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

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#241
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I played as the Undead: on medium and large maps, you still build both upgrades and the +1 growth bonus, and Necromancy also raises a few more undead; Shriek already reduces the enemy's defense, and I also got the Ring of Broken Spirit and the Cloak of Shadows. Plus, I took Shriek of Horror, and the Banshee's aura also gives -3 defense (by the way, this means that in the first row, we always have more damage than in the second row – which is bad; the difference was intended to be twice as much, but it never is). The result is a defense reduction of 16 for the first row and 13 for the rest; with 20 Banshees, the damage is 20*10(10+16)=5200. I understand that there are many other factors here (hero and artifacts), and this is a specific case, but nevertheless, it's impressive (and it affects several units at once). Oh, and the opponent can also have artifacts that increase defense, and leadership – then the damage will be reduced. As for the 35 damage from Death Animation, it seems a bit much, and the undead also have 10 more hit points than the Herald (I understand why it was reduced – because of the terrifying presence, but for the sake of logic, these 10 hit points could be removed from the undead). And I still think a coefficient of 7 for Shriek would be better (although, considering that the attack can be successful, Shriek pales in comparison to it), or maybe the aura should be removed, because the difference between the first and second rows is too large. So, these are my thoughts and observations; based on them, I don't know whether it should be left as is or changed (but the 10 hit points and 5 defense of the unupgraded undead could be reduced). As for the Knights, I have no complaints.
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#242
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SRD
I played as the Necromancer: on medium and large maps, you will still build both improvements and +1 to growth, and necromancy also raises a few more undead. The Shriek spell already reduces the enemy's defense, and I also got the Ring of Broken Spirit and the Cloak of Shadows. Plus, I took the Shriek of Horror spell, and the Banshee's aura also gives -3 to defense.
By week 6, how many undead do you have in your army? There is no point in considering the game beyond this period – if players like to prolong the game, the balance should not be adjusted for this. In 6 weeks, you can destroy your opponent on a map of any size. If the map is medium or small, it will all end even faster.
SRD
(by the way, this means that we always have more damage in the first row than in the second row by a factor of two – which is bad; the difference of two was intended, but it will never be like that).
Well, I overlooked the aura; it is clearly unnecessary.
The result is a defense reduction of 16 for the first row and 13 for the rest; with a Banshee of 20, the damage = 20*10(10+16)=5200.
As far as I remember, defense cannot drop below -5, so instead of 10+16, it will be 10+5. And that's 3000 damage. The burning damage from 20 Red Dragons with a good attack (and you took into account the Shriek with a good defense) can easily reach (50x3x1.5)x20 = 4500. To get a multiplier of 3, you only need a difference of 40 attack and defense. And if you add the attack skill, and the luck that triggers, and... I think there's no point in continuing.
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#243
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maybe, just like luck, but the probability of it triggering won't be more than 50% (neither for Battle Defense nor for luck, meaning the maximum probability is 50%), this was done after one of the expansions. For example, you have Expert Leadership and all your human units have a Battle Defense of 8, and your opponent reduces it by 4 (e.g., with a Banshee's Cry from a Dungeon or a Cloak of Shadows). The result is your Battle Defense becomes 4, not 1. If you remove the aura, both sides will have...
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#244
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SRD
maybe, like luck, but the probability of it triggering won't be more than 50% (neither for Defense Bonus nor for luck, meaning the maximum probability is 50%), this was done after one of the expansions. For example, you have Expert Leadership and an entire human army - DB=8, and the opponent reduces it by 4 (e.g., Banshee's Wail from a Dread Knight and Cloak of Shadows) - the result is your DB=4, not 1.
So, have you tested in practice that DB can actually reach -16?

I've tested it, and DB, like luck, can be displayed below -5, but the actual value remains -5, and it is this value that is used when calculating the damage. So, 1 Banshee can never deal more than 150 damage to a single target with its Wail.
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#245
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- 9BD and others were present (I didn't see -16 - the opponent had various Lion's Mantles and also a Leadership Crown and Skilled Leadership)

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try to complete Absolute Power in 6 weeks; if you succeed, please let me know.
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#246
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SRD
try to complete the "absolute power" campaign in 6 weeks. If you manage to do it, please let me know.
I don't play single-player or complete maps. Only multiplayer, only live opponents. In single-player, balance doesn't matter at all, as it's entirely determined by the map.
Although, the last time I played single-player (Heroes 3), I completed an average map for 8 players in less than a month. But it wasn't a scenario map.
Now I understand your opinion: against a dumb AI, any powerful ability is an "overpowered" ability, especially the War Cry spell. But a smart opponent won't sit around with -5 base damage against a Necropolis faction.
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#247
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maps similar to the one I provided as an example, and they also have multiplayer, and they cannot be completed in 6 weeks. For example, look at this one, and you will see that it is impossible. I played it with my friends for about two months (we didn't finish it...) and there was clearly a lot left to do - it's a large size, and there's a lot of guarding at the exits, like 20 dragons, 40 witches, 50 hydras in one army.

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a beautiful new world also won't be completed in 6 weeks, I think.

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well, and BD-11 was just released.
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#248
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SRD
maps similar to the one I provided as an example exist, and they also have Multiplayer, and they cannot be completed in 6 weeks. For example, look at this one, and you will see that it is impossible. I played it with my friends for about two months (we didn't finish it...) and there was clearly a lot left to do - it's a large map, with heavy guarding at the exits, like 20 dragons, 40 witches, 50 hydras in one army.

