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Posts from NCF – Extended list of Neutral creatures.

4.9 (14 ratings)
5 years ago
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I don't know what's being used and what isn't, and here the problem is drawing it. And they need to add protection for allies, roughly according to my idea (+/-).

Also, we need to transfer the sea monster from the 4th game.
It's easier here: level 7, both demonic swords, unwavering will. That's it. Growth +1, HP 275, stats 46/45, damage 45-65 (stats * 4 / 3, since 30 is a good stat even for level 4, and here 30 is standard - in the 4th game, these creatures are physically strong). Speed 6, initiative 10, large, doesn't cast spells, doesn't fly. Here are the images for it.

The problem is the same; someone needs to draw it.
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5 years ago
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Warriors of Hate
CREATURE_685
Warriors of Hate are among the strongest followers of chaos on Ashan; their bodies slowly transform into demonic forms, and their minds are filled with rage. Chaos Witches say that the first Warriors of Hate were paladins who found an angelic artifact, defiled by the servants of Ur-Hekal, the lord of hate.

The creature is based on the Orc from Heroes 7, which was ported by Hannik.
Models, textures, and voice acting are taken from the Grim Age mod, created by furok.
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5 years ago
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doesn't open the gate (even though it's a demon)?
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5 years ago
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vasik
doesn't open the gates (is it a demon)?
No, it's a human heretic; he has boiling blood, and demons will be the upgrades.
5 years ago
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even though it's relatively weak when controlled by the computer, it performs well in battle.

Although the troglodytes had an extra +20 attack, luck, and double defense, they were quickly defeated in an auto-battle on each side. The battle was indeed skewed by the Dominion rings on each side, which were randomly generated.

I've added a battle recording, but I don't know if it will open and display correctly, especially if you don't have memory mentors (creatures with 999 stats) and some other units.
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5 years ago
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vasik
Even though it's relatively weak under the computer's control, it moves around nicely.

Although the troglodytes had an extra +20 attack, luck, and double retaliation, they were quickly defeated in the auto-battle from each side. The battle is indeed skewed by the Dominion rings that each one has, which dropped randomly.

I've added a battle recording, but I don't know if it will open and display correctly, especially if you don't have memory mentors (creatures with 999) and some other things.
It turned out to be amusing - half of the creatures are simply missing, but the recording works.

Regarding strength, I tried to stay at the level of the characteristics of un-upgraded level 5 creatures (hydras and archers don't count).
The upgrade will be stronger; instead of the berserker's rage, it will have immunity to counterattack; this will already be a demon... but I don't know yet how things will be with summoning reinforcements; on the one hand, this is a legitimate demon skill, and on the other hand, this creature is a former heretic, not a full-fledged demon.
5 years ago
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I was just thinking about something.

There's a fire gremlin creature.

Attack 3, defense 2, speed 4, initiative 10, 6 HP, 5 shots.

Compared to the regular improved gremlin, it has +1 attack, -2 shots, -1 speed, -1 initiative, and -1 skill.
Compared to the pest gremlin, it's even worse: -2 attack, -2 defense, -2 shots, -1 speed, -2 initiative.

Also, the standard improved gremlin has 1 repair, while the pest gremlin has infinite sabotage.
The fire gremlin has only 1 fire mark (2 shots less), which doesn't do much damage. It's weaker in stats and speed.
But it has a growth of 10 instead of 20.

I would understand if it could set things on fire infinitely or 20-50 times, but how did it end up like this?

Added 1 minute ago

and yes, in its original form, it refused to accept magical artifacts, but I fixed that for myself.
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5 years ago
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vasik
I was just thinking about something.

There's a Fire Gremlin creature.

Attack 3, defense 2, speed 4, initiative 10, 6 HP, 5 shots.

Compared to the regular upgraded Gremlin, it has +1 attack, -2 shots, -1 speed, -1 initiative, and -1 skill.
Compared to the Pest Gremlin, it's even worse: -2 attack, -2 defense, -2 shots, -1 speed, -2 initiative.

Also, the standard upgraded Gremlin has 1 Repair, while the Pest Gremlin has infinite Sabotage.
The Fire Gremlin has only 1 Fire Sign (which is 2 shots less), which doesn't do much damage. It's weaker in stats and speed.
But it has a growth rate of 10 instead of 20.

I would understand if it could set things on fire infinitely or 20-50 times, but how did it end up like this?

