User:Phasma/Pumpkin Patch/Creature Changes
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Core Changes[edit | hide | hide all]
- Poison renamed to Venom (and Poisonous to Venomous)
Castle Creatures[edit | hide]

Zealot: Cast Advanced
Bless 1x per combat at 6 Power
- The new ability makes the unit more interesting and slightly more useful, since before Zealots were one of the weakest T5s, hardly used in any scenario.

Archangel: Speed 18 → 17
- Archdevils now have a chance to go before Archangels in combat, provided they are the attacker. It also makes easier for other T7s to be faster than Archangels.
Tower Creatures[edit | hide]

Stone Gargoyle: "Immune to Petrification" gained
Obsidian Gargoyle: Damage 2–3 → 2–4; "Immune to Petrification" gained
Stone Golem: "Immune to Petrification" gained
Iron Golem: "Immune to Petrification" gained
Master Genie: Anti-Magic cast removed
- Casting Anti-Magic by genies was usually more annoying than helpful, since it stopped all other buffs from being cast.
Inferno Creatures[edit | hide]

Imp: Growth 15 + 8 → 18 + 9
Familiar: "Magic Channel" 20% → 33%
Hell Hound: Growth 5 → 7
- Higher growth should allow for more demon farming. Magic channel rate increased to make it a meaningful ability you might want in the final battle.
Necropolis Creatures[edit | hide]

Wraiths: Speed 7 → 8
- Since Vampire Lords are less available, and so are Dread Knights, perhaps Necropolis players might choose to upgrade Wraiths in order to have a fast token for extra movement points.

Ghost Dragon: Aging no longer considered a 5th level spell (cannot be resisted by Black Dragons)
Dungeon Creatures[edit | hide]

Scorpicore: Cost 1050 → 1000
; Damage 14–20 → 16–20
Stronghold Creatures[edit | hide]

Orc: "No melee penalty" gained
Orc Chieftain: "No melee penalty" gained
- Improving one of the weaker T3 shooters into a reasonable powerstack, while keeping the core identity of the unit.
Fortress Creatures[edit | hide]

Chaos Hydra: New ability: Regenerates 25 HP per turn
- From my testing, 25 HP regeneration is enough to make small battles much easier, while having little impact on late-game battles.
Conflux Creatures[edit | hide]
All elementals were made to fit into the same tier, and have the same growth. Perhaps this might make each type of elemental similarly desirable, depending on the context.

Air Elemental: Cost 250 → 350 

Storm Elemental: Cost 275 → 400
- Air Elementals and Storm Elementals: Vulnerable to Meteor Shower and Implosion; Immune to Lightning Bolt, Chain Lightning, Titan's Lightning Bolt

Water Elemental: Cost 400 → 350
; Growth 6 → 5
Ice Elemental: Cost 375 → 350 

Fire Elemental: Cost 350 → 300
; Movement Ground → Flying
Energy Elemental: Cost 400 → 350 

Earth Elemental: Cost 400 → 350
; Growth 4 → 5
Magma Elemental: Cost 500 → 400
- Earth Elementals and Magma Elementals: Vulnerable to Lightning Bolt, Chain Lightning, and Titan's Lightning Bolt; Immune to Meteor Shower and Implosion
- Fixing the inconsistency introduced by NWC
- Earth Elementals and Magma Elementals: Vulnerable to Lightning Bolt, Chain Lightning, and Titan's Lightning Bolt; Immune to Meteor Shower and Implosion

Phoenix: Speed 21 → 19
Factory Creatures[edit | hide]

Halfling: Attack 4 → 2; Shots 24 → 12
Halfling Grenadier: Shots 24 → 16; Damage 2–3 → 1–3; Attack 5 -> 6
- Probably the strongest T1 unit, with its own specialist as well. Now they are strong, but not ridiculous.

Gunslinger: Shots 16 → 24
Bounty Hunter: Damage: 14-24 → 18-24; Shots 24 → 32; Health 45 → 50
- A unit with a fun gimmick, which is nowhere near as useful as it seems. There are a lot of strategies for dealing with range troops, including Tactics, Haste, Forgetfulness, Air Shield or just fast tokens. Bounty Hunters ought to be the 2nd most powerful shooter, after Titans.

Juggernaut: Attack 23 → 28; Defense 23 → 28; Speed 7 → 8; Cost 3,500
+ 2
→ 4,000
+ 2
- Solidifying the identity of the Juggernaut as a powerful, but very expensive unit.
Neutral Creatures[edit | hide]

Gold Golem: Level 5 → 4; Growth 3 → 4
Diamond Golem: Level 6 → 5; Growth 2 → 3
Enchanter: Level 6 → 5; Growth 2 → 3; Slow and Haste casts removed; Curse and Fortune casts added
- Reducing the randomness associated with rolling these two spells in combat with Enchanters present.
War Machines[edit | hide]
Faction Changes[edit | hide]

Peasant

Satyr

Leprechaun

Gold Golem

Diamond Golem

Mummy

Troll

Boar
- As a result, mapmakers can place Golems in the Tower's starting zone without fear of causing the player to incur terrain penalty.
AI/Fight Value Changes[edit | hide]

Zealot: 750/500 → 700/500 (since the AI tends to use them poorly)
Obsidian Gargoyle: 201/155 → 216/170 (since their damage range was increased)
Titan: 7500/5000 → 8000/5000
Vampire Lord: 783/652 → 798/665
Medusa: 517/379 → 520/379 (since their special ability has been improved)
Medusa Queen: 577/423 → 580/423 (since their special ability has been improved)
Wolf Raider: 203/174 → 211/174
Cyclops: 1266/1055 → 1330/1055
Basilisk: 552/506 → 554/506 (since their special ability has been improved)
Greater Basilisk: 714/561 → 718/561 (since their special ability has been improved)
Chaos Hydra: 5931/5272 -> 6229/5573 (since they gained a new special ability)
Halfling Grenadier: 95/75 → 90/75 (since their damage has been reduced)
Automaton: 669/398 → 605/398
Sentinel Automaton: 947/631 → 810/631
Bounty Hunter: 1454/932 → 1494/973
Dreadnought: 3879/3879 → 4047/3879 (since their upstack has had its stats increased)
Juggernaut: 6433/5361 → 6625/5521 (since their stats have been increased)
Troll: 1024/1024 → 934/934 (since their special ability has been worsened)
Enchanter: 1210/805 → 968/805 (since their special ability and stats have been changed)
Rust Dragon: 26433/24030 → 26697/24271 (since their special ability has been improved)
Azure Dragon: 78845/56315 → 80816/57723 (since their special ability has been improved)