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Posts from NHF – new heroes for Heroes V 3.1.

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In reply to Dyrman
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Dyrman
Someone has to be with Darkness. High-initiative griffins for Iris and a general slow effect on neutrals – a good combination.
I agree. In Heroes 5, humans have 2 native schools – Light and Darkness, and each of them should be represented by certain heroes.
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I don't know how feasible this is:
When encountering an enemy hero, there is a chance (5% + 1% per 5 hero levels) that they will switch to your side.

An ability purely for Multiplayer

Added after 2 minutes
Dyrman

Someone has to be with Darkness. High-initiative griffins for Iris and a general slow on neutrals is a good combo.

Or cast a debuff and fly away into the heavens.

In that case, Iris becomes a true death machine, because by level 15, griffins already become hard to kill.
But it's an excellent combo, indeed.
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I don't know how feasible this is:
When encountering a hostile hero, there is a chance (5% + 1% per 5 hero levels) that they will switch to your side.

This ability is purely for multiplayer.
I encountered a hostile hero, and they switched to my side. I think it would be very difficult to balance such an ability so that it is not overpowered (winning completely randomly) but still useful (otherwise, if only one weak unit with a militia member in its ranks switches sides during the entire game, it will just be mildly pleasant).
 

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In reply to Slovenec
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Slovenec
I don't know how feasible this is:
When encountering a hostile hero, there is a chance (5% + 1% per 5 hero levels) that they will switch to your side.
I leveled up my hero, tried hard, honed my tactics – I simply cherished and nurtured my main hero, and then suddenly he becomes hostile! It's absurd!

If the main hero is killed, it means you've already lost (but even then, there's a chance to escape, to buy your way out). That's how most games are structured. But to lose without a battle is even more frustrating, and without any strategy – you just met and that's it... :smile30:

P.S. Technically, this is feasible :)
Моды для HeroesV:
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Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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Dyrman
I was developing my hero, putting in effort, honing strategies – I was simply nurturing my main character, and then suddenly he becomes an enemy! It's completely absurd!

If the main hero is killed, it means you've already lost (but even then, there's a chance to escape, to negotiate). That's how most battles are structured. Losing without a fight is even more frustrating, and it's not due to strategy – it's just that you met...
:smile30:

P.S. Technically, this is feasible :)

Okay, what if, as an alternative, there's a battle first, and IF you win, then the probability is calculated.
If this transition occurs, the experience remains. But what about the army? Should it remain as it was initially, or should it become the starting army?
Or should we just forget about this idea altogether? :)
In reply to Slovenec
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Slovenec

Or just forget about this nonsense altogether? :)
I completely agree :smile20:
We need to think of something else...


Added after 8 minutes
Guys, does anyone know a lot about manual creation, similar to the fan-made one in the gold edition?
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...
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Please explain the specializations of the following heroes: 1) Elmandr (With each level up, the hero receives one fire elemental for every five levels, starting from the first.) The hero gains a level and, accordingly, receives 1 fire elemental... Or does that mean for every 5 levels? 2) Malustar (During a direct attack, the hero also deals damage with a flame attack, resembling a fireball. The damage increases with the hero's level.) I leveled him up to level 11. This fireball deals 1 damage consistently. 3) Melchior (The hero learns light magic spells through the mages' guild. The level of the guild determines the level of spells that can be learned. (Except for regeneration and resurrection).) So, spells can still be learned through the guild. What's the point?
In reply to Slovenec
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Slovenec
Please explain the specializations of the following heroes:
1) Elmandar
(With each level up, the hero receives one fire elemental for every five levels, starting from the first.)
The hero gains a level and, accordingly, receives 1 fire elemental... Or does that mean for every 5 levels?
With each level up, the hero receives one fire elemental for every five levels, starting from the first.
If you doubt it, check it yourself.
Slovenec

2) Malustar
(During a direct attack, the hero also deals a flame strike, resembling a fireball. The damage increases with the hero's level.)
I leveled him up to level 11. This fireball deals 1 damage. Consistently.
It's not 1 damage, check it on maps, mods.
Slovenec

3) Melchior
(The hero learns light magic spells through the Guild of Mages. The level of the guild determines the level of spells learned. (Except for regeneration and resurrection).)
So, spells can still be learned through the Guild of Mages. What's the point?
Where does a necromancer get light magic from in the Guild of Mages?
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...
In reply to Dyrman
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Dyrman
With each level up, the hero receives one fire elemental for every five levels, starting from the first.
If you doubt it, check it out.
I'm not doubting, I'm asking about the essence of the ability. What's the point?

Dyrman
It's not 1 damage, check it on maps, mods.
This orb deals 1 damage to everyone in the area, except for its own. What should I check?
Dyrman
Where does a Necromancer in Heroes of Might and Magic get light magic from?
How about from the Guild of Mages? They issue light spells there. Less often than dark spells, yes, but they are issued.
In reply to Slovenec
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Slovenec
I'm not doubting, I'm asking about the essence of the ability. What's the point?
What's the point when the hero has a larger army? Native fire element, archer (when there's only one level in the faction).
Slovenec

This orb deals 1 damage to everyone in the area, except for allies. What should be checked?
It's getting annoying...

