Green Mage

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irrevenant
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Post by irrevenant »

Hmm, perhaps plague should turn them into a new Level 0 Wose Sapling unit?
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Post by Oreb »

NOOOOOOOOOOOOOOOO! THE SAPLING HAS NEVER BEEN USED

AND SHALL NEVER BE USED UNLESS IN A WOSE AND WOSE ONLY CAMPAIGN
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irrevenant
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Post by irrevenant »

You mean there's an existing sapling unit? I thought I was proposing it...
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Noyga
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Post by Noyga »

There are already Woses Sapling units in Lost heroes Era.
Notice that the graphics comes with wesnoth default install, but you need to get a .cfg elsewere.
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Post by Emmanovi »

Making Woses/Saplings seems a bit powerful to me....
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irrevenant
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Post by irrevenant »

Emmanovi wrote:Making Woses/Saplings seems a bit powerful to me....
True. You can get away with giving Walking Corpses plague because they're too weak to easily kill an opponent. This Green mage looks like he'd be too powerful for that to be balanced.
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Post by Tux2B »

Woses with walking corps' ability :shock: And it would violate RIPLIB!
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Post by gabba »

Here's an idea to integrate the plague(Wose) idea without making it imbalanced:

- The green mage's only attack is an impact+slow.
- He has a lot of HP (about 80), so it takes a long time to fully recover - see why below
- He turns killed enemies into Woses (or "uses their life essence to animate a tree"), but the trick is that it costs him most of his life energy: I suggest 70 HP. So he can't create a wose unless he's almost at full health. Since it takes 9 turns in the best conditions to recover from a 70 HP loss, the mage can't go around creating an army of walking trees.

Then you give regenerate and a better attack to the lvl.3 mage of nature, to make upgrading interesting.

Edit: of course, the Woses created that way would be normal, they would NOT have the plague ability.

Alternate idea: center the green mage on Slow magic.
Green Mage (lvl. 2)
- low HP
- low Movement Points
- forest movetype
- his only attack (green ball) is ranged slow+magical (so, different from the elvish priestess)
(- regenerate? fits well with the theme and he has low HP anyways)

Mage of Nature (lvl. 3)
- add Slow Aura. This would cause all adjacent enemy units on any terrain except castle/village (not natural enough) and beach/desert/mountains/deep water (not too many plants) to be automatically slowed. Yeah I know, pretty powerful, but he's lvl.3 (and it's cool).
- Still rather low HP
- his attack is now ranged magical (doesn't need to be slowing), and does a bit more damage than at lvl.2
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Post by Emmanovi »

gabba wrote:Here's an idea to integrate the plague(Wose) idea without making it imbalanced:

- The green mage's only attack is an impact+slow.
- He has a lot of HP (about 80), so it takes a long time to fully recover - see why below
- He turns killed enemies into Woses (or "uses their life essence to animate a tree"), but the trick is that it costs him most of his life energy: I suggest 70 HP. So he can't create a wose unless he's almost at full health. Since it takes 9 turns in the best conditions to recover from a 70 HP loss, the mage can't go around creating an army of walking trees.

Then you give regenerate and a better attack to the lvl.3 mage of nature, to make upgrading interesting.

Edit: of course, the Woses created that way would be normal, they would NOT have the plague ability.

Alternate idea: center the green mage on Slow magic.
Green Mage (lvl. 2)
- low HP
- low Movement Points
- forest movetype
- his only attack (green ball) is ranged slow+magical (so, different from the elvish priestess)
(- regenerate? fits well with the theme and he has low HP anyways)

Mage of Nature (lvl. 3)
- add Slow Aura. This would cause all adjacent enemy units on any terrain except castle/village (not natural enough) and beach/desert/mountains/deep water (not too many plants) to be automatically slowed. Yeah I know, pretty powerful, but he's lvl.3 (and it's cool).
- Still rather low HP
- his attack is now ranged magical (doesn't need to be slowing), and does a bit more damage than at lvl.2
I seem to have mixed suggestions.... either powerful magic/no melee, or more powerful melee/less powerful magic.

Aren't some of those hard to code?

RIPLIB?

When I tried adding poison to the ranged attack, it colased into "magicalpoison" rather than "magical, poison". I'll have a look at the file.
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Post by Dark Helmet »

Also it only takes 7 turns to recover 70 hp: A healer or town for 8 + 2 for standing still.
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Post by Tomsik »

Dark Helmet wrote:Also it only takes 7 turns to recover 70 hp: A healer or town for 8 + 2 for standing still.
Healing is not cumulative, if you stay in town, have regenerate and healer near, you will still heal 8 hp.
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Post by Tux2B »

True. But being on a village can help because sometimes you get 10HP.
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Post by Emmanovi »

Tux2B wrote:True. But being on a village can help because sometimes you get 10HP.
AFAIK, there is a limit of 8 healing per unit.
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Post by Tomsik »

Tux2B wrote:True. But being on a village can help because sometimes you get 10HP.
Hmm...? :?
I did not ever seen 10hp heal.
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Post by Darth Fool »

To get 10HP heal, you have to have not moved. Whenever you have all your movement points at the beginning of your turn, you get healed 2pts.
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