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Posts from UNIT - Creature Balance + Visual Changes

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In reply to Уриэль Септим Х
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Uriel Septim X
I agree with you here, because this project is yours, and you decide what goes and what doesn't. This idea was suggested so that there would be no heated debates in the discussions, as well as to simplify working with the mod (after all, it will be more convenient for you to test individual creatures with such a program). However, this is just a rational (from my point of view) proposal.

In any case, thank you. Your idea is really worthwhile, maybe someday I will implement something similar, but not within the framework of the project.

-------------------------

Let's summarize the results regarding the much-discussed Imperial Archers (upgrade) from the Order faction.



The results speak for themselves. Thank you for participating in the poll.

-------------------------

I suggest we take a break from balancing and focus on... aesthetic qualities...
I've long wanted to refresh the model of the Shadow Lords (upgrade), and it turned out that there are 2 ready-made options. Which one is better?)




You can vote at the link http://www.rupoll.com/ashyufuvsp.html
The results will not be summarized; based on the voting results, the selected option will immediately be included in the release of version 2.4 (tomorrow).
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
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Greetings, dear users and guests of the forum. A whole year and two days have passed since the release of the previous version 2.3, but its time has now come and gone, and I am pleased to present for your consideration the new version 2.4. As previously announced, version 2.4 will be the final one for project "UNIT". It represents an important step in the balance of the entire modification. This time, in addition to creatures, war machines have also undergone changes, as a result of which "machinists" will feel comfortable not only at the start but also during prolonged gameplay. Furthermore, changes from previous versions were re-evaluated, and thanks to collective feedback, many of them were modified or abolished. The new version also contains a significant number of polished visual changes, including updated models for new heroes (based on high-level creatures, one per faction), while hero stats remain unaffected.

Thread header has been updated!

Version 2.4
(Changes in characteristics compared to previous versions of the modification are indicated in parentheses)

The list of changes compared to the original can be found here.

The download link can be found in the thread header


General changes:


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

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

War machines:

-Ballista. Increased damage and health bonus depending on hero stats and "War Machine Management" skill level, as well as an increase in their base value.

-First Aid Tent. Now the number of uses for the "Healing"/"Plague Tent" ability is 10. Increased health bonus depending on hero stats and "War Machine Management" skill level, as well as an increase in the base health value.

-Ammo Cart. Increased health bonus depending on hero stats and "War Machine Management" skill level, as well as an increase in the base health value.


Haven:

-City Siege. Replacement of shooters on towers:
<central tower: archers(base) -> Adepts(alt.grade)>
<left tower: archers(base) -> Inquisitors(grade)>
<right tower: archers(base) -> Inquisitors(grade)>

-City. City development tree has been changed.

-Archers(base). Damage 3-5(-1 min and -1 max damage).

-Imperial Archers(grade). Damage 4-8(-2 min and -2 max damage), Initiative 10(+1).
<small cosmetic changes>
<shooting animation fixes>

-Zealot of Faith(alt.grade). Health 24(-2).

-Monks, Inquisitors, Adepts. Now these are level 4 creatures. Weekly growth 5 (+2).
<corresponding changes applied in dwellings, in the castle, and in the 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, War Griffins. Now these are level 5 creatures. Weekly growth 3 (-2).
<corresponding changes applied in dwellings, in the castle, and in the 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>

-War Griffins(alt.grade). Attack 13(+6), Defense 20(+8), Damage 10-20(+4 min and +8 max damage), Health 80(+28). "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>

-Archangels(grade). Attack 31(+1, base value), Damage 50-50(+20 to min damage, base value), - Enemy does not resist.

-Seraphim(alt.grade). Damage 30-70(-5 max damage), Mana 12(-2).


Inferno:

-City Siege. Replacement of shooters on towers:
<central tower: no changes>
<left tower: succubi(base) -> Temptresses(alt.grade)>
<right tower: succubi(base) -> Demonesses(grade)>

-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). Initiative 9(+1), "Fireball" spell: skill level increased to "Advanced", - "Berserk" spell, + "Meteor Shower" spell at "Advanced" skill level.
<cosmetic changes>

-Cave Spawn(alt.grade) are now Abyss Lords. "Deadly Blade" ability now deals 2.5 damage per creature (-0.5).
<creature name and description changed>


Necropolis:

-City Siege. Replacement of shooters on towers:
<central tower: liches(base) -> High Liches(alt.grade)>
<left tower: liches(base) -> Archliches(grade)>
<right tower: liches(base) -> Archliches(grade)>

-Spirits(alt.grade). "Ammo Theft" ability radius increased to 6 cells(+1).

