the "horrific presence" is still somewhat related to incorporeality, and the HP difference is clearly not a factor of 2, so something should still be given in return for the lost aura, perhaps the idea of -1 to all unit defense.
Posts from "Necropolis" - changes to creatures of levels 6-7.
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Wouldn't 12 Messengers be able to take down 4 lava dragons on their own?
Not with a single blow, lol.
The regular attack is also ridiculously overpowered. Especially considering the banshee buff is +3.
It would be better to buff some zombies or archers.
Be realistic, with such a mod, no one will play against Necropolis.
Insubstantiality effectively halves all physical damage to a unit.
What? What kind of nonsense are you talking about?
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
It’s not like it happens with every hit, lol.
The regular attack also seems a bit overpowered. Especially considering that the banshee growth rate is +3.
Let me explain. 2+1, with an additional +1:
1) requires an extra building, 1 day, and resources for it. If it is built, it is significantly later than the basic dwelling (which, in the case of 3, would immediately have an increased growth rate), due to the acute shortage of mercury.
2) plays no role in the growth rates from external dwellings.
3) does not provide any unit production (i.e., does not provide an increase in the number of units per day of construction, unlike a simple basic dwelling with an increased growth rate).
What? What nonsense are you talking about, sir?
It's not like they win in one hit, lol.
The regular attack is also overpowered. Especially considering that the Banshee gain +3.
It would be better to buff some Zombies or Archers.
Be realistic, with such a mod, no one will play against the Necropolis.
What? What nonsense are you talking about?
No, there should be 8 of them, not 12, I wrote it somewhere before.
Is the regular attack overpowered? I didn't notice. For the Herald? Well, he has very little HP. Both of them are defeated by the Dragon without abilities, without taking even half of its health. The Banshee deals 47-52 damage, if I remember correctly, with an attack of 27. Is that a lot?
And wouldn't buffing the Archers be too much? It seemed to me that level 1 units are generally well-balanced, considering the increase.
You can also take Skeleton Warriors, they are very powerful ;)
And what's wrong with the Zombies? If they are fast, it will be even worse than the Heralds and Banshees, no joke ;)
And why won't anyone play? My advice is to try playing with this mod in Multiplayer. Not a duel, not a single-player game, but specifically with another player, on small-medium maps (you can also use a large map, but multiplayer is rarely played there). The balance should be normal there.
Besides, the Banshee no longer has an aura.
Maybe we should still make a version for single-player?
Okay, if I have time, I will definitely make a version for playing against the computer, with a different balance. ;)
Thank you for the feedback.
It would be better if you buffed some zombies or archers.
They are weak on their own, of course, but considering their importance in eliminating archers, as well as the presence of ghosts with incorporeality and protection from projectiles, and the ability to raise a large number of archers through necromancy, along with a significant buff when taking Blood Bond, it becomes clear that skeleton archers are very strong for breaking through enemy lines.
Buffing zombies would turn an already strong Orson into a mega-strong Orson, although zombies are weak on their own.
In any case, the focus of the mod is on levels 6-7 for Necromancer, not skeletons or zombies.
Added 55 seconds later
Is the updated version already available?
-Undead, Death Knights, and Banshees have been replaced with Black Knights, Death Knights, and Dark Knights.
-Dragons have been replaced with Undead, Death Knights, and Banshees.
-Ghost and Astral Dragons have been moved to neutral level 8 units.
-Descriptions of the above units have been changed.
-The description of the "Terrifying Presence" ability has been changed.
-The Banshee's "Mournful Wail" ability has been changed.
-New abilities have been added to the above units.
-The description of some Necromancer city buildings has been changed.
-Other changes.
-Necropolis has finally received interesting, changed creatures instead of uninteresting dragons - full-fledged level 7 units. Knights have finally become part of the Necromancer army. This does not mean that the mod has affected the game's balance. It has only allowed the Necromancers to feel confident where they previously could not oppose other races.
-In addition, two versions have been created for the mod - one for single-player and the other for multiplayer. The main difference between these versions is the balance, for example, in the single-player game, Mournful Wail, the Banshee's special ability, has been weakened.
-The multiplayer version of the mod provides a balance for the game on any standard maps, no larger than "large", and with a game duration of no more than 4-5 months. Further, the balance may change.
-The single-player version of the mod allows you to adjust the current balance for a long game of up to a year, practically on any map-scenario. This, of course, does not mean that any of these versions is strictly intended for the recommended game mode, however, it is better to use this mod in such a way as not to affect the balance related to the Necromancers too much.
-The mod naturally affects the original game files and may be incompatible with some other mods that affect the creatures of the Necropolis faction. There may be "oddities" with campaign missions and single-player scenarios where, for example, Black Knights and Death Knights are used. But such cases are extremely rare. Thanks for the help:
-RedHeavenHero, Nargott, psatkha, SRD, and others. Thanks for the testing:
-Lord Death, SRD, and others. Installation: Inside the archive, you will find the file necropolis.h5u, which must be moved to the User_Mods folder, which is located in the game folder HoMM_V. If you decide to disable the mod, simply remove the above folder from the game folder. Read the Read_Me.txt file carefully before starting to use the mod. There you can find a detailed list of changes. The mod is unfinished and imperfect and still needs thorough testing. All feedback and suggestions will be taken into account. I wish you good luck using this modification!
Below you can download the latest version of the mod. Sincerely, Heroist ;)
Otherwise, no.
Added 6 minutes later
I also plan to adjust the number of units in duels and make Black Knights addable to the map.
make Black Knights appear on the map as recruitable units.
Added 4 minutes later
I also plan to adjust the number of units in duels.
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They already turn into undead.
Added 4 minutes later
And that's correct!
Ugh, I wrote it wrong. I meant Spectral Dragons, which now replace them. Added so that they appear in the editor.
Added 3 minutes ago
I guess I'll have to spend a week adding Death Knights...
by the way, there was a dragon week, and the undead increased, as well as the knights.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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