Also imagine the skill tree the other way around: There are 12 skills divided in 4 groups where chance to get skill from that group is 18%-10%-5%-2%. Every game that you play with that hero you will always get the first 6 skills as they are favored by 80% chance.
Wouldn't that remove the human decision from the hero build?
3% skill: about 60%
4% skill: about 71%
5% skill: about 79%
6% skill: about 85%
8% skill: about 92%
10% skill: about 96%
11% skill: about 97%
12% skill: about 98%
16% skill: about 100%
18% skill: about 100%
That is, starting from 5%, the chance to catch the desired skill is fundamentally high enough (over 80%), but still, with a significant difference in chances, there will be a noticeable difference in how quickly a skill is caught (at early levels).
- Starting primary points and %stats should be devided between spellpower and knowledge mostly and you cant have hero starting with 0 knowledge (unlike Might classes where heroes can start with 0 attack or defense).
- The pool of secondary skills is smaller for them as they do not have shatters or specialized might skills (war machines, combat).
2) If wizardry is mandatory for all magic classes, then education is not (it could be moved to rare skills in some places); also, the summoning+chaos combination could be broken up by other schools of magic to reduce repetition
3) Question: Shatter skills for heroes of non-stronghold races is blasphemy.
Magic damage/effects cannot be countered.
- there is magic resistance (15% chance to reflect a negative spell);
- there is reflection (15% reduction of magic damage);
- there are health bonuses (+X% to health)
- there are specialized items such as: seal of light, seal of darkness, weakness of darkness, elemental balance, banishment
If there is a problem with early adepts of Destructive and Summoning schools, it can be tried to solve differently: significantly raise the prices of top-tier spells of levels 3-5, so that they are oriented toward the late game (and require a lot of knowledge). Low-level spells deal less damage.
Fire arrows in Offense because there is no way how to put it in War machines and still be useful with tripple balista (which everyone likes).
Offensive formation - the maximum bonus that dwarves can get of this skill is +6 and when the difference between stack sizes and tiers is great. As this skill is not working on other races we decided to give 50% of that to the other heroes.
If you calculate the difference it is near the same as the biggest difference is +6 but not for all the units and not all the time. Some of them may have 0 so the discrepancy is neglectable.
Magic reduction branch - The second skill is "luck of the barbarian".
Offense gives 20% damage. +3 luck is calculated to give roughly +20% damage to the whole army.
Critical strike increase luck damage by 10% which increase the damage boost from 20% to 35%. You have 1 perk that gives the bonus of Advanced Luck.
Retribution in leadership will be way too powerful because it will overshadow the other perk choices. this skill path will give 25% bonus damage on its own without counting the morale effect!!!
Lorewise, "Aura of speed" fits nice into Leadership. The hero inspires the army so much that the troops make an extra mile to be worthy. Leadership is all about inspiration
The downside of giving +1 speed is that it very strongly buffs rush tactics. Reach and kill on the first turn. +1 initiative strengthens the army overall well, but is not as useful for rushing as +1 speed. Finally, initiative is what the Leadership skill works with (triggered morale increases turn frequency, just like initiative).
Check the spell book and mana costs ask yourself what mana pool the hero needs to endure the whole battle. I have had fights where hero with 200 mana losses the battle due to being out of it.
Knowledge is just as important as spellpower. This is why there are a lot of knowledge perks here and there. If you want mana, you go and get them.
Added after 50 minutes
Combat - except the retaliation bonus that was part of the skill before this is completely new tree as a look and feel to the player. The idea of this tree is the make the Hero useful in combat as he was the 8th unit.
Giving an additional +1/2/3 to defense would make it okay.
Alternatively, there is another option: before each battle, additionally grant +3/6/9 to the hero's level (numbers for example) for the duration of the fight (WarpHeroExp script). This will affect: damage from hero attack; specializations; the power of certain level-dependent spells, including calls. It will not affect the hero's parameters (even under education) or their abilities.
- Armor spikes - true this was made to fill in a gap. FYI each perk price is about 2 primary stat skills. Wherever a perk feels stronger it has a weaker one along thew way. If we find something better it will be changed.
A bonus distributed among several parameters is weaker than a bonus focused on one parameter, even if they are parameters of the same group (like attack and defense, spellpower and knowledge).
For example, if we have a warrior against a mage, a defense bonus isn't particularly needed. And if it's a mage against a warrior, an attack bonus isn't particularly needed.
Even with that penalty it was still strong so this is why it has -2 attack nerf.
If you go as high as there you either can get distract or some mana recovery perks, we have to keep the choice fair.
Update: I remembered that distraction pushes the hero below 0, but only until the next unit's turn occurs (at that moment, the negative position on the scale is reset). So a 5-10% pushback happens anyway, even without wizardry / mass spells.
Now gated units will act after 1.25 turns after gating compared to 2 turns beforehand.
Fine, then what about the maximum percentage, why not just make it 25% at all skill levels instead of 15/20/25%? After all, expanding gating from tiers 1-2 to 1-4 and 1-6 is already a sufficient buff to the skill; 5% bonuses seem misplaced here. Especially since a 5% bonus is given by the gate master, who in the current implementation looks much weaker than simply leveling the basic skill.
But as knowledge is a little less in power there is a bonus of level up to it.
I believe you have a good eye for graphics and I am sorry it does not feel right.
All I wanted to say is to add only those heroes whose portraits clearly receive popular approval from 90% of people.
Heroes 4 or 6 have a different visual style, so just taking graphics from there and assuming everything is ok is not the best idea.
Spellbook is too large ? - I am not sure if we have done such change (or at least I dont know of such one). can you point the time in the video so I can take a look?
https://youtu.be/4BqaiXkxPvM?t=3324
The stealing of artifacts from the map is not possible due to using the 3.0 build and some of the 3.1 LUA commands does not exist.
Thanks for the answers! Success in the further development of the modification!