[UMC Rescources] New Unit Abilitys (Potential Megathread?)

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The_Other
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by The_Other »

Hit-and-Run is actually far easier than you're making it
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Dugi
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by Dugi »

Continuing my post listing the abilities, I think I have come to a length limit.

Nova (Elvish Sylph): All enemies within the range of 2 tiles' radius from the unit take damage.
Spoiler:
Inspire Frenzy (Berserker): All adjacent allied dwarves gain melee berserk.
Spoiler:
Mind Raid (Saurian mages): Will drain an amount of exp proportional to damage and it will be added into the attacker's exp bar.
Spoiler:
Shockwave (some tough melee fighters): All units adjacent to the target will be knocked away from it and slowed.
Spoiler:
Disintegrate (a possible weapon upgrade): 5% chance to kill regardless of the unit's hp
Spoiler:
Focused, Guided (Elvish Sharpshooters): Chance to hit 80% and 90% respectively.
Spoiler:
Lavaflow (can be used only once per scenario): The attack will transform the terrain under the unit and also a few tiles behind it into lava, dealing damage to everything that stood on it.
Spoiler:
Reveal (Sharpshooter): All adjacent elvish allies gain marksman.
Spoiler:
Lawful, chaotic: A weapon special makes this particular attack affected by the time of day, so that it is possible that a unit has one attack that works at night and another one that works during the day.
Spoiler:
Duel (Master at Arms, Nagas, Deathblade): Like berserk, but the attack is repeated only twice (or four times).
Spoiler:
Burning Aura (granted by an item): All adjacent enemies take damage at the beginning of their turn.
Spoiler:
Freezing aura (from an item): All adjacent enemies are slowed at the beginning of their turn.
Spoiler:
Dark aura (from an item): All adjacent enemies are poisoned at the beginning of their turn.
Spoiler:
Reflect (Saurian Flanker): All attackers take 1/4 or 1/2 of the damage they caused to Saurian.
Spoiler:
Summoning (Ancient Lich): On adjacent tiles to the unit, level 1 undead can be recruited for 150% of their normal cost.
Spoiler:
Pierce (Grand Knight, Paladin): Will hit also an enemy behind the target, for 1/2 of the damage.
Spoiler:
Masterguard (Drarvish Sentinel): A greater Steadfast ability.
Spoiler:
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Dugi
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by Dugi »

The_Other wrote:Hit-and-Run is actually far easier than you're making it
That method is utterly useless. When you enter a unit's ZoC, that is done almost anytime when you attack a unit, you lose all movement. It would be rather hit before you run, because you can actually use it when the unit stands next to the enemy unit, to attack and flee then, but the conception of hit and run was based on arriving, attacking and running away, not attacking, getting attacked, and then being allowed to attack again before running (will work like designed on Walking Corpses and Vampire Bats).
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Xudo
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by Xudo »

Weapon special: Flare
Enemy hit by this weapon going to emit light.
Spoiler:
Weapon special: Cloud
This weapon emit cloud of deadly substance. It will always hits enemy behind your target.
Considers additional enemy resistance. Gives experience if additional enemy gets killed.
Spoiler:
Vincinct
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by Vincinct »

unit ability
inspiring/inspire/valiant (goblin [impaler?whichever one is the leader one])
this valiant goblins pure willpower is enough to inspire units of all levels around it.
Spoiler:
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Celtic_Minstrel
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by Celtic_Minstrel »

It's easy, if you want it to give the same bonus regardless of level:

Code: Select all

#define ABILITY_VALIANT
[leadership]
  id=valiant
  name=_"valiant"
  description=_"put your description here"
  # also needs female and inactive variants of name and description?
  value=25 # or whatever percentage bonus you want the unit to give
  cumulative=no
  affect_self=no
[/leadership]
#enddef
(I called it "valiant" because "inspire" is already used for a leadership++ ability in Hammer of Thursagan (which works exactly like normal leadership except that it affects units of equal level as well.)
Author of The Black Cross of Aleron campaign and Default++ era.
Former maintainer of Steelhive.
Velensk
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Re: [UMC Rescources] New Unit Abilitys (Potential Megathread

Post by Velensk »

I'm just noting here to adament that I am using your water-only ability for EoFM.

Thank you for creating it.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
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