Attack on the Inquisitor:

Attack on the berserker:

Slovenec

How, from where? From the Guild of Mages) That's where light spells are given. Less often than dark spells, yes, but they are given.
Higher-level light spells are never given in Heroes of Might and Magic Necropolis! Lower-level light spells are rarely given! Dark and summon spells are always given! (100%). The light skill is rarely dropped!
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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...
In reply to Dyrman
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Dyrman
The highest-level light spell is never given out in the Heroes of Might and Magic Necropolis! The lowest-level light spell is rarely given out! Darkness and summoning spells are always given out (100%). The light skill is rarely dropped!

Couldn't this nuance be incorporated into a unique mechanic?!
In reply to psatkha
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psatkha
Couldn't this nuance be incorporated in a unique way?!
What are you talking about? Just like Putin...
It's already been done in Melchior.
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...
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psatkha
In my opinion, this isn't quite an "Engineer," but rather a "Mine Collapser"!

It would be more logical like this:

Eymund
Starting Machines
Completed Rune
Earthquake
Ballista, Cart

Mine Collapser
The hero disables mines, spending the rest of their turn. The cost to repair is 5000 gold for everyone except the hero – 2500. Broken mines are gradually populated by Bone Collectors. For every 5 levels, one additional Bone Collector arrives per day.

Mountain Engineer
The hero can improve mines that extract gems, crystals, gold, and ore.

And for the specialization "Mountain Engineer," a female dwarf named Vasgeda [name borrowed from a game about dwarves] would be perfect ;)



Biography: Vasgeda became an orphan early because her father and many of her relatives died in one of the mines due to the natural greed of dwarves to mine as many useful resources as possible, regardless of the inevitable depletion of the mines. She delved into studying the secrets of mining and managed to find a way to improve some mines.

You might ask why some - it's simple, you need to introduce double randomness, i.e., any mine of the above type can either be improved or cannot be improved at all; if it can still be improved, then preferably by a certain constant percentage - a one-time operation!

I will raise the issue regarding an OBVIOUSLY DWARF specialist!

Added after 3 minutes
Slovenec
Second option.
Mine Specialist.
When capturing mines, the hero immediately receives a week's worth of mine production.

It’s not that much and not right away, but some kind of analogue is needed, for example, if comrade Dyrman creates such a dwarf or female dwarf ;)

Added after 2 minutes
Dyrman

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Necropolis

Moander
Leadership Basics
Eternal Slavery
Raise Dead

City Governor
Any city can be turned into a Necropolis if the hero's level is not lower than the city's level. The special ability only works at the city gates.

And Moander can be transformed into Takmina; by the way, I have already sketched out a biography:

Takmina visited many cities in search of ancient magical manuscripts, but all these cities were extremely repulsive and unpleasant to her because they were alien to her inner world. Therefore, she became preoccupied with the idea of transforming them into Necropolises, and after some time, her intended goal was achieved, and now woe to the city that she decides to visit on a "friendly" visit.

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1) The hero must be self-sufficient. 2) Have an incentive for development. 3) Ability to be the main hero among others. Indirectly: 4) Good synergy. 5) Simplicity and uniqueness of the special ability. The proposed special abilities for improving mines/capturing mines lack clear, essential points. It's not that simple: you come up with something and just add it in. Even Eymund, who uses mines like dwellings for bone collectors, doesn't appeal to me much, even though he brings something good to the game. In the future, I even want to simplify it so that he "simply" turns mines into dwellings, with the increase depending on the hero's level and/or the more mines converted, the greater the bonus (parameter). Thus, the hero will be able to deprive the enemy of a necessary resource permanently in a particular game. The transformation will, of course, cost money, and the higher the hero's level, the less gold will be required. It would be interesting to have different army increases in different mines: for example, a crystal mine produces two tanas per week, and a gem mine produces four priests per week. Added 22 minutes ago Eymund Initial machines
Completed rune
Earthquake
Ballista, Cart
Engineer The hero converts any mines into creature dwellings (basic weekly increases: crystals - tanas, gems - elders, stone - shields, wood - spears, sulfur - bears, bone collectors - mercury, dragons - gold). The transformation is possible if the hero's level is not less than (week * 4).
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
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Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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Dyrman
1) The hero must be self-sufficient.
2) Have an incentive for development.
3) Ability to be the main hero among others.
Indirect:
4) Good synergy.
5) Simplicity and uniqueness of the special ability.

The proposed special abilities for improving mines/capturing mines lack clear, essential points.

It's not that simple: you come up with something and just add it in. Even Eymund, who uses mines like dwellings for Bone Collectors, doesn't appeal to me much, even though he brings something good to the game. In the future, I even want to simplify it so that he "simply" turns mines into dwellings, with the increase depending on the hero's level and/or the more mines converted, the greater the bonus (parameter).

Thus, the hero will be able to deprive the enemy of a necessary resource permanently in a particular game. The transformation will, of course, cost money, and the higher the hero's level, the less gold will be required.
It would be interesting to have different army units generated in different mines: for example, a crystal mine produces two Tians per week, and a gem mine produces four Priests per week.

Added 22 minutes later
Eymund

Starting Machines
Completed Rune
Earthquake
Ballista, Cart

Engineer
The hero converts any mines into creature dwellings (basic weekly increases: crystals - Tians, gems - Elders, stone - Shields, wood - Spears, sulfur - Bears, Bone Collectors - Mercury, Dragons - Gold). The transformation is possible if the hero's level is not less than (week * 4).

And what's cool, I personally really like it! :smile20: :smile12:

All that's left is to implement it! :smile44: :rolleyes:

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