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Summon Units

See attachment for unit statistics. This is preliminary (after 1st round of testing) and open for minor changes. I'm interested in comments, concerns, etc. Please note that hit/def refers to 'to hit' and 'to defend'

Please refer back to "unit capabilities" thread as many skills behave differently in Ziky. I'm aware that the change in combat mechanics would make it harder to analyze balance of these units. Another thing to take into consideration is how racial units have +1 to defend and +2 armor once units reach the 3rd level of experience (comparable to Veteran)

What's below is tentative text in the Ziky manual.



Chaos:

This magic realm does not excel nor falter in summoning units. The biggest strength is the sheer number of options and that many of these have the ability to fly (which adds +1 to hit against ground units, among other benefits)

Hell Hounds - Common - Thanks to their high hit points and ability to hit flyers, Hell hounds are effective in groups at taking out weak chaos nodes, lairs, neutral cities, and possibly even towns of a nearby opponent wizard. Summoning an army of 8 stacks is manageable given their low cost. However, these units become obsolete quickly as their low attack rating can be easily blocked by advanced units and creatures.

Fire Giant - Uncommon - Fire giants can throw one giant boulder over long distances at the beginning of battle. This boulder deals good damage, wearing down the advancing army, and could severely hurt fragile units in one shot. In groups, this damage accumulates heavily. Its fire immunity, block, and ability to destroy walls have situational benefits. They are also decent scouts (mountaineer, scouting 2). The drawback of these units is the disappointing resistance rating.

Gargoyles - Uncommon - These flying creatures have various immunities (including against illusions) and a colossal armor rating for such early availability and low cost. They can also be good scouts as early flying units. On the other hand, their melee statistics are sorely lacking, making them useless against units with decent armor. Therefore, they are best used in early to mid-game as they get easily outdated.

Doom Bat - Uncommon - A highly mobile flying creature with a convenient combination of doom gaze (resistance reduction per attack) and poison. Best for swarming and poisoning tough units to death and against ranged units. Be aware that their scout rating is 1 (as opposed to 3), weakening their role as scouting units. Their high mobility are instead great for sneak attacks against lightly guarded cities.

Chimeras - Rare - These flying units have outstanding melee potential due to the combination of 9 melee per figure, fire breath, and the destruction capability which can significantly impair opponents' armor over time.

Efreet - Rare - Flying spell casters with strong hand-to-hand capabilities. Their teleporting capability also makes them outstanding units against ranged units and natural companions to chaos spawn. In groups, their barrage of spells can overwhelm opposing player.

Chaos Spawn - Rare - An interesting creature that deals 8 damage regardless of defense on top of an automatic resistance reduction of 3. Given that their damage potential isn't dependent on enemy's armor and resistance, they are best used against heavily armored units, primarily heroes, dragon turtles, golems, and the most advanced fantastic creatures. Their ability to reduce enemy resistance also provide many additional opportunities. Given their slow movement and low armor, protect these creatures from range attackers as much as you can.

Hydra - Very Rare - Don't let the seemingly poor statistics fool you, hydras essentially have 9 figures (heads), therefore having the highest hit points in the game (99) offsetting their disadvantage against ranged units (slow movement, low armor). The combination of 99 hit points and stun strike make them very hard to take down. Enemies that handle hydras best are high-armor units as they could block a lot of damage from each head. Their damage potential otherwise is outstanding when in good health and regeneration ensures hydras starting out with 9 heads for every battle. It is advisable to use more than 1 hydra at a time to get the most out of regeneration capability and given that these are affordable for their class (very rare), you can easily group them.

Great Drakes - Chaos' ultimate unit. They have higher damage-potential than any other unit in the game (including Sky Drakes!). They also have a very impressive number of hit points. This is the kind of unit that could fight on its own against formidable armies.

Nature:

This magic realm excels on summoning of creatures. There is such a large selection of magical creatures with varying costs and strategies that a player may not have the need to build up a non-magical army. Combined with 'conjurer', you can mass produce units to take out early nodes, conquer cities very early in the game, and provide a good challenge to opponents. Late units combined with iron skin and elemental armor are extremely hard to kill.

