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In reply to Ment
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I posted this in the information section yesterday:). Maybe they will be freeing her on the island of the Naga.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
In reply to =Feel999=
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Attached image. Rating in the mail – 10 (one 10).
Пара банок пива, снаряд дешевого пойла
Ракета прущего дыма и море свободы
Серьезные помыслы, прущие скорости, мама с вопросами:
- Куда ты дел совесть? Стань взрослым.
Я в ответ молчал виновато
- Посмотри на брата, разве трудно быть нормальным?
Им не понять меня, не поменять меня
Хотели поломать меня - им не поймать меня
В чем моя вина?
Думал бежать отсюда, хлопал дверями злобно -
Обида-паскуда
Мама била посуду и тихо плакала
Молилась за меня Богу - свечи ставила
In reply to Ment
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The quality of the screenshots is really low... But look, one of the bosses is indeed a spider, although not quite a standard one :). It looks majestic, although the developers went a bit overboard with the three faces. And can you provide some information about this Namtara?

Added 6 minutes later
I'll answer my own question :);):
AG.ru
"Mother Namtara is the embodiment (incarnation) of Ash and commands Death, Time, and Space (hence the 3 faces). She is a 4x4 cell-sized boss and is accompanied by hordes of specters (ghosts) that attack the player's army. These ghosts are enslaved (infected) by her aura.

Each turn, she will fire three beams of Primal Magic in 3 directions. She can also jump from one side of the battlefield to the other.

She has 2 offensive abilities and 2 defensive ones:
- She has an infinite counterattack, and her counterattacks poison.
- She can cast a "temporal" net on the battlefield, which will block any unit in that area (3x3 square).
- She has an Invulnerability Shield that absorbs 80% of the damage.
- She can eat her specters (ghosts) to heal when her health reaches a critical level.
Quite interesting information about this boss. And the three faces are also explained :). By the way, here it is - the embodiment of Ash!

Also, in that thread, there is the following (in the "information" section, write =Feel999=, as always, he was the first):
When the player fights her, they will have an artifact that cancels the effect of the Invulnerability Shield for 1 turn every 3 turns.

- Ubisoft is working on various "behaviors" for the AI. AI seems to be a high priority on the current list.

- Racial skills have 4 levels of "strength." The racial skill of the necromancers is mass resurrection.

- The water serpent from the trailer will be 2x8 squares in size.

- The tutorial will allow us to play as Pavel (the grandfather) during his youth.

- After the Tutorial, the Prologue map will make us play as Pavel again in his last adventure before his death. This map will set up all the events for all 5 campaigns. This map will last 2-4 hours, while some maps in the campaigns may last up to 5 hours.

- There will be approximately 2 boss fights per campaign.
I was very pleased to hear that AI is a priority for the developers. Also, the information about the composition of the campaigns is interesting.

