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Posts from [HoMM V]9 Race - Swamp! Is it needed?

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Would you like there to be a Swamp race?
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In reply to Drnik
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19 years ago
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Drnik;101716
How will the castle itself look? (on the map and inside)
I haven't started working on the castle itself yet! I'm currently focused on the creatures and their abilities! I'm also coming up with a unique ability for them! And M4s is right, this race will be more aligned with Dark Magic and Chaos (water)!
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19 years ago
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yeah, you chose magic correctly... just like in Dominion 2)))

regarding the creatures, if you're going to create them, I hope they turn out well)) take a look at the creatures' appearance in other sources as well))
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19 years ago
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I suggest making "spreading diseases" (or something along those lines) the main racial ability, with chances to poison, infect with plague, or cast a curse.
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19 years ago
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They will be similar to the Letosa. ))

As for curses, you can have... three types of curses, and one skill that affects their duration or something else...
However, they can be removed with magic.
In reply to Arandor
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19 years ago
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Arandor;101727
Yeah, you chose the right magic... just like in Dominions 2.)))
Regarding the creatures, I hope they turn out well if you decide to create them. Take a look at other sources for creature designs.
I'm currently searching through magical encyclopedias and other online resources! However, I've run into a problem: I can't find a picture of a Gorgon anywhere (except, of course, in Heroes 3)! When I search for "Gorgon," it shows me Medusa Gorgon, but not in the way I need it.
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19 years ago
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and regarding curses, you can have... three types of curses, and one skill that increases duration or something else...
although, they can be removed with magic (

yes, but you can combine elves and mages; let me explain: in a special guild, you can give YOUR creatures an improvement: one that reduces the enemy's attack when it hits, another that reduces luck, etc., and to avoid making it too overpowered, you can set a fee for adding creatures to the guild or a percentage with which the creature reduces the enemy's stats when it hits...
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19 years ago
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Swamp is romantic! Let's have a swamp!
In reply to Arandor
19 years ago
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Arandor;101737

and regarding curses, you could have... three types of curses, and one skill that extends their duration or something else...
but they can be removed with magic (
We read about the "Eternal Light" ability of the Dwarves. "Spells of Light Magic are twice as difficult to remove." That's why I suggested introducing "Eternal Night" for the Swamp faction.
In reply to M4s
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19 years ago
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For Chaos, I suggest adding the Necromancer's "Deadly Cold" and "Magic Drain" from the Academy. For Summoning, "Fog Cloud" and an analogue of Fire Warriors: "Water Warriors." For Light, "Twilight" and "Water Resistance" (an analogue of Fire Resistance). And for Darkness: the already mentioned "Eternal Darkness" and "Cursed Land." For the Luck skill: "Deadly Misfortune" and "Lucky Sorcerer."
I also suggest giving lower-tier creatures in the army 20% vulnerability to fire and 20% resistance to water.
Here are the schemes for obtaining second-tier skills:
Chaos - Lord of Cold
====================== Deadly Cold
Chaos - Magic Drain


Summoning - Fog Cloud
====================== Water Warriors
Summoning - Lord of Spells


Light - Protector - Water Resistance - Twilight

Darkness - Lord of Pain - Cursed Land - Eternal Darkness

Luck - Deadly Misfortune
====================== Lucky Sorcerer
Luck - Soldier's Luck


Added after 12 minutes
I've created a logistics scheme.
Logistics - Pathfinding - Silent Hunter - Plundering.
In reply to Amko
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19 years ago
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Night Nazgul, your suggestion is good, but first I want to figure out the creatures of the Swamp Fortress! And then we can deal with this!:rolleyes:
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19 years ago
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I suggest adding the following skill to the game: LIFE-GIVING BLESSING - GUARDIAN ANGEL - DRAGON'S PROTECTION (corresponding to the deity they worship). SKILL BONUS: If only 20% of your army remains, a dragon will descend onto the battlefield and kill 70% of the strongest unit and 50% of the second strongest unit.
In reply to Amko
19 years ago
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Night Nazgul;101763

Darkness - lord of pain - cursed land - eternal darkness
Instead of "cursed land," it should be "Swamp Fever." They need to be distinguishable from the Necromancers in some way.
Night Nazgul;101763