Nature units, for the most part, share some traits: sturdiness, resistance-based damage and high mobility.

War Bears - Common - These previously mediocre units are now among the strongest starting summoning units in the game. Their good mobility, first strike capability, decent armor, and impressive hit points make war bears nature's unit of choice for raiding cities early in the game.

Sprites - Common - these expensive early units do not work well by themselves as they can only shoot 4 times and their hand-to-hand capabilities are sorely lacking. They excel as healer support units that do not slow down an army (unlike shamans). They also work great as scouts in the beginning of the game as a couple of sprites can explore a big portion of the world relatively quickly. They also deal extreme ranged damage in nature nodes.

Giant Spiders - Uncommon - These can take more punishment than war bears and can cast 'web', one of nature's best early spells, to stop ranged attackers or tie flying units to the ground. Spiders are essential if you do not have access to 'web' outside of these units. Besides 'web, these units can deal substantial poison damage if they successfully hit an opponent. Therefore, it is crucial to enchant them with 'giant strength' to boost chances of poison attack. Given their good armor and poison attack, they work best against neutral cities and low-resistance fantastical creatures.

Cockatrices - Uncommon - These can deal damage regardless of defense with powerful four-fold stoning attack. Their fragility should be taken into consideration by the player to avoid unnecessary losses. Therefore, it is recommended to accompany cockatrices with strongest creatures so that their deadly, yet potentially sacrificial, attacks are used when necessary. Be aware that units with low resistance are least likely to survive stoning damage.

Basilisks - Uncommon - Basilisks are useful throughout the early and middle stages of the game. Their high hit points, decent strength, stoning, and ability to hit flying units make them great fighters. If possible, avoid situations where basilisks' low resistance could be taken advantage of (confusion spell, petrification, etc). Also, note that multi-figure units can easily break through basilisk's low armor, dealing massive damage (but then again, its stoning ability works great against multi-figure units).

Stone Giants - Rare - Formidable giants that are clearly superior to fire giants and can throw two boulders over long distances. These boulders could significantly damage or even kill enemy units and heroes. Once both boulders are used, these giants can put up a great fight, with extremely high armor and the ability of first strike. I decided to add 1 more attack point to Stone Giants (15 -> 16)

Gorgons - Rare - These units make cockatrices obsolete as their attacks also deal huge physical damage to units on top of stoning damage. Their massive hit points and solid armor points will ensure many chances of attacking opponents.

Behemoths - Very Rare - 60hp with brute force and a massive suppression effect that is best used when accompanied by other units. These are relatively affordable for 'very rare' so you may want to take advantage and summon more than one.

Colossus - Very Rare - Nature's spellcasting creature allows interesting tactics. These can also throw two giant boulders, dealing extreme damage to a unit. Regardless of magic, its hand-to-hand capabilities are outstanding, especially when combined with first strike. The extreme armor and resistance points combined with high hit points and various immunities make them very difficult to kill.

Great Wyrm - Very Rare - Nature's menacing wyrm can teleport and also withstand very heavy punishment before being vanquished. These creatures are particularly devastating against units with moderate to low resistance due to their deadly poisonous bite.

Sorcery:

There are only five creatures to summon from this realm. There are no options from 'uncommon' bracket, so you would have to rely on normal units and heroes at that point. Creatures generally have high cost and upkeep.

Floating Island - Common - A great alternative to transport ships so that you do not have to spend the time to build ship-related buildings. A single floating island can carry a full army and be summoned anywhere on the ocean. You might want to dismiss these islands once they serve their purpose (high upkeep).

Nagas - Common - Nagas no longer have poison attacks. Instead, each figure has a strength of 6 and the ability to stun enemy units, severely weakening their retaliation damage. Avoid flying units, halberdiers, and any other units that eliminate benefits of stun as nagas are fragile otherwise. Thanks to water walking, you may explore and conquer neighboring islands.

