The Evil... Is coming...

D

dArKzEr0

Guest
--Ever play DD?
No :)

--HOWEVER! One player is really Evil
Is it a random player? Or is it determined in the game lobby?

--EXAMPLE: You wouldn't put a Fire spell on a Water themed hero
Duh :p

--Hope you understand now
I guess. I'll look through the list of heros and feed you ideas.

dArKz

Edit: Do all heros have 6 abilities like the Viking? If so, whats the build for the heros? (I.e. You can pick 4 spells starting at level 1, another is available at level 6, and the ultimate at level 10).
 

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dArKzEr0 said:
--HOWEVER! One player is really Evil
Is it a random player? Or is it determined in the game lobby?

It's random, to make sure people don't always play the Evil player slot.
 
D

dArKzEr0

Guest
I guess this goes against the entire point of your map but...

That kind of sucks. If you get a n00b evil, the game would be crap, no? Also, what if that player leaves?

dArKz
 

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*Shrug* We're working on a way to prevent the first problem (of nooby evil's)

The second happens in DD all the time... Ya just hope he doesn't :)

Yes, those are the many downfalls, but hopefully people will only play with non-leaving players.
 

Sargon

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Well, Dark Deeds has survived for a while with the same format.

Also, you don't know who the evil player is. That's that makes it interesting.
 

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Sargon said:
Also, you don't know who the evil player is. That's that makes it interesting.

That's a good point, I don't know if you knew that, guessed that, or I explained it at all, but the Evil player secretly controls another players units, the "Evil team". He can create a small normal Adventurer army, AND an Evil army, depending on which of the 6 evil manifestations.

The manifestations, by the way, are:
Dracula
Dr. Frankenstein
The Wolfman
Dr. Jekyl and Mr. Hyde
Jack the Ripper
and last, but not least, the Headless Horseman.
 

Sargon

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Another interesting part of the game is that you don't train units or buy them. You make them. As in, your entire worker force and army is composed of your offspring.
 
D

dArKzEr0

Guest
Defender
--Holy Light
Can target self.
Lvl 1 - Heals X and deals 1/3 damage to Evil when in transformed state
Lvl 2 - "
Lvl 3 - "
--Defend
Turned on and off by toggle, like the footman defend
Lvl 1 - prevents X% range damage and X% melee damage but slows by X
Lvl 2 - ""
Lvl 3 - ""
--Devotion Aura (or thorns?)
--Magic Shield
Based on amulet of spell shield? or maybe just have a duration? Can be targetted?
--Grace of God (Ultimate)
Heals all nearby friendly units for XXX and adds XX bonus armor for XX duration.

Is this what you want? This wasn't very well thought out, considering I did it in about two minutes.

I'll add all suggestions to this post by edit, so that it's organized for you.

dArKz
 

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If you really want to submit that, we'll discuss it, but there's no deadline. We're only on terrain, and no where near done with it, so you have time to get creative.

By the way, the abilities for all 5 Tier 2 Adventurers is done. Check 'em out!
 
D

dArKzEr0

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Wow, I don't get the construct of your map. t2 Adventurers?

Also, is the way I listed the abilities ok with you?

dArKz
 

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Maybe this will help you understand the "construct" of the map. In short: Units upgrade into stronger units.

Yeah, the way you listed them is fine. Just make sure you have the right amount of abilities, the write type, etc. etc. In the link above, you'll understand what I'm talking about with abilities.

Please tell me if you decide to take up one of the heroes, so I can mark it as taken :)
 
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dArKzEr0

Guest
Ohhhh...
Militia (1)
- Squire (2)
- Archer (2)
- Monk (2)

Squire (2)
- Knight (3)
- Defender (3)

Archer (2)
- Arcane Archer (3)
- Sharp Shooter (3)

Monk (2)
- DD (3)
- OotSF (3)

yes??

dArKz
 

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Adventurer [1]
-Militia [2]
--Squire [3]
---Knight [4]
---Defender [4]
--Archer [3]
---Arcane Archer [4]
---Sharp Shooter [4]
--Monk [3]
---Dragon Disciple [4]
---Order of the Stone Fist [4]

-Wiccan [2]
--Illusionist [3]
---Enchanter [4]
---Mimic Mage [4]
--Evoker [3]
---Battle Mage [4]
---Elementalist [4]
--Conjurer [3]
---Planar Sorcerer [4]
---Summoner [4]

-Deacon [2]
--Priest [3]
---Exorcist [4]
---High Priest [4]
--Cleric [3]
---Battle Cleric [4]
---Prophet [4]
--Paladin [3]
---Holy Champion [4]
---War Paladin [4]

-Wanderer [2]
--Barbarian [3]
---Viking [4]
---Beast Fighter [4]
--Druid [3]
---Druid of the Grove [4]
---Druid of the Sky [4]
--Ranger [3]
---Hunter [4]
---Tamer [4]