Luck - deadly misfortune
======================Lucky Sorcerer
Luck - soldier's luck
Why do they need a "Lucky Sorcerer"? It would be better if it increased the chance of a
super ability triggering (Avenger, Mini-Arts, Necromancy, etc.), and we still need to come up with that ability.
Drnik;101770
I suggest adding the following skill:
LIFE-GIVING BLESSING - GUARDIAN ANGEL - DRAGON'S PROTECTION (corresponding to the dragon they worship).
SKILL BONUS: If only 20% of your army remains, a dragon will descend onto the battlefield and kill 70% of the strongest enemy unit and 50% of the second strongest unit.
No, Night Nazgul has better specializations. Water resistance and twilight are great.
Drnik;101743
That's true, but you could combine Elves and Mages. Here's how: in a special guild, you can apply improvements to YOUR creatures: one reduces the enemy's attack when it strikes, another reduces their luck, etc. To prevent it from being too overpowered, you could charge a fee for adding creatures to the guild or a percentage of the stat reduction applied when the creature strikes...
It doesn't seem very exciting yet. Develop the idea. How will the super ability affect this guild, including its three subsequent upgrades? And what three additional skills (like the Knights' "Vigil") would you suggest, along with the central skill (Arcane Knowledge)? What about the fee, etc.?
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19 years ago
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I think we can try this approach.
The strategy for playing as a Swamp Hero is to exhaust the enemy, weaken them, and then calmly defeat them.
Hero development focuses on: Knowledge – 40%, Defense – 30%, Attack – 20%, Magic – 10%.
Magic: Darkness (naturally), Chaos (to compensate for the weakness of archers).
Racial ability: An ability that allows the hero to move along the Action Time Bar (ATB) scale when their units take damage (e.g., 20% of the army's HP = 1 movement; the numbers need to be tested for balance).
Racial skills:
1) When damage is dealt to the enemy army, the enemy hero is pushed back, similar to a skill, but in reverse.
2) Corrosion: When the hero directly attacks, the attacked unit receives -1 to attack (permanently and cannot be removed until the end of the battle) – like a sword rusting.
3) Swamp Mud: The speed of all enemy units during battle is reduced by 1.
As a result, the Swamp Hero moves more often, while the enemy moves less often, so the probability that the enemy army will accumulate a large number of various curses over time is very high, which creates an advantage. And you can also harass the enemy with Chaos magic. The hero moves more often but hits weakly because magic is very low.
In this case, the Swamp army is weak in itself because it is difficult to acquire combat skills (it needs to be designed that way), and it is not very profitable because you definitely need Darkness, Chaos, Sorcery, and Education… and the hero's attack and defense stats will be low, but the enemy will be guaranteed to be weakened by magic…
If you like something, feel free to use it.
In reply to Игрок
19 years ago
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Player;101789

The strategy for playing as a Swamp Hero is to exhaust the enemy, weaken them, and then calmly kill them.
Hero development focuses on: Knowledge – 40%, Defense – 30%, Attack – 20%, Magic – 10%.
Magic: Darkness (naturally), Chaos (to compensate for the weakness of archers).
Racial skill: An ability that allows the hero to move along the initiative scale when their units take damage (e.g., 20% of the army's HP = 1 movement, the numbers need to be tested for balance).
Racial abilities:
1) When damage is dealt to the enemy army, the enemy hero is pushed back, similar to a skill, but in reverse.
2) Corrosion: When the hero directly attacks, the attacked unit receives -1 to attack (permanently and cannot be removed until the end of the battle) – like a sword rusting.
3) Swamp Mud: The speed of all enemy units during battle is reduced by 1.
As a result, the Swamp Hero moves more often, and the enemy moves less often, so the probability that the enemy army will accumulate a large number of various curses over time is very high, which creates an advantage. And you can also nibble at the enemy with Chaos magic. The hero moves more often but hits weakly because magic is very low.
In this case, the Swamp army is weak in itself because it is difficult to acquire combat skills (it should be designed that way), and it is not very profitable because you definitely need Darkness, Chaos, Sorcery, and Education… and the hero's attack and defense stats will be low, but the enemy is guaranteed to be weakened by magic…
If you like something, feel free to use it.
Yes, yes! Create an extremely unpleasant (and stinky!) race in battle, both in terms of gameplay and appearance! I support the hero development. I would replace Chaos magic with Nature magic; it is much more unpleasant.

That is, it is easy to obtain: 1) Darkness Magic, 2) Logistics, 3) Nature Magic, 4) Defense.
Medium: 1) Chaos Magic, 2) Sorcery, 3) Light Magic, 4) Education.
Low: 1) Attack, 2) Mechanics, 3) Leadership, 4) Luck.

The racial skill is too complicated; we need something simpler and more appealing, although someone might support it.

Next, I support "Swamp Slime." I would change the effect of "Corrosion" slightly, adding Hellfire, like the Demons have. There is a 30% chance that when attacking a unit, the attacker will lose 1 attack point for the duration of the battle and cannot remove it. Next, add 2 special abilities to the Defense skill: 1) "Body Viscosity" (can be reduced to absorbing only 2 points of damage, otherwise it will be too strong) and 2) "Wet Evaporation" - increases the chance of the "Corrosion" ability triggering to 50%.

That's all for now. We are waiting for new creative ideas or criticism of what has already been written. %)
In reply to M4s
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19 years ago
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M4s;101817
Yes, yes! Create a race that is extremely unpleasant (and stinky!) both in battle and in appearance! I support the hero development. I would replace Chaos magic with Nature magic; it's much more unpleasant.

Easy to obtain: 1) Dark Magic 2) Logistics 3) Nature Magic 4) Defense
Medium: 1) Chaos Magic 2) Sorcery 3) Light Magic 4) Learning
Low: 1) Attack 2) Mechanics 3) Leadership 4) Luck
1) It's not worth changing Chaos to Summoning. The main goal here isn't to make it as unpleasant as possible. It's also easier to balance, and Chaos compensates for the weak (as I understand) ranged units.
2) The essence of the racial skill is that your hero moves more often, and the enemy's hero moves less often. Based on this, the strategy for developing the battle should be:
Easy to obtain - SORCERY (the most important quality), Darkness, Chaos, you can also take Logistics (I think it's logical, but not essential)
Medium - Learning
VERY difficult to obtain (2%) - Summoning, and all skills that increase the strength of units (Attack, Defense, Luck...), because you can't have both a strong hero and the ability to strengthen units. Although, perhaps Defense, due to ideological reasons (it's closer to the swamp, after all), can be made more common...

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