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Techtree Contest #13 - Coloured Mana [Optionally Paired]

Discussion in 'Contest Archive' started by Spellbound, Aug 9, 2019.

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  1. Riki Martin

    Riki Martin

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    Here is a new WIP to keep the activity in the contest.

    Abbess.PNG
    • Raze: Channels Tyskhadi's wrath in the target area. After 3 seconds causes damage based on how many enemies are in that area.
    • Evil Maze: Creates a maze of black magic traps in the target area. Enemies that walk into a trap are greatly slowed. Each level increases duration of the traps.
    • Blood Mana: Curses an enemy with Blood Mana, causing it to lose health or mana when casting spells. Can only be used on targets with mana.
    • Soul Siphon: Creates a link between the Abbess of Pain and an enemy unit, draining 32 hit points per second from the enemy to increase Abbess's damage by 1 and movement speed by 3 per stack. Link lasts for 10 seconds but can be breaked if distance between Abbess and target is greater than 700 or any of they are dead. Multiple links can be active at the same time and each acts individually.

    Immortal.PNG
    • Life Break: The Immortal strikes a mighty blow at melee range, damaging both himself and a small area around the target. Deals extra damage to target and cause a ministun.
    • Execute: Using his own life force, the Immortal deals extra damage on attacks based on max HP of the hero when Execute is active. Activation cost no mana but each attack costs 30 hitpoints. Attacks on non-hero units have a little chance of kill it instantly if unit level is less than or equal than 5. Lasts 20 seconds.
    • Fortitude: Hero's injuries feed his power, giving increased armor and health regeneration based on missing health.
    • Sadism: When activated, all damage dealt to the hero will heal instead of harm by 75% of the amount. Most negative buffs will be removed. Also the hero taunts nearby enemy units, forcing 6 of them to uncontrollably attack him during the duration or until Immortal dies. These units will be unselectable for their owner player. Sadism lasts 8 seconds.

    Arachnomancer.PNG
    • Lethal Injection: Injects 2 spiderlings into an enemy unit, dealing damage. If Arachnomancer is in normal form the damage will be dealed instantly. If Arachnid Shape is active will be deal dps instead. The spiderlings will hatch if the target die under this influence. Spiderlings lasts 60 seconds.
    • Paralyzing Web: Catch an enemy unit in a web, immobilizing it. If Arachnid Shape is active, the hero will also jump to the target, dealing damage to it. Trapped units receive 25% more damage from attacks of Arachnid Shape and any spawned spider.
    • Summon Monstrous Spiders: Summons 2 Monstrous Spiders to fight enemies for a limited time. Spider have poison attacks and lasts 40 seconds.
    • Arachnid Shape: Transforms the Arachnomancer into a giant spider, losing his ranged attacks but increasing hit points by 150, armor by 3 and improving Lethal Injection and Paralyzing Web.

    Banner Armies.PNG
    Training system of Dark Elves works as predetermined combinations of troops that are deployed from War Academies. Althought the average cost and training time of a banner army is high, this is favored by the highly offensive style of the faction, because War Academies are also the food production buildings. Multiple War Academies are important to increase food and maintain troop production.
     
  2. Spellbound

    Spellbound

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    I'll be interested in trying out this faction with that 'banner army' unit production style. Looks neat.
     
  3. Wazzz

    Wazzz

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    I'm definitely curious to see what the heck that Banner Army system even is, and how it works :D

    Also, here is an update on the units from the Shadow Works:

    The Shadow Works

    The Shadow Works.jpg


    It was definitely a lot of fun coming up with the concepts for these units, and am looking forward to updating the Bandit Lord a little more soon, as I have altered his abilities slightly but have yet to properly finalize him.
     
  4. xYours Trulyx

    xYours Trulyx

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    I'm having a bit of trouble trying to connect my lizardman race with the Red theme here. I can't seem to figure out how to apply the "freedom" and "anarchy" aspect to my race. I'm open to suggestions.
     
  5. Wazzz

    Wazzz

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    A shorter update this time, in the form of the tier 3 flier structure for the Bandits, the Nether Dragon Roost:

    The Nether Dragon Roost

    The Nether Dragon Roost.jpg


    Soon there should be an update to my Bandit Lord hero, which has almost undergone all of its changes. My goal was to make the Nether Wyrm a "simpler" unit in design that still had tricks up its sleeve.

    @xYours Trulyx hmm... I think when it comes to the Red Philosophy pertaining to freedom and anarchy, it is through the freedom of expression. This can manifest in unbridled passion, and over committing through raw emotion rather than logic. On that token, for me, with the way I incorporated my own philosophy, I considered the playstyle I wanted to manifest, i.e. the tactical doctrine of the faction, and made things according to that. I think for the Red Philosophy, when it comes to themes of Freedom, making a hyper aggressive, rapidly maneuverable force could be along the right path for it. When the faction wants to fight, it fights with unrivaled ferocity. When it needs to go on the defense, it all but scrambles back to do so. Maybe something along those lines could help?
     
