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I see a problem with the "sign" in that it often won't be used, as it's a neutral creature, yes. Even in a hero's army, it's not a given that it will have Fireball, and even if it does, it's not a given that this spell will be a priority, and there's also the random chance of it working or not... Regarding giving it a fire spell, yes, maybe I went overboard with that. At least because the fire sign will most likely be applied after the creature has run out of magic charges. It's a shame that in Heroes 5, you can't give a creature an elemental auto-attack; that would be ideal... If you use these fire golems in conjunction with some fire mages, then well, maybe it will work, why not. Although, with the Fire Shield, you could consider removing this, just for the sake of balance.
it will strike and, after the third attempt, leave a fire mark on someone, and nothing will remain of them.
That's the whole point of the Mark on a creature with 9 initiative and 5 speed. It's no coincidence that dwarves were given a guaranteed ability to use it, while the random application was given to archers. It's just not entirely clear why build a creature concept around an ability that will almost never work. Unless it's used in some kind of sudden attack. But even in that case, the vulnerability aura is better because of its reliability. In general, these golems really only need a shield + invulnerability. For example, fire elementals, besides the shield, only have immunity to fire and ranged attack, but here they have a shield, immunity, and resistance to slow. Within the balance of a standard game, this is quite enough for level 4. This isn't NCF number two.
That's the whole point of the Sign on a creature: 9 initiative, 5 speed. It's no coincidence that Dwarves were given a guaranteed ability to use it, while Archers got a random application. It's just not entirely clear why build a creature concept around an ability that won't work almost ever. Unless it's used in some kind of sudden attack. But even in that case, the vulnerability aura is better because of its reliability. And in general, these golems really don't need more than a shield + invulnerability. For example, Fire Elementals, besides the shield, only have immunity to fire and ranged attack, but here we have a shield, immunity, and resistance to slow. Within the balance of a standard game, that's quite enough for level 4. This isn't NCF number two.
To combat imbalance in NCF, the NOIADE utility has existed for a long time; it successfully correlates a creature by increasing/decreasing its level and corresponding growth control, as well as recalculating parameters invisible to humans (strength, experience, etc.). It does this based on the author's parameter values and set of abilities—meaning, if the author wants a creature to have a certain set of abilities, then so be it... everything else is calculated by formulas... for seamless integration into the balance, it is recommended to use averaged values... by the way, there is even a manual: "Semi-automatic balancing of creatures from the NCF project using the NOIADE utility"!
That's the whole point of the creature's ability: 9 initiative, 5 speed. ... It's just not entirely clear why you would build a creature concept around an ability that will almost never be used.
Who said that anyone is building a "creature concept" around this ability? It's just a bonus. Since there aren't many fire-based abilities in the game.
I understand that this ability won't have much of an impact on a single golem, but the point is that it doesn't hinder anything, and in the rare case when a player uses these golems in conjunction with something else, it can add some tactical options. Why remove it?
Added 7 minutes ago Gerter
In general, these golems really do have enough shield + invulnerability. For example, fire elementals, besides the shield, only have fire immunity and ranged attack, but here we have a shield, immunity, and resistance to slow. Within the balance of the standard game, this is quite enough for level 4. This isn't NCF number two.
Fire elementals also have ranged attacks. And I wouldn't call ranged attack "just a ranged attack"; it's a very significant advantage.
You can, in principle, reduce the slow effect (although this was a feature of all golems in the game), but should we also reduce the magic resistance? Well, let's do that too (although this is definitely the main feature of golems in the game). As a result, the ancient, awesome golem will be weaker than the most basic modern ones, protected only from fire and not from magic in general.
My point is, I understand the problems you're making fun of, but it would be nice if you understood their cause. This is a golem, and it's a fire golem. I want to make the creature consistent with the golems in the game and give it some fire-based abilities. That's all. Therefore, as you can see, removing abilities that were characteristic of all golems from these creatures will create one problem, and removing fire-based abilities will create another (like, besides the shield, there aren't many other fire-based abilities). There is an option to move all golems to tier 5.
Added 58 seconds ago AstralLein
Devastating Blade tier 1, pfffff :)
Haha, good one. *I grit my teeth, looking for reasons not to delete, and, in a fit of pique, the work of the last two months.*
Added 3 minutes ago psatkha
For fighting imbalance in NCF, there has long been a utility called NOIADE, which successfully balances a creature by increasing/decreasing its level and, accordingly, controlling the growth, as well as recalculating invisible parameters (strength, experience, etc.), and it does this based on the author's parameter values and a set of abilities, i.e., if the author wants the creature to have a certain set of abilities, then please... everything else is calculated using formulas... for a beautiful fit into the balance, it is recommended to use average values... by the way, there is even a manual - "Semi-automatic balancing of creatures from the NCF project using the NOIADE utility"!
