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I have been pondering this issue for a long time (since the days of Heroes II).
And do you know why it was even brought up? Necromancers! Children of the Night!
Well, how could we not give them one more little twist?
After all, their "life" is already difficult and full of trials!
Let something give them an extra chance to "survive."
I think it's safe to say that at night, the warriors of Necropolis
feel much more comfortable. This is their period of activity:
they move further and faster, attack and defend more strongly,
and their abilities manifest more often. All that remains is to
distinguish between game turns based on the time of day.
Initially, I wanted to link the change of day and night to the concept of fatigue.
Divide each turn into two equal parts. An army of ordinary mortals
spends most of the turn during the day, with about 10% of the movement
going towards fatigue (the red bar grows from the bottom, above the TP).
At night, the penalty should be increased to 50%.
The army will be able to travel exactly as far as the remaining turn bar
remains no less than the movement bar. That is, the more you move, the more fatigue,
the less the army will travel the next day. The terrain should also play a role,
although this is not certain: after all, when walking through the desert or swamp,
the same TP is spent, but only the distance traveled is reduced.
Rest (skipping a turn) could solve the problem. That is, the army does not move,
the player clicks on "end turn" with a full TP bar. At the same time, fatigue
is removed again at a rate of 1:10. Thus, most races will
follow a quite logical scheme: during the day - travel, at night - rest.
As much penalty is imposed for movement in the first phase, the same is
removed for rest in the second. But night "vigils" will be fraught with
bitter consequences!
For Necromancers, the picture is exactly the opposite: they move freely at night,
and are extremely limited (up to the loss of troops) during the day. On the other hand:
the dead cannot experience fatigue. And this concept greatly undermines
the entire constructed model.
Another argument against this scheme is the slowing down of the gameplay.
After all, now you need to alternate two phases in one turn. And how to pass the turn
to other players? First, everyone who could take their day turn, then everyone who wants to -
night? But then one of the phases will be inherently incomplete:
orders have already been given in the cities to begin construction, everything that can be bought
has been purchased in the markets, and only heroes with their armies wander around the map, lost.
It's a little sad.
Therefore, I continued to think in this direction. And I came up with this:
let five days be completely devoted to daylight hours, then five days -
to darkness (with all the consequences). And put two days between them -
an intermediate stage. So, a day in the game world will last two weeks:
2 days morning + 5 days day + 2 days evening + 5 days night (it is a fantasy world,
so it is possible to deviate from the usual rules)! All the effects described above remain in effect.
What will happen to fatigue? For ordinary mortals? Let's say, for now,
it does not accumulate at all during the day! In the morning and evening - with the above commission of 10%.
At night - 50%. That is, in any case, you will have to make stops for rest,
skip turns, because the warriors are living people.
And what about Necromancers? Everything is exactly the opposite! They receive the maximum penalty during the day,
a small penalty in the intermediate phases, and night is a time for active actions.
Both will periodically find themselves in a more advantageous,
or a less advantageous position!
Now let's move on to a more specific area - the mathematics of combat. It was assumed that
the fatigue accumulated by the army during travel would weaken the units in battle.
I don't want to name exact values yet, but the essence is approximately this: if you measure
the "vigor" of the army in battle on a scale of 0..10, then these gradations should
correspond to the interval from the maximum level of fatigue to its complete absence.
With an average value of 5, the fatigue adjustment will give approximately -0..-5
And only bonuses can change the situation for the better! Here it will be important
to visit fountains/temples/idols/shrines, because a "exhausted" hero has every chance of
dying early!
And now, the highlight of Necromancers. If the battle takes place at night, then somewhere on the fifth (or tenth)
round, "midnight" comes! And you know what that means: werewolves transform,
ghosts activate, zombies rise, vampires become ferocious, in general, everything is significantly
enhanced. And it would last until the end of the battle, but...
It's time to remember about magic. Let humans have another weapon
against darkness, in addition to Exorcism - Night Sun. After applying this spell, midnight abruptly
stops, and for the duration of its action, daylight reigns!
Accordingly, all corpses are stunned and bewildered, their activity decreases.
And only when the power of the spell burns out, night returns again and the midnight counter restarts!
As a countermeasure, Necromancers have Eclipse in their arsenal - it stops the day
(for the duration of its action or as a neutralization of Night Sun - whoever has more power).
The Full Moon spell in its pure form will only work at night, so as not to wait
for the natural onset of midnight. We also include here the Darkness Swarm - when there are not enough forces
for a general night, then it can be applied in pieces to individual cells of the battlefield.
I almost forgot to tell you about one more thing. Remember, in the third game there was a building - Veil of Darkness:
over the enemy territory, twilight gradually thickened, and only the lights around the flags
indicated the controlled objects? So, this can be beautifully woven into the game and
without affecting this building. Since the Earth rotates, after the fifth day
(evening begins), a strip of twilight will move from one edge of the screen to the other,
covering the explored territory. After 7 days (in the morning), it will also gradually disappear,
but all this time living creatures will have to wander blindly,
unless, of course, they dare to go on a campaign at night!
Well, that's what the model turned out to be: day and night alternate with an enviable
frequency, their "protégés" cyclically gain advantages over each other,
active expansion is replaced by a silent defense. Who knows, maybe in one of these phases
the further fate of the World of Heroes will be decided!
