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Posts from UNIT - Creature Balance + Visual Changes Auto-translated

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#228
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Frozensoull
The whole problem is that in the battle settings, the animation of absolutely all creatures is accelerated, but I like the standard animation dynamics of the battle, and I wouldn't want to lose the aesthetic pleasure of watching the battle at a normal speed just because of a couple of creatures. For those who don't care about the visual aspect of the game, they can crank up the speed slider to the maximum, but I don't think that's the majority.
There are settings to individually adjust the animation speed of creatures; I don't remember exactly where. You can look in my WGE mod; it definitely changed there. I sped up the flight of the slow gargoyles, equalized the animation speeds of the fairy upgrades, etc. In general, only witches need a teleportation animation (and a flight with increased speed would also be good) because their "walking and hip-swaying" animation needs to be sped up too quickly.
Frozensoull

This is more of a tactical ability than a combat one. It allows you to either avoid unnecessary damage to your creatures (teleport a friendly creature out of a "hot spot") or, conversely, "pull" an enemy creature into the thick of things and then methodically focus damage on it.
This is primarily a situational ability for pulling enemy ranged units out of formation.
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#229
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Ment
I don't know what audience this mod is aimed at, but if it's for tournaments, I'm sure _almost everyone_ speeds up the animations.
Otherwise, yes, you can also cater to those who prefer things to look nicer. However, I still don't think a significant number of people will want to change the "animation speed" selectively, but it's up to you...

The teleportation animation is also sped up with a slider in the settings, so there shouldn't be any problems for fans of faster animations. In addition, the visual aspect is optional in such cases, and it can be omitted if desired.
Andrail

Frosensoull, why did you buff the Messengers? Now Banshees are even more of an underdog.

You need to know how to use Banshees; they have an increased range of effect and the damage of their ability has also been increased. If the "Banshee's Wail" or "Grief" is also applied to enemy creatures, then the wail often deals much more damage than a normal melee attack, not to mention the AoE.
As for the Messengers, they were indeed overdone. After buffing the Banshee's Wail, the Messengers were already underpowered, which is why they were given the "Killing Blade" ability, but now it will be replaced with another ability, less... destructive...

In the new version, I would like to create some kind of "interaction" between the upgrades of Liches and Banshees, and possibly Dragons. Messengers will receive the "Mark of Death" ("swift attack," counterattack when attacking slowed creatures), and Archliches will receive plague and slow (triggering the "Mark of Death" ability), so that Archliches can act as support for Messengers, and Dragons will enhance the damage of the Banshee's Wail with "Grief Strike."
Nargott
In general, only witches need a teleportation animation (and flight with increased speed would also be nice), since their "walking and hip-swaying" animation needs to be sped up too much.

The sped-up walking animation of witches is quite amusing :smile52:
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#230
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So, the new version is close to the alpha testing stage, and therefore I would like to share some information: 1) Version 2.4 will be the final one for the "UNIT" mod. The main task of the last update will be to fix the remaining imbalances in the balance of creatures, as well as various kinds of bugs, in connection with which a beta test will be conducted, in which everyone can take part. 2) A significant role in balancing will be given to war machines and their corresponding specialization. Previously, this direction of hero development was often less of a priority. 3) The balance of creatures of the "Haven" faction has been revised, as a result of which monks, inquisitors, and adepts have moved to the 4th tier, and griffins, royal griffins, and war griffins have moved to the 5th tier. 4) The chances of triggering many creature abilities have been revised. 5) The visual component will introduce many cosmetic changes to the textures and animations of creature abilities, and will also fix some graphical bugs of the original version of the game and previous versions of the mod. 6) A preliminary list of changes will be published on August 30, 2017.
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#231
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A logical rearrangement of griffins and monks. But what about the following creatures: 1) hydras (too low a tier for such a giant creature) 2) centaurs (too low a tier for cavalry of their weight class) 3) bears (too low a tier; a berserker is not on par with a bear)
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#232
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The bears are already in fourth place.

Added 31 seconds ago
I was just about to write about the aunts.
У меча предназначения два острия, одно из них ты.

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#233
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Nargott
A logical rearrangement of griffins and monks.
But what about the following creatures:
1) hydras (too low a tier for such a giant creature)
2) centaurs (too low a tier for cavalry of their weight class)
3) bears (too low a tier; a berserker is not on par with a bear)

1) If I understand you correctly, you are suggesting swapping witches and hydras? The idea is interesting, but in that case, hydras would become very durable, even more so than ents (especially the upgraded version with regeneration), and the alternate upgrade would resemble the wyvern upgrade with its "poisonous" nature.

