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Posts from Harmony - Troop Symmetry Auto-translated

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#728
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In about 2-3 years. The author plans to create a lot of creatures.
У меча предназначения два острия, одно из них ты.

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2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#730
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SRD
In short, there was something I made and thought wasn't working, but it turns out it does (I noticed it by chance, as I simply forgot to delete it, and when testing a completely different part of the mod, this thing popped up). Now I'll rework the skill tree again because it's possible that most factions will have two specializations (one from the path of magic, the other from the path of strength), or at least I'll add one strong racial perk to the list, obtaining which will make it impossible to get a specialization. I won't reveal the details until the release – suffer now:D :D :D :D :D :D :D :D :D

SRD, can you upload your work as a file? I'd like to check it out.
In reply to AstralLein
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#732
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The mod will be released in two parts: the first will focus on the mechanics and the heroes themselves, possibly including some of the units (those that are already ready). The second part will focus on the units. Anyway, it's better to discuss everything at once rather than drag it out (in case it turns out to be bad, it would be a waste of time). That mysterious thing I wrote about earlier (it seemed like it wasn't working, I forgot to delete it, and then I noticed that it actually works). LE: the "Power of Nature" ability (icon below). I added a "regeneration" buff to the "earthquake" skill. Now, the entire army is always under the effect of this spell. On the one hand, it's powerful, but on the other hand, we have: - Regeneration always restores 75% HP, regardless of the hero's magic skill (the spell formula is 75% + 5 * magic skill, meaning the game clearly ignores the hero's magic skill). This means that regeneration will only be really useful for units of tier 5-7. - If you want a stronger regeneration, you can cast it on your unit with the hero (if the hero has regeneration in their spellbook), but the regeneration will not last forever; it will last for a few turns, depending on the hero's development in light magic (so, it's the same as before). However, after the regeneration effect ends, it will be naturally removed, and the regeneration from the perk will not be restored (in that battle). TE: the "Malassa's Shroud" ability. I added an "intangibility" rune to one of the perks, but it only works until your unit's turn. As soon as it's the unit's turn to move, the rune is removed. This means that at the beginning of the battle, the necromancer's army will be more protected (which is good; if intangibility lasted forever, it would be an obvious imbalance, and I wouldn't use it). As for the rest, I have some ideas for the undead, mages, and humans. I haven't quite figured out the remaining three yet.
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... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#733
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atlant108, the mages will have a new perk that will be perfect for your favorite builds (I think it will be powerful, but very suitable for spellcasters). And yes, I forgot to mention - all these perks are clearly weaker than the current spellcaster perks, but they will be easier to obtain (but at the same time, they will hinder the path to the standard spellcaster build). I am striving to create conditions in which it will be really possible to build into certain builds, but at the same time, players will not always develop along the same path, but will always have variations that are useful in different conditions. That is, how often do you build into spellcasters? - When playing on a normal map, it is almost impossible to get it. Usually, you can build into a spellcaster if you play on a huge map with a large number of strong neutrals and with a mentor (since the path to a spellcaster is terribly winding). At the same time, if I make the path to a spellcaster easier, I must make sure that this path has equivalent/equally interesting alternatives. For example, when playing as Elves, many people liked to put some kind of meteor shower/berserk/blindness on the archer and bombard the enemy with a rain of arrows, while not hindering the path to the spellcaster. Now, if you want to take both the rain of arrows and spell archery, you will not be able to build into a spellcaster - that is, we already have three paths for developing the racial skill of the Elves: 1) True Luck - it's still not that easy to get, but it's almost always possible; 2) Power of Nature - an interesting and unusual perk, developed through avenger and defense, the army becomes very resilient, it is easier to get than True Luck, but the latter is clearly stronger; 3) Rain of Enchanted Arrows - the easiest to get, but you have to manage to choose sworn enemies. Well, there is also a fourth path - to play through the enchanted ballista, which will also hinder the path to True Luck and the Rain of Enchanted Arrows (but will not hinder the path to the Power of Nature). Evaluate, criticize - let's see what happens)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#734
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SRD
atlant108, the mages will have a new perk that will be perfect for your favorite units (I think it will be amazing, but it will be great for the Stronghold faction).