Storm Giant - Rare - These units have a very high upkeep cost but deal high, armor-piercing damage with its four ranged attacks. It's melee capabilities are solid but they can go down rather easily against well-experienced racial units.

Djinn - Very Rare - Flying, teleporting, wind-walking, spell-casting (40 MP) unit that can use ranged attacks up to 13 times. Given that Sorcery has very strong combat spells, adding 40 free mana for every djinn makes a huge difference. Also, their wind-walking ability gives djinn another role: flying taxis! While their hand-to-hand combat skills are very good, they are best used as support units alongside units/creatures designed for hand-to-hand combat (1 sky drake).

Sky Drake - Very Rare - While these dragons are rather fragile to physical attacks (compared to best units from other realms), their extreme mobility, unbelievable damage potential and magic&illusion immunities combined with your wizard's spells make them rather unstoppable in battle. Given their 6 movement and quick self-healing, unleashing a few of these can clear continents quickly.


LIFE:

There are very few to choose from and are arguably the least powerful set of fantastic creatures. They are generally expensive and have support roles.

Guardian Spirits - Common - Life realm's superior alternative to magic spirits. Enchanted nodes melded by guardian spirits are difficult to steal with opposing magic spirits. Likewise, guardian spirits are more likely to steal enemy nodes. While guardian spirits can engage in combat against weak troops and creatures, they are not cost-effective.

Unicorns - Uncommon - The first fantastic creatures you can properly use on the battlefield. They are strong melee creatures with a very high hit point rating and a minor +1 resist bonus to all bonus to your army. The ability to use a teleporting unit this early in the game is very welcome

Angel - Rare - Useful holy bonus for army and spellbook (20 mana). Combat-wise, they excel against death creatures and phantom units. Otherwise, the high cost does not translate to excellent melee potential.

Arch-angel - Very Rare - Extraordinary holy bonus +2 for army. Combat-wise, they excel against death creatures and multi-figure units (with self-cast invulnerability). Archangels have a low hit point rating for their excessive costs, thus vulnerable if targeted with direct damage spells.


Black Creatures:

Dead creatures have various immunities (poison, illusion, death, cold) and heal themselves through regeneration or life-stealing abilities. A few weaker creatures cannot heal at all. Along with nature realm, death has arguably the most cost-effective creatures in the game.


Skeleton - Common - While they are comparably weak as a summoned creature, they are the quickest units to summon as well as the only ones without upkeep cost. In large groups, they can conquer some neutral towns. They are also highly useful as city garrison because they require no maintenance.

Night Stalker - Uncommon - These units are best used for sneak attacks due to their invisibility. Their death-touch ability could come in handy against hardy units with moderate to low resistance (number of crosses) such as nature units. Combined with 'Black Prayer', they are highly dangerous units. A major drawback is inability to heal itself, but with such low upkeep, it is usually not recommended to dismiss these units when injured.

Werewolves - Uncommon - Regenerating, fast-moving troops with high hit points and a convenient 'weapon immunity' that makes them ideal for early town conquests. While the unique nature of the spell requires sacrificing a unit, you are not restricted by the location of the summoning circle. It is recommended to use this spell once you have magical weapons in order to enjoy their fullest potential.

Shadow Demons - Rare - Regenerating, hardy, flying casters (6 shots/20mana) with very good hand-to-hand capabilities make shadow demons useful in almost every battle when in groups. They can also travel between planes. These units make a formidable stack of doom, especially when using Darkness and Black Prayer.

Wraiths - Rare - As long as they are fighting against living creatures, wraiths are generally longer-lasting than statistics indicate thanks to their life-stealing abilities. They should be accompanied by other units when fighting non-living units as they technically are less powerful than other rare summons. Another problem is whenever their health is less than half: it is difficult to have them fully healed through battles. While these limitations are significant, wraiths have a low upkeep of 7 mana.

Death Knights - Very Rare - See wraiths. These are essentially faster, more powerful versions of them. Their sheer damage potential and capabilities can minimize their weakness against non-living creatures. They are also the cheapest very rare units to summon in the game, facilitating the formation of a deadly stack of doom.

