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Posts from UNIT - Creature Balance + Visual Changes

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In reply to Nargott
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Indeed, if we approach this issue from the perspective that Nargott does, then the griffin should be on level 6, and the knight on level 5, but there's another problem here – is it really good that we'll end up with an army where there are no flying units from level 1 to 5, but both are flying on the last two levels??? – that is, it's probably better that similar units of the same faction are not located next to each other, but are scattered across different levels, differing by 3 (+/-1) tiers.
... 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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Actually, I considered moving griffons to tier 6 (Iris would be thrilled), but I reminded myself that paladins are not just knights, but practically the hand of Elrath, although griffons are likely not inferior in strength. Besides, the order will remain without flying creatures until tier 6.

Added 9 minutes later
I would like to return to the topic of hydras. If they are moved to tier 6, I suggest somehow changing the concept of upgrades. It would be good to make a fundamental difference between the upgrades, for example, one upgrade would remain a sturdy tank (you could even give them the "taunt" ability), and the alternative upgrade would be focused on dealing damage.
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In reply to SRD
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SRD
Indeed, if we approach this issue from the perspective that Nargott does, then the griffin should be on level 6, and the knight on level 5, but here's another problem: is it good that we will end up with an army where there are no flying units from level 1 to 5, but both fly on the last two levels??? - that is, it is probably better that similar units of the same faction are not located next to each other, but are scattered at different levels, differing not by 1 tier, but by 3 (+/-1) tiers.
This is not a problem at all. In the same Inferno from Heroes 3, the situation is exactly the same; ifrits and devils are tier 6-7. The question is whether griffins look stronger than knights.

Regarding the attacking and defensive hydras - it's logical, although it's not directly related to moving them to tier 6 (i.e., you can rebalance without moving them).
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Perhaps there are some ideas on how to make alternate-grade Hydras into offensive creatures? Besides changing their stats, I would like to highlight their new concept, perhaps by giving them a new ability.
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Endless retaliation instead of a one-sided attack.
У меча предназначения два острия, одно из них ты.

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In HoMM VII, hydras have a life steal ability, similar to vampires, but this ability isn't particularly associated with acid hydras, and it mainly serves a defensive function.

Added 5 minutes later
Interested
Endless retaliation instead of a counterattack
As an alternative, instead of the defensive ability "acid blood," they could be given an attacking ability, "animal venom," like that of wyverns.
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It's better to give blood to the Dark creatures, and give these ones some kind of weakening attack or battle frenzy.
У меча предназначения два острия, одно из них ты.

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In reply to Заинтересованный
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It's better to give blood to the Dark creatures, and give these ones some weakening attack or battle frenzy.
Dark Hydras already have regeneration, why would they need blood too? And they aren't really associated with acid.
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Acid blood can be left as is, as it performs much better without retaliation (it allows you to increase direct attack by 25% after receiving a counterattack).
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Basically, I swapped the witches and hydras. For the hydras and dark hydras, I simply raised their stats to Tier 6 level, and for the acid hydras, in addition to the stats, I replaced "no retaliation" with infinite retaliation. With the increase in alt-grade damage, the efficiency of acid blood has increased proportionally; perhaps acid hydras no longer need additional abilities. But this is all preliminary; testing will show more accurate results.



I also put together a rough build plan for the Dungeon city.

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У меча предназначения два острия, одно из них ты.

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Миссия 1 - Фктиф-Зобар готова на 11,5%
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The open beta testing phase is beginning. Download link for the test version https://yadi.sk/d/IVGkEI0Z3MTZwJ .
Test map https://yadi.sk/d/MrBfNvJU3MTbd2 .

Version 2.4.0 (B)

General changes:

-LOD (low-quality reduced textures) are no longer used to display creatures on the map. Creatures on the map will now be displayed in maximum quality.

-Duels. Adjustment of army sizes for heroes from the "Haven" and "Dungeon" factions, in accordance with changes to the weekly growth of certain creatures.

War Machines:

-Ballista. Increased damage and health bonus based on hero stats and "War Machine Management" skill level, as well as increased base values.

-First Aid Tent. The number of uses for the "Healing"/"Plague Tent" ability is now 100. Increased health bonus based on hero stats and "War Machine Management" skill level, as well as increased base health value.

-Ammunition Cart. Increased health bonus based on hero stats and "War Machine Management" skill level, as well as increased base health value.



Haven:

-Town. Town development tree has been changed.

