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Posts from [HoMM V]9 Race - Swamp! Is it needed?

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Would you like there to be a Swamp race?
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I believe that the "Swamp" race is quite cohesive and balanced. As for the stats of the creatures, it's a very long and painstaking process to achieve equilibrium. However, I would like to propose an alternative idea for the race's specialization: "Totem Worship" Totemic animals are divided into three levels (corresponding to the three skill levels). There are approximately 10 totemic animals and creatures. How it works: any creature in combat, during its turn, can instead begin to "worship a Totemic animal." (The idea is that in this state, the creature's defense increases by +15%, and if the Hero has an additional ability – let's say, "based on base defense" – the percentage increase in defense will be +25%). After a creature begins worship, a spirit of the summoned Totem appears above it and affects the stats of the Hero's army units (or the enemy army): - This could include improvements to initiative and speed (if an "Eagle" is summoned), or increased attack and speed (if a "Cheetah" is summoned). - It could also involve reducing the enemy's speed, defense, attack, etc. - It could provide additional perks to creature attacks. There are countless combinations. I also suggest that the Totem's properties do not immediately affect the entire army, but only a specific area, and only with a special ability – affecting the entire army. There were many different options, but I liked the idea of this specialization the most, because, in my opinion, it best suits the spirit of the "Swamp" race, as the race most closely connected to the animal world. However, I wanted to emphasize their difference from the "Elven Archers," who are also strongly connected to Nature (the Forest). I think that the idea of worshiping animal spirits (including mythical animals) characterizes the swamp as a strong and wild race, but at the same time, an intellectual one (more intelligent than Orcs), a race that uses magic, but in its own way, refracted through the world of animals. At the same time, I really like the idea with Dark magic, poisoning, and Water, as described in this thread! This also adds its own flavor to this faction. I hope that my idea can also be useful to the project being discussed here and will complement the "Swamp" race.
In reply to Vet
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Well written, Vet! :) What I wrote might not be the definitive solution. I posted all the information I wrote so that everyone could see it and, if they wanted, correct it or add their own ideas. Your idea about the totem animals is good, but that would require another two months of work on this race. And as it is, everything is already very complex, and implementing the Swamp will take a long time. But thanks anyway for sharing your opinion and ideas. Maybe they will play a role. ;)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Drnik;120884
/topic/at/120253/
3DogMZA, please pay attention...
I don't understand why you showed me this message! Thank you for the compliments! :) I read your message before and wrote about the mana of Medusas. Sorry, but it’s hard to come up with something new and create it, and I no longer want to add or change the abilities of Swamp creatures!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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I didn't mean compliments :D
Level 6 – Medusa (archer, freezes 30% in melee)!
Price: 1200
Attack: 18
Defense: 18
Damage: 17-24.
Hit Points: 92
Shots: 5
Speed: 5
Initiative: 9
Growth: 2
Level 6 upgraded - Medusa Witch (archer, sorceress (spells: Slow, Ice Block), freezes 35% in melee)!
Price: 1500
Attack: 19
Defense: 20
Damage: 19-27.
Hit Points: 100
Shots: 4
Speed: 4
Initiative: 10
Growth: 2
Level 6 upgrade - Supreme Medusa (archer, direct shot across the entire map, -1 to creature radius (only reduces it once), freezes 35% in melee)!
Price: 1500
Attack: 20
Defense: 19
Damage: 20-27.
Hit Points: 104
Shots: 5
Speed: 5
Initiative: 9
Growth: 2


I can't see any mana, no matter what I do!))))
But everything else is great! Good job!))))
Ваши интересы и учеба\работа