Added 1 minute ago
a great new world also probably won't be completed in 6 weeks.
I think we've strayed from the topic, and you're mixing up the concepts of "completing a map" (single-player) and "defeating an opponent" (Multiplayer). The first can take a very long time, as you have to defeat all the mobs. Regarding the second, in all the Multiplayer tournaments I know of, according to player reports, games almost always end within 6 weeks. Therefore, balance for longer timeframes is not even considered in balance mods.
well, here's BD -11, it just happened
I wrote above, even if it's -999. In practice, the real BD is ultimately capped at -5, and it is this value that is taken into account when calculating the damage.
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#249
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I apologize – I messed up with the terminology. As for the deaths, you mentioned that Necropolis units are constantly being killed but still remain strong, which seems a bit excessive in this mod, although it's still tolerable (I don't see any major cheating). However, the increase in their numbers is definitely noticeable, while the players expected some kind of balance.
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#250
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I admit – I messed up with the terminology, and regarding the deaths, you mentioned that Necropolis units are constantly being killed but still remain strong, which seems a bit excessive in this mod, although it's still tolerable (I don't see any major cheating). However, the increase in their power is definitely noticeable, and the Sylvan faction expected some kind of balance.
The increase in power is evident; otherwise, the mod would only involve replacing models.

In what way is it too strong? Did the deaths become more powerful than the Champions of the Dungeon (top-tier unit)?
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#251
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Okay, I just checked in the game and specifically looked for neutral creatures, and I only deployed 10 banshees. With a Block Damage (BD) of -16, the damage was only 1500, not 2600 as expected. I thought the +/-5 limitation only applied when calculating the probability of the BD effect and luck (or rather, unluck) triggering, but it turns out it applies here too, so everything is fine now.
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#252
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There is a large guard at the exits, similar to 20 dragons, 40 witches, and 50 hydras in one army.

A little off-topic (regarding 6+ weeks of development with 3 deaths per week), literally quoting a recent report from 2 players from the tournament, the duration is 4 weeks, 1 month, the map size is HUGE (template for the IRMG "Labyrinth").
ABKSever (blue, demon, Delebs) defeated Daniel (red, mages, Narhez), lab, 145.

Dwelling level 4, necromancer in prison, two level 2 spirits = fast pace). On day 126, he was in the treasure, cleared it. After buying meat, he ordered a week with 1/2 meat for a death creature.
The mage was unlucky - he spawned in the same center as me, and the mage decided to retreat.
On the fourth week, he found the second treasure, and neither of them had particularly good artifacts (nothing for initiative, not even a ring from the Holy Word). Delebs is defeated.
Light was not offered (although in the guild, in the center - there is a bias), so he had to take darkness at level 21, mass dispel was not offered, unholy word was not available, no casters were available, but there was a familiar.
He was going to break the gate, but the mage couldn't break his own and surrendered.

It happened. It started badly. In the first week, he was constantly short on money. Barely, after selling all the artifacts, he built mages on the 7th day. He broke through to the first zone only at the beginning of the second week. He ran around there and took machines for light and log. He didn't dare to break through to the resource zone, as there was no tent. He went to the second zone, and in the middle of the third week, he confused the passages and instead of the resource zone, he ended up in the center. He noticed a demon there, looked in the tavern, and realized that he had no chance in a meeting with him. He ran to the resource zone, reached level 20, and took a summon for some reason. There was still a lot of tension with money. He built gargoyles only in the 3rd week, he didn't build giants at all. In the guild, he didn't get resurrection, there was regeneration. With 4 titans and 50 mages, he tried to break through the gate - on one side, he broke through, but lost a titan, on the other side, 48 upgraded devils with minor creatures stood. He figured that he couldn't break through them and went to break through to the center from another zone. There were 12 titans at the portal, and my 3 titans didn't manage. The opponent offered a load, but I decided that it didn't make sense to continue and surrendered.
Thank you for the game!

48 upgraded devils is comparable to
20 dragons, 40 witches, and 50 hydras in one army.
, isn't it?
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#253
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You want me to remove the aura? That’s a shame, but okay, I’ll replace it with something less powerful. Although, it was a nice combination – aura + wail. Besides, the high damage (10+2 when the enemy has 0 base defense) will only apply to one cell away from the Banshee, as this is an aura effect.
Alright, I’ll think about what to replace the aura with.

Whatever
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#254
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Heroist
You say to remove the aura? That's a shame, but okay, I'll replace it with something less impressive. Although, it was a beautiful combination – aura + war cry. Besides, the high damage (10+2 when the enemy has 0 defense) will only apply in one cell away from the Banshee, as this is an aura effect.
Okay, I'll think about what to replace the aura with.
It would be great if the war cry only worked within a radius of 1. In my opinion, an enhanced war cry is a sufficient feature for the Banshee, providing uniqueness, and therefore no other abilities are needed. Abilities are like equipment; you can dress a unit in a dead, colorful parrot, or you can dress it in a combat unit with good stats and a minimal set of necessary abilities, which, nevertheless, is enough to distinguish it from other units.
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#255
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And should we leave the Messenger with its aura? It becomes completely useless towards the end of the game; whoever attacks it dies immediately. It would be better if there was a chance not only to escape from it but also to skip a turn.

Whatever