Posts from [HoMM V]9 Race - Swamp! Is it needed?
Would you like there to be a Swamp race?
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up
There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
Well, not maces, but... I forgot the name... usually in games they write "Chain" and so on.
P.S.: I might be wrong, but I think a mace is a spiked ball on a stick, and chains are on a chain that is attached to a stick...
and anyway, it's clear what I'm talking about)).
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up
There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
LOGISTICS - pathfinding - mud - swamp
mud: the initiative of all enemy units in battle is reduced by 1, and the movement range is also reduced by 1
swamp: it sucks in a random enemy unit and prevents it from moving; the enemy moves at half its movement range (I'm not sure if it's better to have one unit stuck for the entire battle or if a new unit is affected each turn, and the old one becomes normal...)
Added 23 minutes later
and for Chaos Magic:
MAGIC - storm lord - monsoon
monsoon: during the battle, it rains, and with a certain probability, lightning strikes an enemy, and with an even smaller probability, it's a chain lightning; the strength of the lightning needs to be calculated using some formula, each lightning strike consumes the hero's mana, the ability doesn't work in the desert
Added 4 hours and 5 minutes later
have you thought about the ultimate ability and other hero abilities?
Here's a new skill:
CHAOS - Lord of Storms - Monsoon - Mold
I don't know if it's too early or not, but I came up with some abilities for Logistics:
LOGISTICS - pathfinding - mud - swamp
Mud: reduces the initiative of all enemy units in battle by 1, and their movement range by 1.
Swamp: it sucks in a random enemy unit and prevents it from moving; the enemy moves only half its movement range (I'm not sure if it should affect one unit for the entire battle or a new unit each turn, and the old one becomes normal...)
Added 23 minutes later
and for Chaos Magic:
MAGIC - storm lord - monsoon
Monsoon: during the battle, it rains, and with a certain probability, lightning strikes an enemy, and with an even smaller probability, it's a chain lightning; the strength of the lightning should be calculated using some formula, and each lightning strike consumes the hero's mana; the ability doesn't work in the desert.
The Swamp's main magic is Chaos Magic, Water, and Dark Magic.
So, I've already come up with how to implement Dark Magic. Someone else in this thread already wrote about it. About Eternal Light and Eternal Darkness. I liked it, and I think the Swamp faction will definitely have it. Soon, I'll come up with all the possibilities for the Swamp. I'll write down everything I come up with right away. You can take a look and share your thoughts, and then we can change it together to make it even better.:)
And also, please stop talking about the mace. I just named it that. I meant the triple chain of a Gnoll, like in Heroes 3.
And also, if I and everyone who participates in creating the Swamp manage to do it, then I want to create the Wind Elf race. The Wind Elves worship the wind dragon - Silat! Their main magic is Chaos Lightning, that is, wind and storm, and of course, Light Magic. And summoning Wind Elementals. Most of them will be dressed in white. They will have a storm dragon at level 7, and so on. If anyone is interested, I'll tell you everything!:)
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
P.S.: I mentioned one building earlier, evaluate and criticize it, and what about abilities? should we come up with them? and please write about the racial ability and the hero's abilities, I understand that the ability is "artifact breaking"...


