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Messages - Lunaraia

#226
Units / Re: New Units Ideas
April 26, 2009, 07:06:28 PM
Nice Idea that infector, but disease wouln't it be better with Plaguebearer and stash it in Cultists?
#227
Units / Re: New Units Ideas
April 26, 2009, 05:08:59 PM
Mongolian I think your should post that reply in the correct thread XD
#228
Units / Re: Unit Change Log (balancing the game)
April 26, 2009, 03:38:17 PM
if you absolutely want to do something about the changeling then just cause both the changeling and the changelinged unit to be stunned, that way swaps don't go overboard
#229
Units / Re: Unit Change Log (balancing the game)
April 26, 2009, 01:21:29 PM
About the changeling

TURN IT BACK TO HOW IT USED TO BE!!!!!

Honsetly as it is now it is near unkillable and in my opinion unfun to play against since it is only stashed with artificers theese days
#230
Units / Re: necromancer- in LICH form
April 26, 2009, 01:16:12 PM
just give the dude 1 more action and 1 hp, a summoning ability, honestly can't think 1 single fantasy story where the Lich dosn't rise undead minions

also if you decide to add my undead idea give it the Undead skill
#231
The dracolich is acually good as it is, don't see a point in changing it anymore, honestly it's become alot more balanced then when you could simply have 2 doppels kill your own draco with something and  sit there with 2 of every unit u killed
#232
I'll be blunt, while there are alot of undead units that can be summoned by pets thre are only 1 MARK 1 unit that are undead from square 1, and to dop it offf even though it's bone it don't count as inorganic, seriously how can u poison something that's dead? makes no sence!!!


Anyways to remedy theese poor fellas I am hereby gonna post a bunch of units that will go into a cathegory by themselves namely: Undead

Undead can't be converted poisoned or Stunned, and are unnaffected by changeling

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Rotting Zombie Cost 200

Life 5
Power 3
Armor 1
Actions 2
Deploy 2

move to target location
Costs 1 action
Range 1

Attack enemy
costs 1 action
Range 1

Grave Rot
Enemy takes 1 HP damage at the start of every one of the unit owners turns until healed or it dies, triggers on attack

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Phantom Cost 150

life 3
Action 3
power 1 (this is NOT a typo)
armor 0
Deploy 1

Attacks ignore armor

Movement does not cost actions

Jump to target location within 2 can be done 2/2 times (not a typo)

Attack Target unit
Range 2x2
Cost 1

Energy Drain
damage Caused by the phantom are inflicted upon Actions and not Life
if target looses all actions it is returned to castle, cannot be dodged/parried, constructs loose actions but are not returned to castle

Gaseous Body
Immune to Ranged attacks

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

Can't Capture Castle
Returns to castle when killed

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Mummy Cost 300

Life 6
Power 4
Actions 2
Armor 1
Deploy 3

Move to target Location
Range 1
Costs 1 action

Attack Target Unit
Range 1

King of the Dead, skill
Killed units rises as a Minion (desctripiton after this unit)


Bandaged Body, passive
Damage reduced by 1
Fire Damage increased by 1 instead of being reduced (warlock explosion dragons breath etc.)

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Minion Cost 0

Summoned when Mummy kills an Organic unit

Life 3
action 3
armor 0

Can't Capture castle

Sacrifice Self
this unit dies

Plague Cloud Skill range 3X3 this unit in centre, triggered when this unit dies
Inflicts plague on living units, unit takes 1 damage at the end of the turn then 2 damage at the end of the next turn then finally 3 damage at the end of the last turn, removed if unit is healed by a clergy unit, or dies

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost


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Anubis Warrior Cost 200

Life 6
Power 5
Action 3
Armor 1
Deploy 2

Move to target location
Costs 1 action
Range 1

Attack Target Unit
Range 1
Cost 1

Warrior of the Dead
Can only be killed at 1 range

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost


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Ghost Hound 150

life 4
power 3
Action 2
armor 0
Deploy 2

Movement does not cost actions

Jump to target Location within 2
can be done 2/2

Returns to castle when killed
Can't capture castle

Attack Target unit
Range 1
Cost 1

Terrifying Howl Costs all actions

Stuns and causes 1 square knockback coned 3 range

Like so   |--|
           |-----|
        |----------|


Gaseous Body
Immune to Ranged attacks

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Headless Rider Cost 150

Life 4
Power changes (starts with 4)
Armor 1
Actions changes (starts with 2)
Deploy 2

Movement does not cost actions

Jump to target location within 4
Can be done 1/1 times

Head Hunt Spell
When this unit kills another it puts the killed units head upon it's shoulders gaining it's power and actions Minimum power is 2 (if this unit kills a warrior it's new Power is 5 and it's new actions are 3, if it kills an Acolyte new power is 2 and actions are 2) Units that destorys will result in power 4, affected by constructs

Discard Head
returns stats to default, costs all actions

Current Head
The name of the last unit that where killed by this is listed here

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Vampire Cost 400

Life 4
Power 4
Armor 1
Action 3
Deploy 3

Move to target Location range 1 Cost 1

Transform into Undead Vampire Bat (see below)

Attack  Target unit
Range 1
Cost 1

Mesmerize - spell
Range 2
Costs 1
Enemy Unit becomes Mesmerized (stunned) for 1 turn

Transform into Undead Wolf
same stats as the Lycantrope Wolf, but undead

Transform into Mist
becomes indistructable, can move, can't attack, can't capture castle, can't use other abilities costs all actions to turn back HP reduced to 1