And do you know why it was even brought up? Necromancers! Children of the Night!
Well, how could we not give them one more little twist?
After all, their "life" is already difficult and full of trials!
Let something give them an extra chance to "survive."
I think it's safe to say that at night, the warriors of Necropolis
feel much more comfortable. This is their period of activity:
they move further and faster, attack and defend more strongly,
and their abilities manifest more often. All that remains is to
distinguish between game turns based on the time of day.
Initially, I wanted to link the change of day and night to the concept of fatigue.
Divide each turn into two equal parts. An army of ordinary mortals
spends most of the turn during the day, with about 10% of the movement
going towards fatigue (the red bar grows from the bottom, above the TP).
At night, the penalty should be increased to 50%.
The army will be able to travel exactly as far as the remaining turn bar
remains no less than the movement bar. That is, the more you move, the more fatigue,
the less the army will travel the next day. The terrain should also play a role,
although this is not certain: after all, when walking through the desert or swamp,
the same TP is spent, but only the distance traveled is reduced.
Rest (skipping a turn) could solve the problem. That is, the army does not move,
the player clicks on "end turn" with a full TP bar. At the same time, fatigue
is removed again at a rate of 1:10. Thus, most races will
follow a quite logical scheme: during the day - travel, at night - rest.
As much penalty is imposed for movement in the first phase, the same is
removed for rest in the second. But night "vigils" will be fraught with
bitter consequences!
For Necromancers, the picture is exactly the opposite: they move freely at night,
and are extremely limited (up to the loss of troops) during the day. On the other hand:
the dead cannot experience fatigue. And this concept greatly undermines
the entire constructed model.
Another argument against this scheme is the slowing down of the gameplay.
After all, now you need to alternate two phases in one turn. And how to pass the turn
to other players? First, everyone who could take their day turn, then everyone who wants to -
night? But then one of the phases will be inherently incomplete:
orders have already been given in the cities to begin construction, everything that can be bought
has been purchased in the markets, and only heroes with their armies wander around the map, lost.
It's a little sad.
Therefore, I continued to think in this direction. And I came up with this:
let five days be completely devoted to daylight hours, then five days -
to darkness (with all the consequences). And put two days between them -
an intermediate stage. So, a day in the game world will last two weeks:
2 days morning + 5 days day + 2 days evening + 5 days night (it is a fantasy world,
so it is possible to deviate from the usual rules)! All the effects described above remain in effect.
What will happen to fatigue? For ordinary mortals? Let's say, for now,
it does not accumulate at all during the day! In the morning and evening - with the above commission of 10%.
At night - 50%. That is, in any case, you will have to make stops for rest,
skip turns, because the warriors are living people.
And what about Necromancers? Everything is exactly the opposite! They receive the maximum penalty during the day,
a small penalty in the intermediate phases, and night is a time for active actions.
Both will periodically find themselves in a more advantageous,
or a less advantageous position!
Now let's move on to a more specific area - the mathematics of combat. It was assumed that
the fatigue accumulated by the army during travel would weaken the units in battle.
I don't want to name exact values yet, but the essence is approximately this: if you measure
the "vigor" of the army in battle on a scale of 0..10, then these gradations should
correspond to the interval from the maximum level of fatigue to its complete absence.
With an average value of 5, the fatigue adjustment will give approximately -0..-5
And only bonuses can change the situation for the better! Here it will be important
to visit fountains/temples/idols/shrines, because a "exhausted" hero has every chance of
dying early!
And now, the highlight of Necromancers. If the battle takes place at night, then somewhere on the fifth (or tenth)
round, "midnight" comes! And you know what that means: werewolves transform,
ghosts activate, zombies rise, vampires become ferocious, in general, everything is significantly
enhanced. And it would last until the end of the battle, but...
It's time to remember about magic. Let humans have another weapon
against darkness, in addition to Exorcism - Night Sun. After applying this spell, midnight abruptly
stops, and for the duration of its action, daylight reigns!
Accordingly, all corpses are stunned and bewildered, their activity decreases.
And only when the power of the spell burns out, night returns again and the midnight counter restarts!
As a countermeasure, Necromancers have Eclipse in their arsenal - it stops the day
(for the duration of its action or as a neutralization of Night Sun - whoever has more power).
The Full Moon spell in its pure form will only work at night, so as not to wait
for the natural onset of midnight. We also include here the Darkness Swarm - when there are not enough forces
for a general night, then it can be applied in pieces to individual cells of the battlefield.
I almost forgot to tell you about one more thing. Remember, in the third game there was a building - Veil of Darkness:
over the enemy territory, twilight gradually thickened, and only the lights around the flags
indicated the controlled objects? So, this can be beautifully woven into the game and
without affecting this building. Since the Earth rotates, after the fifth day
(evening begins), a strip of twilight will move from one edge of the screen to the other,
covering the explored territory. After 7 days (in the morning), it will also gradually disappear,
but all this time living creatures will have to wander blindly,
unless, of course, they dare to go on a campaign at night!
Well, that's what the model turned out to be: day and night alternate with an enviable
frequency, their "protégés" cyclically gain advantages over each other,
active expansion is replaced by a silent defense. Who knows, maybe in one of these phases
the further fate of the World of Heroes will be decided!


