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Topics - Kran

#1
Bug List / Summoner
February 01, 2012, 12:09:49 AM
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
January 20, 2012, 01:16:07 PM
Why they changed the diabolist? Now it is unusable.
#3
Bug List / Cannot log in
December 19, 2011, 11:19:23 AM
when i try to log in, it keeps attempting to contact server
#4
Bug List / 2v2 Not Working
December 09, 2011, 05:13:26 PM
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
December 09, 2011, 03:09:01 PM
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
January 09, 2010, 05:33:20 PM
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
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
September 12, 2009, 01:20:14 AM
About the rating system, it is going to be changed? Such a changes doesnt sound much hard to implement.
#9
Zatikon Discussion / Terrain
September 04, 2009, 10:37:10 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
July 13, 2009, 11:51:50 PM
Agree.
Mimic should still 6. Draco less cost or + power.
#11
Units / Sergeant
July 05, 2009, 02:41:47 AM
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
June 27, 2009, 02:50:21 AM
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
June 24, 2009, 12:46:15 PM
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
June 22, 2009, 12:48:54 PM
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
June 22, 2009, 10:18:49 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.

#16
Bug List / Footman/Bounty Hunter issue - FIXED
June 22, 2009, 12:04:45 AM
When bounty hunter marks footman, footman still block its movement in 1 range.
#17
Zatikon Support / Game updates
June 13, 2009, 01:33:23 AM
I`m getting bored of making tests, game updating and i have no idea if that changed... is it possible to game producers post what they have changed each update?
#18
Units / Shaman
June 11, 2009, 04:46:39 AM
Well, that unit is a bit underpowered... people dont use it. I have a suggestion. What about changing the guardian ability?

I have a suggest: First time an unit attempt to move anywhere in 4, the move is blocked and the unit is inpeaced to move until end of turn. But that can be abused with lots of shamans... Any suggests?
#19
Units / Indestructible
June 10, 2009, 05:16:25 PM
Indestructible things are very relative... Flattering a changeling have lots of strage things, included in that changeling dying when idestructible if sycophant dies. I dont know if thats how it is worked, but looks very strange the relactions of master-servile when changeling traded and they become opposing units. Maybe if control of master is lost, they both could die too... or it is a unilateral codependance? I'm still not sure but i think idestructible templars die if its servile dies.
#20
Units / Zatikon Tips
June 09, 2009, 08:51:38 PM
I created this topic to help players to understand ALL unit relations. Follows
Version 1.07
^^

Bowman's will attack approaching enemies when overwatch ability is turned on. Overwatch will allways turn off when the bowman moves. When another unit make the bowman to move (like ballista's push, fanatic's zeal), the overwatch is not cancelled.

Fire archer's attack is not affected by its power. Increasing fire archer power does not affect the damage inflicted.

Longbowman will attack spotter's attacked enemies only when the attack is succesful. Succesful attack means that the attack is not cancelled. Attack is still considered succesful if damage inflicted is 0. When the longbowman selects as spotter units like the warrior or the fire archer, which can attack multiple enemies at once, the longbowman will attack all enemies. Spotter units always attack before the longbowman.

Diabolist. The detonate is a spell, and cant be directed to innorganics. But when you detonate a unit, surrounding innorganics are affected. Detonate explosion is considered neutral and can't be dodged, parryed or cancelled. Killing archangels, killing units that will rebirth (feathered serpent special ability), or killing dopleganger twins will not give diabolist a soul. Diabolist will not die if martyr caught in detonate explosion. Diabolist will not get murderer status when unit dies in detonate explosion but the unit that get detonated is a dopleganger twin, archangel or a unit that will return to castle by rebirth.

Necromancer. If a skinwalker or a mimic become a necromancer, and it transform to lich, they will be no more longer mimics or skinwalkers. Only a Druid's purge will restore it to the original shapeshifter status.

Lich. The lich will only get inflicted damage as life when attacked enemy isn't immune to spells and skills.

Summoner. Damned units still maintain poison, but loose all other atributes. They return as normal units when purged.

Witch. Sickness spell isn't considered a damage, and change actual and maximum life. Units transformed into toads will maintain possessed and poison and can be purged to become normal units again. Witch's curse affect every organic unit. Curse is not cancelled by Archangel's aegis.

Archangel aegis defend againt innorganic attacks. Transformed Archangels do not return to castle. Killing an archangel doesnt give diabolist any souls.

Paladin can die immediately by (1) obliterate attack (catapult, golem, etc) and units that kills immediately (axeman). Its sanctuary doesn't trigger when the Paladin is protected by a sycophant or by a shield maiden.

Priest's converted enemies still have all bonusses/injuries.

Shield maiden only receive damage triggered at the protected unit. When the protected unit had the attack redirected from another unit, the shield maiden doesn't receive it's damage. If one shield maiden 'A' is protecting another shield maiden/sycophant 'B' that protecting/serving a unit, and the unit receive a damage, the damage inflicted in shield maiden 'B' only, and damage is not redirected from shield maiden 'B' to shield maiden 'A'.