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Drnik;120893
I didn't mean to give compliments :D
I really can't see any mana, no matter what I do!))))
But overall, it's great! Well done!))))
You're looking in the wrong place!
I mentioned it in the message with the quote from Arandor! If you really want, I can add it there too.:)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Yes, you really did a great job! I would have been too lazy to do it, and I won't shower you with compliments, others have already done that. Besides, it's just a good idea for now; it still needs to be brought to life.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
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eXeCuToR;120913
Yes, indeed, he did a great job! I would be too lazy to do that. I won't shower you with compliments; others have already done that. Besides, it's just a good idea for now; it still needs to be brought to life.
Thank you for the kind words. And you're right, it's just text, but it needs to be implemented. But everything has a beginning, and this text is the beginning of the implementation and its plan!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Let's sketch a preliminary version of the "Flying Snake" (basic creature). I took the "Snake" from Heroes 3 as a basis. The idea is that the creature can cling with its claws on its wings or with its long tail. If the idea works, I will continue to detail the creation and come up with a look for the upgraded "Snakes". Added 53 seconds ago Sorry that it loaded so large, I miscalculated a bit))) Added 35 minutes ago Below is my vision of this creature: "Wild Snake" (Level 3 Creature) A small and extremely agile creature with a nasty temper. It is almost impossible to tame Wild Snakes. In nature, they form small groups for hunting. As a rule, they settle at a great height in tree hollows (name of the tree). Attack 6 Defense 4 Damage 2 - 4 Hit Points 18 Speed 7 Initiative 12 Growth +17 (building +4) Flies. Poisonous Bite. Applies "Weakness" and "Slow". The strength of the curses depends on the number of creatures in the squad. Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss. Wild. Not susceptible to any spells that affect the mind. "Poisonous Snake" (upgrade) No one knows how or when the Ancestors managed to tame Wild Snakes, but it turned out that these creatures became the most loyal helpers. They become so attached to their masters that when they die in battle, the Poisonous Snake becomes enraged and attacks the nearest enemy squad. Attack 7 Defense 6 Damage 5 - 7 Hit Points 24 Speed 9 Initiative 14 Growth +17 (building +4) Flies. Poisonous Sting. Applies "Weakness" and "Destructive Ray". The strength of the curses depends on the number of creatures in the squad. Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss. Loyalty. Not susceptible to the "Berserk" and "Dominate" spells; if a friendly squad dies, it attacks the nearest enemy squad with double strength. Spits Poison. Can spit poison (no more than 3 times per battle) within its turn; the target receives an initiative penalty of -20% for one turn and is affected by the "Plague" spell. The amount of damage depends on the number of creatures in the squad. Activated ability. "Terrible Snake" (Two-Headed) (alternative upgrade) The connection of the Ancestors of the swamp tribes with the surrounding forests and local fauna was very strong and allowed them to use their knowledge to create the most bizarre animals. Thus, when snakes with two heads began to appear after a strange illness, the Ancients did not kill them but turned them into loyal and fierce guardians. Two-headed Snakes were unmatched in speed and attack accuracy. Attack 7 Defense 6 Damage 4 - 8 Hit Points 26 Speed 9 Initiative 14 Growth +17 (building +4) Flies. Poisonous Sting. Applies "Weakness" and "Destructive Ray". The strength of the curses depends on the number of creatures in the squad. Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss. Loyalty. Not susceptible to the "Berserk" and "Dominate" spells; if a friendly squad dies, it attacks the nearest enemy squad with double strength. Double Bite. Attacks with two heads simultaneously (no more than 3 times per battle), and the target can only block one head (thus, the defense values are only applied when calculating the damage received from one head). The target receives an initiative penalty of -10% for one turn and is affected by the "Slow" spell. Activated ability.
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Hehe)) They only gave the Serpent the stats at level 4, and 18-16 HP is a bit low for level 4)).
But overall, it turned out well! Good job! I would just replace the head with a dragonfly head. I like them more, although I don't really like this unit's appearance. But yours turned out better than in Heroes of Might and Magic III, in my opinion... just the head....)
P.S. I won't talk about the other stats)... although it's possible that the stats are lower due to the large number of abilities).
P.P.S. The drawing is good! Do you have any others?

Be strong. Believe
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I will soon post preliminary sketches of other creatures. The main thing is not to miscalculate the size of the sketch :)

Regarding the "Snake":
The idea is that the Snake can be quickly built and purchased in sufficient quantities already in the first week of gameplay. Therefore, I would make it with a small number of hit points, but compensate for this with a large bonus, very high initiative and speed, and various abilities. Two strategies for using the unit are envisioned.

1st option: in the early stages of castle development, the Snake is strong enough and effective to be the main attacking unit in the hero's army.

