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Topics - Kran

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1
Bug List / Summoner
« on: January 31, 2012, 06:09:49 PM »
Summoner deploy units stay 0/2 even when you have demons and archdemons. Not possible to deploy one more than 2 when this happens, so minor bug.

2
Units / Diabolist
« on: January 20, 2012, 07:16:07 AM »
Why they changed the diabolist? Now it is unusable.

3
Bug List / Cannot log in
« on: December 19, 2011, 05:19:23 AM »
when i try to log in, it keeps attempting to contact server

4
Bug List / 2v2 Not Working
« on: December 09, 2011, 11:13:26 AM »
Team game not working. When the 4 players join the central button is not clickable and the game doesnt start

5
Zatikon Discussion / Time For Move
« on: December 09, 2011, 09:09:01 AM »
Me and another player which name i cannot remember were playing and we have agreed that sometimes the time is not sufficient. I was thinking if it would be possible someway to choose how many time for move
I was thinking in something like that:

Fast: 0:50
Normal: 1:30
Long: 3:00

Players could choose one of the 3 before the game start.
If the two players disagree with the time, the game would be normal. I like it, and doesn`t look hard to implement.
Someone have another idea? Something that would allow old players to play longer games?

6
Units / Kran New Units
« on: January 09, 2010, 11:33:20 AM »
Name: Halberdier
Class: Soldier

Cost: 50$
Life: 4
Armour: 1
Actions: 2
Power: 4

Move: Range 1. Cost 1 Action.
Attack all enemy units in range. Anywhere within 2. Cost 1 Action.
Block: Cannot attack anyone when one or more enemies are at range 1.


Name: Gnome
Class: Scout

Cost: 50$
Life: 3
Armour: 1
Power: 3
Actions: 3

Move: Range 1. Cost 1 Action.
Attack enemy unit. Range 2. Cost 1 Action.
Hiding: Become invisible, cannot attack and is immune to everything. Cost 1 Action.
Reveal: Become visible, regain attack ability. Cost no actions, triggers automatically by enemy at range 1. Stuns self.


Name: Ankou
Class: Cultist

Cost: 50$
Power: 2
Actions: 2

Move: Range 1. Cost 1 Action.
Attack target enemy. Range 2. Cost 1 Action.
Immune to attacks, spells and skills.
Move away from enemy. Trigger when enemy move to 1 range. If the space is not available, the ankou vanishes.

7
Bug List / stunned units still using global effects - CONFIRMED
« on: September 15, 2009, 07:43:58 PM »
During all my gameplay i thought that skills would never work when dodge, but spells would. But that didn't happened when i purged my own's healer to get one extra heal attacked enemy. I'm not sure whats the game rule. Someone allready tested it?

8
Zatikon Support / Rating System
« on: September 11, 2009, 07:20:14 PM »
About the rating system, it is going to be changed? Such a changes doesnt sound much hard to implement.

9
Zatikon Discussion / Terrain
« on: September 04, 2009, 04:37:10 PM »
As a future improvement, what do people think about Terrains? I mean, different tiles, such as mountains, etc. Maybe could be a new Game Type, not sure. Maybe not exactly terrains, but some blocked tiles from with you cant pass with your units. What about?

10
Units / Re: Units that make Zatikon not Fun
« on: July 13, 2009, 05:51:50 PM »
Agree.
Mimic should still 6. Draco less cost or + power.

11
Units / Sergeant
« on: July 04, 2009, 08:41:47 PM »
I was thinking about this unit, it cant rally range  becouse of the channeler. But it still can rally an hydra and making lots of heads :( I have a nice idea for this unit:

Rallied ally cost no commands to move only, instead of acting. Sergeant can rally anyone instead of only melee

Feedback apreciated =D

12
Units / White Mages
« on: June 26, 2009, 08:50:21 PM »
The white mages have gained lots of units in last days, and some are overpowered or unbalanced. Follows.

Abjurer and magus, are the 2 white mages i think are perfect. Alchemist is pretty good now, with only some supportable things.

Enchanter is to much strong, expectially in 2v2. I would suggest its dazzle be: Select target unit. The unit and all otherl units 1 range of that unit are stunned during one turn. Can be targetted at allies or enemyes.

Wizard is to much strong. I would like it range units doesnt fly, and +1 power to attack, and you can levitate units that allready fly. So, you can stun enemyes.

Artificer is to much combos and RPS. I will post something at my Unit ideas topic, and i'm thinking about something that include: Ally gain +1 armour -1 life.