Added 1 minute ago
and yes, in its original form, it refused to accept magical artifacts, but I fixed that for myself.
Well, technically, the unupgraded Fire Gremlins are okay – they are more dangerous than unupgraded Gremlins and have a lower growth rate, plus this Gremlin has one enhanced attack, which is better for a neutral creature
5 years ago
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a neutral unit should, on average, be stronger than a standard fighter, but this one is not only moderately strong physically, but also noticeably weaker, and there will be twice as many of them. When they appear, their sign (+/-) deals little damage, just like a shot, and it seems that shooting deals more damage – I don't know exactly how the penalty for melee attacks works here. If it didn't shoot at all, but could give the fire sign infinitely, that would be a completely different creature, with the meaning of a ranged attacker, and even with these stats, it would be more desirable than the gremlin. Here, even a down-leveled gremlin will be better only because there are twice as many of them. If you look at a battle for a mine, for example, where they are on their own without a company of fire sorcerers, their fire sign is completely useless as a debuff. If it shoots, it could at least give an impact fire sign – in the current situation, this would be an additional benefit if there is a fire mage nearby.
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5 years ago
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vasik
A neutral creature should generally be stronger than a standard unit, but this one is not only moderately strong physically, but also noticeably weaker. And there will be twice as few of them. When they appear, their "sign" (+/-) deals little damage, just like a shot, and it seems that shooting might even deal more damage – I'm not sure how the ranged attack penalty works in melee combat here. If it couldn't shoot at all, but could endlessly apply the "sign of fire," that would be a completely different creature, with a purpose as a ranged attacker, and even with these stats, it would be more desirable than a gremlin. Here, even a downgraded gremlin will be better simply because there are twice as many of them.

And if you look at a battle for a mine, for example, where they are on their own without a company of fire mages, their "sign of fire" is completely useless as a debuff.
A neutral creature doesn't necessarily have to be stronger (you've insulted the weak peasants), I'm sure this gremlin is stronger than a goblin, skeleton, or peasant. In general, a neutral creature can be compared to any creature because it is not tied to a city.
Some points can be explained by the description:
Fire ammunition is a rare thing; there are few factories, and few gremlins who specialize in arson, and they are not used in cities; the mechanics are more useful in the army of golems... that's all I can explain
5 years ago
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A peasant is actually not the worst unit in Heroes of Might and Magic III. If you choose the Warlock, there's the "Life Giver" skill. If you play with it, all unupgraded tier 1 troops (except skeletons) under the command of your hero automatically upgrade to the next level the following day. And peasants turn into upgraded troops of any of your heroes, except for the Necromancer. For the Necromancer, it's even easier – the "Transmute" spell works even without the "Life Giver" skill.

And their growth rate is 25. 25 halberdiers with 14 hit points + 50% from rank 10 is not bad as an addition to their growth rate of 28 from the castle.

They are weak, of course, but incredibly useful.)))

If you take Heroes of Might and Magic IV, peasants are the worst unit. BUT – they bring in 1 coin per day. Playing as the Necromancer and simply accumulating an army through the "Transmute" spell, I would get rid of my imps, and all the Life and Nature troops – I wouldn't touch the peasants! In "Equilibrium," they bring in 2 coins per day, which is twice as useful – I don't play it because of the changed balance, which is not for the better, but still.
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5 years ago
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vasik
A peasant is actually not the worst unit in the 3rd game.
If you play with the Lords of Life skill, all unupgraded troops (except skeletons) under the command of your hero are automatically upgraded to the next level the next day. And peasants turn into upgraded troops of any of your heroes, except for Necromancers. It's even easier for Necromancers – the Transmuter works even without Lords of Life.

And their growth rate is 25. 25 halberdiers with 14 base HP + 50% from rank 10 is not bad as an addition to their growth rate of 28 from the Castle.

They are weak, of course, but incredibly useful.)))

If you take the 4th game, peasants are the worst unit. BUT – they bring in 1 coin per day. Playing as a Necromancer and simply accumulating an army through the Transmuter, I would discard my Imps, and I wouldn't touch the peasants of the Lords of Life and Lords of Nature!
In Equilibrium, they bring in 2 coins per day, which is twice as useful – I don't play it because of the changed balance, which is not for the better, but still.
I haven't played with Lords of Magic, only with Heroes of Might and Magic.
If we talk about strength, the main thing for a neutral creature is that it can spoil your mood – take away a few low-level creatures and die against your units; there can be tricks like a single enhanced shot or maneuvering.

In fact, the strength of creatures is a matter of taste; I just don't like that a Bone Dragon or NCF_Nagibator_Tsar_Smerti_Bog_Voiny can randomly appear at level 7; I think that you need to dilute them with mediocre creatures
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5 years ago
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Is there a way to fix the situation where, when a Ranger chooses an arch-enemy, "hundreds" of Yetis are immediately available for selection from the list?
In reply to Grigoriy
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5 years ago
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Grigoriy
Is there a way to fix the situation where, when choosing an arch-enemy for a Ranger, “hundreds” of Yetis are immediately available in the selection list?
/topic/at/879093/
This has already been fixed
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5 years ago
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found the most awesome helmet for a Chaos unit; I'll have to attach it to an unupgraded Rogue to maintain the coolness level, otherwise, the power jump is too significant – from a Chaos Marauder to an Overlord.
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