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Posts from Harmony - Troop Symmetry

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In reply to AstralLein
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8 years ago
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AstralLein
As an alternative, "Adventurer."

The logic behind the name is that adventurers get involved in everything and come out unscathed (supposedly), and they know how to quickly find and loot treasure. This aligns well with the ability to gather resources without spending a turn.
It's a good option, but not quite on target.
In reply to SRD
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8 years ago
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Final polishing
"Bestower of Blessing" is not a good name for the perk (in my opinion), and here's why:
Blessings (buffs) are essentially the majority of light magic spells (and not just light magic, for example, "vampirism" is also a buff). In the case of Righteous Wrath and Bestower of Protection, everything is logical - Righteous Wrath is aimed at swift and more powerful attacks (which corresponds to behavior in a state of wrath), Bestower of Protection is related to defensive buffs. Bestower of Blessing, in turn, gives one buff out of many, and removing enchantments doesn't add anything to the allied unit, and it also affects the enemy.
For now, I'm thinking of renaming Bestower of Blessing to "Hand of Light".
P.S.: The same applies to Master of Curses - it is related only to two curses (debuffs) out of many.
P.P.S.: regarding the original magic
Master of Earth -> Master of Creation
Master of Enchantments -> Spirit Caller
In reply to SRD
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8 years ago
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SRD
Final polishing
"Bestower of Blessings" is not a good name for the perk.

I completely agree with that.
For now, I'm thinking of renaming Bestower of Blessings to "Hand of Light."

I don't think that's a good name either; it sounds too pompous.
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8 years ago
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Tomorrow I will try to fix all the issues with the skill wheel and move on to revising the heroes. For now, there are 16 per faction, and later there will be 24.
Overall: the test battles are promising - 95% is implemented and working as intended.

Did you manage to fix the issues?
In reply to Rameliya
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8 years ago
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Yes, a stream about the mod was actually planned for today, but an unexpected work assignment changed things.
I'm slowly starting to prepare the first page of the thread for the release.

Added 2 hours 30 minutes later
The first and third posts on the first page of the thread have been edited – share your opinions and ask questions (you have the opportunity to influence the outcome).
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8 years ago
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In general, if the game progresses into the late game, Earth and Water will be the most advantageous, while with normal game durations (up to 2 months), the balance is maintained. Also, keep in mind that offensive magic should be weakened, as all ranged attacks need to be weakened due to the overall reduction in unit speeds.

Most battles end within 2 months.

Added 1 minute ago
SRD
Super Abilities (Perks)
Now, each faction has 2 of these, with the first being more effective but harder to obtain, and the second being weaker but easier to acquire.

Knights
1. Holy Host. The hero's army cannot be cursed by the "Weakness" spell and is always under the effect of the "Divine Power" spell; the hero also receives the "Haste" (General) spell.
2. Dawn's Radiance. At the beginning of each turn, the last fallen unit in each squad is resurrected; the hero also receives the "Spiritual Armor" (General) spell.

Demons
1. Call of Urgash.
2. Legion of Ruin. The initiative of units under the hero's command increases by 20%; the hero's army cannot be cursed by the "Slow" spell; if the hero wins a battle, they receive a certain amount of resources proportional to the defeated army.

Necromancers
1. Scream of Terror.
2. Undying Legion. All units under the hero's command turn into undead and gain the ability to absorb life force from enemy squads upon attack (20% of the damage dealt); when excavating, the chance of finding the Tears of Asch increases.

Rangers
1. True Luck.
2. Power of Nature. During battle, the hero's army is always under the effect of the "Spiritual Armor" spell; the hero receives the "Earthquake" spell, which deals damage and stuns all units behind the city wall.

Warlocks
1. Coordination. All squads under the hero's command can attack twice; the second attack occurs after a counterattack. (RedHeavenHero's idea, implemented in his "Haven_SA_AbsoluteCharge" mod)
2. Fury of the Elements.

Mages
1. Arcane Omniscience.
2. Great Engineer. The initiative of combat machines under the hero's command increases by 10 units. (needs to be tested - may be too strong)

Rune Priests.
1. Absolute Protection.
2. Fiery Determination. The hero's army is always under the effect of the "Wrath" spell and cannot be cursed by the "Weakness" spell; spells of the magic of destruction cast by the hero deal double damage to summoned troops (including those summoned by opening a gate).

Barbarians.
1. Wrath of the Father-Sky (Pure Rage).
2. Will of the Mother-Earth. All enemy ranged attacks are weakened (all offensive spells and ranged attacks); their effectiveness is reduced by 50%, forcing the enemy to fight the Horde army in melee combat.


Is this the final version of the Super Abilities?

Added 2 minutes ago
Earth - Warlocks (they live in dungeons; before becoming dark elves, they worshipped the goddess of Earth, hence their natural affinity for this element);
Under certain conditions, this element will be preferable for Necromancers, Dwarves, Demons, Elves, and Mages. It is less suitable for Humans.

