Skip to content

Posts from NHF – new heroes for Heroes V 3.1. Auto-translated

4.9 (16 ratings)
#381
Auto-translated
I propose a new hero! Name: Ravil Description: Ravil was never one to stay in one place; he traveled extensively, creating maps of the starry sky because he was a student of a mage and astrologer, and he made useful connections. However, after the necromancers' uprising, he was killed. His corpse was secretly stolen by a couple of mages, and they brought him back to life. He shared his knowledge with them and copied his maps for them. After that, Ravil became famous among the lords of the undead. Specialization: Path of the Stars Description: Once a week, the hero reads a map of the starry sky, in which he sees the fate of his opponents. He corrects it with the help of night magic, and as a result, he increases the luck of his entire army and reduces the luck of the enemy army by 1 + 2% for each level of the hero.
User Avatar
#382
Auto-translated
zehir12 I would really like to play with such a hero, but then it would become uninteresting to use him somewhere closer to the middle of the game, as he would have only critical hits, while the enemy would have the opposite, and if you calculate it, by level 15, he would have 1 + 30% luck without any equipment. If you made it 1 + 1%, then it would be interesting to play with him (but this is just my personal opinion, I don't know about others).
In reply to HAndOS
User Avatar
#384
Auto-translated
zehir12

Name: Ravil
Specialization: Path of Stars
Description: Once a week, the hero reads a map of the starry sky, in which he sees the fate of his opponents. He corrects it with the help of night magic, and as a result, increases the luck of his entire army and reduces the luck of the enemy army by 1 + 2% for each hero level.
1) Such a percentage ratio of luck is not good, because luck is a rather integer and low-gradient parameter.
2) The specialization does not have a clear focus on the enemy and affects it regardless of contact. That is, this is more of an effect than a specialization.
3) There is already Vidomina. As far as I can tell, compared to her, the heroine's specialization has more reason to exist.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
#385
Auto-translated
I think a hero named Ravil should be added, but only if it's not for the Necromancer faction, because they already have Vidomina. And if you think about it, 1+1% per level is okay, but it would be even better to make it 1+1% per 2 levels, because with the Luck skill and gear that boosts Luck, it would create a good balance, and I think many people would enjoy playing with such a hero.
In reply to HAndOS
User Avatar
#386
Auto-translated
zehir12

Specialization: Path of the Stars
Description: Once a week, the hero reads a map of the starry sky, in which he sees the fate of his opponents. He corrects it with the help of night magic, and as a result, increases the luck of his entire army and decreases the luck of the enemy army by 1 + 2% for each level of the hero.
The description is unclear.

1. As I understand it, the specialization passively affects the hero himself (+ to luck) and any enemy he encounters in battle (- to luck), and the phrase "once a week" is just mentioned for effect?

2. Does the number 1 (base) represent one unit of luck or its percentage?
If it's one unit of luck, then it seems excessive to give a difference of as much as 2 luck points for just one specialization, and that's only at the base level. If the enemy initially has neutral luck, then this is equivalent to +10% to the hero's army's damage and -5% to the enemy's. If the enemy has positive luck, then the numbers are even more significant: +/- 10%.
If it's a percentage of luck, then the purpose of such a base is unclear.

3. What does the percentage of luck mean? Is it a percentage of one unit of luck, or a percentage of the number of luck points? With 4 luck, does 50% give 2 units or 0.5 units? With 0 luck, does 50% give 0 units or 0.5 units?
Also, it should be taken into account that luck is an integer parameter, and there is no fractional luck. That is, it is necessary to take into account the inevitable rounding and in which direction it will be carried out (to the nearest integer (and how to round 0.5), to the minimum, or to the maximum).

Or, perhaps, the specialization has nothing to do with the luck parameter, but simply passively increases/decreases the chance of luck triggering by a certain percentage? This option is impossible to implement.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to ЭТО Я
User Avatar
#388
Auto-translated
THIS IS ME
I noticed that you have several heroes without pictures.
Here are a couple of demons:
http://cs418826.userapi.com/v418826906/217d/FKEm0eBNfJQ.jpg
http://cs418826.userapi.com/v418826906/1dec/MPtPSE-F66s.jpg
If you crop them, they will fit well for Lilith and Elmandar.
Lilith already has a picture. But the icon for Elmandar will be dark.