Al

13
Units / Ghost
« on: June 24, 2009, 06:46:15 AM »
This unit can't capture castle, the description title of ghost's cant capture castle is "No Victory". Why doesnt make it "Intangible" like will o' the wisps or spirit?
I doesnt know why i created topic for that. Thats zero priority =D

14
Bug List / Immunity Issues - FIXED
« on: June 22, 2009, 06:48:54 AM »
When the ability is not exactly directed to a unit, sometimes the immunity doesnt work. Examples.

Bounty hunter marks heretic. If another unit attack heretic, the bounty hunter loose life. - FIXED
Bounty hunter marks footman. Footman still cancel its movement. - FIXED
Sycophant after flatter is still affected by Mourner's Lament. That affect to much a game where one of the players have a mourner + hydra. - FIXED
Sycophant after flatter still return to castle when killed, by Feathered Serpent's Rebirth - FIXED
Same About Spendor and Benevolence - FIXED
Templars affected by quartermaster's provisions, FS benevolence, mourner's lament, witch's curse while invulnerable - FIXED
Sycophants after flatter still affected by abjurer's ward - FIXED

15
Units / Balancement of Units
« on: June 22, 2009, 04:18:49 AM »
There are lots of people saying that units should be more balanced. I created this topic to share some of mine ideas about the units that need a change. =D

Diabolist. Its currently to much powerfull. I know many people will agree with me, but it is much often the only kind of mage used in top constructed. I would suggest it start game with 0 souls, or limit again the maximum number of ghosts. But maybe the best option is increase ghost's deployment cost to 2.

Necromancer. Exept of combos with mourners, the necromancers are a bit underpowered. It cost to much and its summons are useless. I would suggest maybe that units killed by zombies rise as new zombies and units killed by skeletons rise as new skeletons.

Archangel. I would suggest it to be +1 life, + 1 power + 1 armour, and aegis changed to:

First 2 times an enemy attack, spell or skill is directed to an allied unit, it is cancelled. Max 1 time per allied unit. Or simply add a range to the aegis, and remove the ability to return to castle, and incrase again power and armour.

Priest. This unit is underpowered exept when come with clergy to protect. I would suggest it have 2 or 3 range in healing.

Shield Maiden. What about if the shield maiden receive damage with the protected unit armour? That would reduce people that use this to make weak units, like mages, become to much strong. So, i would like to see maybe it +1 life, with 50$ cost.

Diplomat. What about if while armistice, units are also unable to move in direction of opposing castle? If people like this idea, i think it need another change: Armistice need to be used at beggining of the turn, or until you move to enemy castle direction or direct something at enemy.

General. 4 power would be overpowered. I would like to see something like +1 commands next turn when this unit kills.

I would like to see also 2 power in strategist.

I would suggest confessor penance to get in range not murderers, but units that have attacked in previous turn. That would make it more balanced, i think.

Heretic. Its nice now, but what about of 4 power, 100$, and reckoning doesnt affect enemy units with 1 life?

Martyr needs a small boost. Maybe deploy cost 1?

I think mourners shouldn't be affected by lament. I cant see how to balance this unit.

Elephants. I would like to see something like footman attack: Move to unit and attack it and damage by 6. 5 range.

Chieftains would be nice with 5 range in goad, and -100$.

Changelings. Traded units should be immune to allies until beggining of turn. I hate changelings and artificers combo.

Golem. I think it needs 10 life.

Footman. What about if move to attacked enemy location when the unit dies?

Warrior. It needs +1 life. My opine.

Would be nice armory at 250$, and give +1 power to units in 1 range. Or maybe that can create squires, and still the same. (Squires would be something that protect allies, a bit weak)(Maximum 1 extra power per armory, for sure)

Abjurers need a boost. What about if 6 range to allyes? Or add target enemy return as ally to castle, 2 range.

Portals need 3 range, dont summon killers, Gates can maybe return enemyes to castle.

Alchemist needs a to be seriously revised. It have some nices idea. I would remove the fact that i can use the potion the turn alchemist give them, make heal potion a bit more usable. So we could make it a bit cheaper too.

Artificer should be seriously revised too. I dont see how to fix it, so, i would remove it and make another unit in its place.

Wizard can be 4 range attack and cant levitate range units. This is messing the game with flight, trade places, flight, use spells.

Dracolich should be very, very, cheaper. I think about 300$. Its a nice amount. We can make it 350$ and give 3 actions.

I think Hydra could be revised too. Not the self hydra, but the serpents. The fact that it is vigilant and poison impeace everyone from attempt to kill it with melee. I would remove poison in vigilant attacks, and let poison as special ability to be used. It can be 7 heads too, i never heard about hydras with 6 heads.

The feathered serpent is very nice, but i dont like its splendor. We can mightly give it reduce the damage by 1 anywhere within 5, and give serpent attack. Maybe reduce cost to 450$.

Bye everyone. Feedback apreciated.


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