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Theme: Middle-eastern hassassin + ancient egypt
-Great Pyramid: The starting keep is instead a unique Great Pyramid**.
* Slave labor: The Keepers of Set earn a unique resource called slave population each year. The amount earned is equal to 50% of the total growth of all villages/cities/great pyramid owned by the player. Slave population has a cap based on the amount of Keeps and Great Pyramid the player owns.
** Great pyramid. In addition to being a keep, the Great Pyramid also holds a population of up to 4. This can be developed up to 6. The Great Pyramid has the following development options:
Metropolis. Increase Great Pyramid population cap by +2.
Center of the world. Increase Great Pyramid growth by +2 (Great Pyramid has a base growth of +2).
Tier 1 unit discount building.
Tier 2 unit building.
Tier 3 unit building.
Khemset's Unique card: Pharaoh's command. Target unit that has already used it's action gets a second action this combat round.
Card Aspect: The Great Desert.
Quicksand. Mana cost: 5. Cooldown 4. Range: 5. [Immobalize] target for 2 combat rounds.
Armor of Sand. Mana cost: 3. Cooldown 3. Range: 5. Target gets +25 armor for 3 turns.
Summon Scorpion Swarm. Mana cost: 6. Cooldown 5. Range 1. Summon a unit of Scorpion Swarm.
Wrath of the Desert. Mana cost: 10. Cooldown 6. Range 10. Deal 30 magical damage in a 3x3 area. Targets get -2 movement, -2 initative, -10 armor, -10% attack for 2 turns.
^ Obviously balancing would need to be looked at and I haven't included the upgraded version of the various cards either.
1. Recruit Keepers of Set. Cost: 1 blood. Recruit a unit at a Keep/Great Pyramid at -25% blood cost.
2. Tribute to the Gods. Cost: 0 blood. Cost 12 slave population. Gain 30 blood.
3. Blessing of Isis. Cost: 0 blood. Cost 4 slave population. Heal target army for 40% of maximum health.
4. Curse of Set. Cost: 0 blood. Cost 10 slave population. Reduce health of each unit and lord in target army by 15%. The army looses one action point.
5. Sandstorm. Cost: 10 blood. Target province and adjacent provinces become covered in a sandstorm for one turn. Moving into a province affected by a sandstorm cost 2 action points.
6. Tomb Guards. Cost: 40 blood. Summon Anubite Tomb Guard unit on target province with a Great Pyramid or Tomb.
Tier 1:
Slave Axemen. Recruited from Keep/Great Pyramid. Human. Cheap expendable armor sundering unit.
Slave Slinger. Recruited from Keep/Great Pyramid. Human. Cheap ranged unit.
Scorpion Swarm. Recruited from Cave. Immune to targeted spells. Takes extra damage from area of effect spells. Damage dealer.
Venomous Serpent. Recruited from Oasis (Forest). Low hitpoints, moderate damage dealer with [poison].
Corpse Scarab. Recruited from Graveyard. Tanky unit. Deals magical damage.
Tier 2:
Slave Master. Recruited from Keep/Great Pyramid. Vampire. Buffs slave units.
Giant Scorpion. Recruited from Cave. Damage dealer with [poison].
Serpent Cultist. Recruited from Oasis (Forest). Ranged [poison] damage.
Giant Scarab. Recruited from Graveyard. Extremely tanky. Causes Terror. Deals magical damage.
Tier 3:
Hassasshin. Recruited from Keep/Great Pyramid. Vampire unit. High damage dealer. Invisible until it attacks. Deals double damage on the first attack each combat. Has shadow step ability (close range teleport that doesn't end it's action, nor reveals it). Has the blood drinker trait.
Anubite Tomb Guard. Recruited from Keep/Great Pyramid. Fast, mobile, tanky unit with moderate damage output. Has magic protection.
Hassasshin Scorpion Rider. Recruited from Cave. Mounted Vampire unit. Damage dealer with [poison] and shadow step ability. Has the blood drinker trait.
Oasis Mage. Recruited from Oasis (Forest). Ranged magical unit. Has the Mirage ability (create a fake clone).
Mummy. Recruited from Graveyard. Powerful ranged magical user with two curse abilities. Curse of grasping sand: Deal 50% attack in magical damage and reduce targets movement by 50%. Curse of ages: Deal 50% attack in magical damage. Target unit has 20% less attack for 2 turns. Mummy has the terror and undying trait.
[Poison] is a debuff similar to decay that would deal 10% of the attackers damage per combat round for 2 rounds.
That's my suggestion =)
You want future suggestions to be maybe a bit shorter? xD
Sweet! Well I updated my Keepers of Set clan now, adding Oasis mage to tier 3 forest unit (forest which I call Oasis for this clan to keep with the deser theme lol). At anyrate, I consider that clan finished and done from my point of view now so hopefully you guys find something useful in there somewhere and Ill start dreaming up my next clan meanwhile ^.^
Sometimes I prefer to know if a game will have lots or many DLCs...I prefer to wait in that case (like many for sure), for a complete package (and even so, sometimes...a complete edition is not complete...with few other DLCs not bound to the pack (for instance probably the fang & bones pre-order DLC exclusive)).
