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Watsine
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PostSubject: Infectous Races   Wed Feb 02, 2011 5:23 pm

So going through the code I figured this is more or less an opportune time to add the long awaited infectious races and rebalance Werewolf. This is what I've planned.

You will only be able to have one infectious race at a time.

The races will be Werewolf, Nosferatu, Strigoi. The Nosferatu, and Strigoi are two factions of vampires.

Werewolf:
Grants x1.5 agility
Sense of smell
Bite
+10 attack
Is unable to wield weapons - Primary Agility

-------------------------------------
Nosferatu:
Grants x2 str
+4 hp regeneration
Drink - if this skill kills the target unit, it spawns a ghoul under your control. If the target is a player, they are turned into a vampire.
+20 attack
Is unable to wield weapons - Primary Strength

-------------------------------------
Strigoi:
Grants x1.5 int
Sleep
Force ally/vision
Drink
Is able to wield weapons
-------------------------------------------------------------
The Werewolf will retain the same functionality while Vampires will lose all their bonuses during the day. Vampires will also lose 5 of their primary stat, have -3 hp regeneration and have reduced sight range. Lunar Pendent will remove the regeneration penalty. Vampires will also be counted as undead units.

New items will include:
Lunar Pendant: Emits an unnatural darkness around the user, leaving them cool and less burdened by the sun.

Notes: Undead units cannot be healed via healing magic and can be targeted with dia.

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Last edited by Diaster on Mon Feb 21, 2011 5:32 pm; edited 5 times in total
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Tool.Tip.Error
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 6:44 pm

Why don't you also add in an item for temp night?

Oh and use shadowmeld for detecting day and night.
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Jay.J
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 7:00 pm

You don't go over what any of the abilities are.

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Watsine
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 7:20 pm

Pretty self explanatory in function. Numbers I'm still not 100% about.

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Vitellius
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 10:00 pm

These all seem really bad, no offense. But they are virtually pure benefit. So what if you don't get to wear a weapon, as the only weapon that is better then some of these ridiculous boosts is excalibur. In my opinion, all 3 races should be changed to where the benefits are much smaller, or the detriments are much larger.
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YakaryBovine
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 10:14 pm

i dont quite understand the 6/damage per second thing - without a lunar pendant, one would just die over and over. with one, the 'race' would have no weaknesses at all
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Watsine
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 11:36 pm

Well as of the moment WW doesn't have any down side except it doesn't buff int and its bonuses are much better then those listed. The degen is added to the players natural regen, and when your talking a 30 str warrior, that minus 6 is a lot less threatening. For an int hero though, yes that is more of a problem. I could make the degen a %hp degen, and the lunar amulet could lower that % to like 1 or 2%.

I could also make it so you lose your secondary class or master class when you transform.

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YakaryBovine
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PostSubject: Re: Infectous Races   Wed Feb 02, 2011 11:58 pm

i suggest daylight having a direct impact on your attributes (perhaps a reverse of the ones you have there) and that there should be no means to permanently get rid of the side effects. potions, trinkets to change the day time, sure - but an amulet that removes all side effect is over the top

dont change classes
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Vila33
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PostSubject: Re: Infectous Races   Thu Feb 03, 2011 11:02 am

Quote :
Nosferatu:
Grants +15 str
+4 hp regeneration
Drink
+20 attack
Is unable to wield weapons - Primary Strength


Quote :
Werewolf:
Grants +15 agility
Sense of smell
Bite
+10 attack
Is unable to wield weapons - Primary Agility

Why would someone take werewolf when he is much weaker then nosferatu? And i think ill have to disagree on all these, because with 3 infection races, all people would be something (a infection race), except king maybe, because they are much stronger Razz

PS: Will you be these races all the time, or only at night?
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Jay.J
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PostSubject: Re: Infectous Races   Thu Feb 03, 2011 1:54 pm

I think they're poorly laid out - but I don't feel like thinking of anything productive.

