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Posts from "Necropolis" - changes to creatures of levels 6-7. Auto-translated

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In reply to Heroist
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#151
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So, what about this:
Can we reduce something – either change 200 to 180, or reduce the defense a bit, because 45 is too much.
In reply to Nargott
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#152
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Nargott
You're probably talking in theory, but I've been using Enhanced Wail for over a year. To have enemies nearby, you first need to approach them, and then take a beating – who would stand next to a Banshee and wait for the Wail? And if an enemy approaches the Banshee, it's not to pat her on the head; such attacks usually result in the Banshee being completely or partially eliminated BEFORE her next turn with the Wail, and that's why I was surprised that they made her a tank unit.

Now they can use their Wail without any problems – if I can't kill them quickly, I'll get a useful unit. If I use the skill, the unit will grow.
And if you need a quick brain blast, take the Harbingers.

I apologize, gentlemen, for the slow and error-filled response – it seems my modem is down again, and I can't connect...

Whatever
In reply to SRD
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#153
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Aaaaaaa... I see, otherwise the descriptions are worded exactly the same for these two abilities.
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#154
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and what is the difference between "Horrific Presence" and "Attack with Fear" - as far as I understand, it's only in the name.
If I'm not mistaken, "Horrific Presence" is the name given to a super ability here, compared to which the current "Wail" is child's play.
50% chance that instead of attacking these creatures, the enemy will flee in fear (affecting the mind), +50% turn at the beginning of the battle.
"Horrific Presence" - frightens the squad that is standing nearby and trying to attack.
If this is the ability I'm talking about, then no. Absolutely any squad (nearby or not) that tries to attack these creatures is frightened. More precisely, it may be frightened with a 50% chance. It's similar to "Ethereal," but worse. Units with this property are usually invulnerable. I've seen this ability in action because in my mod, it was given to the Horror Dragons (which I didn't remove in favor of the steeds) and the Fiery Nightmares.
Разработчик Heroes 5.5 WarGame Edition.
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#155
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Why not just test the mod? Why talk about everything in theory? In practice, I played, as I said, with Iris on a standard Multiplayer map, and no uber-tier Death units helped; everything came down to skill against the AI.

Added 2 minutes later
Nargott - maybe you should "open" the mod instead of "downloading" it? It will open the folder right away, and all the stats are in the game mech folder. I have serious problems; I have to reset my modem to get 2 minutes of connection while it loads.

Added 57 seconds later
Nargott

If it's the ability I'm talking about, then no. It scares absolutely any unit (nearby or not) that tries to attack these creatures. More precisely, it can scare them with a 50% chance. It's similar to incorporeality, but worse. Units with this property are usually invulnerable. I saw this ability in action because in my mod, it was given to the Dragons of Terror (which I didn't remove in favor of the steeds) and the Blazing Nightmares.

This ability is now with the Heralds. That's why they are weak in melee combat if they are hit.

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In reply to SRD
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#156
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I think if the Herald has a higher attack, it makes sense that the Banshee has a higher defense (but it's still too high), and the HP could be reduced. As for Heroist, is there any desire to make any changes? Personally, I will always take Banshees without hesitation if everything remains as it is, otherwise, the presence ability will stop working when the Heralds stop being present:D. And can the description of this presence ability be reworked, as it is described as an attack with fear?
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#157
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Regarding defense – I’ll think about it. Regarding the description – I’ll take a look right now; it seems like everything is written correctly there.

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#158
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Nargott - maybe it would be better for you to "open" the mod instead of "downloading" it? It will immediately open the folder, and all the stats are in the game mech folder. I have serious problems; I have to restart my modem to get 2 minutes of connection while it loads.
The issue here is not so much about me, but about the convenience of discussion. And for this, the information should be public and open so that other people can see it without launching the game with the mod.
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#159
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Okay, I’ll try sending it now. Hopefully, it will go through in time.

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In reply to Heroist
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#160
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Heroist
Regarding defense – I’ll think about it.
Regarding the description – I’ll take a look right now; it seems like everything is written correctly there.
If the standard ability description is still there, it’s useless. It doesn’t say anything about how the ability actually works, the chance of causing fear, or that the unit receives +0.5 turns at the start.
Разработчик Heroes 5.5 WarGame Edition.
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#161
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If I understand the mechanics of this ability correctly, I agree that it shouldn't have immunity to certain effects – then we can simply reduce the Banshee's defense by at least 5 (45 defense with 200 HP is a lot), and with a 50% chance of the ability triggering, it will be more effective than incorporeality (although when it misses, we still get a counterattack, but here we don't, and we move away to a place where we probably don't want to be – the units don't listen to us). Perhaps we can reduce the Herald's health by another 10 HP (by the way, don't forget that dragons had 160 HP and fewer useful skills – so we're already becoming quite powerful with this "presence," let's not overdo it).
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#162
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I've updated the description and stats. I will now upload it to the general mod. Here are some screenshots for now:





This is already on version 1.0.2.
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#163
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although when we miss, we still receive a counterattack, but here we don't, but we run away to where we probably don't need to - the units don't listen to us
Arrows do not receive a counterattack when missing against ethereal creatures. But they run away in terror, trying to target creatures with Presence.
I've corrected the description and adjusted the stats. I'll upload it to the general mod now. Here are some screenshots for now.
Hmm, and how does such a unit fit into the balance? The damage is strong, as befits a damage dealer (due to the attack). But the HP, with average defense considering the Presence ability, is simply insane, and it also has maximum speed. It needs to be reduced by half without a second thought. The HP would look normal if it weren't for the Presence ability.
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Heroist
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#164
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where is the mod...02

Added 2 minutes later
well, if it's present, you can have 150 HP, then let the undead also have 150 HP, and with alternative upgrades, we get a tank - it's more logical.
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#165
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SRD
well, if Presence is active, they can have 150 HP, so let's give the Undead unit 150 HP as well, and with the alternative upgrade, we get a tank – that would be more logical.
150 with Presence is practically 250-300 without it. Isn't that too much for a damage dealer? I would lower the Initiative of the Heralds to, say, 9, as an additional distinction from the Banshees. Presence will still allow them to go first. So, considering the Initiative reduction, HP should be capped at 120.
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