- Joined
- Feb 5, 2009
- Messages
- 4,670
All I know is I'm going to get as many of them as I can because they look cool and they erase things which are two things that I like.
Q | Blueprints | Allows access to several generator structures. Each generator structure emits a unique aura of buff or debuff. |
W | Turret | With some money and mana, sets up a machine gun turret as a permanent ward and a quick defense. |
E | Nanite Factory | Builds a stationary area-heal support structure, which heals all nearby friendly mechanical units and buildings. |
R | Maintenance | Quickly regenerates the lost hitpoint of friendly mechanical units and buildings within the radius. |
Q | Demotoads | Summons some big enough agile toads that explode upon death. |
W | Cherryfist | Hurls a big enough cherry bomb to an area, bombing the hell out of it and leaving it burning in pink cherry flames. |
E | Bomb Power | Increases the power of her explosions. Her casual attacks now come with such force that it damages other nearby enemies more. |
R | Meteor Shower | Continuously channels forth a barrage of explosive meteors, which will land randomly at anywhere within the area of effect. |
Q | Quickspin | Toggle ability. Boosts the movement speed and attack speed of friendly units around the Galemaster, while he himself remains stationary. |
W | Flaming Gale | Engulfs a unit in strong fiery wind. The damage, attack rate and movement rate is greatly increased, while the lingering flames will deal damage to all surrounding units. |
E | Suffocation | Toggle ability. Very mana-draining and mind-taxing. Activate to form an aura of suffocation against enemy organic units, greatly slowing their speed and eating away their health. When the ability is on, the Galemaster has reduced damage, armor and regeneration. |
R | Maelstrom | Summons a whirlpool of raging torrents, tearing apart anything in its wake to the brink of destruction. |
That is... quite the tank. How do you intend to balance it?
Also, our third WIP. I present to you, the Emerald Copse:
WIP time!
The dreamers are the basic builder of the techtree. They have a ranged attack and a slow speed, and can build all (this can change) the structures of the race. They are extremely slow, but have a spell who allows them to, after 3 seconds, automatically teleport to a point (900 max. range). The dreamers can not extract gold or lumber, they have to use the Call of the Emerald Dream. This spell summons a invulnerable spirit of nature for 150 seconds, who will automatically extract gold and lumber from nearby trees or goldmines. Each second they extract, there is a small chance, for every extraction source (augmented on trees), to summon another nature spirit for 30 seconds:View attachment 352314 That allows you to obtain lots of lumber if you're lucky enough, but maybe you have found the problem with that...
View attachment 352312 Yeah. The spirits have killed all nearby trees and, if they disappear without summon another spirit, the exponential extraction will finish, leaving you with a 0 extraction, even when you must wait 80 seconds to summon another one (or create a new Dreamer, of course)
That lets you with a massive very fast extraction system that forces you to pay attention to time, but gives you a unstoppable extract, even if you lose the base.
Sound pretty good!
How works that system? It looks extremely useful, and I am actually using some dialog buttons, who aren't an advanced system at all.
Lay Brother | Spawns along with a Shanty |
Idle commoners of the Seraphic Union. They will perform daily tasks on their Shanties and occasionally gives the player +2 gold as tithes for the church. When trouble comes, they will exit their Shanties to combat the opposing forces. Should any of them die, a new Lay Brother will take residence in their old Shanties after 15 seconds. Lay Brothers are essential to train units. |
Mason | |
Builder unit that has to set up a tent in order to build more advanced structures. Can enter Gold Mines to mine gold. Attacks land units. |
Disciple | |
Basic soldier. Can learn the Righteous Guard ability, which grants Disciples a temporary 30% damage reduction boost at no cost. Attacks land units. |
Crossbowman | |
Ranged unit with long range but slow attack speed. Can learn Bolts of Heaven, a toggled ability that doubles the damage done by Crossbowmen, but they take 30% more damage as well as moving 30% slower. Attacks land and air units. |
Cavalier | |
Fast mounted unit with Siege attack. Has Trample. Moving generates Trample stacks that increases the damage done by Cavaliers' next attack, and stunning them if stacks are above 90. Can learn Heavy Swings that causes their attacks to deal bonus 5 damage against Large and Medium units, and 10 bonus damage to Unarmored units. Attacks land units. |
Cannonner | |