-Imperial Archers (grade).
<minor cosmetic changes>
<shooting animation fixes>

-Knights (grade). Damage 3-6 (+1 max damage), Health 30 (+2).

-Zealot of Faith (alt grade). Health 22 (-4).

-Monks, Inquisitors, Adepts. Now level 4 creatures. Weekly growth 5 (+2).
<corresponding changes applied in dwellings, town, and recruitment window>

-Monks (base). Attack 8 (-4), Defense 8 (-4), Damage 5-8 (-4 min and -4 max damage), Health 32 (-22).

-Inquisitors (grade). Attack 10 (-6), Defense 10 (-6), Damage 7-9 (-2 min and -3 max damage), Health 45 (-35).

-Adepts (alt grade). Attack 13 (-7), Defense 8 (-4), Damage 6-10 (-3 min and -2 max damage), Health 45 (-35).

-Griffins, Royal Griffins, Battle Griffins. Now level 5 creatures. Weekly growth 3 (-2).
<corresponding changes applied in dwellings, town, and recruitment window>

-Griffins (base). Attack 12 (+5), Defense 11 (+6), Damage 9-17 (+4 min and +7 max damage), Health 50 (+20).

-Royal Griffins (grade). Attack 15 (+6), Defense 16 (+8), Damage 9-25 (+4 min and +10 max damage), Health 60 (+25).
<creature icon changed>

-Battle Griffins (alt grade). Attack 13 (+6), Defense 20 (+8), Damage 10-20 (+4 min and +8 max damage), Initiative 13 (+3), Health 87 (+35). "Devastating Dive" ability now deals 150% of the creature's attack (+50%).

-Paladins (grade). "Aura of Courage" ability now increases and prevents morale from falling below 2 units (+1).

-Angels (base).
<cosmetic changes>


Inferno:

-Fire Demons (grade). Defense 5 (+1), Health 15 (+2), "Explosion" ability damage increased by 250%.

-Cerberi (grade). Attack 5 (+1). Damage 3-8 (-1 min and +1 max damage).

-Demonesses (grade). Attack 8 (+2), Damage 8-14 (+2 min and +1 max damage).
<cosmetic changes>

-Temptresses (alt grade).
<cosmetic changes>

-Cave Demons (base).
<cosmetic changes>

-Cave Lords (grade).
<cosmetic changes>

-Cave Spawn (alt grade) are now Abyss Lords.
<creature name and description changed>


Necropolis:

-Primeval Vampires (grade). Damage 7-15 (+2 max damage).
<cosmetic changes>

-Archliches (grade). - "Weakness" spell, - "Frailty" spell, + "Slow" spell, + "Plague" spell.

-High Liches (alt grade). Damage 18-23 (+1 min and +1 max damage).
<cosmetic changes + new icon>

-Death Harbingers (grade). - Deathly Blade (Slaying Blade), + Mark of Death (Swift Attack).
<creature icon changed>
<fixed creature glow animation for "happy" emotion>

-Banshees (alt grade). Damage 24-28 (+2 min and +1 max damage). "Mournful Wail" ability damage increased by 20%.

-Bone Dragons (base). Damage 27-35 (+12 min and +5 max damage), + Strike of Sorrow.

-Ghost Dragons (grade). Attack 32 (+2), Damage 30-42 (+2 min and +4 max damage), Initiative 12 (+1).

-Astral Dragons (alt grade).
<cosmetic changes>


Sylvan:

-Death Dancers (grade). "Battle Step" ability damage to secondary targets increased to 100% (+50%).

-Wind Dancers (alt grade). Damage 4-6 (default value).

-Ancient Ents (grade). Health 156 (+11).

-Bronze Dragons (grade). Damage 40-57 (+5 min damage).


Dungeon:

-Town. Town development and growth tree has been changed.

-Stalkers (alt grade).
<cosmetic changes>

-Beasts (base).
<blade glow effect removed>

-Furies (grade).
<cosmetic changes + new icon>
<fixed creature blade glow animation for "stir00" emotion (hovering cursor over creature in battle)>

-Minotaur Guards (grade). Defense 8 (+2), Damage 7-12 (+3 max damage), Health 45 (+3), + Fierce Retribution.

-Minotaur Overseers (alt grade). "Aura of Courage" ability now increases and prevents morale from falling below 2 units (+1).

