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

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In reply to Nargott
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#181
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And if you simply compare it to the 7th level units of other factions (Nival Interactive still intended to maintain some kind of balance, but now the 7th level is clearly strengthened),

Added 2 minutes later
On the third map, if resources are scarce, go to the fourth; otherwise, I usually play on the forest map, as it's faster, but you need a lot of wood.
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#182
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SRD
And if you simply compare it with level 7 of other factions (Nival Interactive still intended some kind of balance, but now level 7 is clearly strengthened)

Added 2 minutes ago
On the third week, if resources are scarce, you build it on the fourth week, but I usually play on the forest map because it's faster, but you need a lot of wood.
So, on the third week, you build level 7, add an upgrade to it, and also build an additional structure? And what is the difficulty level?

For some factions, you can build level 7 as early as the second week, which means +2 additional creatures compared to the third week, which is the same as the additional structure you build in 2 weeks.
Разработчик Heroes 5.5 WarGame Edition.
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#183
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I meant that by this point, I try to build up the entire fortification and all the dwellings, but without upgrades (except for a few key units, for which I do build upgrades). I like to play on medium and large maps at the veteran level. Absolute Power is too overwhelming – I almost never play on that difficulty, except with friends. And in those games, I play as a hero – the opponent won't show up for a while, so the slowed development due to the small number of resources doesn't really affect the outcome.

Added 10 minutes later
For a faster game, it obviously doesn't make sense to invest in the city – they'll come and destroy it, and the city's growth isn't worth the investment. I play as the Elves in such games; some units of level 6 and 7 don't need to be upgraded immediately, like level 3. In this case, +1 Banshee per week won't make a difference. But I've already tested this with several races, and the Necropolis faction has become noticeably stronger. However, I was playing against the AI, and I think playing against other players will be more challenging than before.

Added 4 minutes later
Nargott, how do you see these two units? – I'm talking about their HP and other parameters, but with the abilities they already have, it all looks pretty good. And another question – did any creature have this adjacency bonus before? – I haven't seen it.
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#184
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Neither this ability nor some other abilities are possessed by any of the standard creatures.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to SRD
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#186
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SRD
In this case, +1 Banshee per week won't make a big difference, but I've already tested it with several races, and the undead have become noticeably stronger. However, I was playing against the AI, and I think playing against other players will be more challenging than before.
Of course, they've become stronger. Previously, the undead had a weak level 6 unit and no level 7 unit.

SRD
Nargott, how do you see these two units? - I'm talking about their HP and other parameters, but with the abilities they already have, it all looks good. And another question - has any creature had this kind of synergy before? - I haven't seen it.
I see the undead as I implemented them in the WGE mod. All strong damage dealers (there's no point in talking about increasing their HP or defense), Reapers with Death's Call (an enhanced and renamed Wail of Despair), Harbingers with Touch of Death (a renamed Grasp), and Banshees with Banshee's Scream (like the hero's ability). And no unnecessary extra abilities thrown in for good measure. My position is to make each ability play a significant role, making it a distinctive feature of the unit, rather than adding a bunch of random things.

Necrodrakes fulfill the role of tank/debuffer for me. Therefore, I'm not particularly happy about replacing the dragons with multicolored creatures, which are less atmospheric as units in terms of abilities.
My interest in this mod stems from my interest in creating units, which I've been doing for a long time.

Added 1 minute ago
I'm burning with curiosity, what else is there? Please enlighten me.
Immunity to earth, an aura of vulnerability to earth, and Flame of Vengeance. The latter is interesting if you add good damage to it. After death, the unit explodes, dealing fire damage to everyone around it.

Oh, and there's also "Wall of Swords": 25% damage reduction from ranged attacks and magic, 100% return of melee damage (parameters can be adjusted). This ability is present in the object of the same name, summoned by the "Wall of Swords" spell.
Разработчик Heroes 5.5 WarGame Edition.
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#187
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The Emerald Dragons have immunity to earth, and I saw a mod where the Flame of Vengeance was given to the Dwarf Priests. As for the aura of vulnerability to earth, is it similar to the auras of high-tier Gargoyles?
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#188
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Resistance to Earth is used twice. And what about the crystalline scales?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to SRD
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#189
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Could you describe the main concepts of the WGE mod? It's hard to find everything on the website, or is there just a lot of content there.

Added 1 minute ago
I think you're talking about the earth elementals.

Added 1 minute ago
And we've strayed a bit from our main topic.
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#190
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RedHeavenHero
Resistance to Earth is used twice. What about Crystal Scale?
Yes, Scale too (immunity to death effects).
Could you describe the main concepts of the WGE mod? It's hard to find everything on the website in the discussions, or is there a lot of content there?
There is a lot of content. The main concepts are in the very first posts of the topic; the rest is discussion. In short, what is currently implemented is dedicated exclusively to tactics and, in particular, to the duel mode. All units were created from scratch (although for many, a similarity to the original can be traced), abilities were enhanced, there is a characteristic decrease in speeds (more maneuvers), the introduction of a heavy class, a significant enhancement of abilities, diversity of units (no similar ones), 3 alternatives for creatures (instead of 1 + 2 upgrades), and an increased role of stats. Of the new models, Ifrits, Golden and Azure Dragons, Emerald Dragons (modified), Dark Devastators (replacing Dark Riders), and Ice Dragons are used. It is better to leave comments about this mod in the corresponding topic.
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Nargott
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#191
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How far along is the development (like, when will it be ready)?
And I have the mod installed for this crystalline dragon skin; otherwise, they changed the breath attack, but there's nothing to replace it with, and no immunity to earth damage

Added 2 minutes later
I love the rain of enchanted arrows combined with meteor shower – it covers a large area where dragons are also located, so I always choose emerald dragons if I'm playing a Chaos faction.
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#192
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SRD
How far along is the development (i.e., when will it be ready)?
For duels, it could be released now (but an update is being prepared). You'll have to wait for the classic mode (map), as there are also many strategic changes planned for it, and I wouldn't recommend playing the map with the mod without those changes. Please ask all subsequent questions about WGE in the appropriate thread.

Let's stick to the topic here. I've outlined my opinion here on how 6-7 levels could be implemented for Necropolis.
Разработчик Heroes 5.5 WarGame Edition.
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#193
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Should we leave the mod as is, or do you have any ideas for improvement?
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#194
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I'm working on the updated version. Not much left to do.

Whatever