Water (Ice) - Necromancers (cold, lifeless corpses, whose bodies are vulnerable to fire magic);
Under certain conditions, this element will be preferable for Warlocks, Mages, Elves, and Dwarves. It is less suitable for Humans and Demons.

Fire - Demons (they live in hell - that says it all), as well as Goblins (they worship the god of Fire);
Under certain conditions, this element will be preferable for Humans (hello, Inquisition), Warlocks (when using the chain of elements), and less often for Elves and Mages. It is less suitable for Necromancers.

Air - Humans (they worshipped the god of Air before becoming the Holy Empire and coming under the protection of the god of Light), as well as Elves - as the wind, they are fast and elusive.
Under certain conditions, this element will be preferable for Demons, Mages, Dwarves, and less often for Necromancers. It is less suitable for Warlocks (unless using elemental chains).

Will the balance of racial preferences be maintained?
In reply to Rameliya
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8 years ago
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Rameliya

Is this the final version of the AI?
Will the balance of racial preferences be maintained?
1. Yes, but if there are more interesting options, why not change it.
2. Unclear question :smile32:
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8 years ago
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Elements and Races:

dark elves (warlocks) - earth, water, fire
necromancers - water, earth, less often air
demons - earth, fire, air
dwarves - earth, fire, air, water
sylvan elves - earth, water, fire, air
mages - earth, water, fire, air

humans - fire, air

Thus, dwarves, sylvan elves, and mages can use all 4 elements, while humans can only use 2.
In reply to Rameliya
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8 years ago
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Rameliya

So, it turns out that dwarves, elves, and mages can use all 4 elements, while humans can only use 2.
All races can use all the elements; the question is which one will be more advantageous for a particular faction. In the original game, Chaos was not very useful for humans, almost regardless of whether they invested in it or not (except perhaps for Ice Bolt or Magic Arrow in the early stages of the game). Now, there are interesting spells for them in various game situations (without investing in Chaos - Air, with invested Chaos - also Fire).
In the case of mages, it is natural that they are interested in all the elements, as mages do not specialize in any one element (although Air will still be of interest to them only at the beginning of the game, as will Fire - in the later stages of a normal game and when transitioning to the late game, it will be more beneficial for them to go through Earth or Water).
With the Elves, the situation is as follows:
Does not invest in Chaos - goes through Air
Does not invest in Chaos, but takes blue druids - goes through Water
Invests in Chaos - goes through Fire
Invests in Chaos and takes blue druids - goes through Earth
Due to their low magic skill and the ability to have units with the "Channel" ability in their army, Elves can correspond to all four combinations depending on their magic skill and skill level, and therefore they can use everything - this will depend on your build.
In reply to SRD
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8 years ago
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SRD
Final adjustments
"Bestower of Blessings" is not a good name for the perk (in my opinion), and here's why:
Blessings (buffs) are essentially the majority of Light magic spells (and not just Light, for example, "Vampirism" is also a buff). In the case of "Righteous Wrath" and "Bestower of Protection," everything is logical - "Righteous Wrath" is aimed at swift and more powerful attacks (which corresponds to the behavior in wrath), "Bestower of Protection" is related to defensive buffs. "Bestower of Blessings," on the other hand, gives only one buff out of many, and removing enchantments doesn't add anything to the allied unit, and it also affects the enemy.
I'm currently thinking of renaming "Bestower of Blessings" to "Hand of Light."
P.S. The same applies to "Lord of Curses" - it is related only to two curses (debuffs) out of many.
P.P.S. regarding the original magic:
Master of Earth -> Master of Creation
Lord of Enchantments -> Spirit Caller


Did you manage to find an optimal option?

Added 10 minutes ago
SRD
I would like to somehow connect it with dexterity, speed, possibly with thievery (very remotely)
this perk will be in the scouting branch:
"scouting"->"silent stalker"->"Snatch"
besides, this branch will be completely or partially (up to "silent stalker") one of the combat skill branches for the Elf faction "Coordination" (like in Heroes 7, it gives a second strike)

Which option did you settle on?

Added 3 minutes ago
SRD
Yes, a stream about the mod was actually planned for today, but an unscheduled work call changed things.

When is the stream about the mod planned?
In reply to Антон Туров
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8 years ago
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Anton Turov
Did you manage to find the optimal solution?

Added 10 minutes ago


Which option did you settle on?

Added 3 minutes ago


And when do you plan to do a stream about the mod?
1. Hand of Light (for Darkness, no changes yet)
2. Responsiveness
3. We planned it for Saturday this week, but had to apologize to Remix - on Sunday there's an Ozzy Osbourne concert - we're preparing for it - he'll be busy all day.
In general, if I can get away from work early on a weekday, we might not have to wait for the weekend.
I'll release the mod after the stream - maybe Remix will have more viewers then (curiosity is a powerful thing:D)
In reply to SRD
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8 years ago
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SRD

Due to their low magic stat and the ability to have units with the "channel" skill in their army, Elves can meet all four combinations of magic dependency and skill level, and therefore can use everything – it will depend on your build.

