Age of Wonders III

Age of Wonders III

Dark Elves
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Opdatering: 21. okt. 2015 kl. 17:07

Updated the wizard with discorporate, removed his melee attack and gave all pikemen a big anti flying+t4 melee damage boost.

Opdatering: 20. okt. 2015 kl. 17:55

Emergency patch/ quality of life smoothing/support patch
Dark elf riders got a nerf/buff.
-2 attack damage, but backstab. Mc immunity and volunteer went to gold, life stealing went to iron charge went to default. they also lost resistance and defence, and 2 hp. Overall, they are now leaner, more vulnerable to their counters, but play better at the goal of chasing down terrified units and slaughtering them wholesale.

Weakened by light now does 15 damage in antihealing per turn, however dark elves have innate 9 healing. This is a specific nerf to elf necros.

Dazed ->dazzled on the archer poison shot. 5turns ->3 turns duration.

Blade masters got a buff, they now have innate killing momentum, (1 move after killing a unit, +2 dmg) The reason for this is their lack of performance in comparison to dark riders.

Basic support for racial happiness upgrades are added. These are basically copy/pasted racial upgrades and are not enabled, or active, but they ARE there in the racial command.rpk under high elves. I am still trying to figure out what I want to nerf. The dark elves as you see them are the dark elves if they had ALL their buffs from both econ and military.

Psionic masters got a buff. They are now incorporeal, however they do not have a default melee attack. This means that when attacked, they can't retaliate, which forces them to work with what they got. They also got a nerf to def and res. The idea is that dark elves are slick and rely heavily on abilities and raw movespeed to get the job done. This case highlights that trend. They can preemptively run and bubble to block a path, and then unleash a devestating psionic blast, or mc the attacker. pretty nifty!

Wizards finally got their call bolt moved to a touch attack from a spawn attack. They also get +5 shock touch damage spread over all levels from iron to gold. You should be seeing higher numbers from gold wizards, and their lightning shield is pretty painful now!

In the future, wizards may lose their melee attack and gain a new ability called discorporate. It would grant to end of battle incorporeal and magical origin, but stun for 1 turn, cause shock, fire and frost weakness and be a shock debuff. Again, castable on allies and enemies. I have not decided on if the wizards should get discorporate. It's a major utility ability like seal magic, and combined with injunct magic allows wizards to lay down some MAJOR spell-fu.



Opdatering: 19. okt. 2015 kl. 22:04

By god.
I did it.
I think I am done with the race, with the possible addition of more kobolds and maybe some trolls.
As of this latest change:

priestess of lolth had dazzle removed from web of lolth

archer got a dazzle /poison snipe like move that does no damage. It really helps in survivability of frontline swordsmen.

new evolve: the torment became psionic neophyte, and now evolves into psionic adept at gold. The adept cannot be obtained through any other means. It has the uber strong mc known as devour mind. Devour mind is a super dominate, and does 15 physical damage to all targets and attempts to mc all targets. If it is used on an already mc'd target it does 15 spirit damage. Oh it also heals the user. Kick ass.

They also get major psionic shield, and psionic blast at gold. Think blunderbuss, but with spirit damage, dragon breath animation, daze, and a secondary targeter designed specifically to make undead giants and dragons hide in a corner and cower.

Kobold archers now cost 4 gold, mostly because some auboy1432blahblahblah made a stink about it.

slave cities no longer reduce happiness, and no longer spawn tons of betrayal quests.
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I am now focusing my full attention on getting the racial happiness upgrades working, so this should become a full race soon. As of now, delf race is very kickass, with two evolves, and a archer/swordsmen synergy, a racial weakness to counter their strength, (I might change the movement nerf into negative healing on the surface which would nerf ai like it would nerf humans) They also have some exceptionally kickass supports, about ten new abilities, and a nice combo with the drider/psionic master to toss multiple curses at the same time. Blademasters are pretty strong too, and although they do not outperform assassins in spike damage, they do outperform assassins in being swashbucklers. The race as a whole is weak to undead, with the one exception of psionic masters. They are slightly weaker against tigrans humans and dwarves and slightly stronger against elves.

Coming things are a campaign, a warlock race, and possibly a musical score. The warlock race will come when we figure out how to activate it to show up in the darned race menu! Also, new animations are being worked on. Goodnight!

Opdatering: 18. okt. 2015 kl. 7:26

Opdatering: 17. okt. 2015 kl. 22:49

Shadow arrows. They have been nerfed to now shoot 3 times for 1/3 original damage. This is a nerf to the shoot and scoot playstyle, forcing snipers to rely on their namesake.

New Unit: priestess of lolth. Give her a test drive, tell me what you think. I have a couple of nerf options:
1.stats.
2.ability cooldown
3.adding in a resist effect
4.removing dazzle from webs of lolth.