Drain Blood 1 range, skill, only works on Mesmerized or Tranced (see below) units
Heals the Vampire, affected units take 3 damage and if they die they become Thrall versions of themselves (same as Risen units from the dracolich) Thrall units gain Undead Status

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost


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Undead Vampire Bat

Life 3
power 2
actions 3

Movement does not cost actions

move to target location within 2 can be done 3/3 times

Can't Capture Castle


Drink Blood- attack/skill
Causes damage based on power down to 1 hp if drained bellow target is healed to full hp amd gains Tranced Status is stunned for 1 turn and can be drained by Drain Blood at any time

Transform into Vampire costs all actions

Transform into Undead  Wolf, costs all actions


Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Skeleton Warrior 250

life 4
power 1-4 reflects current hp
armor 2
Actions 3
Deploy 3

Skeletal
Dodges ranged attacks 2/2 per turn, less power as HP goes down, due to loss of body parts

Reassemble
Heals at the end of the turn, works as the hydra's regeneration

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

Apart from that above it's identical to a normal warrior in terms of abilities

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Banshee Cost 350 (this is an anti-spellcaster unit)

Life 3
power 2
Action 2
Deploy 3

Movement does not Cost actions

Jump to target location within 2 can be done 1/1

Scream - Attack
Causes 2 damage to ALL units within 4X4 friend and foe alike, all damaged units can't use spell abilities, affects constructs, does not affect Banshee's

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost


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Ghost Dragon cost 550 (Wyrm class Monster altough in undead section)

life 2
power 2
actions 2
Armor 2
Deploy 5

Can't Capture Caste
Returns to Castle when killed

Gaseous body
Immune to ranged attacks

Movement does not cost actions

Move to target location within 4 can be done 1/1 per turn

Attack Enemy units
range 1
cost 1

Aging Aura
Enemy Units loose 1 Power/Armor

Poison breath - attack
range 4
damage 2
Poisons unit's within 3X3 explosion

Spawn Shadow  (see below) can be done once per turn costs all actions, 1 command
Cost 1

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Shadow Summoned by Ghost Dragon (Think a tiger made out of black flames with dark purple flames for stripes, and crimson eyes)

Life 5
Power 4
Actions 2
Armor 1

Move to target location range 2
Cost 1

Attacks does not cost actions

Attack Target Unit
Can be done 2/2

Magical Body
Parry and Counter point Blank Attacks (yes range 1 attacks, including Destroy by golems and assassinate by assassin)

Counter
triggers normal attack, free of charge (Shadow can still attack even after 2 counters)

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Hauntling 150

life 3
power 2
armor 1
Action 3

attack target unit
range 1
cost 1

move to target location
range 1
cost 1

Haunt
Attacker looses the same ammount of damage as Hauntling does

Gaseous body
Immune to range attacks

Can't capture Castle
Returns to Castle when killed

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Please leave a comment, and before I get spammed with Theese units are to powerful, well they aren't, seriously they can still be affected by insta kill chitch is more then I can say for golems that on top of it all insta-kills
#233
Units / Spy
April 26, 2009, 01:02:55 AM
Honsetly the Spy where my idea and it's abilities are all messed up oh and Lumen sorry for sending you miss information XD


Here are how is where suppose to be:


Spy      Cost 150+

Replaces Tactician!

Actions 3/3
Life 4/4
Power 3
Armor 1
Deploy 3

Give +1 Command (better intelligence due to spying)

Swap Places with target unit anywhere within 5
Can be done 1/1 times per turn

Move to target Location
Costs 1 action

Poison on attack
Return to castle on attack

Attack Target Unit
range 1
#234
Zatikon Support / capture castle without winning
April 20, 2009, 05:00:05 AM
Just happened when I showed Tristram some unit abilities when i noticed the following:

Gave mason flight.
Flew untill i were next to tristrams castle.
Made a wall.
Climbed Wall.
Climbed down onto castle.
Did not win the game
Did not fix itself upon replification, nor with a non flying mason
#235
Units / Re: Golem
March 11, 2009, 10:58:16 PM
the chanse of both sides using golems are slim to none outside random, but you are right, they would get instakilled by both golems and pults
#236
Zatikon Discussion / Re: In-Game Pet Peaves
March 09, 2009, 05:59:58 PM
Acually Enchancters and shieldmaidens can be used to protect and bolster units like the Dracolich, got it to 54 power before I got bored enough to wiped the floor with the ai, and I used the Shieldmaiden to protect it from damage and ailments
#237
one did a set full of EVERY kind of unit the AI could use... that was fun
#238
Zatikon Discussion / Re: Proposed minor tweeks
March 09, 2009, 05:46:07 PM
here are a few new places that can be utelized to put up an add for zatikon:

armorgames.com
newgrounds.com

onemanga.com, yes I am aware that this is not a gaming site, but you would be suprised about how many game fanatics are also into comics

Youtube.com, seriously this place have aprox 1mill visitors a day, NOT putting an add on this site would be a great loss in the long run

Myspace.com same as youtube

Google.com  you know, if you add Zarikon to googles search engine under strategy games you miht get a few new players
#239
Zatikon Discussion / Re: AI Change...
March 07, 2009, 08:25:40 PM
The funny thing about the Special AI is that they will have their bonuses dispelled by the druid f.eks A Longshanks Adjurer gets it by the Druid's Reset Targets Stats, the Longshanks Adjurer is then a Normal Adjurer, the only thing that Will be Unaffected are Clockwork Units, since they are inorganic
#240
New Game Ideas / Monster RTS
March 05, 2009, 09:00:39 PM
how about making an RTS where you play as monsters vs an AI that are heroes? or something like that, just as long as the player plays as monsters I really don't mind what they go up against