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  #171  
Old October 8th, 2008, 06:46 PM

llamabeast llamabeast is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Awesome.
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  #172  
Old October 8th, 2008, 06:57 PM

llamabeast llamabeast is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Oof, research malus 2 on the shaman is quite harsh. The ones with nature instead of astral will be quite painfully useless.

Still, despite my endless complaining, thanks very much for adding them!
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  #173  
Old October 8th, 2008, 07:00 PM

llamabeast llamabeast is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Ouch, skink priest has gone up to 90 gold! Aah! The 70-gold priests were my favourite thing!

This will call for some serious strategy rethinks. Are you sure they should be so expensive? They're not exactly powerful in anything less than very large numbers.
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  #174  
Old October 8th, 2008, 07:01 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Llama you are spamming ban your self
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  #175  
Old October 8th, 2008, 07:03 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

.
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  #176  
Old October 8th, 2008, 07:30 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

The skink priests were actually 90 gold in the last version too.
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  #177  
Old October 8th, 2008, 07:31 PM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Really? Obviously I've cracked. Ah well.

Apologies for the overexcitable spamming Sombre.
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  #178  
Old October 9th, 2008, 02:52 AM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

A wild llama was sighted kicking and braying. Unrest has increased by 10!
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  #179  
Old October 9th, 2008, 05:57 AM
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

/me hands Sombre a Rat Tail.
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  #180  
Old October 9th, 2008, 05:58 AM

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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Eep!
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