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Posts from “Alternative League” is a mod that replaces the Dungeon faction.

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In reply to UrSafot
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5 years ago
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Exactly. Prophets have terribly low damage against a single target but high damage against groups and tightly packed formations, practically without retaliation. They are complete garbage when attacking unit by unit, but Flame of Vengeance is a counter ability to imprisonment. As stated in the description, Prophets deal their damage to a target. Once again, they deal this damage to everyone if they are moving. And once again, they deal double damage to everyone around the target, excluding the target itself, which constitutes their real damage. As strange as it may sound, the target for the attack should not be the enemy's priority units.
In reply to UrSafot
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5 years ago
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By the way, what is the damage of the Flame of Vengeance ability against a single unit for the Seers?

Added 2 minutes later
UrSafot
Exactly. Seers have terribly low single-target damage but high damage against formations and dense groups, practically without retaliation. They are complete garbage when attacking unit by unit, but Flame of Vengeance is a counter ability to locking. As stated in the description, Seers deal their damage to a target. Again, this damage is applied to everyone if they are moving. And again, double damage is dealt to everyone around the target, except for the target itself, which constitutes their real damage. As strange as it sounds, the target for the attack should not be the enemy's priority units.
In other words, they need to run around the enemy formation to deal full damage?
In reply to UrSafot
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5 years ago
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+ next time, the movement speed of favorite slave units will be reduced to 4, and the tier 1 and tier 2 alternate upgrades will be nerfed. This should make things easier in this regard. The HP of units is balanced based on the calculation of "average HP sum for the level increase of creatures/creatures + the ratio to the health of creatures with the same level increases," so everything should be normal in this regard. I will be nerfing them little by little until they reach a state of being "annoying but not nightmarish." The damage is 40 per creature, as described in the ability property (it should be at least that).

Added 4 minutes later
Regarding ranged units. 1 ranged unit. The tier 4 alternate upgrade also serves as a ranged unit. Tier 5 and the Warlock hero himself. Based on the original Heroes factions, this toolkit is sufficient.
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5 years ago
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The central perks of the Dungeon faction were very effective for vampirism and regeneration, but what was the point of making central perks for runes, and will you change anything about the central perk system?
In reply to UrSafot
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5 years ago
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Is there a way to increase the damage of the ability? The increases aren't that significant, and these units are meant to immediately engage in melee combat, where they usually meet their end.
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5 years ago
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I can suggest an idea for a new skill*/topic/14747/
In reply to Promiatey
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5 years ago
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the damage from the ability has already been nerfed. they were too overpowered. this is more of a supplementary ability than a core one. plus, standing near the box and taking damage, they will still burn it again with a counterattack that deals double damage. on average, their explosion is equivalent to standing with a stack of Hellhounds twice, which is already quite unpleasant. regarding the centaur perks, the speed and defense runes clearly fulfill a specific function, but they do so immediately. as for the banishment + thunderclap, there were doubts, but this is the most adequate final version that has been found. the strength of the centaur perks was chosen taking into account the difficulty of obtaining them. are any changes planned? perhaps only the removal of obviously bad ideas. and yes, all such modifications have already been studied to find technical solutions. of course, one could take a flight of fancy and use scripts... but I decided against solving problems with scripts because it would require interacting with the maps, and in the end, I want to achieve easy compatibility, and it would only get in the way.
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5 years ago
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the link I left above is a link to the Schism mod; its author created a new skill, *Enhancement*, which is very interesting. Please take a look at this mod; it might give you some new ideas. Your mod and that guy's mod are both very cool things compared to simply replacing a faction.