I would like to hear more opinions on this.

2) When the ToE expansion was released, playing through the Orc campaign, I also found it somewhat strange that such a large creature occupies such a low position in the hierarchy. In Heroes of Might and Magic 6, as far as I remember, they were assigned to the 6th tier, but in the reality of Heroes of Might and Magic 5, they can hardly compete with shamans or chieftains, and certainly not with wyverns. Based on this, they could be swapped with orcs on the 3rd tier.

3) Starting with version 1.0.1, bears and berserkers have swapped places.
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#234
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Frozensoull
1) If I understand you correctly, you are suggesting swapping the positions of the witches and hydras? The idea is interesting, but in that case, the hydras will turn out to be very durable, even more so than ents (especially the upgraded version with regeneration).
Balance here is a matter of numbers, i.e., everything is changeable. Work with the stats; you can also play around with the regeneration strength if you want. I would do the same in my mod if I hadn't decided to put the faceless ones on tier 6 (meaning I removed the hydras from the Dungeon altogether).
P.S.: I removed the hydras for two reasons:
1) They belong on tier 7, where the dragons are;
2) In Heroes 5, hydras are terrible - a bizarre, unstable, awkward, and ugly unit with a disgusting animation - IMHO.
... 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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#235
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Alt Hydras don't have poison; these abilities function completely differently. The only thing that "resembles" it is regeneration.

Moving Griffons to tier 5 is less justified than moving Hydras to tier 6; you could say that Hydras on tier 5 is the most glaring mistake by the game designers. So, if you're going to start making changes, you should start with Hydras, not Griffons or Bears.

Regarding Centaurs, you could take a conservative approach and only swap them with Orcs (which are already close to tier 2), or you could be bolder and move them to tier 4 (Shamans to tier 3). Or even to tier 2. After all, a woman with knives is still a woman with knives, not the most combat-capable unit compared to Orcish brutes.
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#236
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Frozensoull
...and the alternate upgrade will resemble the Wyvern upgrade with its "poisonous" nature.
How did the Hydra remind you of the Wyvern? - one flies and has good mobility, the other barely walks and attacks in an area; besides, their poison is not 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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#237
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Even at level 4, the difference between centaurs/bears and tier 6 knights is excessively exaggerated. In WGE, knights are roughly equivalent to tier 5 in strength (but they compensate with numbers), and the following ratio applies: 6 knights = 6 griffins = 8 bears = 8 lizards = 12 centaurs. This seems to me to be the most realistic, as centaurs are analogous to light cavalry, and bears are not teddy bears, but huge predators that used to have knightly horses for breakfast. That is, if they are weaker than knights, it is not by much – the mount is clearly stronger.
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#238
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Nargott
Alt Hydras don't have poison; these abilities work completely differently. The only thing that "resembles" it is regeneration.

Alt-upgraded Hydras have acid blood, while upgraded Wyverns have animal poison. The mechanics of the abilities are different, but the essence is the same.

Nargott
Moving Griffons to Tier 5 is less justified than moving Hydras to Tier 6; you could say that Hydras on Tier 5 is the biggest mistake made by the game designers. So, if you're going to start moving units, you should start with Hydras, not Griffons or Bears.

Moving Griffons was justified by at least two factors:
1) From a logical point of view. Griffons are mythical creatures with great power, perhaps even comparable to Paladins, while Monks and Inquisitors are just clergymen with minimal combat skills.
2) From the point of view of balance and game mechanics, Monks and their upgrades are rather mediocre ranged damage dealers; they only stand out because they are casters. However, Griffons do a very good job of dealing damage, even when they are on Tier 4 in the original game.
Nargott
Regarding Centaurs, you can take a conservative approach and only swap them with Orcs (which are already close to Tier 2), or you can be bolder and move them to Tier 4 (Shamans to Tier 3). Or even to Tier 2. After all, a woman with knives is still a woman with knives, not the most formidable unit compared to Orcs.

Well, Shamans may be women with knives, but they are elders, much smarter and wiser than their fellow tribesmen, and they also possess extraordinary magical power; I think moving them to Tier 3 is a clear insult to them :D
But moving Centaurs to Tier 3 seems very logical to me, because ordinary Orcs can hardly cope with such a creature.
SRD
What did the Hydra remind you of? - one flies and has good mobility, the other barely walks and attacks in an area; besides, their poison is not the same.

