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Posts from Heroes 5 Top Creatures (an add-on for NCF)

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Heroes_5_Top_Creatures is a remix add-on for the NCF project that reworks some of the already familiar NCF creatures into level 8 creatures. These units are obtained by further upgrading already upgraded level 7 city creatures (and sometimes level 6 – for Order, Necropolis, Academy, Inferno, Union, Clans), with each alternative upgrade corresponding to its own level 8 creature; for example, Archdevils become Balrogs, and Archdemons become Incubuses. Level 8 creatures are linked to their "predecessors" and can appear in battle; the size of their stack is the same as that of their "predecessors" (let there be chaos!). Some city creatures have been changed (characteristics, spells, abilities – see the list of changes below), and battle music from Heroes 3, The Witcher, and Disciples has been added. Finally, beautiful effects have been added to all level 8 ranged units and some melee units; the "Deformation" spell (similar to Meteor Shower) is cast by Abyss Angels. Creature abilities have been added taking into account their combinations; for example, Berserkers have charge and regeneration, which complement each other perfectly, and Sentinels can shoot 8 times per turn (volley, double shot, strike, elven double shot) + have armor-piercing shots at short range (like crossbowmen) and can pull like harpooners. Thus, it turned out that level 8 creatures are valuable not only and not so much for their overwhelming parameters, but for their abilities and well-designed tactics. All high-level creatures have their weaknesses. The seemingly invulnerable werewolf (500+ defense) has little health, which is why it suffers from magic. Creatures with the "Lightning Shield" ability are immune to ranged attacks (they only take 1 damage) and return double damage (also like the Wall of Swords – enhanced), but they also have a health deficit. The Guardians of Silanna, on the contrary, have a lot of health, but extremely low initiative. Meikongrs have below-average health, but can dodge attacks and cast "Celestial Shield". Due to these changes, the relevance of "old guard" creatures with a sharp sword and a deadly grip has undoubtedly increased. Here is a list of some balance changes (I can't list them all, and I don't remember them all anymore): * Shadow Lords received the spells "Phantom," "Arrow," and "Crystal"; * Night Queens learned to seduce (it's been a long time coming, judging by their appearance and description); the spells are the same, invisibility remains; * Titans received storm strike, accurate shot, and lost damage (in accordance with the new ability), initiative, and health; they cast Chaos magic lightning; their previous lightning went to "top-level" units; * Orcish warriors (those with maces) gained health – now they are not pathetic weaklings; * Archdevils received fire strike; * Crystal Dragons acquired an aura of vulnerability to lightning and immunity to it – they combine well with druids; * The spells "Chain Lightning," "Hive," and "Wall of Swords" have been enhanced; "Earthquake" now depends on spellcasting, not just skill; * Crossbowmen received bolts with tranquilizers – they put to sleep like vampire princes, but the damage is not maximized; the duration of sleep is now 2 turns, not 3; this is because the ability works similarly to blindness, but it breaks the immunity of griffins and other similar creatures + maximizes damage, which means it is stronger. In addition, vampire princes are essentially duelists; their role on the battlefield is to eliminate one unit after another sequentially, not to stun everyone at once, like unicorns; * I slightly increased the attack of succubi; they are much more often chosen instead of temptresses (probably always, except in cases with undead); * Nightmares and hell horses have swapped models (well, I can't stand seeing a black, smoking horse incinerating with an aura, while nightmares don't make anyone hot) – now the black horse has an aura of terror and fear, and the flaming horse has a fire shield and an aura of incineration (in my opinion, it is wrong to give one creature both an attack of fear and an aura of incineration – one blocks the other, unless you add entanglement, but that is clearly not for nightmares); * Arcata dragons explode after death (Flame of Vengeance); * Higher liches are now specialists in fighting other undead – spell strike + weakening + debility + raising the dead; archliches are most effective against the living – cloud of death + vampirism (spell) + grief (this spell is not so effective against undead) + plague; * All poisons are now even more dangerous (for aces – 2 damage; dark wyverns – 15; mants – 59 for 7 rounds) – another way to defeat the aforementioned werewolf (he is undead, but he is alive and brave); * The weakening strike and aura of debility have been enhanced for both types of zombies; * I slightly improved centaurs-nomads; they are not very popular in open areas due to their penalized melee attack and their size; * Daughters of the Sky hit with a more powerful chain lightning – the skill has been increased; * Banshees have an aura of terror in addition to their wail; * Cave spawn can accumulate mana with the help of imps, enough for the ultimate spell "Wave of Fire" – the same one that Kla-Belekh uses; they initially have the "Teleport" spell (not through walls); * Red dragons send a wave of fire, similar to yarls, and set the area on fire like the Children of Arcata; the damage from such burning has been increased; * Black dragons have become stronger, slower, and learned "Devil's Chain"; * Battle mages have become light mages, received an enhanced arrow, and a corresponding set of spells (no attacking magic); * The Incas received the "regeneration" spell, and gave "acceleration" to the adepts; * Light and Dark spells that affect characteristics now have a stronger effect; * Archangels learned to inspire, ignore 37% of defense (enhanced arrow); seraphim are now giant killers (+7 to defense and attack); * Irresistible attraction now moves the creature 3 cells further; * The damage from counterattack has been reduced with the "Jump" ability; the range has been increased; * Creatures with mana but no spells have appeared – vulnerability to ghosts (for example, Dark Dragons do not spend mana on Devil's Chain); * Skeleton archers have become more competitive with an alternative upgrade; * Flame priests (those with a blue glow) now have an area attack (ranged attack), an attack of fear, and instead of "Fireball" (which went to colleagues with a red glow), they have "Explosive Traps"; the description has been changed; * Other balance changes. Link to the add-on: https://yadi.sk/d/AxfeAsqJkMR7C
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What bright and colorful pictures... The visual effects are familiar, yes. Overall, it might be worth a try, but the concept of eighth-level units based on previous ones is a bit off-putting: I don't particularly like clones.
 

