Was not meant to post again too early, but wanted to mention and progress in the idea of a TOTALLY new (At least in wesnoth
) concept for some type of wild east undead.... name Badlands Undeads. Featuring cowboy like skeletons with access to gunpowder that also are lawful, well adapted to heat and sand... but dislike wet places (like how cats hates water, in a similar way). It was just too good for me to just ignore that idea and just developed in the post (yes I know scout unit missing, and YET there are NO COWBOYS
, but I was not sure if it was a better idea making him a mounted skeleton or idk)
Edit: posted conjurers might be too OP (maybe?), might considerably increase price (a bit?) and decrease their castle/village defenses to only 50% because otherwise.... they're scary OP at lv1... at a next time I edit the post.
After thinking a while and that fire melee horses at satanist lines got moved to lv3 (will probably re add a lv2 soon again LOL, a lv2 that advances to the mentioned lv3) . As well concluded that instead of torchs (originally was the idea) considered that probably a flamming sword would suit better and look cooler on these
, meanwhile the flaming swords that was meant for both templars and mounted templars at lv3 got replanned into lightning swords with marksman bonus.
Lastly, if I add marksman bonus to both templars and mounted templars... how I gonna make the arcane lines can compete with the other option having FIRE MARKSMAN MELEE (but only at lv3) ??? .... well.... my idea was considering that arcane fighters and mounts will feature cures (poison) since lv2 (original concept) and also in lv3 regenerates+4 (that is new feature) which might be of a lot of help in survivals or in maps where villages are not so common. After considering doing this modification also said, WHAT IF.... I just remove any sort of team healing in the entire faction and replace it with some regenerates? I pretty like much the idea because it just proves how selfish are inquisitors in overall and definitively shines better my concept making them differ more than the generic concept of divine warriors.


Edit: posted conjurers might be too OP (maybe?), might considerably increase price (a bit?) and decrease their castle/village defenses to only 50% because otherwise.... they're scary OP at lv1... at a next time I edit the post.
After thinking a while and that fire melee horses at satanist lines got moved to lv3 (will probably re add a lv2 soon again LOL, a lv2 that advances to the mentioned lv3) . As well concluded that instead of torchs (originally was the idea) considered that probably a flamming sword would suit better and look cooler on these

Lastly, if I add marksman bonus to both templars and mounted templars... how I gonna make the arcane lines can compete with the other option having FIRE MARKSMAN MELEE (but only at lv3) ??? .... well.... my idea was considering that arcane fighters and mounts will feature cures (poison) since lv2 (original concept) and also in lv3 regenerates+4 (that is new feature) which might be of a lot of help in survivals or in maps where villages are not so common. After considering doing this modification also said, WHAT IF.... I just remove any sort of team healing in the entire faction and replace it with some regenerates? I pretty like much the idea because it just proves how selfish are inquisitors in overall and definitively shines better my concept making them differ more than the generic concept of divine warriors.
Statistics: Posted by IPS — Yesterday, 5:12 pm