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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
In reply to AwesomeDude
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AwesomeDude
I like this idea; you could also add one more mage to the starting roster of units.
It's better if creatures are only available to those who have a special ability related to them.
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I played as Faidaen. In the old campaign, he was stronger; here, the archers don't deal much damage, although he might be more balanced here than in the campaign. I'd like to know more about how Timhan's special ability works.
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Faidaen remains unchanged. Timkhan. If the target is an enemy, it moves them back on the ATB, if it's an ally, it moves them forward. This also affects nearby creatures; you can see it in the ability's animation.
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In reply to Dyrman
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Dyrman
Fayden has not been changed.
Timkhan. If the target is an enemy, it moves them back in the ATB, if it's an ally, it moves them forward. Creatures nearby are also affected, which can be seen in the ability's animation.
I read that scripts cannot affect the battlefield in multiplayer, or was it featured somewhere in a campaign? :confused:
In reply to AwesomeDude
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AwesomeDude
I read that scripts cannot affect the battlefield in multiplayer, or was it featured somewhere in a campaign? :confused:
It was created by the developers, remained in the resources, but it didn't have a proper icon. Apparently, it was never used.
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Ilmirn All Hydras lost in battle (Cave Hydras, Acid Hydras) will be instantly returned to the Dungeon cities as increased reinforcements, provided the necessary structures are built. NHF_Ilmirn_percent = 2; --The number of Hydras that grow in the castle after one is lost in battle by a hero. Hydra multiplication is noticeable: Hydras appear immediately after being lost, with a ratio of 2 appearing for every 1 killed. This is in addition to the reinforcement bonus. The effect is a large number of Hydras. The main point of this post is that a 1/1 ratio is quite good, almost like a Necromancer.
In reply to SunTeaTeller
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SunTeaTeller
Ilmirn
All Hydras/Cave Hydras/Acid Hydras lost in battle will be instantly returned to the Dungeon cities as an increased growth rate, provided the necessary structures are built.
NHF_Ilmirn_percent = 2; --The number of Hydras grown in the castle after one is lost in battle by a hero

Hydra multiplication is evident: Hydras appear immediately after being lost, with a ratio of 2/1 (appeared/killed). This is in addition to the growth rate. The effect is a large number of Hydras.

The point of the post is that a 1/1 ratio is quite good, almost like a Necromancer.
But where will you get the money? They aren't free. You cut off one head, and two grow back.
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"To heroes – a feat! To scoundrels – a reason! To young men, we will promise battle glory! To the needy – hope! To the hungry – food! And each of them will find what they are looking for!" (c) I will thoroughly test the effective limit on the number of Hydras and report back. On the "Warlords" map, some 4th-tier creatures (purple/gold) cannot be raised using necromancy. The hero is Kostik, paired with NCF.
In reply to SunTeaTeller
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SunTeaTeller

On the Warlords map, some 4th-tier creatures (purple/gold) cannot be raised using necromancy. The hero is Kostik, paired with NCF.
If only some, then this is a bug in NCF, specifically with those creatures in the project.

The only thing is with Ilmirn. I would like the growth to also be tied to the hero's level.

Added after 25 minutes
How is Kostya performing?
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In reply to Dyrman
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Dyrman
If only some, then this is an NCF bug, specifically related to those creatures in the project.

Regarding Ilmirn, I would like the growth to also be tied to the hero's level.

So far, all the new alt-upgrade units I've encountered (gremlins with area-of-effect attacks and spear throwers in golden armor) haven't been turned into a necromantic army.

Make it as ingenious as with other hero-oriented creatures: levels 1-9 -> 1 returns; levels 10+ -> 2.