It shouldn't just be raw number additions. They should be more interesting - either multipliers, interesting skills and clear negative impacts that can be diminished but not exterminated.

For example as some sort of Vampire - Sun should always hurt you, vision should be smaller in the day time - but you get more sight range at night and additional HP regen at night. With an item, you have normal vision and half the degen rate. Then always have a multiplier for some stat instead of a raw bonus (too strong early, too little later on) as well as a unique ability.

Also - make the shady merchant have anti-race weapons.

O - and make the races have spawns/towns somewhere.

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Vila33
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PostSubject: Re: Infectous Races   Thu Feb 03, 2011 3:59 pm

Quote :
O - and make the races have spawns/towns somewhere.

Yea, maybe a camp in the forest or something
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PostSubject: Re: Infectous Races   Thu Feb 03, 2011 5:34 pm

Make them have over the top spells. Like Vampire's drink spell should black out the screen of the target, put their unit to sleep, and have a cool effect of the vampire rushing at the target and bats going everywhere. It should be really gimmicky and cool.
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Watsine
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PostSubject: Re: Infectous Races   Fri Feb 04, 2011 12:20 am

updated

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PostSubject: Re: Infectous Races   Fri Feb 04, 2011 12:32 am

Indirect buff to agility classes IMO. WW isn't as serious as Vampires. Not being able to be healed is a major issue - especially when you have the whole degen thing. Also, can't really be anything but a human white mage.

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Watsine
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PostSubject: Re: Infectous Races   Fri Feb 04, 2011 12:59 am

Well its not buffing agi classes, consider WW is only 1/4th the night, and that is a nerf compared to what it is now.

I would like to keep the anti-heal thing and perhaps have the accessory stop all the degen. Though healing through potions, sleep and drink would still be possible.

And a vampire white mage, seems very very wrong to me.

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Vila33
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PostSubject: Re: Infectous Races   Fri Feb 04, 2011 12:21 pm

Quote :
And a vampire white mage, seems very very wrong to me.

You dont have to say that twice.
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Vitellius
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PostSubject: Re: Infectous Races   Fri Feb 04, 2011 3:11 pm

Str penalty on vampires is really minor, and totally not worth the buff they got.
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PostSubject: Re: Infectous Races   Sat Feb 12, 2011 2:02 pm

IDK bout the drinking thing... It seems kind of overtly werewolf in some ways too. I don't like the idea of making ghouls because we have enough trouble with crappy mercs as is.

Rather why don't you make nosferatu have a life steal type, while strigoi have a life drain type (Vamp strike vs life steal, ladder). This especially makes sense since it'd be a mental thing vs a physical thing. (vampire, whatever.)

Also, all these are night timers, reducing the interest level in these (in my opinion anyway)

Also, I do agree that the benefits are rather outweighing the malus.


I know we're all bitching and not fixing but I can work on something later, if you'd like. Kind of busy lately -_-
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Watsine
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PostSubject: Re: Infectous Races   Sat Feb 12, 2011 2:32 pm

Well I kinda need solutions, because its not gonna make it in otherwise, and who know when I'll get a chance like this to add it again?

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PostSubject: Re: Infectous Races   Sun May 01, 2011 4:00 pm

hmm well a lot of my ideas seem to have already been suggested, but I'll post them anyway so its nice to look at

Anti-Race Weapons (Silver and Blessed Weapons)
> Along with this you should allow the king's army upgrades that help them combat against infectious races
> It should not only deal more dmg but anti-race weapons should already weaken its corresponding infectious race when ever its close (like an aura if you so will), which cancels out bonus regeneration, increases mana cost for spells, slowed attack and movement speed, reduced/negative spell resistance
- If you plan on going with this idea, the item itself (as in when its dropped) also exhibits said anti-race aura

