Goblins aren't the best unit, but they're really good at setting traps (if they're trappers). Place a trap under the feet of a Paladin or a rider on a lizard, and there's a chance they won't make it, which can be very helpful. Otherwise, I almost don't use them, except maybe to finish off enemies. And you can never have too many goblins, especially if you have the War Cry skill.
Posts from Orcs – discussion about the race.
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4 possible outcomes:
1. The unit stops.
2. The unit moves two squares less than it should.
3. The unit moves one square less than it should.
4. The trap triggers prematurely, and the goblins are pushed back to the beginning of the attack turn order.
N for the target unit is calculated using the following formula:
N(t) = Level + Rank + (Unit_Size - 1) / Weekly_Growth
where Level is the unit's level, Rank = 1 if the unit is advanced, and 0 if not.
For the goblin unit, N is calculated using a different formula:
N(g) = 1 + Unit_Size / 25
where Unit_Size is the number of goblins in the unit at the time the trap is set.
The probabilities of the outcomes depend on the difference N(g) - N(t):
If N(g) = N(t), the probabilities of all outcomes are equal - 25%.
If N(g) > N(t), the probabilities increase in favor of the goblins by 5% for each unit of difference.
The probability of any of the outcomes cannot be less than 5%.
If N(g) < N(t), the probabilities increase in favor of...
Example 1: If N(g) exceeds N(t) by 1 (+1), the chances become 30%/25%/25%/20%. With a difference of +4, the chances
become 45%/25%/25%/5%. The 5th point of difference cannot further reduce the probability of the last outcome and
reduces the probability of the second-to-last: 50%/25%/20%/5%.
Example 2: A unit of 100 goblins (N=4) sets a trap, which is triggered by 7 lava dragons (N=14). N(t)
exceeds N(g) by 10 points, and the chances shift in their favor. The result is 5%/5%/15%/75%: the trap will trigger
prematurely with a probability of 75%, and only with a probability of 5% will it completely stop the dragons.
Now all races are made equal; Orcs aren't that cool, and Goblins can switch sides. They don't really have magic; their only advantage is close combat. In some ways, they resemble Fortress with Titans.
In the second and third parts, a Barbarian could learn magic in his own city, and in the fourth part, in the city of an ally or one captured from an enemy.
Why not make immunity an innate ability from the start, and then develop it to a higher level?
I agree, otherwise you can be caught off guard by anti-magic spells, and mages can cast spells so quickly... You don't even have time to react. But if they added innate anti-magic, it would be much easier.
Well, that's going too far. What's wrong with Blood Fury? And if you combine it with what you're suggesting, it would be too overpowered. Although I agree that you can miss the mark with the dampening effect, and you don't always want to dedicate an entire skill to it. But there's probably nothing you can do about it. Although the idea of a shout that disrupts magic is not bad.



At the beginning, Orcs are weak, but a player mentioned that you can try to rush with Tilsegg. But in a longer game, they are very strong!
If there are more, it will be like a new school of magic available only to Orcs.