Kostya has already gained the ability to dress volunteers in necromantic form without extra effort (transformation happens on the spot). And even once, 47 dwarves voluntarily became skeletons.
In reply to SunTeaTeller
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SunTeaTeller
Until all the new Alt-Greens (gremlins with area-of-effect attacks and spear throwers in golden armor) I encountered are turned into a necromantic army.
This is an NCF issue, not an NHF issue.
SunTeaTeller

Make it as ingenious as with other hero-oriented heroes: levels 1-9 -> 1 returns; 10+ -> 2.
I'll just add a restriction so that the hydra increase for one Castle is no more than the hero's level.
SunTeaTeller

Kostya has already gained the ability to dress volunteers in necromantic form without extra effort (converting them on the spot). And even once, 47 dwarves voluntarily became skeletons.
He gets this from his first upgrade (Harbinger of Death).
If you develop diplomacy and attack the creatures that are in the hero's army, the chance of joining will be higher.

Added 2 minutes later
I'll try to make a hero for the League who deals 25% more damage with chaos spells.
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How is Kostya performing?
Isn't this specialization too risky in terms of recruiting extremely powerful units?

Added 1 minute ago

else
SetMonsterCourageAndMood(mob, GetObjectOwner(temp_name), MONSTER_MOOD_AGGRESSIVE, MONSTER_COURAGE_CAN_FLEE_JOIN);
What is this for?
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 RedHeavenHero
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Step 2 – Will they engage in battle or not?
The so-called "Mood Coefficient" depends on the value of the Neutral Army's Mood and the presence of the "Diplomacy" skill in the hero. This coefficient will be compared with the Strength Ratio after certain random transformations. If the neutral army is stronger than the hero's army, there will be a battle.
» Mood Coefficient = 0.5 if the Mood value is Friendly
» Mood Coefficient = 1.0 if the Mood value is Aggressive
» Mood Coefficient = 1.5 if the Mood value is Hostile
» Mood Coefficient = 2.0 if the Mood value is Wild
» If the hero has the "Diplomacy" skill, the Mood Coefficient is reduced by 0.2.
The boundaries of the intervals for joining and engaging in battle are calculated based on the Mood Coefficient, and then compared with the Strength Ratio:
Joining Threshold = (random number from 1 to 7) * Mood Coefficient
Battle Threshold = Joining Threshold + 3 * Mood Coefficient
» Interval 1: If the Strength Ratio < Joining Threshold, the neutral army engages in battle.
» Interval 2: If Joining Threshold < Strength Ratio < Battle Threshold, the neutral army joins for money.
» Interval 3: If the Strength Ratio > Battle Threshold, the neutral army joins for free.

Step 3 – Will they join or not?
The probability of joining depends on the Mood of the neutral army, but it is also influenced by some characteristics of the hero's army:
» Chance of Joining = 10% with a Friendly Mood
» Chance of Joining = 5% with an Aggressive Mood
» Chance of Joining = 0% with a Hostile Mood
» Chance of Joining = -5% with a Wild Mood
By default, on maps, the Mood is Aggressive, and with a special unit, there is a 20% chance that it will be Friendly.
That is, the increase is not that significant.
It turns out that the army must first fail the strength check and then join.
RedHeavenHero

else
SetMonsterCourageAndMood(mob, GetObjectOwner(temp_name), MONSTER_MOOD_AGGRESSIVE, MONSTER_COURAGE_CAN_FLEE_JOIN);
why is this?
So that Wild and Hostile are always reduced.
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Played as Drago today on "I'm Going Out," the hero is good, but in the first week, I only managed to defeat the green dragons using crossbowmen and peasants in 1 out of 4 attempts, which is pretty good, all things considered. I also tested Fagus and Melchior, and everything works as it should. I'm curious to see what formula Halfas uses for attacking. Mahur is a bit weak for the Orcs, in my opinion; maybe give him an upgrade every 5 levels, especially since heroes specializing in creatures are now stronger, and he looks weak compared to them.

Added 3 minutes later
Garun is incredibly effective against demons, by the way :smile51:
In reply to AwesomeDude
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AwesomeDude
It would be interesting to see what formula Halfas uses for attack.
For every 5 levels of all demon heroes, +1 attack.

Added after 47 seconds
I found a flaw in Halfas' formula: it's not universal. :(
I need to fix it.

Added after 2 minutes
Mahur is very strong at extremely high levels.
Imagine that every day you get a Wyvern or a Cyclops, and they are already upgraded.
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