Spiritual/Ghostly Movetypes

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Christophe33
Posts: 826
Joined: January 21st, 2004, 1:10 am
Location: San Diego, CA

Post by Christophe33 »

I always wondered if bats were truly undead (imply that they died then came back to some type of life) or just nasty animals controled by undeads. vampire are supposed to be able to control bats and wolf for example. If this is right then bats should be more resistant to holy attack than true undead.
I think non-corporal units should be resistant to slow, specially the non magic form. Maybe the resistance of ghost to other weapon should be affected by daylight...they would be very resistant by night and far less by day. I'm not sure it is possible to code that or if any developper wants to bother with it.
Note that you can simply modify the resistance&move of individual units to be different from its initial move type. So you might not need to create another one.
Never tell a dwarf that he shortchanged you!
Neoriceisgood
Art Developer
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Post by Neoriceisgood »

As I see it
skeletal creatures would be weakest to blunt and holy, however have no mayor weakness to fire as burning bone is illogical unless you get to a temperature that would melt about anything.
"Ghastly" creatures like the ghost branch would be _very_ weak to both fire and holy however plenty resist to pierce and slash, and around 0-10% for blunt.
Fleshy creatures like the walking corposes and ghouls should probably be less resistant to slash and pierce, but more resistant to impact; however I believe that both fire and holy would still be very effective against them; (though it depends how much of "fleshy" you could consider these creatures as I can believe walking corposes to just be skeletons with flesh ontop)

The last would be the still living creatures like dark adepts and probably vampire bats who would lack the mayor weakness against light (Perhaps a small weakness) however impact and fire could still do harm.
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