-Primeval Vampires(grade). Damage 7-15(+2 max damage), Health 40(-5).
<cosmetic changes>

-Vampire Princes(alt.grade). "Numbness" ability: duration 2 turns(+0.5, base value)

-Archliches(grade). - "Weakening" spell, - "Frailty" spell, + "Slow" spell at "Advanced" skill level, + "Plague" spell.

-High Liches(alt.grade). Damage 18-23(+1 min and +2 max damage). + "Frailty" spell, "Confusion" spell now affects 50% of creatures (-20%).
<cosmetic changes + new icon>

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

-Banshees(alt.grade). "Mournful Wail" ability damage increased by 20%.

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

-Ghostly Dragons(grade). Attack 31(+1), Defense 32(+2), Damage 30-40(+2 min and +2 max damage), Health 180(+5), - Fear Attack, - Deadly Gaze.

-Astral Dragons(alt.grade). Defense 27(-1, base value). Damage 30-40(+3 min and +5 max damage) - Numbness, + Deadly Gaze, + Magic Strike.
<cosmetic changes>


Sylvan:

-City Siege. Replacement of shooters on towers:
<central tower: druids(base) -> Elder Druids(alt.grade)>
<left tower: druids(base) -> High Druids(grade)>
<right tower: druids(base) -> High Druids(grade)>

-Dryads(grade). Defense 2(-1), Health 7(-1).

-Death Dancers(grade). Defense 4(-1), Health 12(-3, base value). "Battle Pas" ability damage to secondary targets increased to 100%(+50%).

-Wind Dancers(alt.grade). Attack 6(+1, base value). Damage 4-6(base value).

-Bow Masters(grade). Attack 6(-1), Defense 4(-1, base value), Damage 6-9(-3 min and -3 max damage), Initiative 12(+1).

-Forest Shooters(alt.grade). Shots 8(-8).

-Ents(base). Health 150(+24).

-Ancient Ents(grade). Health 170(+25).

-Wild Ents(alt.grade). Health 160(+24).

-Bronze Dragons(grade). Attack 32(-3), Defense 27(-1, base value), Damage 30-55(-5 min and -2 max damage).

-Crystal Dragons(alt.grade). Attack 32(+7), Damage 35-60(+15 min and +25 max damage, base value), Initiative 14(+2, base value). - Storm Strike, + Crystal Scales.


Dungeon:

-City Siege. Replacement of shooters on towers:
<central tower: shadow mistresses(grade) -> Night Mistresses(alt.grade)>
<left tower: shadow mistresses(grade). no changes>
<right tower: shadow mistresses(grade). no changes>

-City. City development tree has been changed.

-Stalkers(alt.grade).
<cosmetic changes>

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

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

-Minotaurs(base). Defense 5(+1).

-Minotaur Guards(grade). Defense 8(+2), Damage 7-12(+3 to max damage), Health 40(-2), + Fierce Retribution.

-Minotaur Overseers(alt.grade). Damage 6-10(+1 to max damage). "Aura of Courage" ability now increases and prevents morale from falling below 2 units(+1).

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

-Dark Riders(grade).
<cosmetic changes>

-Nimble Riders(alt.grade). Damage 7-14(-1 min damage), Health 65(-5).

-Hydras, Dark Hydras, Acid Hydras. Now these are level 6 creatures. Weekly growth 2 (-1).
<corresponding changes applied in dwellings, in the castle, and in the 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 170(+45). "Regeneration" ability now restores 70-110 units per turn(+20 min and +30 max.)

-Acid Hydras(alt.grade). Attack 27(+12), Defense 18(+1), Damage 18-32(+9 min and +18 max damage), Health 150(+25), - Enemy does not resist, + Endless Repulse.

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

-Twilight Witches(base). Attack 12(-6), Defense 12(-6), Damage 12-17(-5 min and -7 max damage), Health 60(-20). "Punishing Strike" spell: skill level reduced to "Basic", "Destructive Beam" spell: skill level reduced to "Basic", "Slow" spell lost its skill level (reduces initiative by 25%).

-Shadow Mistresses(grade). Attack 14(-6), Defense 16(-6), Damage 14-20(-3 min and -7 max damage), Health 65(-35), Mana 18(-2). "Slow" spell reduced to "Advanced" level (base value), "Confusion" spell lost its skill level (affects 50% of creatures, base value), "Destructive Beam" spell reduced to "Advanced" level (base value).
<creature model and icon changed>
<animation for "happy" emotion added>

-Night Mistresses(alt.grade). Attack 16(-4), Defense 14(-4), Damage 14-20(-6 min and -7 max damage), Health 65(-25), Mana 14(-6, base value), + "Weakening" spell at basic level (-65% max damage).

