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Description: This modification was created to test new creatures and heroes that will be used in the upcoming campaign "Breath of the Void". It includes changing the "red" human grade to "purple" (there's hardly a color they haven't been given throughout modding history). Also, 8 original heroes have been replaced with new ones, keeping the same specializations but with altered appearances. They are mainly added for completeness; the main goal of the mod is to test the new creatures and their balance. The new creatures are not added via NCF — unfortunately, I don't have the time or particular desire for that at the moment.
Installation: Download the Void_Haven.zip archive, extract the Void_Haven.pak file from it, and place it into the data folder of your game.
Compatibility: The mod may not work correctly with other mods affecting heroes and creatures. A clean version of the game 3.1 is recommended.
If you haven't touched the Economy and other aspects, it won't be difficult to form an opinion. I'll take a look tomorrow when I have a moment. (It's a pity you can't see the creatures here – their stats and abilities. It would make things easier.) 🙄
Added 40 minutes later Okay. Let's start: 1) In terms of stats, all units are identical to the vanilla versions, but they've added even more stats on top (it's not entirely clear why?). 2) Landlords are definitely an overkill. Not only have they already buffed their damage and attack, but they also have "Charge" (like the Lizardmen from the League). Give them any speed buff (so it's 5) and it's essentially a guaranteed armor ignore. Considering this is Tier 1 and a small creature. *In general, if the Mod doesn't plan to introduce "special" Neutrals that need to ignore Armor, then the Landlords' ability is excessive.
Further balance follows the principle: the higher the tier, the better. (By the way, you didn't touch their "strength" or the experience they gain, even though it's obvious that they are just enhanced versions of the vanilla ones.)
T1) Terrifying. Playing "as" them will be fun; we run around and one-shot Tier 7 mobs. Elaine is happy. Playing "against" them is "not fun" – a randomly morale-boosted group of Landlords can run up and one-shot almost any stack. T2) Okay. T3) After the previous ones, its ability sounds like a joke. T4) It's okay, but I think the unit description doesn't correctly explain its skill. From reading it, it seemed like you gave them "Frenzy" or something similar. But in practice, it's a "Cleave" ability. (I read the descriptions before looking at the skills and stats.) T5) It's okay, but giving Berserk to the Priests? They can be split up. Berserk depends only on skill (duration), and the spell affects the bonus damage. So, you can split the Priests into 7 stacks and calculate how many "free" Berserks that will be per battle. If your opponents aren't Undead, that's scary. T6) Okay, a situational enhancement of their basic functionality. T7) Well, they're clearly not on par with my angels with "Strike from Above." Although you've given them a lot of stats. It's almost as if the Hero had a couple of powerful artifacts on top (compared to the vanilla versions). ---- -- -- In general, you've essentially added a kind of 3rd Grade. Which is just stronger than the Red versions (except perhaps the Zealots). And the Landlords sound really scary. Since this mod is designed specifically for a PvE Campaign, all further questions depend on the specifics of the Campaign itself. Who will have them (Player/opponent), what will be the intended gameplay of the missions, and so on.
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
Well, I wouldn't be so sure; as far as I understand, Andrei_21 is creating a campaign about this Haven faction – that's great. If you want to add any effects to the models, feel free to ask, and I'll see what I can do.
Well, I wouldn't be so sure. As I understand it, Andrei_21 is creating a Campaign about this Haven faction – that's great. If you want to add any effects to the models, feel free to ask, and I'll see what I can do.
Yes, I watched the teaser on YouTube later. There's no strictness here. I specifically noted at the end that "I expressed my opinion on the balance," but the rest depends on the context of the Campaign itself. Everything that is purely aimed at PvE is a separate universe. Let's remember some Campaign Abilities, for example (which would obviously be too unbalanced in PvP). -------- --- -- *Therefore, I can only wish success with the Campaign and hope that there was a reason for all these changes, which we will only find out during the playthrough.
*It's a pity, of course, that there is no way to modify the game client itself yet. So that all mods and "fixes" could be integrated into the game as "rule sets"/game versions. Then you could simply choose, in addition to "difficulty," a "rule set" (version) for the map you will be playing on. For some, it would be locked (i.e., only the one intended by the map/campaign creator), and for others, you could play on your "favorite" build. 🤔
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
I believe the author's main focus is Mapmaking. But the comment is valid! --- -- *In essence, creating such textures wasn't difficult. Just apply a couple of functions from Paint, and that's it... Red became purple.
*I would suggest a deeper color scheme. For example, using black and dark purple colors. 🤔You could also use Black + Blue (for the context of the Abyss, which would also work).
*In addition to the color issue, I would say that their color palette doesn't match the unit names and the underlying idea. I think other colors and their combinations would be more suitable for their names and descriptions.
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
I believe the author's main focus is Mapmaking. But the comment is valid! --- -- *In essence, creating such textures wasn't difficult. Just apply a couple of functions from Paint, and that's it... Red turned into purple.
*I would suggest a deeper color scheme. For example, using black and dark purple colors. 🤔Of course, Black + Blue (for the context of the Abyss, it would also be suitable)
*In addition to the color issue, I would say that their color palette does not match the names of the units and the underlying idea. I think other colors and their combinations would be more suitable for their names and descriptions.
Well, regarding the colors: the main idea is to use purple tones purely because of the lore, i.e., purple is the color of emptiness and all that mysterious stuff in the game. Regarding their somewhat excessive brightness, I can say one thing: on my laptop monitor, the colors look much darker and more fitting, the color reproduction is noticeably duller than on a phone, in general, I didn't think about this technical aspect, and I'm not really an artist, you're right that I mainly specialize in maps)
Better late than never. Everything is more or less balanced, but it would be better to remove the ability of the Landlords or reduce their speed slightly. And the Berserk ability should be removed from the Monks, and the stats of the Angels should be slightly reduced. Otherwise, everything is fine.