SRD, you are a master of intrigue!
In reply to AstralLein
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#735
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AstralLein
Or four. What kind of creatures? Isn't this a mod for the game's mechanics?
Take a look at the table. It includes Chaos Architects, new Assassins, and other things. SRD wanted to add dragons earlier.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
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#736
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Interested
Take a look at the table. It includes Chaos Architects, new Assassins, and other things. SRD wanted to implement dragons earlier.
That table is no longer there; it has been replaced with a smaller table, and the units are being modified in a less drastic way. Some are ready, and some exist but are not quite finished :D (see the first message). The only units completely missing are the Inferno's 4th-tier units; we need to extract models from Heroes 6 and apply them to Druid animations (they will be Incubus casters and, in any case, a second ranged unit for Inferno).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#737
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Dark elves inspired by the sixth and seventh installments. That's great. They've piqued my interest. I'm rooting for the light dragons, but it seems the vote is going in a different direction. I would like to see the guardians from the seventh game instead of griffons in the Haven faction. Added after 3 minutes: That is, instead of swordsmen, although in the original they are actually on the fifth level... Added after 2 minutes: As an alternative, I think it's possible to replace some of the mages with those from the seventh game. I've always wanted to replace the generic, all-purpose "turret-toilet" units.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#738
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AstralLein
I'm for light dragons, but it seems the vote is going in a different direction.
There will be a light dragon, but it will be neutral.
AstralLein
I would like to see the guardians from the seventh game instead of griffins for the alliance.
The point is that the "retraining" skill practically ties our hands (in terms of the number of human units), and I also don't want to remove the griffins.
AstralLein
As an option, I think we can replace some of the mages with units from the seventh game. I've always wanted to replace the universal combat "turrets" with something else.
Gargoyles will be reworked. If nothing worthwhile comes of it, I will replace them with other academic units that exist in Ashan. Here are some options:





... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#739
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They are exotic....

Yeah, but how does it restrict choices? Replacing a unit won't have any consequences. What's the difference between a Swordsman and a Guard? The main thing is to make them equally strong so that the balance of their abilities isn't disrupted.

Added 1 minute later
I'm against Dervishes; Lukari are okay, and Mages are also an option.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#740
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I thought the new mages were the architects.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to AstralLein
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#741
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AstralLein

Yeah, but how does it restrict choices? Replacing a unit doesn't have any consequences. What's the difference between a Swordsman and a Guard? The main thing is to make them equally strong so that the ability's balance isn't affected.
It restricts choices by the number of human units (so that it doesn't turn out that retraining changes the unit's race), meaning that right now we have 5 human units and 2 non-human units (Griffin and Angel), so you can only change human units to other human units, or non-human units to other non-human units. I don't really like changes for the sake of changes; in principle, we should have: archer, caster, cavalry, infantry – we shouldn't touch them, but we essentially have two representatives of infantry – a Spearman and a Militia, and they both exist on levels 1 and 3 (lowering casters and cavalry below level 4 is complete nonsense, so there's no room for them there). It turns out that the change can only happen among levels 1 and 3 (Arbalests are on level 2). Here, I want to make it so that one unit is for defense, and the other is for attack (most likely, level 1 will have a shield and abilities like "Large Shield" and "Protect Allies," and level 3 will have a mace/stun, etc.). Peasants will go to the fields to harvest, not fight with pitchforks!
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#742
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Guards can have a halberd, but they will change gender to humans. Hmm. It doesn't look good.

Added 1 minute ago
So, the base:

1 pikemen
2 crossbowmen
3? (Swordsmen, guards... wolves... mercenaries?)

Added 35 seconds ago
Without wolves, just saying.

Added 1 minute ago
The Vestal option, again a gender change, but you could also make a unit that provides benefits. Again, a change.

Swordsmen are too generic!
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"