Posts from “Alternative League” is a mod that replaces the Dungeon faction.
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Added 2 minutes later
Exactly. Seers have terribly low single-target damage but high damage against formations and dense groups, practically without retaliation. They are complete garbage when attacking unit by unit, but Flame of Vengeance is a counter ability to locking. As stated in the description, Seers deal their damage to a target. Again, this damage is applied to everyone if they are moving. And again, double damage is dealt to everyone around the target, except for the target itself, which constitutes their real damage. As strange as it sounds, the target for the attack should not be the enemy's priority units.
Added 4 minutes later
Regarding ranged units. 1 ranged unit. The tier 4 alternate upgrade also serves as a ranged unit. Tier 5 and the Warlock hero himself. Based on the original Heroes factions, this toolkit is sufficient.
Added 2 minutes later
another question: after Dungeon, will you be making something similar with other factions?
Added 52 minutes later
If there is time, strength, and interest, it would be better to finally finish it properly. But minor fixes will continue to be released for at least another half a month after the final version.
Added 6 hours 35 minutes later
I thought about it. I nerfed the Tier 1 and Tier 2 alt-upgrades. I also reduced the randomness of packs of upgraded Tier 1, Tier 2, Tier 3, and Tier 4 creatures. This only applies to upgraded creatures, but in general, the range of 10-19 and 20-39 has shifted to 5-9 and 10-19. Considering that non-upgraded creatures in the form of neutrals are not so dangerous, I think it will work. (Although when Tier 3 and Tier 4 packs roll out in sizes like Tier 5 and Tier 6, it looks strange, but I don't have more fine-tuning yet)
Added 11 hours 26 minutes ago
Today, instead of development, I conducted balance tests. Overall, everything is very good, but Orcs are overpowered.
The Alt-Grade of Tier 7 is overpowered. Invisibility, Resurrection, and they also reduce the cost of spells for the hero. Considering that the League usually always goes for a magic build, they look noticeably better than their colleagues of the same tier in the castle.
The Faction is very powerful, even though it takes an incredibly long time to ramp up, but it is generally easy to play with them at any stage of the game, whether it's rushing in the early weeks or in the late game (I finished the game around the 6th-7th month, I'm not sure how long that is) – while I was lazily clearing my area, the AI with the Demons quickly conquered the entire map, but in the end, it was still defeated. I wonder how the events would unfold in a long game against the Orcs. 🤔
True, the character progression is still confusing; I literally looked at the skill tree with each new level because I didn't understand anything. I wanted to at least reach one "center perk," but I didn't manage to get to any of them. But there was a noticeable benefit from the additional upgrade of summoning magic, which is useful for playing with the Undead.
Overall, I think the Faction is quite balanced; the advantage in the strength of individual units is somehow compensated by the long and very expensive development of the Faction. My respect to the author. I didn't find any other flaws during the game, except for the bug with the fort on the hill, but that was fixed.
Added 9 minutes later
The bug was caused by the Effects file.