trained there
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Re: Unit: Werewolf (Undeads)

Post by Lynx Shafir » Tue Jul 10, 2018 11:23 am

I think needs difference between the two Hp. Cos gets twice bigger than twice stronger, 25hp human, 50 Hp Wolf form
Both forms have the Zurgo effect?
Since 0/0 is weak start.

And about the cool down,. Im not expert
That why ask. Starts (general) when u apply for don't? so if apply TRANSFORM_WOLF, with 4 CD, and last 4turns than u will be able to use again in the 5th turn.
May Im wrong.a
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Re: Unit: Werewolf (Undeads)

Post by makazuwr32 » Tue Jul 10, 2018 11:59 am

The problem is that when unit has 2 different forms with 2 different amount of hp (for example 50 and 500) then when he transforms he won't automatically replenish hp based on % he had and will still have its hp he had before transformation (in my example he will have only 50/500 hp) and ofc this automeans that you need to heal him.
Zurgo also must be applied in both forms and bonuses as well because if not than he after revert transforming and loosing stats can loose bonuses and when transforming into werewolf again will begin gaining veteran bonuses from scrap.

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