It reminds me not of the mechanics, but of its poisonous nature; both are poisonous creatures.

Added 7 minutes ago
Nargott
and those Bears are not teddy bears, but huge predators that used to eat Knight's horses for breakfast. So, if they are weaker than Knights, it's not by much - the mount is clearly stronger.

Bears are, of course, more powerful than Knight's horses, but horses are just a means of transportation for Knights... And Paladins generally have a very "close relationship" with Elrath; I think this can explain their position within their faction.
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#239
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I feel that the WGE, Unit, and harmony mods will soon come to a consensus.
Hydras with 160 health are sufficient; knights simply need increased armor, a larger shield, and agility, and perhaps something else. Centaurs on level five, the rest one level lower.

Added 7 minutes later
Actually, a horse can deal more damage than a knight, so it's better to give it a random attack.
У меча предназначения два острия, одно из них ты.

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#240
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"Frozensoull"
Shamans, although they are women with knives, are elders, much smarter and wiser than their fellow tribesmen, and besides, they possess extraordinary magical power; I think relegating them to Tier 3 is a clear insult to them.
Mental strength is not needed in a fight; otherwise, boxing weight categories would be divided by IQ level. An Orc is simply twice as heavy as a female Orc; it would be a disgrace for him to be weaker. But he is indeed weaker as a fighter (even if you take away all the buffs and debuffs from the shamans). By the way, the shamans look rather young for elders; do Orcs know a thing or two about cosmetics?
Although, the issue is not so much with them, but with the fact that the Kents feel out of place even on Tier 3. However, moving them to Tier 3 is already a step in the right direction.
In short, I will not insist on moving the Kents to Tier 4, as I understand that this is less conservative and would affect more units than I would like.
Bears are, of course, more powerful than Knight horses, but horses are just a means of transportation for the Knights...
Horses are a means of transportation for some light cavalry, but for Knights, horses are the main striking force and power that overpowers and tramples the enemy.
Again, this does not mean that Tier 6 Humans should necessarily be weakened and increased in number, but I would do so; the Knights are too over-buffed, both in relation to Dragons and in relation to other cavalry/infantry.
However, from the point of view of training mechanics, weakening the Monks to Tier 4 also means weakening the training of Monks and strengthening the training of Knights; against this background, I would say that increasing the growth rate (with an individual weakening of one creature) for the Knights is highly desirable.
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#241
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Nargott
Mental strength isn't needed in a fight; otherwise, boxing weight classes would be divided by IQ level. An Orc is simply twice as heavy as a female Orc, and it would be a disgrace for him to be weaker. But he is indeed weaker as a fighter (even if you take away all the spells and debuffs from the shamans).

If you consider everything from a physics perspective, then everything is as you say, but we are talking about the world of swords and magic. This is a fantasy world, and it doesn't only obey the laws of physics; magical abilities often outweigh the physical characteristics of the opponent.
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#242
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I will quote here my complete vision of the strength of individual creatures, so as not to repeat myself:
1 = goblin
1.25 = gremlin, fairy
1.5 = militia, imp
1.75 = skeleton
2 = guard, pikeman, zombie
2.25 = demon, gargoyle
2.5 = assassin, archer
3 = dancer, berserker, ghost
3.5 = succubus, shaman
4 = beast, brute, swordsman
4.5 = cerberus
5 = hunter, golem, centaur
6 = monk, druid
7 = minotaur, mage
8 = bear, predator, priest
9 = nightmare, unicorn
10 = vampire, knight, chieftain, witch, griffin
15 = lich, djinn, wyvern
20 = balor, reaper, rakshasa
30 = hydra, ent, than, angel, devil, necrodragon
60 = light/dark/dwarven dragon, titan, cyclops

Again, here, in favor of realism (wargame), as well as for training purposes, the difference between foot swordsmen and mounted knights has been significantly reduced. As well as between peasants and swordsmen (although, to be fair, more advanced models are used for peasants - see the mod for replacing peasants).

Naturally, I provide these assessments as an example; perhaps somewhere the points of view will coincide; I am not going to insist on anything - this is an author's vision, based on the analysis of various wargames (for historical units), partially - historical chronicles (although it is difficult to obtain an accurate assessment of knights from them), and a simple comparison of weight categories and the quality of armor/weapons. For example, a griffin is a flying lion with a weight of 250+ kg (body + wings); it is clear that if such a creature dives from above onto a monk, all that will remain of him are wet slippers; the power of such a bird is quite comparable to a knight with a combined weight (destrier horse + rider) of about a ton.
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