Added 2 minutes later
another question: after Dungeon, will you be making something similar with other factions?
In reply to dimakim2211
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5 years ago
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First of all, his great ideas break the balance of units from other factions and are implemented through workarounds without describing the bugs. Yes, I watched. Secondly, the "new ability" is simply Orcish Blood Rage without the blood itself, which will result in "hello, I'm a demon, and all my Orcs are permanently under level 3 rage." This mechanic is actually used to give creatures in the League the Giant Slayer and Provoke abilities in the Headhunter, and it is honestly stated that this affects Orcish Blood. I'm not arguing that the author of that mod tried, but in my opinion, quietly breaking the balance is not a good thing.

Added 52 minutes later
If there is time, strength, and interest, it would be better to finally finish it properly. But minor fixes will continue to be released for at least another half a month after the final version.

Added 6 hours 35 minutes later
I thought about it. I nerfed the Tier 1 and Tier 2 alt-upgrades. I also reduced the randomness of packs of upgraded Tier 1, Tier 2, Tier 3, and Tier 4 creatures. This only applies to upgraded creatures, but in general, the range of 10-19 and 20-39 has shifted to 5-9 and 10-19. Considering that non-upgraded creatures in the form of neutrals are not so dangerous, I think it will work. (Although when Tier 3 and Tier 4 packs roll out in sizes like Tier 5 and Tier 6, it looks strange, but I don't have more fine-tuning yet)
In reply to UrSafot
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5 years ago
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Found one bug – the game crashes when you try to enter the Fortress on the hill.
In reply to Promiatey
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5 years ago
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And I immediately understand why. It's a result of an old fix for a UI bug. I've already figured out how to fix it and I've already done it. Now you can convert creatures into undead. It's a workaround, but it seems adequate.

Added 11 hours 26 minutes ago
Today, instead of development, I conducted balance tests. Overall, everything is very good, but Orcs are overpowered.
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5 years ago
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hello *UrSafot* I wanted to ask why the icon and appearance with the unit animation of the "Remains of the Ravenous" have not been changed?
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5 years ago
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Overall, I played a full game on a large map, and here are my impressions: I completely changed my opinion about the Obsessed Prophets – they are a real machine for mowing down enemy units, especially smaller ones; I played with them until the end of the game. But in that case, I have a question about the usefulness of the Alt-Grades; what is their purpose? Yes, they can cast Slow, Weaken, or Berserk on an opponent when they attack, but it seems a bit weak, or maybe I just don't fully understand how to use them.

The Alt-Grade of Tier 7 is overpowered. Invisibility, Resurrection, and they also reduce the cost of spells for the hero. Considering that the League usually always goes for a magic build, they look noticeably better than their colleagues of the same tier in the castle.

The Faction is very powerful, even though it takes an incredibly long time to ramp up, but it is generally easy to play with them at any stage of the game, whether it's rushing in the early weeks or in the late game (I finished the game around the 6th-7th month, I'm not sure how long that is) – while I was lazily clearing my area, the AI with the Demons quickly conquered the entire map, but in the end, it was still defeated. I wonder how the events would unfold in a long game against the Orcs. 🤔

True, the character progression is still confusing; I literally looked at the skill tree with each new level because I didn't understand anything. I wanted to at least reach one "center perk," but I didn't manage to get to any of them. But there was a noticeable benefit from the additional upgrade of summoning magic, which is useful for playing with the Undead.

Overall, I think the Faction is quite balanced; the advantage in the strength of individual units is somehow compensated by the long and very expensive development of the Faction. My respect to the author. I didn't find any other flaws during the game, except for the bug with the fort on the hill, but that was fixed.
In reply to Promiatey
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5 years ago
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Thank you. Alt-grade for the Prophets – a tower against the same old boxes, but when playing through Chaos, with the ability to focus on the desired stack, which the Prophets lack. (Although, judging by the description, there is a vague suspicion that the alt-grade t5, not t6, is described). Resurrection is given to t7 as a counter to all kinds of deadly cold and instant death of the entire stack from luck, because there have been cases where, with their armor, the damage will be reduced.
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5 years ago
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I fixed the bug.

Added 9 minutes later
The bug was caused by the Effects file.

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