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#1
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I have a question regarding an idea we discussed earlier, and I would really like to hear your opinion.

As I understand it, the feature of adding additional creatures to a city was well-received.

Additional creatures can be added by adding a third level of upgrades.
zahar0z
I wrote it for testing; the third upgrade for the peasant building allows them to upgrade to improved gremlins.

Download the test file

Thank you, Waterfall, for such a detailed video demonstrating the feature and analyzing how it was implemented.
This is a working scheme. But it has its drawbacks.

Drawback number one, the third level of upgrades in the recruitment window overlaps the second. Number two, there is some confusion with the upgrade price.

Number three, a conceptual drawback. With this scheme, logically, all creatures "evolve" from one basic unit. I'm not a fan of strange mods where a goblin turns into a catapult after upgrading, and with no lore explanation.

This introduces both lore and gameplay confusion. Therefore, in a scheme where everything is upgraded from one unit, the options for creatures that this unit can be upgraded into are quite limited.

Of course, some things can be justified in the creature's description. For example, that particularly cool angels take the form of a dragon (in the lore of Ashan, this is supposedly possible), or vice versa, a dragon can take the form of a faceless one. Or that, with the help of dark rituals, Warlocks turn their assassins into monstrous troglodytes.
It is also possible to make a foot unit into a cavalry unit. For example, upgrading goblins could logically result in goblins on wolves, and upgrading dark elf witches could result in witches on manticores, and so on.

But all of this is relatively makeshift and has significant limitations. For example, there is little that can be done with a hydra, bone dragons upgrading into spider queens would look strange, and a dark elf cannot be turned into a medusa, and so on. Also, it would look rather illogical for a cavalry unit to lose its mount after upgrading.



But there is another option: adding creatures for recruitment in the city. With this, two creatures will be available with each new level of the building.

i.e. 1st level of the building you can buy a basic zombie and/or a ghoul

2nd level of the building you can buy an improved zombie and/or an improved ghoul

3rd level of the building you can buy an even more improved zombie and/or a more improved ghoul

and so on, if necessary


The drawbacks of this scheme:

One. Forced complete abandonment of alt-upgrades

Two. Each new creature upgrade in the recruitment window will appear on top of the previous one, and it will no longer be possible to buy the unupgraded creature. But in the upgrade window, it will be possible to not only upgrade but also downgrade a creature.

Three. There will be problems with the city features of the undead and humans. The city-enhancing ability of humans and the undead converter will only create units from the original game.



But this scheme also has an important advantage: almost complete conceptual freedom. Two creatures are available for recruitment, which can differ in any way.

At the same time, the counter of creatures available for recruitment is the same for them. For example, you can buy a total of 12 creatures. If you buy 6 zombies, you can now buy 6 fewer ghouls.

In addition, these two schemes can be combined. That is, some creatures can be recruited according to the first scheme, and others according to the second.


I would like to hear your opinion and brainstorm together. Which option do you think is better? The third level of upgrades with alternative upgrades, or two parallel developing creatures? Or is the combined option the best?

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#2
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I chose the first option for myself; in my opinion, it is the most gameplay-friendly and natural. As for the lore and the reasons why a unicorn might turn into a pegasus or an ent into a dendroid... those are trivial tasks. We have a fantasy world, and we can explain anything =)
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#3
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Author
I'm not a fan of weird mods where a goblin turns into a catapult after an upgrade.
Therefore, it should turn a goblin into a goblin catapult!
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Author
Number two, there's a slight confusion with the upgrade price.
Honestly, I don't understand why something like an upgrade is needed at all. That is, in principle, not only in relation to the third upgrades. It would be much more interesting from a gameplay perspective to have a "zoo" where you need to carefully approach the choice of upgrade, as it is set in stone. At worst, you could upgrade in a fort on a hill.
Author
Or is a combined scheme the best option?
^This one.
I think everyone liked the asymmetry of Heroes 2 at some point, when different creature lines behaved differently in terms of upgrades. Some don't upgrade, some upgrade once, some twice... Add an alternative for individual lines, and it would be even better.

An alternative, in my opinion, would look good for creatures that perform different roles on the battlefield but require similar resources for their initial creation. For example, conditional mounted knights and foot paladins could be alternative creatures for each other if we introduce a lore that they are prepared from the noble class. We have few nobles => we need to choose the type of combat unit, which one will be more useful.
But, of course, not so many of these connections can be invented, perhaps.
 

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#4
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I like the first and second options.
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#5
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Based on my experience, I would say that both options are promising. Here, the focus is more on the possibilities regarding models and animation sets available to the modder. Why make a catapult out of a goblin? If you can create a goblin of the next tier or its logical continuation? Or you can completely replace all goblins with a new line of creatures. For example, I replaced the Inferno horses with Cerasti (Hammers of Fate, in the past), and the green dragons with Cyclops. In both cases, rebalancing and integrating them into the overall lore was a piece of cake. The main thing is to adequately recolor the models, and that's where the real challenge lies. So, perhaps the question here is more about: 1) The modder's capabilities regarding models and animations for new creatures/tiers. 2) The goals of the mod itself. Does it aim for balance, gameplay mechanics, tournaments, or other goals? Perhaps even adaptations for a specific custom campaign or even a map!
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