Anyways nice thread and searches LionSaurus.
no promises here and/or more details on any content after release.
First of all: development and release of the base game.
For sure we will also continue working on the game post-release. But to which extend, how many possibly small or big content releases, free or paid, to which extent can simply not be told, nor promised right now.
-cheers
Theme: Asian vampires with elemental magic
-Ying/Yang: The Jade Blooded require all things to be balanced. Whenever performing actions like «Feed», «Claim», or «Attacking» the Jade Blooded gain one point of Yang. However, by performing the actions «Develop», «Draw», or «Heal» the Jade Blooded gain one point of Ying. Each point of Ying or Yang negates a point from the other. If the Ying/Yang value is between 10 Ying or 10 Yang, then the clan has reached the state Zen.
-Zen: While the Jade Blooded have Zen, their lords gain +5 mana replenishment and all elemental units have +10 hit points, +5 armor, +5 attack, +2 movement, and +2 initiative.
-Ying: While Ying is prevelant, Vampire units gain +5 armor.
-Yang: While Yang is prevelant, Vampire units gain +10 attack.
-Spiritual Meditation: The Jade Blooded gain access to a special action called Spiritual Meditation. While a lord is at a keep they can perform Spiritual Meditation to gain either 10 points of Ying or 10 points of Yang.
The Silver Lady Unique card: The Silver Predator. Mana cost: 5. Range: 5. The Silver lady teleports to target enemy unit. The target’s movement becomes 0 for 1 turn and the target takes an additional 10% damage from all sources.
Card Aspect: The Jade Blood.
Embraced by Earth. Mana cost: 5. Cooldown 2. Range: 5. Target gains +50 armor and -2 movement for 1 turn.
Kiss of Fire. Mana cost: 4. Cooldown 5. Range: 5. Deal 25 damage to target and the target gets the Burn (deal 25 damage per turn) debuff for 3 turns.
Cursed Wind. Mana cost: 9. Cooldown 8. Range Map-wide. All enemy units gain -1 movement and -1 initiative for 3 turns.
Guardian Woods. Mana cost: 9. Cooldown 5. Range 1. Summon a Wood Spirit.
1. Recruit Jade Blooded. Cost: 1 blood. Recruit a unit at a Keep at -25% blood cost.
2. X. Cost: X blood. Effect X.
3. X. Cost: X blood. Effect X.
4. X. Cost: X blood. Effect X.
5. X. Cost: X blood. Effect X.
6. X. Cost: X blood. Effect X.
Tier 1:
Terracota Soldier. Recruited from Keep. Construct. Cheap tank unit. Regenerate 10%.
Terracota Archer. Recruited from Keep. Construct. Cheap ranged unit. Regenerate 10%.
Air Spirit. Recruited from Cave. Elemental. Fast, mobile ranged unit. Low hit points. Non-physical being (Takes half damage from non-magical attacks).
Water Spirit. Recruited from Forest. Elemental. Slow. Moderate health, low damage magical melee attacks. Non-physical being (Takes half damage from non-magical attacks). Has heal ability.
Earth Spirit. Recruited from Graveyard. Elemental. Slow, but high armor. Tank unit. Sunder.
Tier 2:
Jade Blooded Warrior. Recruited from Keep. Vampire. Duel wielding vampire. Has parry (half damage from melee). Whirlwind attack ability (deal 75% damage to all enemies adjacent to Jade Blooded Warrior.).
Wind Spirit. Recruited from Cave. Elemental. Agility. Non-physical being (Takes half damage from non-magical attacks). Feral attack. Fast. Mobile.
Wood Spirit. Recruited from Forest. Tanky tree unit, moderate damage. Can entangle all adjacent units.
Fire Spirit. Recruited from Graveyard. High magical melee damage that causes Burn for 1 turn. Causes Terror. Has the Flamestorm ability (3x3 magical ranged damage that causes Burn to all targets for 1 turn).
Tier 3:
Sword Saint. Recruited from Keep. Vampire. Moderate health, moderate damage. Has ability and parry. Has the Chi-strike ability (deal 150% damage, heal 50% of the damage dealt)
Shinobi. Recruited from Keep. Vampire. High initiative. High damage. Spell immunity. Magical protection. Agility. Parry. Blooddrinker. Flanker. Feral Attack. Has smoke bomb ability (all adjacent enemies deal 20% less damage and looses 2 movement and 2 initiative for 1 turn).
Stone Guardian. Recruited from Cave. Elemental. Extremely tanky unit, high armor and high health. Has Guard ability.
Dragon Spirit. Recruited from Forest. Dragon. Flying. More to come.
Shugenja. Recruited from Graveyard. Vampire. Powerful ranged magical user with access to all five elements. More to come.
As always, balance is off and no attempt has been made to keep it balanced =)
Good job!
Glad you like it
Keep up the good work!
-cheers
Will any suggestions actually inspire future factions? ;)