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Alex Armageddon
Heroes_5_Top_Creatures is a remix add-on for the NCF project that reworks some of the already familiar NCF creatures into level 8 creatures. These units are obtained by further upgrading already upgraded level 7 city creatures (and sometimes level 6 - for Order, Necropolis, Academy, Inferno, Union, Clans), with each alternative upgrade corresponding to its own level 8 creature; for example, Archdevils become Balrogs, and Archdemons become Incubuses. Level 8 creatures are linked to their "predecessors" and can appear in battle, with the number in their stack being the same as that of their "predecessors" (let there be carnage!). Some city creatures have been changed (characteristics, spells, abilities - see the list of changes below), and battle music from Heroes 3, The Witcher, and Disciples has been added. Finally, beautiful effects have been added to all level 8 ranged units and some melee units, and the "Deformation" spell (similar to Meteor Shower) is cast by Abyss Angels. Creature abilities have been added taking into account their combinations; for example, Berserkers have charge and regeneration, which complement each other perfectly, and Sentinels can fire 8 times per turn (volley, double shot, strike, elven double shot) + have armor-piercing shots at short range (like crossbowmen) and can pull like harpooners. Thus, it turned out that level 8 creatures are not only and not so much defined by their exorbitant parameters, but by their abilities and a well-built tactical game around them. All high-level creatures have their weaknesses. The seemingly invulnerable werewolf (500+ defense) has little health, which is why it suffers from magic. Creatures with the "Lightning Shield" ability are immune to ranged attacks (they only take one damage) and return double damage (also like the Wall of Swords - enhanced), but they also have a health deficit. The Guardians of Silanna, on the contrary, have a lot of health, but extremely low initiative. Meikongrs have below-average health, but can dodge attacks and cast "Celestial Shield". Due to these changes, the relevance of "old guard" creatures with a sharp sword and a deadly grip has undoubtedly increased.

