Skip to content

Posts from NAF – New artifacts with unique properties.

4.4 (5 ratings)
In reply to Nargott
User Avatar
9 years ago
Auto-translated
Nargott
Definitely don't give levels 4 and 5, as these are all advanced technologies in one category, but levels 1-3 are fine. Regarding mass spells, I'm not sure (they are also a kind of advanced technology), but definitely don't give enhanced spells because it violates the racial characteristic of Warlocks.

otherwise, what's the point of the book then.

regarding levels 4 and 5, you can prevent the hero from learning them, but still allow them to be used if the hero has learned them in Utopia/Water Temple.
In reply to MasteR
User Avatar
9 years ago
Auto-translated
1. So, what have you decided regarding composite artifacts? (I'm talking about those that combine into a single uber-artifact) Will it occupy all the slots that its components occupied, or will it only take up one slot? In my opinion, if the new artifact occupies only one slot, and not all the slots that its components occupied (which, in my view, is more logical – after all, it now represents a single whole), then we need to somehow change the cumulative properties – that is, the option:

artifact#1 + artifact#2 + ... + artifact#n = artifactTOTAL + additional set effect

is a bad option for the reason described by Nargott – that is, here we definitely need to either reduce the cumulative result or change the properties (the final artifact will gain new properties but lose some of the properties of the basic artifacts).
On the other hand, we can present this as a set property, that is, we collect the entire set and do not receive any new useful properties on top, but we gain the ability to combine artifacts into one, thereby freeing up slots – we can make this an individual feature for one or two sets.
If we make it so that the resulting uber-artifact occupies all the slots that its components occupied, then there will be little difference from what we have in the game now (unless, of course, combining into one artifact is reversible).
2. Regarding compatibility: there is a proposal to make a fourth mod – this mod will not, like other mods, introduce multiple changes to the gameplay, but will supplement the game with new content (this will already be similar to an add-on). That is, I propose releasing a mod that will include NCF, NHF, and NAF.

Added 9 minutes later
And another question – what limitations exist regarding new artifact effects (for example, no matter how hard we try, we cannot create abilities for units, but we can only give/take away existing ones in the game)? Everything here is tied to scripts, and we can create things that did not exist before (this is visible in the screenshots), but are there any specific limitations?

Added 11 minutes later
PS: And what are those four stones from the movie "The Fifth Element" you have? :D (in the screenshot)
User Avatar
9 years ago
Auto-translated
How about creating an ultimate artifact by combining several ultimate artifacts?:smile08:
User Avatar
9 years ago
Auto-translated
but 1-3 is decent
No, that’s not enough. For levels 1-3, it’s sufficient to upgrade Wisdom. Of course, not all spells will be available; some won’t be learned, but essentially, the core magical arsenal will be there, and ultimately, the book is significantly worse than the artifacts from which it was created (even just one).
Perhaps it would be better to grant spells of levels 1-3 if there is no Wisdom, and spells of levels 1-4 if there is.
User Avatar
9 years ago
Auto-translated
Generally, I like the idea of combining several artifacts into one. Recently, I was playing as a Warlock in the late game against a Necromancer and faced a dilemma – what to choose for the final artifact set. I had complete sets of Gnome, Rune, Lion, and Dragon artifacts. I maximized my magic power by choosing the Rune set and equipping various minor items like Emerald Boots, a Pendant, and a Phoenix Cloak. As a result, the very useful Gnome and Lion sets became useless.

Here's an idea for a new artifact – combine all artifacts that enhance spells into one. A Warlock's dream!
In reply to MasteR
User Avatar
9 years ago
Auto-translated
MasteR

Here's an idea for a new artifact – combine all artifacts that enhance spells into one. A Warlock's dream XD

Good suggestion for a new set (not a set that collects, but rather a collection). For example, give a good bonus to spell power and knowledge.
In reply to SRD
User Avatar
9 years ago
Auto-translated
SRD

2. Regarding compatibility: there's a suggestion to create a fourth mod – this mod won't, like other mods, introduce multiple changes to the gameplay, but will supplement the game with new content (it will be more like an add-on). So, I propose releasing a mod that includes NCF, NHF, and NAF.
It's better to discuss this in the EWA topic. All these mods will be included in that build soon. Therefore, there's no need to come up with anything new. ;)
It's already clear that EWA is transitioning to a stage of fully configuring the mods included in it, so you can customize it to your liking.