Demon Lord - Very Rare - The ability to heal through range attacks puts demon lord as one of the best creatures of the game. Healing through attacks is also simple thanks to very high armor rating. Additionally, summoning three demons can distract and kill some enemy units. Their plane shifting ability is great for exploration and sneak attacks.
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Saved for additional content.

How rare creatures were improved from 1.31: because rare creatures need to compete against elite, possibly enchanted top racial units and heroes.

Resistance: given ziky's lowered resistances across the board, rare units generally have very high resistance.

Chaos Spawn: the '+1 speed' nature of mod helps it reach other side faster. 15hp ->25hp, The unit doesn't have the death/stoning abilities but 8-auto damage (2X as much) and 3 resistance reduction per blow leaves the toughest units vulnerable to resistance-based spells.

Efreet: -100 cost, -4 upk yet +1 to defend, 12hp->23hp, 9->14 attack, ziky's flying bonuses (e.g. 60% to hit against ground units), immolation, and even the ability to teleport.

Chimeras: +100 cost, but +1 to hit, ziky's flying bonuses, +2 attack, +1 firebreath, and the 'destruction' skill that takes away 2 armor per blow.

Stone Giant: +1upk, but +1 melee, +5 range & long range, +1 to defend, +1 armor, +5hp, and additional abilities like first strike and scouting 2.

Gorgons: One of 1.31 best 'rares' and it now gets +1 melee, higher armor (thanks to +1 to defend), a stoning gaze (-3), and all for 1 less upk.

Storm Giant: +3 melee, +4 ranged, +1 to defend, very high resistance, +4hp, and additional 'block' ... but it does cost more (+150/4).

Angel: +2 melee, angel's flying bonuses, +1 to defend, +3hp, 20mp magic caster, and a missile immunity with a similar cost/upk.

Shadow Demons: +2 armor, +1 to defend, +1 melee, +1 hp, ziky's flying bonuses, 20mp caster for 'darkness', and it only costs 25/1 more.

Wraiths: Probably about the same, but this unit was very powerful anyways.


Iron skin (which now gives ziky's 'large shield') is essential for rare nature creatures. Stone Giant/Gorgons have +1 to defend. Iron skinned stone giants would, in average, block 14*0.4 = 5.6 damage (6.8 if ranged). Iron skinned Gorgons would, in average, block 4.2 damage (5.6 if ranged).
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A general point about Common tier summons: early game, it's a lot easier to sacrifice some of your 10 mana/turn and 20 casting/turn for a summon than it is to sacrifice some of your 5 production/turn (starting city) for low tier conventional units, and they're a lot better as well. There's also no particular limit on transforming gold into mana, while there are significant limits on gold to production. As such, low tier summons don't need to be made better than they are in 1.31; IME hell hounds, sprites, and skeletons are somewhat overpowered in 1.31, and war bears, nagas, and ghouls are pretty reasonable. The problem is late game summons; when you've got ten cities with thirty production each, it's a lot easier to sacrifice time at a few of them than it is to sacrifice turns of your sixty casting skill.
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Very well! thumbsup

Not sure how the overall changes will affect the game play until I test it.

However the changes seem to lead in the right direction. jive

Quote:Great Wyrm - Very Rare - Nature's menacing wyrm can teleport and also withstand very heavy punishment before being vanquished. These creatures are particularly devastating against units with moderate to low resistance due to their deadly poisonous bite.
I suppose Wyrm do not teleport, but merge (as indicated in you manual), isn't it? Basically is like teleport + immunity to Crack Calls. smile
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Quote:A general point about Common tier summons: early game, it's a lot easier to sacrifice some of your 10 mana/turn and 20 casting/turn for a summon than it is to sacrifice some of your 5 production/turn (starting city) for low tier conventional units, and they're a lot better as well. There's also no particular limit on transforming gold into mana, while there are significant limits on gold to production. As such, low tier summons don't need to be made better than they are in 1.31; IME hell hounds, sprites, and skeletons are somewhat overpowered in 1.31, and war bears, nagas, and ghouls are pretty reasonable. The problem is late game summons; when you've got ten cities with thirty production each, it's a lot easier to sacrifice time at a few of them than it is to sacrifice turns of your sixty casting skill.