Here is a list of some balance changes (I can't list them all, and I don't remember them all anymore):
*Shadow Lords received the spells "Phantom", "Arrow", "Crystal";
*Night Queens learned to seduce (it's been a long time coming, judging by their appearance and description), the spells are the same, invisibility remains;
*Titans received storm strike, accurate shot, lost damage (in accordance with the new ability), initiative, and health, cast Lightning of Chaos magic, their previous lightning went to "towers";
*Orcish warriors (those with maces) gained health - now they are not pathetic weaklings;
*Archdevils received fire strike;
*Crystal Dragons acquired an aura of vulnerability to lightning and immunity to it - they combine with druids;
*The spells "Chain Lightning", "Hive", "Wall of Swords" have been enhanced; "Earthquake" now depends on spellcasting, not just skill;
*Crossbowmen received bolts with tranquilizers - they put to sleep like vampire princes, but the damage is not maximized, the duration of sleep is now 2 turns, not 3, this is due to the fact that the ability works similarly to blindness, but it breaks the immunity of griffins and other similar creatures + maximizes damage, which means it is stronger. In addition, vampire princes are essentially duelists, their role on the battlefield is to take out one unit after another sequentially, not to clump everyone together, like unicorns;
*I slightly increased the attack of succubi, as they are often replaced by temptresses (probably always, except in cases with undead);
*Nightmares and hell horses swapped models (well, I can't stand seeing a black, smoking horse incinerating with an aura, and no one is hot from a nightmare) - now the black horse has an aura of terror and fear, and the flaming horse has a fire shield and an aura of incineration (in my opinion, it is wrong to give one creature both fear attack and incineration aura - one blocks the other, unless you add entanglement, but that is clearly not for nightmares);
*Arcata dragons explode after death (Flame of Vengeance);
*Higher liches are now specialists in fighting other undead - spell strike + weakening + debuff + raise dead; archliches are most effective against the living - cloud of death + vampirism (spell) + grief (this spell is not so effective against undead) + plague;
*All poisons are now even more dangerous (for aces - 2 damage; dark wyverns - 15; mants - 59 for 7 rounds) - another way to take down the aforementioned werewolf (he is undead, but he is alive and brave);
*The weakening strike and aura of debuff have been enhanced for both types of zombies;
*I slightly improved centaurs-nomads, as they are not very popular in the field due to their penalized melee attack and their size;
*Daughters of Heaven hit harder with chain lightning - the skill has been increased;
*Banshees have an aura of terror in addition to their wail;
*Cave spawn can accumulate mana with the help of imps, enough for the uber-spell "Wave of Fire" - the same one that Kla-Belekh uses, initially they have the spell "Teleport" (not through walls);
*Red dragons send a wave of fire like yarls and set the area on fire like the Children of Arcata, the damage from such burning has been increased;
*Black dragons have become stronger, slower, and learned "Devil's Chain";
*Battle mages have become light, received an enhanced arrow, and a corresponding set of spells (no attacking magic);
*Incas received the spell "regeneration", gave "acceleration" to adepts;
*Spells of Light and Darkness that affect characteristics now have a stronger effect;
*Archangels learned to inspire, ignore 37% of defense (enhanced arrow), seraphim are now giant killers (+7 to defense and attack);
*Irresistible attraction now moves the creature 3 cells further;
*The damage from counterattack has been reduced with the "Jump" ability, the range has been increased;
*Creatures with mana but no spells have appeared - vulnerability to ghosts (for example, CD does not spend mana on Devil's Chain);
*Skeleton archers have become more competitive with an alternative upgrade;
*Flame priests (those with a blue glow) now have an area attack (ranged attack), fear attack, and instead of "Fireball" (went to colleagues with a red glow), they have "Explosive Traps", the description has been changed;
*Other balance changes.

Link to the add-on: https://yadi.sk/d/AxfeAsqJkMR7C

It would be great, but the size...
Во имя высшего блага!!!
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Yes, the size is already too large. Is there a way to reduce the file size?
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My computer can’t handle that kind of graphics…
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How to install?
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Those creatures in the screenshot seem a bit too overpowered. I assume those are Faceless Ones; it would be best to import them separately from the mod.
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M, looks delicious. A mod that's a copy with a subjective view on balance and without any hint of technical expertise. I agree, 15 years old, and all that, but still – to copy a global mod, make changes to creature abilities, and release it as something new – that's too much.
С уважением, }{0TT@6bI4
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