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NCF – Extended list of Neutral creatures.Auto-translated
"Yesterday's" update for some creatures:
980 - Fire Elementals.
Renamed to Fire Steeds. Added Fire Wave and Valor, and Lava Shield (now has 2). Lost Dragon's Breath; this is an automatic bug in the game – if there's a Fire Wave, the Dragon's Breath attack is disabled. Also, it no longer creates a wall of fire if the wave doesn't trigger, but it creates many walls after the wave has passed, which is actually better. They were given Fire Demon explosions, but they were removed due to poor performance for large creatures (it either doesn't deal damage at all or doesn't damage everyone, and when it has nothing else to do, it uselessly explodes instead of using the Fire Wave). Received 1 Gate opening.
981 - Evil Nightmares.
Should be renamed, but I don't know to what. Added Valor, 1 mana, Evil Strike, and Berserk – without the help of imps/similar creatures, it won't create it, but it does make Berserk a tier 3 skill. Without an upgrade, it's very weak compared to Fire Elementals. Received 1 Gate opening.
991 - Dark Dragons
Mana reduced from 9999 to 18. This is actually an upgrade, because with that much mana and so many creatures, it's just stupid if it's not controlled by a human. But with 1 spell, it's excellent.
992 - Antichrist
Health reduced from 900 to 600 to match the original. Level reduced to 8; the creature received 1 Gate opening.
993 - Phantom Horror – unchanged from the previous post.
994 - Grond – received the ability to carry magic mini-artifacts.
995 - Diamond Dragon – Blindness removed from the spellbook to improve AI control.
996 - Archangels – Resurrection for mana removed to improve AI control.
997 - Dracolich – HP reduced from 1500 to 1200 to match the original; added regular poison (now has 2 poisons, regular 1 and animal 5). If I have any ideas on how to give it Poison 3 instead of Poison 1, like the Manticore, without changing Poison 1, I will.
998 - Blood Dragon – unchanged
Nosferatu are degenerate vampires terrorizing the Empire. Nosferatu Clans turn new vampires using their own blood – but the namtaru poison in the vampires' veins is impure, and new Nosferatu mutate with each generation, becoming stronger and stronger. Unlike the Erishian aristocrats of the night, Nosferatu cannot forge draining blades, teleport, or put victims into a stupor – they tear enemies with their claws and drink blood right on the battlefield.
Ancient Nosferatu
CREATURE_683
A group of Nosferatu that has lived long enough becomes a clan. The Clan of Shadow Fangs was founded by Archon Hemlock – a powerful Necromancer and Warlock. Usually, this clan's lairs are located in the sewers of large cities – from where the vampires emerge to hunt, hidden by powerful spells.
Horrible Nosferatu
CREATURE_684
Horrible Nosferatu are a rare form of vampire; if a person becomes a horrible Nosferatu and is not killed by other bloodsuckers, he begins to turn new ones, creating his own clan. The bloodthirstiness of these vampires makes them attack villages and slaughter them completely, until a squad of paladins cuts them all down.
isn't their stat increase a bit small? It's decent, slightly above average for a level 3 unit (but not by much), and the increase is only 4. Only the Troglodyte has a smaller increase, just 2, but it stands out in terms of strength compared to the others.
Added after 8 minutes
Ah, so the second upgrade gives a stat increase of 4, while the first and smaller upgrade give an increase of 5. An increase of 5 seems normal.
Isn't their stat increase a bit small? It's decent, slightly above average for a level 3 unit (but not by much), and the increase is only 4. Only the Troglodyte has a smaller increase, just 2, but it stands out in terms of strength compared to the others.
Added 8 minutes later
Yeah, it turns out the second upgrade gives a +4 increase, while the first and smaller one give +5. A +5 increase seems normal.
I've fixed everything; now all units have a +5 increase.
+2 Karl (but I'm sure you won't be able to recruit them)! At level 7. And there are too many abilities; it would be better if they stemmed from the unit's description, but instead, you just added a bunch of abilities to make it seem like there are more. A unit's coolness isn't created that way. Or are these possible abilities, and you don't know which ones to give him?
And why does he need an enhanced "holodets" (jellied meat) if he won't be able to cast it due to his 20 mana cost?
Yeah, there's an overkill with the abilities; this monster will be killed before it can fully realize its potential, and yes, the stat increase is too high, so I wouldn't even bother trying to defeat such a monster. There are too many of them, and they are too strong. Now, about what made me frown – immunity to fire and water. These are opposing elements, and one cannot counter the other. So, fire won't deal damage to water, but lightning and stone spikes will work normally! You could even explain this in the description – for example, the Chaos faction created a super mega turbo water elemental that is immune to fire to disrupt the balance of the spirit world... not bad, you could even create a map with a final boss, Neptune's warrior, based on that description.
Added 6 minutes later And the stats are huge: 40 defense + 200 HP + armor + protection from arrows + magic resistance + infinite retaliation + demonic sword = it can wipe out an entire army in one turn. Only a Cave Lord can kill them, but he won't be able to reach them in time.
Added 1 minute later You could make it a level 8 creature, or give it a 0 stat increase – then there will always be only one of these creatures in the stack
Okay, if the soldier is completely made of water, how exactly are you supposed to burn him?
Regarding mana, yes, it should be 22 so that he can cast a spell once. If he casts too many spells, it will actually be detrimental to him.
How else can you portray a large water warrior with a trident if he's going to be weak?
He's a melee unit with not-so-powerful attack and stats around level 7, with increased defense. The demonic sword is weak; even if there are 50 or 100 of them, they will only kill 2 units with 2 hits, which isn't a deadly blade.
Regarding the number of abilities, most of them are standard elemental immunities. In addition, there's just protection against Sandro's cloaks. The griffin's leap with double attack isn't that great. Channeling only works when used by a human; the AI can't do it. The other abilities are mostly defensive, but shouldn't it be easy to deal damage to a water creature? Knight's Charge is quite justified, like a wave coming in, and the same goes for the stun ability. If you also add an animation for his movement that looks like a tsunami, it would be even better.
And level 7 makes him vulnerable to hero attacks. At level 8, it will be even worse. And the proposed stats are definitely not for level 8.
Not burned, but evaporated.
Imagine if you were to generate a high temperature inside a water droplet, it would create a bubble of superheated steam that would try to explode and cause significant damage to the surrounding substance.
I believe that the damage from vaporize in Genshin Impact is based on this principle; it comes from fire applied to water. I liked that aspect, and overall, the interactions between the elements are interesting, and it could be used as a model.
Regarding the growth rate, there are quite decent "Raven" units based on "Colossus" creatures. Their growth rate is 2, they have good stats, stunning ability, vampirism, 2 basic allegiance skills, and immunity to mind control. And a growth rate of 2, that's how it is.
This creature single-handedly defeats any other level 7 creature.
And what about vampirism? And regeneration? If the demonic blade doesn't matter, in your opinion, then what, should it necessarily be given? Where does the double attack come from? And the griffin's jump? Why so many abilities if they are not related to the creature at all?
Everything else follows logically; a fast, furious wave like a tsunami and a running trident strike should be very dangerous, at least for 1 creature. 1:1 is not a good comparison; if we're going to use that, it should be at least 20-20 / 25-25, otherwise, it seems like the demon blade is overpowered, but in reality, it's far from it and generally not very useful for decent armies.