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

-Red Dragons(alt.grade). Initiative 10(-1).


Academy:

-City Siege. Replacement of shooters on towers:
<central tower: gremlins(base) -> Battle Mages(alt.grade)>
<left tower: gremlins(base) -> Archmages(grade)>
<right tower: gremlins(base) -> Archmages(grade)>

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

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

-Djinn(base). Initiative 11(-1).

-Djinn Viziers(alt.grade). Damage 14-19(+2 max damage, base value), Health 70(+5).

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

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


Fortress:

-City Siege. Replacement of shooters on towers:
<central tower: spear masters(grade) -> Flame Priests(alt.grade)>
<left tower: spear masters(grade) -> Priests of Arkat(grade)>
<right tower: spear masters(grade) -> Priests of Arkat(grade)>

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

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

-Bonecrushers(base). Attack 5(-1), Defense 5(-1), Damage 2-5(-1 max damage), Health 17(-3).

-Berserkers(grade). Attack 6(-1), Defense 6(-1), Damage 3-7(-2 min and -1 max damage), Health 21(-4), + Battle Fury.

-Warriors of Arkat(alt.grade). Attack 6(-1), Defense 6(-1), Damage 3-6(-1 max damage), Health 25(+5).

-Bear Riders(base). Attack 7(-1), Defense 14(+4), Damage 5-7(-1 min and -3 max damage).

-Bear Lords(grade). Defense 18(+4), Damage 7-9(-3 max damage), Health 42(-3).

-Northern Riders(alt.grade). Defense 16(+4), Damage 7-9(-3 max damage), Health 42(-3).

-Jarls(grade). Original creature characteristics restored.

-Earls(alt.grade). Original creature characteristics restored.

-Lava Dragons(grade). Original creature characteristics restored.

-Ice Dragons(alt.grade). Attack 35(+10), Damage 47-55(+7 min and +5 max damage), Health 275(-25, base value), Speed 6(+1), - Circular Attack, + Ice Breath (Liquid Flame). Ice Breath ability now deals water school damage and interacts with "Ice Vulnerability Aura" ability.
<"ice evaporation" effect added>
<attack animation changed (breath effect added)>
<animation and description of "ice breath" (liquid flame) ability changed>


Stronghold:

-City Siege. Replacement of shooters on towers:
<central tower: goblins(base) -> War Centaurs(alt.grade)>
<left tower: goblins(base) -> Nomad Centaurs(grade))>
<right tower: goblins(base) -> Nomad Centaurs(grade)>

-City. City development tree has been changed.

-Orc Warriors, Orc Fighters, Warmongers. Now these are level 2 creatures. Weekly growth 15 (+4).
<corresponding changes applied in dwellings, in the castle, and in the recruitment window>

-Orc Warriors(base). Attack 3(-2), Damage 2-3(-2 max damage), Health 9(-3).

-Orc Fighters(grade). Attack 4(-2), Defense 2(-2), Damage 3-4(-1 min and -2 max damage), Health 12.

-Warmongers(alt.grade). Attack 3(-1), Defense 4(-2), Damage 3-3(-3 max damage), Health 15(-5).

-Centaurs, Nomad Centaurs, War Centaurs. Now these are level 3 creatures. Weekly growth 10 (-4).
<corresponding changes applied in dwellings, in the castle, and in the recruitment window>

-Centaurs(base). Attack 4(+1), Defense 2(+1), Damage 3-6(+1 min and +2 max damage), Health 12(+6).

-Nomad Centaurs(grade). Attack 6(+2), Defense 3(+1), Damage 4-9(+1 min and +3 max damage), Health 14(+5).

-War Centaurs(alt.grade). Attack 6(+2), Defense 5(+1), Damage 4-7(+1 min and +2 max damage), Health 18(+8).

-Daughters of the Sky(grade). Mana 16(+4).

-Slayers(base). Initiative 11(-2, base value).

-Executioners(grade). Attack 18(+1), Damage 10-17 (+1 min damage), Health 60(+5), Initiative 12(-3, base value).

-Chiefs(alt.grade). Initiative 12(-2, base value).

-Wyverns(base). Health 110(+20).