Regarding the addition of the strength of the constituent parts of the artifact's super-relic:
A combined one should always be stronger than a simple sum. You should try to assemble it. But I agree that the bonus could be completely different.
And in general: you can give very small bonuses for the parts, for example, +1 to attack, etc.
In reply to SRD
User Avatar
9 years ago
Auto-translated
SRD
And another question – what limitations exist regarding new effects from artifacts (for example, no matter how hard we try, we cannot create abilities for units, but we can only give or take away existing ones in the game)? Here, everything is tied to scripts, and we can create things that didn't exist before (this is visible in the screenshots), but are there any specific limitations?
As in NHF: scripts can be used, except for combat scripts. That is, what happens in battle (casting a spell, for example) cannot be implemented.
In reply to Dyrman
User Avatar
9 years ago
Auto-translated
Ideas: 1. Silanna's Balance Set: 1) Druid's Crown - level: relic - appearance: deer head like the High Druid's - effect: immunity to mind magic (negates the effect of the "Sandro's Cloak" artifact) 2) Silanna's Cloak (already in the game) - level: minor - effect: 50% resistance to earth element 3) Druid's Staff - level: relic - appearance: High Druid's staff - effect: +2sp, grants the "stone skin (general)" spell 4) Silanna's Shackles - level: relic - appearance: tree root or branch - effect: -1 speed to all creatures on the battlefield Set bonuses: luck of all friendly units cannot be lower than zero 2. Elrat's Radiance Set: 1) Paladin's Mantle - level: great - effect: +2 to defense, immunity to the "unholy word" spell 2) Blade of Revelation (left hand) - level: relic - effect: +2 to defense, grants the "Resurrection" spell 3) Blade of Retribution - level: relic - effect: +4 to attack, grants the "Divine Retribution" spell Set bonus: morale of all friendly units cannot be lower than zero 3. Ilat's Insight Set: 1) Crown of Omniscience (already in the game) - level: minor - effect: increases the radius of vision 2) Pendant of Free Will - level: minor - effect: immunity to the "ensnare" spell 3) Scepter of Storms - level: relic - effect: -10% enemy initiative, grants the "chain lightning" spell Haven't come up with a set bonus XD
User Avatar
9 years ago
Auto-translated
*
User Avatar
9 years ago
Auto-translated
Is it possible to create a set of artifacts that would cast a spell at the beginning of the battle? (similar to the Cursed Armor)
.
Just like in NHF: you can use scripts, but not for combat. That is, what happens in battle (e.g., casting a spell) cannot be implemented.
User Avatar
9 years ago
Auto-translated
Since Tom the Archmage is considered overpowered, I propose an alternative:

Sphere of Dark Magic [Relic] [Right Hand] - there is nothing similar in Heroes 3
Bonuses:
- Allows the use of Dark Magic spells (those learned by the hero or with the help of the corresponding magic tome) at the Expert level. (if it is even possible to implement)


Sphere of Light Magic [Relic] [Right Hand] - there is nothing similar in Heroes 3
Bonuses:
- Allows the use of Light Magic spells (those learned by the hero or with the help of the corresponding magic tome) at the Expert level. (if it is even possible to implement)


Sphere of Chaos Magic [Relic] [Right Hand] - there is nothing similar in Heroes 3
Bonuses:
- Allows the use of Chaos Magic spells (those learned by the hero or with the help of the corresponding magic tome) at the Expert level. (if it is even possible to implement)


Sphere of Summoning Magic [Relic] [Right Hand] - there is nothing similar in Heroes 3
Bonuses:
- Allows the use of Summoning Magic spells (those learned by the hero or with the help of the corresponding magic tome) at the Expert level. (if it is even possible to implement)


Set "Dark/Light/Chaos/Summoning Magister"
Set Bonuses:
+5 Knowledge
+5 Spell Power
The set includes:
- Tome of Dark/Light/Chaos/Summoning Magic
- Sphere of Dark/Light/Chaos/Summoning Magic


I think this option should spark less debate
User Avatar
9 years ago
Auto-translated
1. Silanna's Balance Set:
1) Druid's Crown
- level: relic
- appearance: deer head, like that of the High Druid
- effect: immunity to mind magic (negates the effect of the "Sandro's Cloak" artifact)
2) Silanna's Cloak (already in the game)
- level: minor
- effect: 50% resistance to earth element
3) Druid's Staff
- level: relic
- appearance: staff of the High Druid
- effect: +2 spell power, grants the "stone skin (general)" spell
4) Silanna's Shackles
- level: relic
- appearance: root or tree branch
- effect: -1 speed to all creatures on the battlefield
Set bonuses:
luck of all friendly units cannot be lower than zero
Cool, but "Silanna's Shackles," in my opinion, isn't very well-designed. Elves are an attacking faction, and -1 speed isn't very useful for them (since it's implied that this is a racial set, right? Or not?). Considering that the set as a whole isn't that great (Silanna's Cloak is a very situational artifact, the hero's luck is almost always not lower than zero anyway, only the immunity to mind magic is really cool, but even then, you can get immunity to berserk by using a dwarven shield). Well, in general, I'm not sure, I would make this minor change:
1. Silanna's Balance Set:
1) Druid's Crown
- level: relic
- appearance: deer head, like that of the High Druid
- effect: immunity to mind magic (negates the effect of the "Sandro's Cloak" artifact)
2) Silanna's Cloak (already in the game)
- level: minor
- effect: 50% resistance to earth element
3) Druid's Staff
- level: relic
- appearance: staff of the High Druid
- effect: +2 spell power, grants the "stone skin (general)" spell
4) Silanna's Shackles
- level: relic
- appearance: root or tree branch
- effect: -1 speed to all creatures on the battlefield
Set bonuses:
+1 speed to friendly units

Elrath's Radiance is better in this regard. Such a bonus for non-negative morale theoretically simplifies the creation of a "mixed army" from different castle units. But non-negative luck is only useful against necromancers, and even then, not always.
In reply to U.n.k.n.o.w.n.
User Avatar
9 years ago
Auto-translated
U.n.k.n.o.w.n.

The set includes:
- Tome of Dark/Light/Chaos/Summoning Magic
[/SIZE]

I think this option should spark less debate.
then 3 tomes will be in the backpack :confused:
In reply to Ment
User Avatar
9 years ago
Auto-translated
Dear Ment, I have edited the message you commented on – I didn't have time to finish editing it before you replied :D

Statistics

Welcome our newest member: recijeb