UP.
Version a2b45 of the mod has been added
Added: hero Drago, support for the Hyperborea and Demon Assault maps.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
#389
Auto-translated
The heroes of the Academy initially have unnecessary skills; wisdom is not useful for them and immediately leads to a dead end, as it prevents them from learning the super skill of arcane omniscience!!! You will have to find a mentor. In general, this applies not only to mages but also to all factions; you need to give skills that clearly lead to super abilities. Necropolis and Inferno are clearly strengthened; for example, the skill of gaining skeletons after killing is definitely an imbalance, and such a hero is the coolest one who can resurrect almost an unlimited number of archers. This skill was removed in later versions of Heroes because the imbalance was obvious, and they came up with weekly dark energy!!! Maybe some Necromancer could be given the skill of increasing dark energy???
In reply to Мусульманен
User Avatar
#390
Auto-translated
Muslimanen
The heroes from the academy initially have unnecessary skills; wisdom is useless for them and immediately leads to a dead end, as it prevents them from learning the super skill of arcane omniscience!!!
By level 25, Fahim will have all spells. Why does he need arcane omniscience?
Muslimanen

In general, this applies not only to mages but to all factions; you need to give skills that clearly lead to super abilities.
Why not? Or would it be beneficial to remove all perks that don't lead to super abilities for all races?
Muslimanen

The Necropolis and Inferno are clearly strengthened; for example, the skill of gaining skeletons after killing is definitely an imbalance, and a hero with this skill is the coolest, as he can resurrect almost an unlimited number of archers. This skill was removed in later versions of Heroes because the imbalance was obvious, and they came up with weekly dark energy!!! Maybe some Necropolis hero could be given a skill to increase dark energy???
Dark energy cannot be edited. Just play as Casper or Sanya – Casper will outpace him in terms of leveling speed.
The perk of raising archers wasn't killed off entirely for that reason. However, the dark energy limit was introduced to improve balance. To make the Necropolis balanced, they need to give them special abilities that weaken the heroes themselves. I doubt that's the right approach.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
#391
Auto-translated
Having the "Arcane Insight" ability, a hero casts spells more powerfully than simply having a skill in a specific magic. Furthermore, it grants them spellcasting that affects the speed of the hero's turn. For example, the "Hypnotize" spell lasts for 5 turns, but with "Arcane Insight," it lasts for 8. Regarding the idea of removing super abilities from heroes, is it a good one??? Super abilities provide a very significant advantage! For example, no matter how much you increase luck, the Elves' true luck is still better, or, for instance, should Necromancers be deprived of the "Shriek of Horror" ability, which lowers the enemy's morale and luck by -6??? Or perhaps you can find something even more overpowered to replace the Inferno's ability, where summoned creatures appear immediately instead of after a turn!!! This also applies to Dwarves, Orcs, and so on. It's not worth giving initial skills that don't lead to super abilities. For example, I will either immediately remove the initial skills of the first mentor or choose a different hero. A hero with a super ability is significantly stronger than one without it!!! even if the army is one and a half times smaller and even if the level difference is significant. Of course, not 20 versus 40. Super abilities provide more opportunities; for example, Mages can learn additional attack and defense spells, whereas otherwise, they would have to learn all 4 magic types.
User Avatar
#392
Auto-translated
Regarding the idea of removing Super Abilities from heroes, is it a good one?)))
Well, I think it's perfectly normal to remove Super Abilities from some heroes. Firstly, it's not a cure-all anyway; sometimes, certain builds perform better in a specific game. Secondly, this can be used to balance heroes with strong specializations. Thirdly, the developers also have heroes without access to Super Abilities. For example, Ossir and Ilfina.
 

К А
Стикеры GBF в Telegram
In reply to Мусульманен
User Avatar
#393
Auto-translated
Muslim
Regarding the idea of removing super abilities from heroes, is it a good one???)))
Perks in schools enhance spells; without them, it's difficult. If you say that a hero exists solely for their special ability, it undermines the hero's existence. If you want a hero with a strong special ability, level up a different hero or find a mentor. There are already heroes in the game whose special abilities are harder to level up, like Ozia.
Is it always possible to level up to a strong special ability? Is leveling up to a strong special ability always better?
Joke of the year)
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
#394
Auto-translated
UP
Added heroes:
Agraal
Tessa

+ Added some icons.

Added 4 hours and 7 minutes ago
UP
Added the missing Orb.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
#395
Оргбаг:D :D :D :D