=Feel999=, I would suggest that you add what you printed in the "information" section to the quote (QUOTE) tag and provide a link to the original source. Otherwise, AG may complain about copyright infringement.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
In reply to Победитель
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Winner
The screenshot quality is really low... But look, one of the bosses is indeed a spider, although not quite a standard one :). It looks majestic, although the developers went a bit overboard with the three faces.
Quite interesting information about this boss. And the three faces are also explained :). By the way, here it is - the embodiment of Ash!
I was very pleased to hear that AI is a priority for the developers :). The information about the campaign composition is also interesting.
=Feel999=, I would suggest that you add what you printed in the "information" section to a quote tag (QUOTE) and provide a link to the original source. Otherwise, AG might complain about copyright infringement.
Well, I think it's because the screenshots were taken with a camera :). To me, it looks more disgusting than majestic, although that's how spider hybrids should look :). But the three heads of Mother Nemteru are actually justified, and they explained it very well :).
Yes, they can still work on the AI, as far as I know, they haven't even implemented half of the developments in the game yet, although the developers' statements are still encouraging. Something tells me that they might not finish the game on time :(.
And what copyright infringement are you talking about? The original source is Heroes Community, and I only took the translation from AG to save time; it's hard to think clearly at almost midnight, I hope the translator doesn't mind :)
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
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Bad news: Ubisoft changed their mind and postponed the announcement of the new faction until the beginning of December (for marketing reasons).:mad:
Good news: they plan to launch a completely updated version of their official Might & Magic website at the beginning of December, and by that time we will know the full composition of the 3 factions. :)
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
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Yes, if they give us more information and continue to post new artwork.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
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Today, for some reason, they didn't post a new piece of art. I was starting to think they had a habit of showing new creatures every odd day of the week, except for Sundays.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
In reply to Майор Вихрь
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Major Whirlwind
Today, for some reason, they didn't post a new artwork. I was starting to think they had gotten into the habit of showing new creatures every odd day of the week except Sunday.
I thought they were posting artwork every 2 days.
In reply to Майор Вихрь
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Major Whirlwind
Today, for some reason, they didn't post new art. I was starting to think they had gotten into the habit of showing new creatures every odd day of the week except Sunday. :)
I think it's because of the postponement of the announcement of the 4th faction. They initially wanted to show all the creatures, but there's still time until the beginning of December, so they're not in a hurry. I hope they'll show it today, tomorrow, or on Friday (they usually posted more often on Wednesdays and Fridays, between 1:30 PM and 3:00 PM).
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
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Here's what I found on the forum, @ag. I carefully watched the video (with different filters that enhance the image), analyzed the "numbers" for damage and unit stats. What I managed to figure out is below. Of course, I might have made some mistakes somewhere. Plus, this is the mechanics of the alpha version; the formulas can easily be changed by the release. Damage Calculation Now there are 2 types of damage: physical and magical. To calculate physical damage, the "PhysicalAttack" and "PhysicalDefense" characteristics of the unit are used. To calculate magical damage, the "MagicAttack" and "MagicDefense" characteristics of the unit are used. Damage is calculated using the following formula: Damage = AttackerAttack * (1 - DefenderDefense/100) * random(1-Spread; 1+Spread), where AttackerAttack is the total attack (physical or magical) of the stack, displayed in the stack's characteristics window; DefenderDefense is the stack's defense (physical or magical), displayed in the stack's characteristics window. Spread is a number in the range [0; 1], which determines the damage spread; it is different for different attacks - I don't understand how it is calculated (for example, when Ghouls attack Griffins, the spread = 0.125; when Vampires attack the same Griffins - 0.066). That is, damage is essentially the "total attack" of the stack, from which a percentage is subtracted, as indicated in the "defense" of the attacked unit; plus, a spread is applied. The total attack of the stack is calculated using the formula: StackAttack = UnitBaseAttack * NumberOfUnits * (1 + 0.025 * HeroAttack), that is, the stack attack is the total attack of all units, increased by 2.5% for each point of the Hero's Attack. UnitBaseAttack is not displayed anywhere, it seems. Stack defense is given as a percentage, which reduces the damage received. The final stack defense is somehow calculated from the unit's base defense (not displayed anywhere) and the "hero defense" characteristic. I couldn't figure out exactly how. I'm not sure about Magic Attack/Defense - the base damage for Liches turned out to be correct, but not for Ghosts. The rest regarding the game mechanics: - Critical damage is not equal to the maximum, as was said in some interview; it is higher (how it is calculated is not yet clear). In the video, Vampires attacked Griffins with a "predicted" damage of 112-128 (1 killed); when they attacked, the "cinematic camera" turned on (a sign of "crit"?) and they killed 2 Griffins (I couldn't make out the damage numbers). - Griffins counterattack in response to enemy counterattacks (possibly a bug). - Hero characteristics (in parentheses - the values for the hero from the video): PhysicalAttack (2), PhysicalDefense (11), MagicAttack (29), MagicDefense (24), MagicPower (10), Mana (620), Initiative (0, bonus for units?), Morale (0) and Luck (44). - The Distance characteristic of units is, apparently, the percentage of the stack's attack that is dealt with ranged attacks: none - no ranged attack, half (skeletons) - 50% damage, full - 100% damage. For the Skeleton attacking the Griffin, it was almost the same, at least. - Unit characteristics from the hero's army in the video Attacks - base, other characteristics - taking into account the hero (MagicDefense = 28, PhysicalDefense = 11, Luck = 44). It is very difficult to distinguish 3 and 5 in the video, and I might have made mistakes somewhere else. In any case, most of the characteristics will change by the release; now you can only judge the "general direction" of the unit. At Def Ini HP Mat MDef Luck Speed Dist Skeleton 5 32% 30 20 - 51% 48 4 Half Grave Ghoul 8 39% 35 36 - 58% 51 4 None Vampire Knight 15 48% 43 74 - 59% 51 5 None Lich - 44% 25 36 23 58% 51 4 Full Ghost - 34% 30 24 7? 54% 51 5 None Creature Abilities I couldn't make out all the words from the descriptions, so I inserted "???" in such cases. All undead creatures have 4 common abilities: Undead: ??? to Poison, Disease, and Water spells. Emotionless: something about the effect of morale (does it not affect the undead?). Allegiance to Asha: something about Undead and Asha's will, nothing else is clear. Vulnerability to Light magic: Light spells that damage the living are more powerful against Undead. Light spells that heal the living damage Undead and Demons(?). Unique to creatures: Skeleton: Hollow Bones: Skeleton suffers only 30% of physical ranged damage. Webbing Spears: The attack creates a 3x3 square zone that slows movement. The web disappears instantly(?) but the movement debuff lasts for 2 turns. Grave Ghoul: Dead Flesh: The Ghoul's ??? like hardened leather, making them more resistant(?) to physical damage. Rage against to living: When attacking living targets? both damage and movement? is increased. +30% damage, +2 movement. Lich (Elite creature): Drain life: The energy of enemies, destroyed by the Lich, is transferred to his allies. Vampire Knight (Elite creature): Vampiric? Embrace: 10% of damage done by the vampires to living creatures heals the vampire stack and raises previously fallen units. Only effective damage counts (absorbed and overkill damage don't count). Out of time: When the Vampire Knight chooses to defend, the next attack targeting it will automatically fail. Ghost Incorporeal: Can move through obstacles. Physical damage on the wraith is reduced by 35%. Death Seal: In addition to ??? shadow damage, the target is flagged(?) with a 30% resurrection (healing) efficiency debuff for 3 turns. And there is one more ability that I couldn't figure out
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Great, good job. It's just strange that the hero's attack isn't simply added to the unit's attack; the formula is more complex...
Also, the word "Initiative" makes me a bit uneasy. Didn't they want to remove it?
 

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The initiative will be used. It determines the turn order of creatures in each round, as implemented in King's Bounty.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal

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