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Posts from NHF – new heroes for Heroes V 3.1.Auto-translated
It can be for 1 battle or 10. There's the concept of the final battle, and there's the concept of a stat reduction. In the final battle, your maximum stat is halved against this hero.
3) At level 20, the maximum stat usually reaches 12 without Education and artifacts.
However, there's also Education and artifacts, thanks to which the stat can reach values of 15-20.
4) Well, a mage will have maximum Knowledge, but what's the point? There's already a huge amount of mana.
I'm talking about Knowledge; your special ability doesn't work against it. Is that a feature?
5) The maximum stat can be adjusted with artifacts so that another stat is reduced, effectively bypassing the special ability.
So, you have a primary stat, for example, Magic at 16. Should you adjust Attack to 16 to get a -8 penalty to Attack? Should you try to play with balanced stats without a primary stat, just to counter the special ability? Should you max out Knowledge? Isn't that a bit much for one special ability? And even if it's a "counter," with balanced stats, you'll have around 10, a -5 penalty, which is quite noticeable. And even if the "counter" is played out, the bonus remains decent. Dyrman
6) I already suggested stealing the minimum stat because it's better, so what's the point?
Where? The last sentence seemed to be about halving.
Added 2 minutes later
Or it reduces the enemy's minimum stat to 1, taking the difference for itself.
Oh, I missed that. But that's even worse. If the enemy has a minimum defense of 6, it becomes -5 defense, plus +5 for the hero? Just leave it at a minimum of 1. Without any bonuses for the hero.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
So, you have a primary stat, for example, magic skill at 16. Should you try to match your attack stat to 16 to get a -8 penalty to the enemy's attack? Should you try to play with balanced stats without a primary stat, just to counter a specific ability? Should you max out your knowledge stat? Isn't that a bit too much for a single ability? And even the counter is conditional; with balanced stats, you'll have around 10, a -5 penalty, which is quite noticeable. Moreover, even if the "counter" is activated, the bonus remains decent.
I already said, without artifacts and items. Artifacts are what allow you to control the enemy's ability. Think about it. The best part is that you can control the enemy's ability. Also, the bonus from artifacts isn't removed, but that's irrelevant.Nargott
Oh, I missed that. That's even worse. If the enemy has a minimum defense of 6, will it be -5 defense, plus +5 to your hero? Just leave the minimum at 1. Without any bonuses to the hero.
The enemy hero will be able to defend very easily. With this ability, the hero will have a poor start because it doesn't affect penetration. Let's not just do math; let's think about the gameplay!
Added 49 minutes later Since the mod will be released in two versions, in one of them, the weak hero abilities should be strengthened. For example, in addition to her ability, Ellaine could also carry extra peasants for each level or week. If it's per level, then for each level (based on the creature's level): 3 * hero level. Erin would carry witches for every 6 (creature level) levels. 6 + 1 witch, 12 + 2 witches, 18 + 4 witches, 24 + 8 witches, 30 + 16 witches, 36 + 32 witches, 42 - nothing, because the maximum is 40. And so on. I believe that the ability should be a fairly strong and individual component, expressing the hero more than starting skills and abilities. There are strong heroes like Ingvar, Haggeesh, and Dugald... Many people enjoy playing with these heroes because it's easy and there's a higher chance of winning. When someone is forced to switch to a weak hero, it becomes boring, and if the leveling is also difficult, it's repulsive. Dedicated players who like to try different things aren't affected by this; they're just tired of leveling strong heroes or are interested in trying others. Often, they simply equalize strong heroes by bringing them down to the level of weak ones. But I don't think that's the right approach. Playing as each hero should be enjoyable, not just for us, the hardcore players. Therefore, we need to raise the bar for weak abilities. For example, I think that for each archer in the mine, for each mage - chaos mage, there should be compensation for the hero, because randomness shouldn't rule; we should rule over it, not be ruled by it. That is, improvisation should be more important than the plan. Plans, rules, and laws are evil for the game, as is any order, because they can be broken, but chaos cannot. I'm not calling for anarchy in society, but for the game, it would be a plus. And it's not easy to implement. Let me give a specific example. Has anyone played Sveyya (Who is that? :) )? When playing as Heaven, how often do you choose Dugald or even Vitus at the start, if you're not a weak player?
I just want to hear ideas for the existing heroes. How can each hero be diversified, and what can be added to make them worth taking into our valiant army?
Plans, rules, and laws are detrimental to the game, just like any order, because they can be broken, but chaos cannot.
Let's avoid unnecessary philosophical discussions about the virtues of chaos or order here, and let's refrain from adding personal opinions. Because it has nothing to do with the topic (hero editing).
I would remove heroes like Sveyya, Zoltan, and Talannar, or change their specializations. Although, in Zoltan's case, you could try using scripts to remove spells even before the battle. Then, the extended specialization would make sense.
