It would be fun for ranged units at least, ogres too if they get adjacent to folk...
Post a link on the old thread when I start a new one? What do you mean? Like necro the old threads to tell them about this new one?
pretty much, I was in V3.0 which just sort of faded and I had no idea that a new one had formed until now.
Cultist seems like it is essentially a cleric who specializes in Dark unit buffing. An interesting idea. As is I don't think it'll make it to 3.7 BUT I may tinker with it a bit and allow it to show up.
It should be a good deal weaker than a cleric in terms of healing, as it can only heal a single target by 1. It is sort of taking a horde approach to healing and would mostly be used to make skeletons tougher, with the potential to sacrifice one to keep a unit alive for another turn. But certainly, there is already a healer in the game. But obviously there will be no hard feelings if you just drop it/steal its concepts for other units/rework it into something different.
As for the Giant Snail, there is a reason I removed Geomancers. Terrain based things are just too powerful/weak. Powerful in some situations and almost useless in others. But like with the cultist I may put it in later but as is it's a no.
The sappers at least still messed with terrain the last time that I looked, but it certainly would be a departure from the aesthetic in that regard, and I admit that that didn't occur to me. so to summarise... Fair enough.
Sorry to say but this unit will probably never be in the game. When you take into accounts that one could simply kill skeletons forever and eventaully get to the point where they have unlimited [basically] summons and it's just not worth it. Though the image of a pladin killing hoards of Skellys simply by walking through them is kinda funny. Plus, the most important reason actually, I don't want to deal with more than 4 summons per team. It's simply something I don't want to deal with. MAYBE 5 one day but for now 4 is a sweet spot. I do like the idea of a summoner buffer or perhaps buildings of sorts... I'll look into that.
Well the four summon limit is a pretty clear deal-breaker for this, but to say my piece:
The idea was that skeletons would indeed be sacrificed to it indefinitely to make a horde, but as an ability it could only be used once per turn(per obelisk, I guess you could have more than one...) and would use up your skeletons, so it would cost a significant number of actions to feed it. The other aspect is that it would be defenceless, forcing its army to defend it or abandon it, which could be interesting. Although it occurs to me that a particularly resourceful player could have an ogre haul one around... Oh, nevermind, ogres only grab enemies, so they can't use their ability to bypass the move-or-attack rule either...
Long story short: Thanks for the critique.