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Posts from Harmony - Troop Symmetry Auto-translated

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#773
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In that case, it would be better to replace the race; SRD won't be doing that.
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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#774
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If the hounds only fight for half the battle, the madmen will cover them, 3-4 levels of shooters, 5 a tank, 6 a raider, and an elite unit – it works out pretty well. Imps, however, require protection, and they are killed quickly. These will be tougher, but you can set any characteristics. A faction should have both strong and weak sides. With my version of the army, demons will be weaker in attack due to reduced speed, but they will still strike first and steal a lot of mana with the steeds + gates + archers = demons are the strongest. And if destroyers hit their own units, then even more careful gameplay will be required. The advantages and disadvantages are immediately apparent. But the imps can be left as they are, perhaps by removing the mana-stealing ability.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#775
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I'm not just going to swap out the Inferno units from the fifth game with the Inferno units from the sixth; what's the point of that? First and foremost, I'll make sure that the demons have both a low-level ranged unit and an elite ranged caster. I'll probably add the Ifrit (I originally planned to replace the Nightmare with it), but I'm leaning towards this:
1 Imps
2 Cerberi
3 Succubi
4 Incubus
5 Nightmares
6 Ifrits
7 Pit Lords
At the same time, the Djinns of the Academy will be moved to tier 6, and the Rakshasa will be moved down to tier 5.

In any case, I'll finish the mechanics first (in principle, all that's left is to complete the skill wheel and review the heroes, of which there are currently 16 per faction – the number should be a multiple of the maximum number of players, in case all 8 players on one map belong to the same faction, the number of native heroes they have should be the same).
... 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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#776
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May grant some demons fire immunity.
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 SRD
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#777
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SRD
I'm not just going to replace the Inferno units from Heroes 5 with the Inferno units from Heroes 6, because what's the point??? - First of all, I'll make sure that the demons have both a low-level ranged unit and an elite ranged caster. I'll probably add an Ifrit (I originally planned to put it in place of the Nightmare) but I'm leaning towards this:
1 Imps
2 Cerberi
3 Succubi
4 Incubus
5 Nightmares
6 Ifrits
7 Pit Lords
At the same time, the Djinns of the Academy will be moved to level 6, and the Rakshasa will be moved down to level 5.

In any case, I'll finish the mechanics first (in principle, all that remains is to complete the skill wheel and revise the heroes, of which there are currently 16 per faction - the number should be a multiple of the maximum number of players, in case all 8 players on one map belong to the same faction, the number of native heroes they have should be the same).

That's a good option. If that's the case, I agree.

Will the Ifrits/Djinns remain visually the same, or will they be improved?
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#778
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All demons will have 50% fire resistance, but they will also have the ability "Blood of Demons" (boiling blood), which will make them vulnerable to holy and unholy magic. The ability "Demon" will be renamed to "Malassa's Apprentice" and given to the Dark Elves, as a result of which they will gain immunity to unholy magic and vulnerability to holy magic.
... 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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#779
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What will be the second Special Ability for the Dwarves?
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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#780
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We'll find out after the release.

Added 8 minutes later
It will likely be related to light and magic.
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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#781
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regarding chaos and runes – sorry for the late reply:D a preliminary title could be "Blazing Resolve," "Blazing Revelation," or "Revelation of Arcat."

Added 51 minutes later
Initially, I wanted to make it so that magical skills would grant magical skill points, and combat skills would grant combat skill points, but I realized that it wouldn't be possible to do this in a visually appealing way. For example, a necromancer would have to gain "Scream of Terror" through darkness:smile11:. It's possible to create a kind of "anti-leader" skill, but I understand that this would require scripting.
... 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 AstralLein
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#783
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In RTA, there's a feature that makes it logical for a Necromancer to level up their leadership skill: instead of increasing their own defense, leadership reduces the defense of the opponent.

Added 1 minute ago
It's a logical thing because, generally, what does leadership do for a Necromancer?
... 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 AstralLein
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#785
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AstralLein
That's right. Otherwise, Markel has trouble with leadership at the beginning.
Well, he can play with the perks "habitable mines" and "harbinger of death" - in fact, I haven't taken these perks since, except when playing as Markel.

Added 13 minutes later
Another change - I still don't want to add too much "original content," so I'm returning the "Hive" to its original school (currently, the Hive has been reworked into "Blade of Retribution," which casts Divine Wrath and is located in the Light magic).
In Fire magic (Inferno 7), there is a spell called "Fire Guardian." I can create a similar "magical guardian" (a similar version, not the original, because we don't have Fire magic in Inferno 5, and there are no Fire spells that don't hit an area - area spells hit allies, and the guardian is uncontrollable). Therefore, it won't be "fire," but "magical" (it will attack with the "Explosion" spell).
... 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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#786
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Actually, the second specializations weren’t invented out of thin air – for example, the Earth magic spell “Power of Nature,” which served as the basis for the Elven specialization 2.


And this is a spell for the Human specialization 2.
... 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...