Regarding the other heroes, apart from the specializations related to creatures, most specializations can be adjusted in DefaultStats. It's just a matter of numbers. As for the specializations related to creatures, it would be more logical to simply strengthen the corresponding creatures so that it wouldn't be embarrassing to win battles using peasants, for example. Although, there are rumors that under Ellaine, they do quite well due to the combination of specialization, Battle Bonus, and resilience. Another possible approach, without editing the creatures, is to organize the arrival of additional creatures through scripts, as in TE.
However, some units will still need to be balanced, as there are obvious flaws that become apparent in the specializations. Blue snipers should be brought down to the level of the upgraded version, as is done in TE. An alternative for human archers. Then Ossir and Dugal will no longer be favorites. Vampires' overpowered ability needs to be fixed. In the case of Haggenesh, the unnecessary bonus to the starting initiative of centaurs should be removed. Sorgall - this is a difficult case; the specialization is not effective, so it should be compensated with good skills or by providing more lizards. Ingvar - it won't be possible to remove the unnecessary bonuses to the HP of warriors. Perhaps, it can be compensated with a negative perk at the start, as in the case of Hafiz.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Let's avoid unnecessary philosophical discussions about praising chaos or order here, and let's refrain from adding personal opinions. Because it has nothing to do with the topic (hero editing).
It definitely does relate :D Nargott
I would remove or change the specializations of heroes like Svey, Zoltan, and Talanar. Although, in Zoltan's case, you could try using scripts to remove spells even before the battle. Then, the extended specialization would make sense.
Fey Mistress Every day, any Ent creates either a Dryad, a Fairy, or a Nymph. The total number created cannot exceed the hero's level.
Vague description.
Any Ent - where? In this hero's army? In any army belonging to the player who owns this hero? Or generally across the entire map, including the opponent's? What are the creation priorities for the Fairies? Or is it completely random? What happens if there is no room for the Fairies?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Vague description. Any ent – where? In the army of this hero? In any army of the player who owns this hero? Or all over the map, including the opponent's? What are the priorities for creating fairies? Or is it completely random? What happens if there is no space for the fairies?
It's not difficult to figure out. If you want to know everything in detail, play the game ;) The description will be changed later for aesthetic reasons, but I won't go into too much detail. Why aren't we nitpicking about other specialists that are also not fully described? Or is everything fine with them?
It's not hard to guess. If you want to know everything in detail, play the game.
Personally, I don't want to. I simply have a negative attitude towards such descriptions. Not everyone will want to spend their personal time just to find out how something actually works. But if an unknown surprise pops up in an important game (because the author didn't bother to describe it properly), that's definitely not good.
Is this a guessing game? People are different, their experience is different, and therefore different conclusions can be drawn from such descriptions.
What prevents accumulating fairies for ALL allied ents in this case? It says, "any ent." Is that for a reason? Or accumulate and accumulate, and then, when a slot becomes available, dump a bunch of fairies for several days at once? A similar system worked in Heroes 4, if I remember correctly.
Added 3 minutes later
Why aren't we criticizing other specialists that are also not specified? Or is everything fine there?
Why should we? The example of one should make it clear that clarity is needed. And I didn't review the others; I saw a new one and left a comment.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Personally, I don't want to. I just have a negative attitude towards such descriptions. Not everyone will want to spend their personal time just to find out how something actually works. But if an unknown surprise pops up in an important game (because the author didn't bother to describe it properly), that's definitely not good.
Is this a guessing game? People are different, their experience is different, and therefore different conclusions can be drawn from such descriptions.
What prevents accumulating fairies for ALL allied creatures? It says, "any creature." Isn't that for a reason? Or accumulate and accumulate, and then, when a slot becomes available, dump a bunch of fairies for several days at once? This system worked in Heroes 4, if I remember correctly.
The description will be changed anyway, I wrote that. If you don't want to check it, wait for the next versions. If you're not interested, what's the point of nitpicking?
The point is to point out existing flaws. Whether you fix them or not is up to you.
The topic has been raised, check the previous messages, everything has already been discussed there.
Added after 20 hours and 20 minutes Here's an idea for a specialist: a spell thief. Before the battle, the hero steals spells from the enemy and learns them himself.
I will gradually add support for multiplayer maps from this forum. It may also be possible to add single-player maps, but only those that allow you to choose a starting hero. Any suggestions?
Added 30 minutes ago
I will include the following maps in build 45:
Demon Assault
Hyperborea
the latest versions.
Added 1 hour 55 minutes ago
I have an idea for an elf hero:
If similar creatures of the enemy have already been killed in battles, then there will be fewer of them in the next battle: some will flee.
For all standard heroes and creatures that are not particularly strong (not like Ingvar and Haghesh, etc.), I give additional bonuses in the form of extra creatures, stat boosts, etc. Simply adding bonuses based on level seemed too ordinary, repetitive, and uninteresting to me. For example, for Erin, I want to implement a witch appearing for each Chaos spell cast, because the Sorgan lizards die quickly, so the hero will receive bonuses for their deaths. Narhiz will receive mages based on his spellcasting stat.