2nd option: a "disposable unit" - it is thrown at the enemy and dies in large numbers, but allows higher-level units to attack much more effectively. With a skillful distribution of abilities among the creatures of the "Swamp" castle, losses with this strategy can be minimized.
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Vet, thank you for helping to create the sketches. It would be even better if you could also draw them in 3D:rolleyes:. Okay, you did a good job, this drawing will be useful to me. I was thinking of something similar for the snake, only with a dragonfly head. By the way, the snake is **level 4**, not 3, as in the third game. And there is **no need** to change the characteristics of my creatures. I have already figured out their growth and how they will serve the Swamp. My message is above, and everything is written there; it is desirable to read about the creatures first, and then come up with something for them. Snakes have high initiative, speed, and growth, but their health, attack, and defense are so-so. They will be almost as strong as the dwarf berserkers, only faster. Vet, thank you again for the drawings you want to create, but please make them for the creatures that I have already described!!!
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Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Okay, let's make dragonfly units with heads, no problem! Regarding 3D, I think I'll figure it out quickly. But it would be helpful to extract a few models from HoMM to understand how the developers did it. Added 9 minutes later I understand that the "Swamp" race being discussed is already established, and I want to express my respect for the work that has been done. However, what about adding the following creature properties to complement the picture, as options: Evasion – 10% chance to avoid damage in melee combat, 20% chance to dodge ranged attacks (The abundance of trees, bushes, and various vegetation has taught the swamp dwellers to use the terrain to set ambushes or hide from the enemy). Ambush – when an enemy creature passes by a swamp unit (to another target), there is a 15% chance that the swamp unit will attack the enemy, thereby stopping it in its current position (To survive in the swamp forests, the locals learned to unite in settlements. This made it easier to hunt and defend. Over time, this way of life led to perfect cohesion among all the inhabitants of one village. As a result, each inhabitant of the village instinctively protects his comrade-in-arms). Knowledge of the Terrain – do not receive movement penalties on the battlefield on enemy territory (The harsh living conditions from childhood temper the inhabitants of the swamp forests. As a result, the locals gain the ability to easily find their way even in the most impassable terrain). Exhaustion – there is a 25% chance that an enemy land unit, when approaching a swamp creature, will lose 20% of its attack for one turn (The swamp forests have long been known for their impassability. The humid climate and abundance of vegetation make it difficult for foreign troops to move around and exhaust the enemy so much that they need time to recover their combat readiness). I want it to be a new race, with its own game strategy, its own characteristics, strengths, and weaknesses!
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I listened to Veta and added totems to the Boglanders, and made some other changes to the entire race. * Tears of Ashi – Carnivorous Plant (+20% Water magic power, everything else remains the same). * Specialized building – Totem Hut. Allows the Boglander hero to buy totems for Boglander creatures. Boglander Totems: Bear Totem +3 hit points, Eagle Totem +10% initiative, Lynx Totem +1 speed, Fox Totem +2 defense, Wolf Totem +2 attack. Each totem costs 1000 gold, and only one totem can be given to each creature (and only to Boglander creatures). – 3000, 5 mercury, and 5 sulfur. * Bog Slowdown! * Totem Power – +50% to totem power. * Boggy Land – -1 to the speed of all enemy creatures. * Bog Magic – Gives the Boglander hero the Bog Magic spell, which gives -5% initiative to enemy creatures and +5% to friendly creatures. Lasts 5 turns + 0.5 * hero level. Costs 0 mana. * Super ability –> “Power of the Bog” – Gives the hero +100% damage from Water magic and +50% totem power. Also improves the Bog Magic spell, adding another -5% initiative to the enemy and +5% initiative to friendly creatures. * To develop to the super ability, you need: Chaos Magic – Water Fury, Leadership – Aura of Speed, Attack – Cold Steel, Ice Arrows. * Talas – Totemist. (Further strengthens totems by 50%). * The top part has also been changed (the creatures have not been changed). What do you think?
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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The totems resemble mini-artifacts found at the Academy, but they are more well-designed. Perhaps a hero could be given the ability: +1% to the totem's power per level.

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