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Posts from Heroes 5 Armageddon’s Blade

4.8 (4 ratings)
5 years ago
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there's some inconsistency with the prototypes.

One of the important differences between high-tier and regular units is the lack of retaliation; it's missing here.
Also, the initiative of 12 is extremely high; these are the fastest creatures. Here, they only get a slightly higher initiative than the Paladin, which is very little.

There's also no morale boost, at the very least.
It shouldn't be able to defeat a Dracolich; in the third game, the Dracolich is a level 9 unit, on par with Azure Dragons – the Altar of Transformation doesn't affect them. It's not just an ordinary archer, but one with block, resistance, and poison.

As for the magical abilities, that's more a matter of taste, but it seems like it should have them.
According to the prototype, as shown in the picture (it knows Enhanced Armageddon, God's Wrath, and general divine power, and can resurrect 3 times).
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5 years ago
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vasik
you have some inconsistencies with the prototypes.

One of the important differences between the high-tier and regular creatures is the lack of retaliation; it's missing here.
Then, the initiative of 12 is for the FASTEST creatures; here, they only get a slightly higher initiative than the Paladin, which is very little.

There's also no morale boost, at the very least.
It shouldn't be able to defeat a Dracolich; in the third game, the Dracolich is a 9th-level creature, on par with Azure Dragons, and the Altar of Transformation doesn't affect them. It's not just an ordinary archer, but one with block, resistance, and poison.

As for the magical abilities, that's more a matter of taste, but it seems like it should have them.
Based on the prototype in the picture (it knows Enhanced Armageddon, God Might, and general divine power, and it can resurrect 3 times).

I don't understand what you're talking about =)
Or is this a comparative analysis of your creatures and mine?
In my version, Dracolichs are high-tier creatures; if they are as you described, it would be something completely unreal, on the level of legendary creatures or something like that.

9th level? We don't even have an 8th level (in terms of balance).

Azure Dragons are a separate nuance that doesn't exist at the moment.
However, it's possible that they will be added in the future; I've been playing Heroes 3: Armageddon's Blade since 2000, and for me, all these Azure/Rusty/Fairy/Crystal creatures are like family. =)
5 years ago
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I looked it up; it's not the fastest, the fastest Phoenix (unupgraded to level 8) has a speed of 1 more, but at least you have to get close to the Phoenix, but not 12. +2 morale for everyone, retaliation, strong damage (it does damage)? The Dracolich has a base of 800 HP (like the Crystal Dragon, and more than the 750 of the Rusty Dragon), and it's on par with these dragons in terms of stats, abilities, and purchase price. In Heroes 5, you can't have both a swarm and a dragon's breath (the breath refuses to work for the ranged attacker), which they have, so melee combat is single-cell, but without a penalty. And in Heroes 8, the Necropolis's Blood Dragon has vampirism (although it only works half the time in Heroes 3), but it's not a ranged attacker.
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5 years ago
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vasik
I looked it up, it's not the fastest, the fastest Phoenix (unupgraded to level 8) has a speed of 1 more, but you still need to compare it to the Phoenix, but not 12.
+2 morale for everyone, retaliation, strong damage (it does have damage)?

The Dracolich has a base of 800 HP (like the Crystal Dragon, and more than the 750 of the Rusty Dragon), and is on par with these dragons in terms of stats, abilities, and purchase price. In Heroes 5, you can't have both a swarm and a dragon's breath (the breath refuses to work for the ranged attacker), which they have, so melee is single-cell, but without a penalty. And in Heroes 8, the Necropolis Blood Dragons have vampirism (although it only works half the time in Heroes 3), they are not ranged attackers.

I understand. So, you're just transferring all the stats and skills from Heroes 3 to the base stats of Heroes 5?

I'll probably clarify, if you don't know. But in Heroes 3, the damage calculation is based on the difference between attack and defense, at 2.5%, while in Heroes 5, it's 5%. So, transferring it exactly as is is not an option.
5 years ago
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yes, the stats are more or less in order (those in my screenshot have a base of 50, one hit is noticeably weaker (-12 attack/defense and -15 damage) and doesn't significantly outperform regular level 7 units), but where are the abilities?

Added 2 minutes ago
if the angel was a separate pack, I would try comparing 2:1 and 3:1 to see who wins.
5 years ago
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Hello everyone, my PC simply refuses to launch the mod. I even deleted the original game and removed its paths from the registry, reinstalled it, but nothing helped. Have any of you encountered similar issues? Maybe I need specific drivers? Or should I reinstall Windows?
5 years ago
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it says that downloading is prohibited, even though I downloaded a 1.7 GB archive. By the way, it didn't start downloading on the first try.
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5 years ago
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Danik-3000
writes that downloading is prohibited, even though a 1.7 GB archive was downloaded. By the way, it didn't start downloading on the first try.

That's strange; no one has reported this before. Of course, you can try again.

But it's better to wait a bit; I hope to upload the new version tomorrow!

Added 11 hours 13 minutes ago
The new version has been uploaded to Google Drive CLICK HERE
The distribution policy is changing (you will no longer be able to download the ready-made game folder and run it immediately). Now you download parts of the folders that contain changes for the mod, but to play, you will need a purchased version of Heroes 5.
The phrase "It was better before" is more relevant than ever, but it needs to be done this way to avoid violating copyright.
There is also a positive side to this situation: now you will download 3 GB instead of 5 GB.