The templar only heal self in attack when attacking organic units. The templar can't become indestructible in castle.

A diplomat can still truce other units under truce immunity. Truced shield maiden cant defend protected unit's damage. Armistice can be cast in end of your turn, and ends at beggining of your next turn.

The tactician contingency is immediate.

When sycophant flatter an enemy, it turns to enemy and both become immune to all allies. (Your opponent). In the turn he flatters, he is immune also to enemies (You), until beggining of his next turn (Opponent's turn). You can still flatter an enemy, attack the flattered enemy with other unit, attack will redirect to sycophant, and if he dies, the other unit dies too.

The confessor dont need to be in game to units be set as murderer. Murder stats can be removed with purge, and are not removed with damn, tranform, convert. Units are not considered murderers when they kill dopleganger twin, archangel or unit that will return to castle in rebirth (Feathered serpent special ability). Units doesnt become murderer by killing innorganics. Innorganic units will never be affected by penance.

Heretic doen't need to survive to cause reckoning.

Fanatic will allways trade places with enemy even if the target enemy dies. The fanatic zeal dont trigger when attack miss. Zeal doesn't activate abilities that trigger from movement or vigilant functions (automatic attacks).

Only the last unit which attacked the martyr dies when martyr dies. When 2 units attack the martyr at once and martyr dies, the question is resolved with sequence ID. Martyr retribuction is a spell, can be cancelled with aegis. Poison doesn't trigger this ability. Witch sickness trigger this ability.

Cavalry overpower doesn't trigger with enemies at 4 power. Only 3 or less.

Lancer's joust only triggers in enemies that are at most 90ยบ from the direction where lancer moves. Lancer attack is allways triggered after movement. That helps understand relactions such as 'lancer vs shield bearer' and 'lancer vs swordsman'. In both cases the lancer is considered 'close' to the attacked unit when the lancer moves to the square close to the unit. If the lancer is close to the shield bearer and then moves away, the attack will be blocked.

Poison is computed before the berseker's relentless, so, if your berseker have 1 life and is poisoned, it will die at the end of your turn. Dying bersekers can still be purged, return to castle. All these things restore the berseker. Dying berskers cant be healed and cant get +1 life from healers.

Geomancer. When a rock is broken, the captive is stunned. Units can be deployed the turn geomancer move the castle.

Changeling. Target is usable the turn traded. Some units that have abilities/injuries that trigger at end of turn may get such abilities two times. Por example, a poisoned unit that is exchanged repeatedly with a chanceling loses two lifes per complete turn. The same applies to channeler's energy.

Dopleganger twin just copies injuries of the original. Things like empower, flying and etc, doesn't trigger. Possessed, poison and damage triggers. When a dopleganger with 4/10 life spawns a twin, the twin will get 4/5 life. When a dopleganger with 7/10 life spawn a twin, the twin will get 5/5 life.

Skinwalker. When lots of units dies at once, it is decided by Sequence ID.

Ballista still push enemies when damage = 0. Ballista doesn't push enemies when the attack is cancelled. Ballista push doesn't activate abilities that trigger from movement or vigilant functions (automatic attack).

Axeman. Cleave is permanent. You cant enchant cleaved units and get armour back. To get armour back, you need to purge or return them to castle. Cleave/slay only trigger when the attack is succesfull (not missed).

Footman's rush triggers abilities for both movement and attack.

Gate guard can never be deployed outside of castle square, even with conjurer portal. Poisoned gate guards still loose life in castle square, but gate guard can't get poisoned in castle square.

Warrior. When warrior "kills" a bersker, warrior doesn't get extra action the turn, and doesn't get extra action next turn too (When it dies). Same applies to immortallity (Archangel) and rebirth (Feathered Serpent). Warrior doesn't get extra action by destroying innorganics.

Armory isn't permanent.  Ends when armory destroyed and affect units deployed/summoned/created after the armory deploy.

When 2 martyrs would die in a warrior's whirlwind, the last deployed martyr survives.

Alchemist. Love potion can be restored with purge.

Wizard. Ranger is considered a range unit, even when wielding a sword, so, will get 2 range flight if wizard levitate. Flying mounted units only get 3 range flight. (Except mounted archer).

Conjurer gates can only return allies to castle. Also, invert is independant. So, shield bearer can't block, which it should, because the conjurer that make the attack happen. Conjurer will not become murderer when invert explosion kills. Martyr doesnt kill conjurer in invert.

Hydras that get more life than usual, still only have 6 heads. When 10 life hydra gets 7 damage, it gets 3 life and 1 head only. The opposite happens to hydras with less lifes than usual: they end up with more heads than lives.

Feathered Serpent rebirth doesn't give diabolist any souls.

Vigilant attack when triggered cost unit action points. Skills from units are not triggered when unit is stunned, but spells and neutral (gray) abilities are. Counterattack is not performed by stunned swordsman. Swordsman counter attack is free.

Sequence ID determine who is damaged first. Each unit is deployed with sequence ID = 0, and e sequence ID is increased by each new unit in game. Lower sequence ID means that unit will be damaged later. Martyrs are always struck last.

I hope it is useful!

Kran