I just won't be able to deal with another program right now. I still need to edit the animation for the kraken boss that you're so eager to have. If you want, you can take this program and help with the balance, I'm all for it.
Who said that anyone is building a "creature concept" around this ability? It's just a bonus. Since there aren't many fire abilities in the game.
Then what's the point of adding an ability that will almost never be used? Very situational abilities can be found in creatures of level 6-7, but not in level 4 (I mean that, in terms of balance, level 4 creatures shouldn't have a lot of abilities in general, and poorly chosen ones can make the creature unappealing). If they were a replacement for regular golems, it might make sense because of the guaranteed presence of Archmages or Marsh Golems, for example. And there are enough fire abilities - vulnerability aura, liquid flame, explosion, explosion on death, etc. Although, as I already wrote, a level 4 creature would be perfectly fine with a shield + 50% damage reduction + slow immunity.
There's an option to upgrade all golems to tier 5.
Well, at level 5, you could even give them "Fire Strike" for a guaranteed chance to trigger the "Sign" skill. Although, copying the Jarls isn't a good idea. This is actually a good idea if you want to preserve both features of the golems - slow immunity + damage reduction. You could try a shield + explosion on death + slow immunity + damage reduction.
I simply don't have the time right now to deal with yet another program. I still need to edit the animation for the kraken boss that you were so insistent on. If you want, you can take this program yourself and help with balancing it; I'm all for it.
Okay! I'm waiting for the files with the mechanics...
But what's the point of adding an ability that almost never gets used? Very situational abilities can be given to creatures of level 6-7, but not level 4 (I mean that, within the balance, level 4 shouldn't have a bunch of abilities in general, and poorly chosen ones can make the creature unappealing). If they were a replacement for ordinary golems, it might still be useful due to the guaranteed presence of archmages or marsh golems, for example, then it would be acceptable. And there are enough fire abilities - vulnerability aura, liquid flame, explosion, explosion on death, etc. Although, as I already wrote, a shield + 50% damage reduction + immunity to slow is more than enough for a level 4 creature.
well, at level 5, you can even give it a Fire Strike, to guarantee the leveling of the Sign skill. although copying the abilities of the Jarls is not a good idea.
Liquid Flame will look very good on non-dragons, right? The vulnerability aura also looks cool on a unit consisting of magma? The explosion on death is not overpowered, that's why it's not in the final version of the game? but by the way, we can actually think about the "explosion". We can try to remove the shield from the unit and give it an explosion, what do you think?
Added 2 minutes ago psatkha
Okay! I'm waiting for the files with the mechanics...
Do you mean the game files from the game mechanics?
Liquid flame would look great on non-dragon units, right? And the vulnerability aura also looks cool on units made of magma? The death explosion isn't overpowered, which is why it's not in the final version of the game? But actually, we could think about the "explosion" idea. Maybe we could remove the unit's shield and give it an explosion instead. What do you think?
Added 2 minutes later
Do you mean the game files from the game mechanics?
The explosion damage is configured in DefaultStats. Personally, I really like the idea of such a "surprise mechanism." We can leave the shield on level 5. With this combination of abilities, we'll get a unit that is just extremely unpleasant to fight in melee combat. It's a very suitable property for a combat machine, in my opinion.
Are there any issues with the explosion on death? I mean, why was it not included in the game? Are there any visual, mechanical, or balance bugs?
Added 1 minute ago
If you're willing, I'd appreciate it if you could provide the abilities and stats for all three golems at level 5. This would be helpful.
Added 1 minute ago
I also like the idea of a "surprise mechanism."
Added 1 minute ago Gerter
The explosion damage is configured in DefaultStats.
Editing the default stats is also not a problem, as my mod will already have a modified version of this file, because it's used to define which undead creatures are summoned.
Are there any problems with the "explode on death" ability? I mean, why wasn't it included in the game? Are there any visual, mechanical, or balance bugs?
Added 1 minute ago If you're willing, I'd appreciate it if you could write out the abilities and stats for all three golems at level 5. That would be helpful.
Added 1 minute ago I also like the idea of a "surprise mechanic."
Added 1 minute ago
It's also not a problem to edit the default stats, as my mod will already have a modified version of this file, because it's used to define which undead creatures are raised from the existing ones.
I quickly checked in the game, and it seems like the explosion works normally. Visually, it looks like a fireball at the point of death, but the visuals can also be adjusted. However, the standard damage of 70 per creature definitely needs to be fixed. Here, it's worth mentioning that the auto-balancing program isn't very good, as it won't take into account the changes that will be made to the game's mechanics. And in general, such things are far from what the player will encounter in the actual game.
What do you think would be a good reduction for the explosion damage against these creatures?
It's hard to say; we'll need to test different values in the game. But I think that if it's a level 5 golem, we can use the level of creatures that will definitely be killed by it as a basis for balancing. That is, if an average level 3 creature dies from one golem, the damage should be around 20-30.