Nice, someone feels the same way. Common summons benefit from helping city use less farmers, while later on, powerful summons should be worth their costs.
Honestly, I don't know why I originally wrote commons are 'better than 1.31' and I took it out of the manual. They might be slightly better (with the exception of Hell Hounds) if all other units stayed the same. Otherwise:
  • Common summons will struggle more against lightly experienced units due to better exp bonuses and the +1 to defend/+2 armor from 60+xp units.
  • Common summons will struggle more against armory/stable units because those got boosted (and even spearmen/swordsmen/bowmen can do more now)
  • Common summons will struggle more against bigger/better summons due to overall boost in armor (and +1 to defend for 'rares')


How are sprites overpowered? Unless you have fun abusing the game mechanic flaw of '50 turns', these things do pathetic damage and die quickly outside of nature nodes. Hell hounds are surely overpowered tho, and may still be the best 'common' summon in Ziky early on, but you will notice that they can hardly cause damage to units with decent armor.

Quote:I suppose Wyrm do not teleport, but merge (as indicated in you manual), isn't it? Basically is like teleport + immunity to Crack Calls.
That's right, you took it too literal smile
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zitro1987 Wrote:Unless you have fun abusing the game mechanic flaw of '50 turns',

I do not think it is a flaw, it's a rule, like the 50 moves rule of the Chess: if your enemy is stronger than you, but you can survive 50 moves, then the result is a draw. smile
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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I agree, but having sprites (or stronger flying ranged units) shoot, wait 50 turns then escape, and repeat feels like a cheap tactic to me (and Kyrub) and we have something planned to discourage that behavior.

Therefore, sprites now have illusion immunity, +1 melee, and 'healer' (but +20 cost) as the unit would be somewhat weak without that tactic.
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zitro1987 Wrote:I agree, but having sprites (or stronger flying ranged units) shoot 50 times then escape, and repeat feels like a cheap tactic to me (and Kyrub) and we have something planned to discourage that behavior.
Problem is it sort of makes sense that units that can't be attacked by the defenders should auto-escape. The other possible fix is just adjusting the unit mix the game uses -- cities need to build bowmen or shamans (currently they just stock up on halberdiers), sorcery should cut down on phantom warriors and phantom beasts and replace with more rares (death already likes its night stalkers and demons, life units tend to have too much armor and life for this to be a really practical option, though giving unicorns heal is tempting).

Part of me wants sprites as 6 counters, invisible, ranged attack 1 (physical). Still fits a definite role, but 50 turn camping becomes not very viable (they aren't going to get shot down and are even better at camping, but don't do enough damage to kill much).
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zitro1987 Wrote:I agree, but having sprites (or stronger flying ranged units) shoot 50 times then escape, and repeat feels like a cheap tactic to me (and Kyrub) and we have something planned to discourage that behavior.

Never used, so it's fine for me. thumbsup

However I see a lot of tactics I never used (Basilisk + iron skin or guardian spirit + invulnerability) and when tried them it was no fun.

Because having fun is the main goal for playing a game, isn't it? smoke

Ending the battle always with a winner, without the possibility of a tie? huh

I'm not sure it is a good idea, however I'm sure you will explain when you're ready. thumbsup
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Ultimately, it's a question of what players have fun playing with. While there are players who like fooling the weak AI with loopholes it doesn't know the counter for, I think there are more players who prefer as strong a challenge as possible. If you want an easier game, go down a difficulty level. For the same reason, 11 starting books of the same colour should be changed to give a different bonus than currently. I'm personally having a lot more fun choosing among a multitude of balanced alternatives rather than having to handicap myself to get a challenge. At any rate, this is something that it's important to have a general policy on so everybody knows what your philosophy is.
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