This unit is a strong control unit. It has two abilities that interact with each other to give it this control
1. Force worship
force worship is this units off move, although its quite strong. It grants allies strong will, and it paralyzes enemies until the next turn. However, on BOTH allies and enemies, force worship causes them to have the worshipped lolth debuff.

2. Webs of lolth. This is a naaaasty debuff. It dazzles and blinds the target. If the target is lucky.... well they are now unhappy. Very very unhappy. however, if they have worshipped lolth they are in even worse trouble. They now are webbed!

Opdatering: 17. okt. 2015 kl. 5:31

New spider queen model thanks to eomolch the heritage mod and flenoom. Check em out, awesome guys.

New unit blademaster. A t1 unit that learns to eventually become a blademaster.

Bugfix: injunct magic was only dispelling, not fully injuncting enchantments. It can no longer fail.

Bugfix: call darkness could be retaliated against.

couple new abilities (not enabled yet due to no unit to take them) are finished.

couple of support things for the mod are done.

Opdatering: 15. okt. 2015 kl. 19:40

OK So I have heard your please for more units and the ground work for that is being laid. Also the kursed are just.... too op when they get gold. So they get to evolve to blade masters! oh joy!

With that in mind a couple of BIIIIG changes are coming.
1. Shadow priests are no more. They are replaced with dark elf wizards. Instead of psionic shield, the wizard gets seal magic. Seal magic is an interesting spell because it can be used both offensively and defensively. Like and good magic, it requires thinking. The seal magic spell gives 200% resistance to all magical channels. However... it also gives 200% weakness to physical channels. Needless to say this is not a long range move, and it has a 5 turn cooldown and can be dispelled. However its an effective ability in certain circumstances. wizards do not have 100% lightning immunity anymore, they have 20% resistance to fire frost and lightning.

2. Call darkness is making its way down for blade masters. This is an unusual spell and like the seal magic spell can be used offensively or defensively. Its also free, short range and on a one turn cooldown. It envelops the target in a cloud of darkness. The cloud blinds the target as well as protecting them from ranged attacks by 4 on both def and res.

3. String and stuff added for two new units on the horizon that will be replacing the shadow priests. Also base abilities for these support units is on the horizon too. None of them are enabled or active, but here they are:
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Break will: not usable on machine. Against undead it will fear them, against elemental it will damage them, against normal units will cause -20% spirit resistance. However against any unit with strong will, it will cause an additional -120% spirit resistance.

Lolth's web: Blinds, makes it impossible to use lucky, or counterattack. Long range. Inflicts webbed if the target has worshipped lolth.

Force Worship: Attempts to force the target to fall on its face and worship lolth, cannot be used on enemies higher than t3 or enemy heroes. It converts the target for one turn (guaranteed) and tags them as having worshipped lolth.

Torture Apostate: Tortures an appostate. Any enemy units that have worshipped lolth can be tortured, dealing 10-15 damage and healing all friendly units for 3. The torture will have a high chance of inflicting a stun for 2 turns. And yes, the torture can be used to chain the stun.

Mind Blast: dazes, slows and does spirit damage in the range of a blunderbuss.

Devour mind: Melee move that does 30-40 damage. It can only be used on units that have beem mind controlled.
It clears the mind control, and heals the user for 20-30 health.

Psionic tentacles: A short range mind control that also reduces walking speed, attack strength, defence, resistance and health. it costs 10hp to cast.
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you may now salivate. :O

Opdatering: 11. okt. 2015 kl. 18:05

Lots of behind the scenes work with new abilities in preparation for the warlock class.

New move: bend life. Its a move that spider queens get in place of curse, and basically is a ranged drain life. Its on cd from start, with a 1 turn cd.

New experimental spell that is undergoing testing: Inflict volatile.
Inflict volatile inflicts the explosive death ability as a fire debuff. Hot hot hot. Shadow priests get it on their call shadow bolt now. It is really interesting because it punishes you for engaging the enemy and winning, making the dark elves more of a hang back and snipe group, which is perfectly fine.

Opdatering: 10. okt. 2015 kl. 12:06

added the following items to the rogue structures for all races:
tavern -3 domain, +5 sight +10 gold
secret base -3 domain +5 sight +5 research
covert ops -3 domain -10 gold +5 sight.

The goal is to allow rogues to really fade into the shadows. Their cities should be damnably hard to find.

Opdatering: 4. okt. 2015 kl. 17:37

Added the Final Curse ability to spider queens. The final curse is a spell that targets both the caster and the target for 25 damage each turn until the end of combat. It can stack. Also, at gold, spider queens get regenerate in addition to resurrect, because now they are going to be taking heavy damage from multiple sources. This gives the spider queens a very important role in dark elf tactics, and killing the queen is now of utmost importance. Also, their health has been reduced, so young spider queens shouldn't be using this spell a whole lot. Its only the gold and above ones that can really spam this and get away with it if you let them!