  6. Kyrbi0

    Kyrbi0

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    Well, [Red] is all about achieving Freedom through Action. They are the Color most strongly associated with Emotions & Impulse, "going with their gut" & passionately pursuing wherever their heart leads.

    Red is allied with Green on the axis of Authenticity & in the similarities between following your Impulses (Red) & following Instincts (Green), with Blue as a common enemy. The R.v.U. conflict is the age-old "Heart vs Mind", "Reason vs. Emotion" conflict; why waste time planning when you could be doing?

    Red is also allied with Black along the axis of Individualism & in the similarities between disregarding Laws (Red) & Morals (Black) in pursuit of your goals, with White as as common enemy. The R.v.W. conflict is the time-worn "Chaos vs. Order", where White's laws & order for the group chafe against Red's tendency towards self-motivated Action regardless of consequence.

    The Color Red is most associated with aggressive "Aggro" & "(Zerg) Rush" strategies, fielding rapid deployments & speedy attacks.
    Also highly associated with fire & lightning & lava & rage & fear magicks.
    Comes from the lofty Mountains.
    Readily discards long-term staying power & presence for short-term gain.
    Deals increasingly with temporary versions of other Color's abilities (card draw, Mana production, etc)
    Has difficulty dealing with immaterial concepts (i.e. Enchantments), but otherwise is equipped with the tools & the will to take anything down.

    Good example: Blue & Red can both "filter" through their deck with draw/discard effects; however while Blue "loots" (draw 1st, then discard), Red "rummages" (discard 1st, *then* draw).

    Hope that helps! Also don't forget to read the "manual" ; )

    Seeing Red Revisited
     
  7. Wazzz

    Wazzz

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    And here's an update on the Bandit Lord hero:

    The Bandit Lords

    The Bandit Lords 2.jpg


    The key changes are that Shadow Step allows the Bandit Lord to regenerate health while invisible while still being tangible when it comes to attempting to move through units, Bounty Hunter is now replaced with Bounty Hunter Aura which allows you to collect a portion of bounty from any enemy units you kill or a bonus bounty for any neutral creeps you kill, and Call Bodyguards is now Call Made Men and the Made Men units have watered down variations of the Bandit Lord's abilities in the form of a lower radius, automatically activated Watcher Trap, a lower radius Bounty Hunter Aura, as well as Ambush and Bash.

    Also, that is totally what I was thinking for a Red Faction, basically a hyper aggressive, "no time for thinking" sort of gameplay style. Some examples could be the way the ingame Orcs play to an extent, with some of their abilities like Berserk giving them a more aggressive stance at the cost of defense for the Troll Berserkers, Bloodlust giving them more mobility and aggression, things like that. Alternatively, you could possibly look at the Wolf Clan from Battlerealms as a good example, too.
     
  8. xYours Trulyx

    xYours Trulyx

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    So this what I can summarize all the suggestions given:
    => Rush tactics , quick unit training time
    => Mobile units, fast attack speed
    => "Rummage" , rob/pillage/raid abilities and strats (?)
    => "Has difficulty dealing with immaterial concepts" , magic and debuffs are #1 weakness (?)
    => "but otherwise is equipped with the tools & the will to take anything down" , some are spell immune/ can remove debuff (?)
    => Relies on brute strength, limited/less reliable spells compared to other races (?)
    => Hyper aggressive playstyle, lethal frontal assault , mediocre/weak to target enemy backlines
    => "Deals increasingly with temporary versions of other Color's abilities" , sort of Spell Steal (?)
    => "Readily discards long-term staying power & presence for short-term gain", strong in extended fights (?)

    Do these do? If I got all of them correct, I might be able to associate the Red theme with my race.
     
  9. Wazzz

    Wazzz

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    Something like that, yeah. For me, I'd lay out the sort of tactical doctrine I want for them, too. Like for my faction, I knew I wanted to incorporate strong ambush play, hit-and-run tactics and unconventional economic support, while incorporating existing elements within the game in ways I haven't seen done before, such as upgrades benefiting mercenary recruitment and abilities utilizing bounty values.

    For yours, I think you can come up with some form of doctrine or overarching theme from what you've outlined there.
     
  10. xYours Trulyx

    xYours Trulyx

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    How about this ability I just added:

    PassionForWar.png

    Excluding peasants and mage units, every other Xetkin has this ability. Does this sound good and matches the Red theme?
     