-Rogue [2]
--Theif [3]
---Pick Pocket [4]
---Mugger [4]
--Shadow Walker [3]
---Assassin [4]
---Informant [4]
--Shadow Mind [3]
---Shadow Master [4]
---The Shadow [4]
 
D

dArKzEr0

Guest
Ok, ok, got it. I'll try a full set if you want, like the militia category. I won't actually set what the hero abilities should be, I'll just give ideas that you can easily modify. Also, how many abilities per hero, and what levels are they allowed to learn the abilities?

dArKz
 

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Read the first post in this thread to learn which Tiers have what kind of abilities, and the levels they need to go up to.

Do you know which hero you want to take? :p Only one at a time, so if you finish and want another, you're welcome to it.
 
D

dArKzEr0

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I guess I'll work on the Excorcist for now, but that's tommorrow, it's bedtime for me.

dArKz
 

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Sweet, I'll update the list on OM.com that you're taking the hero :) Thanks!

And good night ;)
 
D

dArKzEr0

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Exorcist
Healing Wave
Healing wave…(I figured that since this hero is upgraded from a priest, he needs a healing spell)
Level 1 – 130 heal, 4 jumps, 135 mana
Level 2 – 180 heal, 6 jumps, 145 mana
Level 3 – 240 heal, 8 jumps, 155 mana
Level 4 – 320 heal, 10 jumps, 165 mana

Sleep
Puts a target enemy unit to sleep. A sleeping unit can be awoken by attacking it. Each level increases duration and reduces mana cost.
Level 1 – 20 unit duration, 5 hero duration, 115 mana cost.
Level 2 - 40 unit duration, 10 hero duration, 100 mana cost.
Level 3 – 60 unit duration, 15 hero duration, 85 mana cost
Level 4 – 80 unit duration, 20 hero duration, 70 mana cost

Release Demons (based off of aerial shackles or life drain)
The Exorcist channels powerful pure energy through a target sleeping unit in order to release evil demons. Every second has a percent chance of releasing a demon. The Exorcist captures the released demons and forces them to do his own bidding.|nLasts 6 seconds.|nEach demon released deals 225 damage to the target unit.|nTarget unit must be asleep.
Level 1 – 8% chance per second, 85 mana cost
Level 2 – 12% chance per second, 105 mana cost
Level 3 – 16% chance per second, 135 mana cost
Level 4 – 20% chance per second, 155 mana cost

Unholy Sear (based off of black arrows or incinerate)
The Exorcist adds a numinous flame to his attacks. This flame adds bonus damage based on the number of demons the Exorcist has released, and sears the targets soul so that if it dies while under the effect of unholy sear, a demon will be released.
Level 1 – (1 x Number of Demons) bonus damage, .5 second duration, 40 mana cost
Level 2 – (1.5 x Number of Demons) bonus damage, .75 second duration, 45 mana cost
Level 3 – (2 x Number of Demons) bonus damage, 1 second duration, 50 mana cost
Level 4 – (2.5 x Number of Demons) bonus damage, 1.5 second duration, 55 mana cost

Soul Persuasion [Ultimate Spell] (based off of charm)
The Exorcist uses his cunning magic to persuade the souls of his enemies to join his cause. Gives control of a target non-hero unit.
Level 1 – Level 4 max, 60 cooldown, 105 mana cost
Level 2 – Level 5 max, 50 cooldown, 115 mana cost
Level 3 – Level 6 max, 40 cooldown, 125 mana cost

Voodoo Spirits [Mastery Spell] (based off of locust swarm)
Creates a swarm of angry demon spirits that bite and tear at nearby enemy units. As they chew the enemy flesh, they convert it into life essence that restores hit points to the Excorcist when they return. |nNumber of spirits is proportional to number of demons released.|nLasts 30 seconds.
Level 1 – 30 seconds, 250 mana cost
No demons 5 spirits
1 demon 7 spirits
2 demons 9 spirits
3 demons 11 spirits
4 demons 13 spirits
5 demons 15 spirits
6 demons 17 spirits
7 demons 19 spirits
8 demons 21 spirits
9 demons 23 spirits
10 demons 25 spirits
11 demons 28 spirits
12 demons 31 spirits
13 demons 34 spirits
14 demons 37 spirits
15 demons 40 spirits
16 demons 44 spirits
17 demons 48 spirits
18 demons 52 spirits
19 demons 56 spirits
20 demons 60 spirits

What do you think?

dArKz

Edit: Fixed typo in tooltip: "effect of unholy"
 

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Cool, thanks :) We'll discuss it and let ya know when we decide.
 
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dArKzEr0

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Wow, you're quick. Were you sitting here refreshing this page or something?? :nuts:

dArKz
 
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