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[Wesnoth-wiki-changes] NewUnits


From: wiki
Subject: [Wesnoth-wiki-changes] NewUnits
Date: Sun, 17 Oct 2004 05:32 +0200

UserAgent: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1)
IP: 66.188.80.6
URI: http://wesnoth.slack.it/?NewUnits
 - - - - -
Units that exist only in theory...

<hr/>
<table cellspacing="1" cellpadding="1">
<tr bgcolor="lightblue">
<th>Unit</th>
<th>Level</th>
<th>Cost</th>
<th>Exp</th>
<th>HP</th>
<th>Move</th>
<th>Type</th>
<th>Advance</th>
<th>Alignment</th>
<th>Ability</th>
<th>Sprites</th>
</tr>
<tr bgcolor="lightgrey">
<th align="right">Attack</th>
<th>Type</th>
<th>Range</th>
<th>Damage</th>
<th>Special</th>
</tr>

<!-- Troll Shaman --!>
<tr bgcolor="lightblue">
<td>Troll Shaman</td>
<td>2</td>
<td>40</td>
<td>140</td>
<td>38</td>
<td>5</td>
<td>largefoot</td>
<td>Troll Spiritchaser</td>
<td>chaotic</td>
<td>regenerates,casts bloodlust</td>
<td>some</td>
</tr>
<tr bgcolor="lightgrey">
<td align="right">staff</td>
<td>impact</td>
<td>short</td>
<td>6-3</td>
<td></td>
</tr>
<!--
<tr bgcolor="lightgrey">
<td align="right"></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
-->
<!-- Troll Spiritchaser --!>
<tr bgcolor="lightblue">
<td>Troll Spiritchaser</td>
<td>3</td>
<td>60</td>
<td>500</td>
<td>45</td>
<td>5</td>
<td>largefoot</td>
<td></td>
<td>chaotic</td>
<td>regenerates,casts bloodlust</td>
<td>some</td>
</tr>
<!--
<tr bgcolor="lightgrey">
<td align="right"></td>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
-->
<tr bgcolor="lightgrey">
<td align="right">staff</td>
<td>impact</td>
<td>short</td>
<td>9-3</td>
<td>spirit touch</td>
</tr>
</table>


Troll Shaman and Spiritchaser may seem too strong, but: Shaman has few 
hitpoints comparing to other level2 units,
mediocre melee attack and no ranged attack. Advancing to Spiritchaser takes 
LOTS - 140 exp points, because trolls are
slow learners (huh? trolls are one of the quickest-advancing units in the game 
- turin). Spiritchaser has only several
hitpoints more and still pretty low damage.


||Pillage|| ability can be used in villages. It sets village on fire for 5 
turns and provides 5 gold. Burning villages
provide no healing and no defensive bonus. They don't provide gold, too. After 
village stops burning, it's neutral.
(devs have decided it is too powerful - turin)

||Bloodlust|| affects all adjacent units. It doesn't increase damage dealt, but 
changes order of attacks. In normal
circumstances, order is as follows: A B A B A B... (Unit A strikes first). With 
bloodlust, this changes to A A B A B A
(unit A strikes first and has bloodlust) or B A A B A B A... (Unit B strikes 
first, unit A has bloodlust). Note that no
additional attacks are provided.

||Spirit Touch|| is somewhat similar to Marksman ability - __last__ melee 
attack __always__ hits.


||Shriek/Shockwave|| all adjacent units get 4 damage at the start of turn, 
ability can not kill units

||Spiked|| When this unit is damaged by a melee attack in combat, the damager 
gets damage equal to the unit's level
(X2?)  (If ability would prove to strong only on defend.)

||Block|| Units do half damage when unit possesing trait is attacked.(Added in 
game as ability "Steadfast")

||Burning Rage|| For each unit that attacks this unit after the first one that 
turn he gains 10% additional damage.

||Lead Run|| Adjected units get extra movement points equal to the "caster"s 
level.

|| Crumble"x" || Unit will die after "x" amout of turns. (A very strong 
creature that takes little exp to level into
itself would be a good example for this)

|| Desperate || If unit can be killed this turn make all his attacks come 
before the enemy unit. (a a a b b b) (seems
WAY too powerful, since most units techically can be killed on most attacks - 
turin)
(This is ment on the hit it can be killed, so a 5-4 elf on a 10 hp unit would 
get all it's hits after strike 1, but
strike 1 just proceeds normaly; this would make the unit EVIL against chargers 
who can do up to 30 damage on one strike
and get all this guys hits first.)

|| Haste || Unit can move the same turn as it is called or recalled to combat.

|| Hit and Run || After atacking a unit you can move your unit X moves 
(depending on level) to any no-ocupied hexe.

|| Banding || Attacking unit join with a close friendly unit. They attack both, 
but the defending unit can only defend
against one. (Magic: the Gathering anyone? - turin)

< turin > more specialty ideas are not needed... at this point, the focus is on 
the engine and player-system
interactions, plus completing campaigns, not on new units/new unit 
specialties/new traits. This doesn't mean none of
these ideas will be used, it just means they probably won't be used... 
especially as most are definitely
not simple.






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