A standalone expansion of the Call of Warhammer experience. Fewer scripts, unlocked gameplay, brand new factions, new continents, dozens of new units, new music, and much more.
We haven't decided yet, it's hard not to make him OP. Probably something similar to the Anvil of Doom, most likely with 2-3 options to switch between, like the Bright Wizards or Empire Cannons, so he can hit over a larger area or concentrate on one thing.
Since they are most likely the strongest magicians in the Warhammer world it's probably really hard to balance his attacks, but i think another way to balance him is to make him double as expensive than a bright wizard and only have 1-3 units in a squad. Also you can limit them so you can only have like 1 per army (except for custom battles). We can't forget the fact that they are very weak in melee combat as any other magician in this mod so if you aren't defending them well they could easily die.
I was thinking to limit them to certain generals, so you can't even build them. Then they'd be very rare and precious, since losing one means one less permanently, which is actually how it is in the lore, there's no more Slann spawnings.
That sounds like a very good idea! How many will you start with then? Remember that too many slann in an early game could be too overpowered, so maybe just one or two would be fine i would believe.
nice! what magic/projectile effects will the slann have?
We haven't decided yet, it's hard not to make him OP. Probably something similar to the Anvil of Doom, most likely with 2-3 options to switch between, like the Bright Wizards or Empire Cannons, so he can hit over a larger area or concentrate on one thing.
Since they are most likely the strongest magicians in the Warhammer world it's probably really hard to balance his attacks, but i think another way to balance him is to make him double as expensive than a bright wizard and only have 1-3 units in a squad. Also you can limit them so you can only have like 1 per army (except for custom battles). We can't forget the fact that they are very weak in melee combat as any other magician in this mod so if you aren't defending them well they could easily die.
I was thinking to limit them to certain generals, so you can't even build them. Then they'd be very rare and precious, since losing one means one less permanently, which is actually how it is in the lore, there's no more Slann spawnings.
Will certain legendary lords including slann be in custom battles?
That sounds like a very good idea! How many will you start with then? Remember that too many slann in an early game could be too overpowered, so maybe just one or two would be fine i would believe.
Holy ****, please tell me someone is paying a fortune for this cause whoever made this model deserves it.
May God hear you my friend.
Wow that he 3d models ? For he second tougth it whas he fig.
Yep, this is the model that will be in the game.
Amazing model and texture
Jabba the hutt :O
Will they be single units or will they come with an escort of Temple Guards?