So now, after downloading the archive and opening it, you will see a file that explains how to correctly install the Armageddon's Blade modification on your existing Heroes 5 version 3.1:


Changes:
1) The ability "Resilience" has been added to Greater creatures (it prevents the abilities "Slicing Sword" and "Grasping Strike" from killing 1 creature).
That is, if you buy a Greater creature for 14,000 gold and 7 units of the corresponding resource, you can be sure that some Tier 6 creatures will not devour your unit.
2) Demonesses have received the spell "Wall of Fire" at level 0 magic (MASTERY_NONE) and 16 mana to cast it.
3) The animation speed of Alaric's movement has been increased by 2 times.
4) New heroes have been added to the Duel and Tactics modes: Ilfina, Ossir, Brand, Adel, and Razazak; all of them are level 40 with an annual creature growth rate.

I'll say right away that duel heroes are primarily created for the "Tactics" mode because 1v1 heroes are very different, and some easily counter others, others counter the third, and the third counter the first. Therefore, in the tactics mode, where you have 3 heroes, they reveal themselves in the best way. By alternately replacing them during the match, you can use interesting tactics. Light and dark specialists mix well. And in general, from my experience in battles in tactics, I have derived a golden rule for myself: "always have one light hero with divine might, and always have a dark hero with enslave" (and preferably also with Sandro's cloak).

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4 years ago
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It's no secret that Leapers (greater demons) are stronger, more convenient, and more promising than fire demons. Also, Inferno is very weak at the beginning of the game and takes a long time to play due to the half-hour-long battles at the gates. What to do?

Let's update the fire demons and make them gameplay-wise like the magog from Heroes 3.

Their damage is weak compared to other Tier 2 ranged units, but they hit an area of 3x3 (and yes, just like in Heroes 3, they damage everyone, not just enemies, so you have to be careful when shooting) =)

4 years ago
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One idea came from this video.

There are Magogs; we can create an improved Magog, like in Heroes 3, with two blades (rank 10).

That is, take these animations (they are very well done), add a new NCF unit, but give it slightly better stats/damage (based on the prototype, plus a bonus for the blades), and, to preserve the skills:
* No range penalty
* 50% fire resistance
* (Magical: can cast Fireball before attacking). It's not possible to do this before attacking at level 5, so we can replace it with Liquid Fire. Since it fires in a cloud and hits everyone (like the original Magog), it should place 9 walls.

It's actually fun, and it works. If it's a dragon, there will be two fire effects; if the wave of fire works, there will be a field. At the same time, we'll see how it works for a ranged unit; will the Magog place a wall? If the ranged unit can't place Liquid Fire at a distance, then the idea fails. And, preserving the consistency, level 2, growth rate 8, but stronger. Stats (11 attack, 8 defense, 24 shots, 19 HP, damage 5-8, speed 5, initiative 9).

Added 16 minutes later
I checked... this Liquid Fire doesn't work for the ranged unit... not at all, not even in melee, not even in a single shot.
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4 years ago
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Don't you think, comrade **vasik**, that this unit is too overpowered? Even the harpies have lower combat stats (speed and initiative are higher), but this is also a ranged unit that attacks in an area! This unit will destroy everything on the battlefield. Your understanding of balance is sophisticated, in my opinion. It's like, if you create a new creature, it should be either super overpowered or just overpowered. There should also be medium-strength units!
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4 years ago
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More proactive than human archers, stronger than furies, and they grow in numbers by 8 instead of 5. smile18
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4 years ago
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vasik
I had an idea after watching this video.

There are Magogs; we could create an improved Magog, like in Heroes 3, with two blades (rank 10).

Added 16 minutes later
I checked... this flame attack doesn't work for ranged attacks at all, not even in melee, not even in a single shot.
My goal wasn't to create a bunch of creatures. I wanted to give the player the opportunity to play as Inferno differently, in the style of Heroes 3.

Yesterday, I tested a build for Inferno using Magogs... and as planned, they shoot, deal area-of-effect damage, and destroy their own units... This leads to a certain kind of chaos, which is quite amusing, and I haven't really encountered this kind of gameplay in Heroes 5.
Although, no, I did encounter it with the Balbes – Free Cyclops. But even there, it's a different concept. Here, the damage to everyone is predictable (while with the Balbes, it's a matter of luck). You can shoot while the enemy is far away, but if they get close to your formation, you can't shoot anymore because you'll destroy your own units!

It turned out to be very interesting and unique in its own way.


In general, this unit didn't become overpowered, and for the late or endgame, Leapers will be preferable.
But, of course, Magogs will be used at the start.
Let's add that if the stars align (archer set, claw, expert divine power, etc.), then Magogs can deal excellent damage to enemies... but, of course, everything has to come together :3
4 years ago
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What difference does it make if the wall doesn't work for ranged attackers – perhaps due to the animations, but who knows how to properly remove them...

It would be a decent unit. At most, -1 from the suggested initiative, otherwise it wouldn't be balanced. If it could create a wall, then -2 would be appropriate.
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4 years ago
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"Otherwise, it doesn't correspond to..." what?

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