-Poison Wyverns(grade). Defense 21(+3), Health 130(+25), "Animal Venom" ability deals 15 damage per creature (+10), - Regeneration, + Scavenger.
<creature description changed>

-Paokai(alt.grade). Health 130(+10), - Scavenger, + Regeneration.
<creature description changed>
-------------------------------------------------------------------------

Hero replacements:

Haven:
Miv -> Eliora. Inherits all starting skills and specialization (Wind Runner) from the original hero.
<specialization "wind runner" is now called "grace of elrath">



Inferno:
Grok -> Aribban. Inherits all starting skills and specialization (Swiftfoot) from the original hero.
<specialization "swiftfoot" is now called "tread of chaos">



Necropolis:
Zoltan -> Al-Zakir. Inherits all starting skills and specialization (Blacklist) from the original hero.



Sylvan:
Wingael -> Emeriss. Inherits all starting skills and specialization (Swift Fighter) from the original hero.
<specialization "swift fighter" is now called "patronage of nature">



Dungeon:
Irbet -> Sabellian. Inherits all starting skills and specialization (Dark Mystic) from the original hero.



Academy:
Nura -> Xue'n. Inherits all starting skills and specialization (Mystic) from the original hero.



Fortress:
Inga -> Arigos. Inherits all starting skills and specialization (Rune Lord) from the original hero.



Stronghold:
Krag -> Garm. Inherits all starting skills and specialization (Breacher) from the original hero.

Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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Frozensoull, with heroes, this is already more than just a balance mod. Are there any plans for expansion?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Frozensoull, you did finish your mod after all! You managed to find the time. Regarding the war machines – a special thank you! Regarding the Imperial Archers – I saw the poll results; there's room for debate, but since the majority decided that way, so be it. Hero replacements: interesting, but it's unclear what guided your decision.
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The stats for the Imperial Archers were chosen through a vote. Although I don't entirely agree with these changes, the majority of votes were cast in this way, so there's nothing to be done about it.
To be fair, there was an option for 4-7 OR 4-8, so the choice in favor of 4-8 (instead of 4-7) was made subjectively after the voting results.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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Is it possible to do without all the unnecessary "drama," exaggerated reactions, sarcastic remarks, and so on? You are perfectly entitled to discuss the mod, streams, and other topics, but I would appreciate it if you could do so objectively and without resorting to mutual insults.
 

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Remix
Please mention in the mod's header the people who helped you balance it. At the very least, Nargot and Samuan deserve that.

You're being overly sensitive, my friend. It feels like you need this gratitude more than I do.
Frozensoull
And yes, please send my greetings to some of your young "Heroes" channel moderators, whose minds are still developing. Apparently, they were writing me so many compliments during your stream... I don't want to be ungrateful.

If this was also addressed to me, then hello :smile42:

In general, I don't have any personal dislike for the author. Yes, in terms of balance, I wouldn't call the mod good; I'm saying this sincerely and openly. Perhaps I expressed this in a somewhat harsh way during the stream, but again, nothing personal. However, visually, the mod is stunning, with excellent designs for many units, especially the new heroines, which could easily be featured on the cover of Playboy magazine :smile01:

I don't know what the current conflict will lead to, but I sincerely regret that it happened.
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[moderated], he even made his own mod! :D I always enjoy watching his guides; I thought he was more reserved in communication, but oh well. I hope that the "disagreements" didn't discourage the author from continuing to work on the mod. The visual aspect is very good; I would like to see further development in this direction, including regarding the heroes, because the same set of models gets tiresome. If you want a good balance, you can't do without borrowing from time-tested tournament mods and advice from experienced modders.
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The moderator asked to avoid phrases like "it blew up," "it exploded," etc., as it's considered bad manners.
It's not about that, and it's not just that. I asked not to swear and not to resort to mutual insults.
I moderated what I didn't like. Remix, Alexey Koburov, I'm giving warnings; further violations may result in penalties.
 

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Did the moderator intend to issue a warning to FrozenSoul regarding the mutual insults, with the possibility of a point deduction?
If there is a reason to do so, it will be done. I will not penalize anyone for past conversations, as the law does not have retroactive effect...
 

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Cave Lords cannot use the gate opening feature; this is the first bug noticed.
In reply to roman_yo_ye_ya
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roman_yo_ye_ya
The Cave Lords cannot use the gate opening feature; this is the first bug noticed.

Thank you for the feedback. It has already been fixed.
A hotfix for version 2.4 will be released as 1.03.18, so that by that time, it will be possible to consider and fix other possible bugs.
---------------------------------------------------------------------------

If anyone else has found bugs in version 2.4, please report them in this thread or email me at forsworrn@list.ru
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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I suggest adding a mod that includes all campaigns from the Tribes of the East. However, in that case, the animation of the imperial archers in the introductory cutscene (the battle between the knight and the demon) of the first campaign needs to be fixed, as it doesn't work with the UNIT setting.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов

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