-Lizard Riders (base).
<cosmetic changes + new icon>

-Hydras, Dark Hydras, Acid Hydras. Now level 6 creatures. Weekly growth 2 (-1).
<corresponding changes applied in dwellings, town, and recruitment window>

-Hydras (base). Attack 22 (+7), Defense 18 (+6), Damage 12-19 (+5 min and +5 max damage), Health 120 (+40).

-Dark Hydras (grade). Attack 25 (+8), Defense 23 (+8), Damage 14-21 (+5 min and +7 max damage), Health 175 (+50). "Regeneration" ability now restores 90-120 units per turn (+40 min and +50 max).

-Acid Hydras (alt grade). Attack 30 (+15), Defense 18 (+1), Damage 17-30 (+8 min and +16 max damage), Health 150 (+25), - Enemy Does Not Resist, + Endless Repulse.

-Twilight Witches, Shadow Mistresses, Night Ladies. Now level 5 creatures. Weekly growth 3 (+1).
<corresponding changes applied in dwellings, town, and recruitment window>

-Twilight Witches (base). Attack 12 (-6), Defense 12 (-6), Damage 12-17 (-5 min and -7 max damage), Health 60 (-20).

-Shadow Mistresses (grade). Attack 14 (-6), Defense 16 (-6), Damage 14-20 (-3 min and -7 max damage), Health 70 (-30).
<cosmetic changes>

-Night Ladies (alt grade). Attack 16 (-4), Defense 14 (-4), Damage 14-20 (-6 min and -7 max damage), Health 65 (-25).

-Black Dragons (grade). + Immunity to mind control.

-Red Dragons (alt grade). "Incineration" (Destruction) ability now deals 200% of the main attack (+50%).


Academy:

-Stone Gargoyles (base).
<cosmetic changes + new icon>

-Elemental Gargoyles (alt grade).
<movement animation changed>

-Rakshasa Rajas (grade). Attack 27 (+2), Defense 22 (+2), Damage 25-35 (+2 min and +5 max damage), Initiative 10 (+1).

-Rakshasa Kshatriyas (alt grade). Initiative 8 (-1, default value).

Fortress:

-Spear Throwers (base). "Crippling Wound" ability: increased effect trigger chance.

-Spear Masters (grade). "Crippling Wound" ability: increased effect trigger chance.

-Lava Dragons (grade). Defense 40 (+5), Damage 40-60 (-5 min and +5 max damage), Health 280 (-20). - Liquid Flame, + Lava Shield.

-Ice Dragons (alt grade). Attack 30 (+5), Damage 47-55 (+7 min and +5 max damage), Health 280 (-20). - Circular Attack, + Ice Breath (Liquid Flame). "Ice Breath" ability now deals water element damage and interacts with the creature's "Aura of Vulnerability to Ice" ability.
<attack animation changed (breath effect added)>
<animation and description of "Ice Breath" (Liquid Flame) ability changed>

Stronghold:

-Daughters of the Sky (grade). Mana 22 (+10).

-Executioners (grade). Attack 18 (+1), Damage 10-17 (+1 min damage), Health 60 (+5).

-Alphas (alt grade). Health 80 (+10).

-------------------------------------------------------------------------
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[Модификация]UNIT-Баланс существ + визуальные изменения.
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-First Aid Tent. Now, the number of uses for the "Healing"/"Plague Tent" ability is 100. Increased the health bonus based on the hero's characteristics and the "Battle Machine Management" skill level, and also increased the base health value.
Doesn't the tactic of endlessly prolonging the battle to fully recover losses seem annoying?

Added 2 minutes ago
-Fire Demons (upgrade). Defense 5(+1), Health 15(+2), Damage from the "Explosion" ability increased by 250%.
It's been a long time coming to bring this ability to a decent level.
Additionally, I would also reduce the jump radius of the Altus from 8 to 7 (so that they can only attack with the "Tactics" skill).

As I understand it, Centaurs are currently underutilized on tier 2. With minimal changes, you can simply move the fighters from tier 3 to tier 2 (without changing characteristics or bonuses), and the Centaurs from tier 2 to tier 3 (strengthening them to the level of Minotaurs). This significant change will actually only affect the Centaurs.
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In reply to Nargott
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Nargott
Doesn't mind the tactic of endlessly prolonging the battle to fully recover losses.
Personally, I always use this tactic against neutral creatures when playing as Necropolis. The tent heals very weakly, even when upgraded. Its main purpose is to remove negative effects. And three turns for it is just ridiculous. Usually, at the beginning of the battle, when there isn't much to heal, these three turns are spent, and then it just stands there as a useless burden. So, I'm all for 100 charges.

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