Heavy artilerry unit. Exceptional damage versus buildings, but weak in close combat. Can learn the Land Mines and Destructive Shot abilities. Land Mines lets Cannoneers plant mines around the map that reveals a small area and will detonate upon proximity with an enemy. Destructive Shot increases their damage by 5, and enables them to fire an unstable shell at an enemy, reducing their armor for a duration. Attacks land units and trees. |
Warrior Angel | |
Mighty flying unit with strong durability and moderate damage threat. Can learn the Crippled Feathers and Vibrant Wings upgrade, and the Exorcism ability. Crippled Feathers will prevent the Warrior Angel from dying, and instead fall onto the ground with 300 Health and stunned for 5.5 seconds, becoming Crippled Warrior Angels. Crippled Warrior Angels deals 30% less damage, but gains a mana bar that fills up to 100 points. When the bar is filled, the Crippled Warrior Angel will regain back his wings, becoming airborne once again. Vibrant Wings makes them fully heal upon wing recovery, and gain minor mana regen boost. Attacks land and air units. |
Saint | |
Supportive spellcaster. Can initially cast Goldenwill, which increases an ally's life regeneration. Can also learn Hallowed Hearts and Faultless Defense. Hallowed Hearts cleanses all buffs from all units in an area, and heals allies that had Goldenwill by 10% health or Faultless Defense by 20% health, stacking. Unlike most dispels, this ability does not deal damage to summoned units. Faultless Defense grants an ally a shield that protects them from 200 damage. Attacks land and air units. |
Cleric | |
Primary spellcaster. Can initially cast Empower, which increases the Cleric's attack damage by 150% for a duration. Can also learn Aftershock and Divine Elemental. Aftershock buffs the target ally with a luminous mark that lasts indefinitely unless dispelled. When a unit with Aftershock dies, they will emit a radiant blast, dealing 60 damage to nearby enemies. Divine Elemental summons a spirit that uses the target ally as its vessel. The spirit will release holy missiles that deal 30 damage to nearby enemies. The target ally is still capable of moving and attacking. Lasts 30 seconds. Attacks land and air units. |
Partisan | |
Melee spellcaster with powerful anti-magic spells. Initially has Seize, which steals an enemy buff and heals the Partisan, and Cobalt Shield. Can learn Lay Waste and Azurite Blade. Cobalt Shield protects Partisans from all spells and negative effects. Lay Waste slows an enemy by 15% and silences it for 15 seconds. Azurite Blade drains 50 mana from a target enemy, dealing that much damage, and enhances the Partisan's blade. For 30 seconds, he will deal 20 additional Magic damage with basic attacks, doubled against Summoned Units. Attacks land units. |
Vindicator | |
Heavily armed melee unit. Can learn the Shining Courage and the Exorcism ability. When nearing death, the Vindicators will not surrender and become invulnerable to death for 8 seconds, during which he gains 40% bonus movement speed. After Shining Courage ends, the Vindicator inevitably dies. Attacks land units. |
Union Missionary | |
Utility unit with the ability to greatly empower buildings and make pilgrimage for an instant Faith boost. Slow and useless in combat, but has True Vision that greatly extends the Missionary's view distance as well as revealing nearby invisible units. With the Consecration ability, Missionaries are capable of rendering buildings entirely invulnerable to all sources of damage as well as tripling their attack damage. This ability is channeled, and can last indefinitely unless the Missionary is disrupted. |
Pegasus Knight | |
Revered soldier of God equipped with deadly spears and mounted on a pegasus. Can learn the Gallant Spear and Exorcism ability. With the Gallant Spear upgrade, Pegasus Knights' attacks becomes incredibly potent. After attacking for 4 times, their next attack becomes a Gallant Spear, causing area damage that inflicts 30 damage. Attacks land and air units. |
Iron Inquisitor |
Arch Bishop |
Abbot General |
Justicar |
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First Post said:
Oh that sucks... not everyone got their corona-vacations as it seems =/I regret to inform you that I am not investing in the deadlines for completing the competition due to the high workload at my main job. Please remove the work from participation. I'm sorry.
Odd. Last contest received a malus for late entries, but somehow this one didn't.Yesterday. There's no malus.
The malus is for every day you submitted early, you lose 10% off final score.
On the contrary, the previous contest is the odd one out. Extensions are penalty-free. They postpone the deadline, while maluses apply to entries submitted after the deadline, without moving it.
Only YoursTruly has posted his final entry, hence the extension.Shouldn't post 2 get updated? Is there only one entry at the moment?
Well, anyway there is just one entry, so there can't be too many reviews, right?Well now I have to postpone any reviews I may or may not have written for entries because that is the rules. Gosh darn it Mythic I am mildly peeved.