Closed KroArtem closed 5 years ago
Archers cannot equip shields, so yes, they can equip one less item. It is planned for them to be able to equip bows as well when those are introduced.
They definitely should get more abilities as time passes, as well as higher-level unit types (I would need to find historical references for elite archers for the latter though). Some ideas for abilities floated around were:
There was also a suggestion to allow them to set traps.
I'm not sure about Tracking skill, will it be useful or not. A skill that gives +1 range would be also great.
An ability that increases range sounds good - though it has to be considered that since bows are planned to increase range, it might make the unit overpowered. Perhaps for archers could get a range increase through better bows, while units who throw axes (i.e. dwarven scouts) would get a range increase through an ability that represents improved throwing.
An update on this, I've recently added two learnable abilities specific to ranged units, namely Precise Shot and Scouting.
Nice, I'll have a look when I have enough time.
Archers still lack profits when you develop to teuton civilization and further. It's possible to get + damage but it is clearly not enough in comparison with kriegers'/ritters' improvements.
instead +damage, i would suggest adding tactical advantages of having archer hero, like ability to set up traps (resource, mana or limited stock per ability level), or to use web to bind flying units or ability to hide from sight (like tree stumps) by using mana.
Closing this issue as of https://github.com/Andrettin/Wyrmsun/issues/21#issuecomment-504457419
Leaving description blank, will fill it later.
Currently archers have only two abilities and are easy to be killed. Due to their small hp they don't get healed automatically by potions in time. I haven't checked it properly but it seems like they can have less items equipped. All in all: better to use axefighter/erala/krieger.