  11. Heinvers

    Heinvers

    Arena Moderator

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    Hey guys. Keep working on your entries :]
     
  12. Wazzz

    Wazzz

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    Here is yet another update, this time the addition of an item shop for the Bandits, the Dead Drop Cache:

    The Dead Drop Cache

    The Dead Drop Cache.jpg


    If anybody thought I was actually going to use the Marketplace as their item shop boy were they bamboozled. Draws too much attention for the sneaky operations and all that, don't it?

    @xYours Trulyx yeah, something like that, that seems like a cool ability for some aggressive styles of play. Makes me think of the Heroes 4 Berserkers a little bit, I like it :D
     
  13. xYours Trulyx

    xYours Trulyx

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    Here's a WIP of the first unit production building.

    Combat Camp

    CombatCampWIP.png


    The unit icons besides their main unit icon are the ones that's required to train said main unit. Icons below them are the upgrades available for them. All 3 of them have custom voices, which I will showcase probably tomorrow. Scrappers and Cutthroats can use Passion of War, but Battle Mage can't because loosing control of a caster unit is just bonkers.
     
  14. Wazzz

    Wazzz

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    Introducing my third hero for the Bandit Faction, the Enforcer:

    The Enforcer

    The Enforcer.jpg


    There is one more planned hero, I wonder if anybody can guess what it is?

    I'm definitely intrigued to see more WIPs, @xYours Trulyx, looking good so far :D
     
  15. xYours Trulyx

    xYours Trulyx

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    Heretic? Or maybe a skaven Hero.
     
  16. Ether

    Ether

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    WIP

    Working on a faction I want to be in this contest: It's called The Poison Race
    They wield toxic magic that sustain and prolong their lives and as well as their mutation, this substance is called Blood of Y'xaph.

    [​IMG]
    UNITS:
    1. Bludgeoneer
    - Mutated creatures of pure hatred and disgust. Basic melee unit that has 'Caustic Wound' that makes enemies suffer damage per second damage each time the bludgeoneer hits them.
    2. Impaler
    - Armed with envenomed throwing spikes that has 15% chance to slow enemies and make them miss their attacks. Light ranged unit that can evolve into Elite Impalers.
    3. Bombardier
    - Ranged siege unit that is very effective against structures.
    4. Loathenguard (Special)
    - Armed with cleaving weapon like of a felguard. Can cleave multiple enemies in one blow and has poison attack.
    5. Elite Tracker
    - Stronger impalers with higher armor and faster life regeneration rate.



    [​IMG]
    1. Slithering Brute
    - It is believed they were either salamanders and naga royal guards mutated by the Blood magic of Y'xaph. Slow attack speed but dense and solid damage. Can 'Smash' enemies and stun them with DPS damage that increases until its expiry. Has 'Charge' can leap and charge to a group of enemies, damaging and stunning them.
    2. Belching Giant
    - One-eyed gargantuan beings that has chaos damage. Can 'Gorge' enemies that functions like devour but forever devoured, the Belching Giant moves slower but has higher hitpoints and faster life regeneration rate. Has 'Regurgitate' that vomits the devoured unit into a ball of goo that runs forward, damaging enemies on its trail.
    3. Fetid Marauder
    - Centaur-looking creatures with deadly attacks. Can use 'Haste' that increases the running speed of this unit and has adrenaline like attack speed.
    4. Pulpous Bear
    - Bear like creature that has high hitpoints and can 'Feed' on enemy corpses, increase the hitpoints of this unit. Can 'Bellow' that causes enemies to panic and scare away, making them miss their attacks thereafter.


    [​IMG]
    HEROES:
    1. Wylbythaar the Lord of Abhor.
    - Lord of Abhor is a mutated insectoid mechaorganic hero with Self-Repair, Uberslash, Exoskeleton Armor, and Decrepit Grounds.
    2. Urnus the Mindeater
    - The Mindeater are floating and hovering mechaorganic hero with Acid Ball, Poison Lotus, Degredation Aura, and Wrack of Xyltaph.

    (UPDATING...)


    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: Sep 17, 2019
  17. Wazzz

    Wazzz

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    Not quite, as it turns out it was the Assassin:

    The Assassin

    The Assassin.jpg


    While the Enforcer serves as a brawny Strength Hero brawler type, the Assassin was intended to be something of a glass cannon. Simply put, I couldn't resist having a hero for each of the Bandit creeps :^)

    Nice work, @Ether, I hope to see more soon :D
     
  18. xYours Trulyx

    xYours Trulyx

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    Just a reminder that the contest ends in about 10 days!

    Here's my final WIP, showcasing all the units of the Xetkin Clan. Most of them have custom voices, except for Marksman and Dart Scout, Field Scorcher and Stormcaller
     
  19. Kyrbi0

    Kyrbi0

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    Criminy man; it's crazy how much custom voices can make a difference.
     
  20. Spellbound

    Spellbound

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    It's gonna be a close call, alright. Another WIP:
     
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