Does this mean Elves have an advantage in this regard?
When will the stream about the mod take place?
In reply to Rameliya
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8 years ago
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I can't say for sure – I'll post here before I do it.

Added 23 hours 43 minutes ago
Rameliya
Does this mean that Elves have an advantage in this regard?
Each faction has certain advantages (in a broad sense), but in this case, we should consider the advantages provided by the creatures, because the wide variety of options for the Elves is due to the presence of a unit with the "channel" ability. Creatures from other factions also have their own unique abilities, which give them certain (but different) advantages. Therefore, it is more correct to consider the creature lineup rather than the heroes, because the Elves, without the blue druids, tend to focus on air units (it would be more logical to focus on earth, but then either the probability of stat drops for the Elves would have to be changed, or the elements would have to be swapped in terms of their dependence on magic and the level of mastery of destruction magic, which would inevitably lead to a mismatch between the element and the race in other factions, so I will leave this inconsistency for the Elves, since their philosophy and way of life are already directly opposed to the path of destruction and are more focused on creation)
In reply to SRD
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8 years ago
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I decided to make some adjustments.

The image shows two tables: the red one represents the original game stats, and the blue one represents my version.
As you can see from the checksum on the right, combat stats are more common than magic stats in the original. I tried to balance them out while ensuring that each of the four stat combinations (attack, defense, spell power, knowledge) is unique for all heroes (in terms of distributing percentages as 45-30-15-10).
In total, there could be 24 such combinations. We have 8 hero classes, so we need to choose 8 suitable combinations from these 24, making sure they are as diverse as possible (i.e., we shouldn't simultaneously select combinations like 45-30-15-10, 45-30-10-15, 45-15-30-10, 45-15-10-30, 45-10-30-15, 45-10-15-30).
So, on the one hand, we have a choice of 24 combinations, but on the other hand, this choice isn't entirely free because the selected 8 combinations must be as diverse as possible.
As a result, even with 24 combinations, our 8 won't avoid *approximate* repetitions, and here's why:
Each combination can be considered a combination where only two parameters dominate (45% and 30%). In this case, we get only 6 maximally diverse combinations (from four parameters, you can create 6 groups of 2).
For clarity, here is a diagram:

This is exactly how the developers did it.
Therefore, the other two factions (factions that came with two expansions) will inevitably duplicate existing ones (in terms of the two dominant parameters): dwarves approximately duplicated necromancers (a tendency towards defense and spell power), while orcs duplicated humans (a tendency towards defense and attack).
If two factions are going to duplicate someone in this way, then it should be determined who exactly:
1) In the case of orcs, there are no other options – they will clearly duplicate those who tend towards combat skills (attack and defense), not magic. That is, they duplicate humans.
2) But in the case of dwarves, we have two options: elves and necromancers (defense can be paired with three other stats, but the defense-attack pair is already occupied by two factions, so knowledge and spell power remain). Due to a number of circumstances (for example, the dwarves' inclination towards fire magic, which doesn't require high spell power), I decided to make it so that dwarves would duplicate elves rather than necromancers; that is, they would be inclined towards defense and knowledge, not defense and spell power.

As a result, after considering many options, I concluded that the option that would be mathematically correct (corresponding to the concept of maximum difference between eight combinations) would contradict the game mechanics and canon (for example, it would mean giving an orc or human 15% increase to spell power, which does not correspond to the canon, and also forcing us to increase the dwarf's % for spell power and decrease the % for knowledge, which has already been described as undesirable for dwarves).
Therefore, the balancing was done primarily between the four stats, and then between two groups – combat stats (attack and defense) and magic stats (spell power and knowledge).

I also decided to highlight 4 factions most inclined towards one stat or another (and conversely, highlighted those least suited) - this was partly done by the developers if we consider the probability of stats appearing in orcs. That is, attack-orcs, defense-dwarves, spell power-warlocks, knowledge-mages. The other 4 factions will remain somewhat more balanced, although perhaps the inclination towards attack should have been given to demons.
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In reply to SRD
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8 years ago
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Here is another option (alt 2) and the starting parameters for heroes:

This has a different concept:
1. Two Factions with a clearly expressed tendency towards a specific type of stats (50-30-15-5)
1) Orcs – leaning towards combat stats
2) Mages – leaning towards magical stats
2. Two Factions with a moderate inclination towards one or another type of stats (30-30-20-20)
1) Humans still lean towards combat stats (60 versus 40), but now there is no bias towards attack or defense, which I think is correct because humans are usually characterized by balance and the ability to choose their own path of development, achieving heights in any of them, unlike, for example, Dwarves (defense), Orcs (attack), Mages (knowledge), Warlock (spellcasting).
2) Elves, preaching the philosophy of balance and an inclination towards creation rather than destruction, now have an equal chance of receiving physical or magical stats (50 versus 50), but at the same time, they are more likely (60 versus 40) to receive passive (knowledge and defense) rather than active (attack and spellcasting) stats.
3. Four Factions remain with the previous distribution (45-30-15-10)
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