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Posts from "Necropolis" - changes to creatures of levels 6-7.Auto-translated
1) I already wrote in this thread about adjacency. If a creature susceptible to mind control is given the command to attack a unit with the "horrific adjacency" ability, there is a chance that the creature will become frightened instead of attacking and will run around the arena. 2) Initiative should be better at 11-12-12. The banshee must have the aura of terror. There will be no problems with leveling up.
Okay, I was a bit busy, but I'm back now. Initiative 11-12-12 – alright, let it be. Speed will be 8. This all applies to the knights. I replaced the Bone Dragon with a recolored Altgreid of the Death Knights, and I simply made the Ghost Dragon and Astral Dragon equal-level neutral creatures. Later, I'll replace the icons. I haven't adjusted their stats yet, but I've assigned abilities. As for the dragon riders, making them neutral creatures isn't a problem; I don't even need to replace anything. Well, that's for later. Right now, I'm having a small problem with the skeleton and its geometry – it gets deleted to null after assignment, but I've found a workaround. I just need to fine-tune the best fit points and so on. At least the game doesn't crash anymore. Archlyavol – Armageddon? I don't mind; let everyone have their native spell at level 7. Just kidding. By the way, where did you all get the idea that (Unholy Curse) is a powerful spell? It's cast only once per battle, and its damage isn't higher than Earth Shock (remember: Elves – 4x ballista, Enchanted Arrow --> Earth Shock = death to all living things). So, the Herald will deal about 500 damage once = 5 (!!!) paladins, but it skips a turn and its enhanced abilities. It's not that great.
For now, this isn't the final version. I simply recolored an ordinary Death Knight's sword to red; these ones aren't finished yet – I just wanted to see how it looks ;). Also, I haven't quite finished the horns and cape.
P.S.: Sorry for the quality; even for a JPG, the file size is large
1) I already wrote about this in the thread regarding adjacency. If you give a creature, susceptible to mind control, the command to attack a unit with the ability "horrible adjacency," then with some probability, the creature will become frightened instead of attacking and will run around the arena.
It would be better to rename the ability to something else, for example, "Panic Terror," since it has nothing to do with adjacency.
The chance of becoming frightened is 50%, and without any protection (like incorporeality), it can become frightened 10 times in a row.
Additionally, a unit with this ability starts the battle half a turn earlier. That is, if normal creatures start from position 0-0.25, then these start from 0.5-0.75, which usually results in them going first, even with low initiative.
Heroist
Archfiend - Armageddon? I'm not against it; let everyone have their own level 7 spell. Just kidding. By the way, where did you all get the idea that (Unholy Curse) is a powerful spell? It can only be cast once per battle, and its damage is no higher than that of "Earth Shock" (remember: elves - 4x ballista, enchanted arrow -> Earth Shock = death to all living things), and it deals a single hit of 500 damage = 5 paladins, but it skips a turn and its enhanced abilities. It's not that great.
Several people have already told you that you need to remove the casting. How can you compare a spell that hits all enemies with "Earth Shock," which hits only one? In order for it to be balanced (for a unit that wasn't a ranged attacker before), it should be cast without any skill requirement, i.e., deal a ridiculously low amount of damage to each target. "Word" is much more suitable for liches, where it competes with other ranged spells and attacks.
Understand that from a balance perspective, if you give a melee unit a casting ability (without any casting skills), then it either has to pay a high price for it (in combat stats), or the spell must be very weak. Compare it to skirmishers; they shoot with a 50% penalty, but the ability is by no means useless because it works at a distance. Do you want your melee caster to be a weak caster with half the damage of other spells? Or do you want it to be a full-fledged caster (like a lich), but weak in melee combat?
In addition, casters are the biggest headache in balancing units, so your option will most likely either be overpowered or have spells that are too weak. It is also necessary to take into account that the game uses a stupid (non-linear) mechanism for increasing mana points for units, so if you balance the caster based on the time when there are 100-1000 creatures or "Word" kills "only" 5 paladins in each stack, and so on, then in the earlier stages, where many other players play (4-6 weeks), such units will be absolutely overpowered.
If you want to make a unit special, you don't necessarily have to give it casting abilities; try at least making it focus on damage, for example, damage +50% compared to the standard, and HP -30%.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I don't feel like it. Maybe it's not that important. Whatever.;)
Added 2 minutes later
Maybe I should give it to the Liches...
Added 2 minutes later
Okay, I'll try to fix the bug with the Knight's alt-grade, so that when the unit is displayed, they stand normally, not sideways.
I also need to think about increasing the damage of the Necropolis' regular abilities.
We should also consider increasing the damage of Death's regular abilities.
The damage to one adjacent target should be 1.5-2 times greater than the standard unit attack against an enemy with average defense (12). This is if you want a powerful ability. If you want a regular ability, it's enough to make the damage equal to 100%; in this case, the advantage will come from the retaliatory strike, and perhaps the ability will hit someone else besides the one target.
Also, it should be taken into account that if the opponent is afraid of the shriek, which can only be performed from a stationary position and only when there are enemies around, then in fact, such banshees will be able to shriek even when their stack is half-destroyed, if they even survive until the shriek.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The damage to 1 adjacent target should be 1.5-2 times greater than the standard unit attack against an enemy with average defense (12). This is if you want a powerful ability. If you want a normal one, then it is enough to make the damage = 100%, in this case, the advantage will come from the retaliatory strike, and, perhaps, the ability will affect someone else besides 1 target.
Also, it should be taken into account that if the opponent is afraid of the scream, which is only performed from a stationary position and only when there are enemies around, then in fact, such Banshees will be able to scream even when they are half-dead, if they even survive to scream.
We also need to find where the standard damage for this ability is edited
(10 - bd) * number of deaths * distance (1/0.5/0.25) Yes, I already found it. I'll test it now. The only thing is, we can only increase the damage by adjusting the initial morale coefficient = 10. It seems to calculate the number of creatures in the stack itself. We can also, of course, change the damage reduction for each new cell. I'm saying this because if we increase 10 to, say, 30, then +-3 bd will no longer play a decisive role in changing the damage.
Added 8 minutes later Okay, I tested it a bit - 5 banshees against nearby cyclopses deal 520 damage instead of 112. That's too much, right? ;) ;)
Added 2 minutes later Yes, but these are banshees without level 7 stats - the damage:ability ratio will be somewhere around 1:2...
Yes, that's true. But there's no calculation of the exact number of Deaths in the stack. And increasing it in another way wouldn't look very good. Unless, perhaps, using an additive term. Yes, I'll do it that way.
I've created textures for each creature. I need to edit the descriptions.
We also need to find where the standard damage of this ability is edited.
Distributing IDs like this is incorrect because: 1) Scripts will operate with creatures of the wrong level. 2) In the garrisons of cities, mines, and in the armies of heroes, there will be different creatures that do not correspond to the level. It is better to distribute them like this: 39 Black Knight 40 Death Knight 157 Dark Knight 41 Undead 42 Harbinger of Death 158 Banshee 89 Ghost Dragon 90 Astral Dragon Maybe change the Yeti to a Bone Dragon
Yes, I didn't think of that. Is there a simpler way to change this without having to modify the entire game mechanics again? Is there a file that contains a reference to the monster and its ID?