Werewolf
> It should have a brief moment of transformation sickness when it transforms back into a human (Inability to use skills, slowed attack and movement speed, degeneration, inability to drink potions)
> Inability to use Master Skill set and disables passive skills or at least double mana cost for spells
> WW should have inability to purchase any items even with sentience
> Unable to equip armor and boots
> Different Armor Type, to balance out the higher armor score
> Inability to consume potions
> Must kill something regularly or else they give into bloodlust

Nosferatu/Strigoi
> They make teenage girls wet thus branding them as ephebophiles/pedophiles
> If a Nosferatu and Strigoi were to enter a church they gain a -10 HP/MP degen, not countered by anything
> Nosferatu and Strigoi must feed regularly from humans (because "vegetarian" vampires are faggy) or they lose control of their hero
> Cannot hold the TriForce or any other Relics

All Infectious Races
> The most the stat multiplier can give to any one stat is 20
> Becoming cured is permanent, the unit gains an immunity to vampirism/lycanthropy
> Original infecting unit should have a way to be permanently dealt with

Holy Classes
> White Mage/Wizard and Royal Knight have resistance to infection
> White Mage Reduce Dmg from vampires
> White Wizard should have an ability to forcefully (read:painfully) remove infectious status (probably based on a relationship between the int of White Wizard and current health of target), causing transformation sickness in the process
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PostSubject: Re: Infectous Races   Sun Jul 17, 2011 3:39 am

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PostSubject: Re: Infectous Races   Mon Jul 18, 2011 2:34 am

Why dont you make the werewolf cave larger and mroe house-like plus you should make the werewolf larger
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PostSubject: Re: Infectous Races   Wed Jul 20, 2011 10:35 pm

well i like the ideas but there are a few problems with them..

1. i reckon that werewolves have too much of a downside now having to take the potion i think they should gain an ability to be wolves in day aswell but they dont get the agi bonus or something.

2. the vampires are pretty OP which i think is bad because you cant have an OP addition because everybody will want to be them and that ruins the gameplay. in the daytime i think they shouldnt have the - life if they are in shelter eg. under trees, in caves

3. i think give the kings crown some sort of buff like -5 hp per second to undead which means that if the king gets attacked by vampires hes got protection more otherwise it could just be OP

4. make royal knights have an ability like dia eg. holy blow this attack should do 50+2xstr x2 on undead or an aura like the what i mentioned for the crown. and gives white mages and white wizards an aura to make them not be vampires as much although u should make the aura stop if they aquire the robes of the lich cause that is awesome

5.as mentioned before make silver/holy weapons that do 1.25x damage against undead

6. make vampires get undead minions of the creatures they kill with there ability these minions have vampiric attack and are weaker than there original versions because the sun kills them aswell

7. as mentioned above make certain camps eg. crypt and dark citidel and if you do this make a werewolf camp. these camps should have a few cool things about them and they should be sort of aggro towards other species
...
this is alot but this is my view on what would need to happen for it to be possible
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PostSubject: Re: Infectous Races   Sat Aug 13, 2011 11:30 am

how about the infected guys can sort of 'control' their hero during the night after they have not feeded for lets say 10 nights.Also once they have gained the control state, make become like some sort of traitor to their clan and are forced to be hunted down. *By the way the donate gold for cure thing shud be removed cause it makes no sense* (u pay some gold and you get disinfected?!)instead put a system that enables the infected guy turn back into a normal person by seeking out some belladonna for the werewolf and a special book or anything that when used cleanses the vampire of his virus and sins.Oh and the guys who broke away from the clan should have some sort of special ability too.
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PostSubject: Re: Infectous Races   Thu Sep 01, 2011 3:08 pm

The bonuses for the werewolf seem kind of low seeing as how they are only a werewolf half of the night, i say either increase the bonus or add some way to make it so they can be werewolves in the morning. Also i agree with removing the wolfsbane potion (or at least making it harder to get!) and the donate gold curing method. Add the (as long as you feed, you are in control) method that makes a little more sense perhaps? Also an interesting idea, maybe where the first bitten by the original werewolf/vampire gets bonuses for infecting others? Just an idea.
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