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Posts from NHF – new heroes for Heroes V 3.1.

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In reply to kiko
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kiko

And most importantly, the balance when a Necromancer can permanently destroy an opponent's city is completely unclear to me.

If a Necromancer captures your city, you can basically say "good game, well played" 100% of the time, at least in duels. And even a converted city isn't that useful to the Necromancer himself, especially at first; it still needs to be rebuilt. And on maps with 3+ players, there are heroes who are many times more useful.
kiko

There's a skill there that seems to be designed for the Necromancer: "Lord of the Dead." The only thing is, I think they forgot to rework it after the changes to the released version of Heroes 5 - instead of being useless, it should give some amount of dark energy instead of the current 5%.
I hope they fix this in the future.

This skill is useless, yes, but the question is, how is it even related to Mentorship? No one is forcing you to level it up. Unless you're leveling up Spell Power, but Spell Power beats itself in one out of a hundred situations, figuratively speaking, considering that you managed to catch it. And in general, Necromancers are rushers, and leveling up two schools of magic, neglecting defense or logistics, well, I don't know, it's not always possible to cast everything you need from one leveled-up school, let alone two.
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"But somehow, when you give more, it results in a very fast start." "So, can't you also tie it to the character's level?" "Because in the first week, ~2-3 skeletons per battle is normal... but not in the second week." "The logic is that Necropolis is a dead city. Essentially, a dead human settlement, if you will. And I would like each race to have its own unique advantages, rather than one advantage for all. For Necromancers - Moander. For Demons - Valafar." "The Demon's idea is well-conceived. Regarding the "dead city": it's not a city, but a race! Even if a Necromancer loses a city, it's not the end of the game. The game is inhabited by creatures. The player builds a structure that suits a specific creature, and they settle there. Structures don't create life! Do you realize the advantage of being able to destroy a city? The Necromancer doesn't need to kill the enemy hero (of another race); he just needs to enter the city and wait for it to gather troops with energy, while the opponent has no way to build up his forces. + The main specialization of humans is tied to the city. No skill from the original game disables the main specialization of the race. If you want an advantage with a death-themed atmosphere: if possible, let the Necromancer transform the external structures of the first level into "cemeteries"... if it's not possible to change the appearance, maybe it can be done through the "harbinger of death" skill, so that only undead creatures gather in them... Even simply destroying a city is an advantage (although it's more suitable for barbarians), so that the player has to rebuild it. "And what does mentoring have to do with it?" As far as I can see from the skill wheel, you can't learn both skills at the same time. Mentoring excludes the super skill. And besides "education," there are other things for the Necromancer to upgrade, and mentoring gives a lot.
In reply to kiko
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kiko
"But somehow, when you give more, it results in a very fast start."

So, can't you also tie it to the character's level?
Because in the first week, ~2-3 skeletons per battle is normal... but not in the second week.

"The logic is that Necropolis is a dead city. Essentially, a dead human settlement, if you will.
And I would like each race to have its own unique advantages, rather than one advantage for all.
For necromancers - Moander
For demons - Valafar"

The demon's idea is well-conceived.
Regarding the "dead city": it's not a city, it's a race!
Even if a Necromancer loses a city, it's not the end of the game.
The game is inhabited by creatures. The player builds a structure that suits a specific creature, and that creature settles there. Structures don't create life!
Do you realize the advantage of being able to destroy a city? The Necromancer doesn't need to kill the enemy hero (of another race) - he just needs to enter the city and wait for it to gather troops with energy, while the opponent has no way to build up his forces.
+The main specialization of humans is tied to the city. No skill from the original game disables the main specialization of the race.

If you want an advantage with a death-themed atmosphere:
if possible, let the necromancer transform the external structures of the first level into "cemeteries"... if it's not possible to change the appearance, maybe it can be done through the "harbinger of death" skill so that only undead creatures gather in them...

Even simply destroying a city is an advantage (although it's more suitable for barbarians), so that the player has to rebuild it.

"And what does mentoring have to do with it?"
As far as I can see from the skill wheel, you can't learn both skills at the same time. Mentoring excludes the super skill. And besides "education," the necromancer has other things to upgrade, and mentoring gives a lot.
I wrote about the Castle above. Simply destroying a city is not an advantage; it's stupid because it's ours now.
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AwesomeDude
Besides, a reconverted town won't be that useful to the weakest player, especially at first, as it still needs to be rebuilt.
It immediately becomes useful – just because the opponent will never be able to buy their troops there again.

Destroying a town is also very useful, as it's not a given that you'll be able to hold it, and rebuilding it will take the former owner more than a day.
In reply to kiko
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kiko
"But for some reason, when you give more, the start becomes very fast."
So, can't the level of the character be tied to it?
Because in the first week, ~2-3 skeletons per battle is normal... but not in the 2nd week.
You can tie it to the level. And a non-linear growth would look bad. But the percentage will be revised, I already wrote about it.

kiko

Regarding the "dead city": it's not a city, but a race!
Even if the Necromancer loses a city, it's not the end of the game.
The game is inhabited by creatures. The player builds a structure that suits a specific creature - and they settle there. Structures don't create life!
Do you realize the advantage of being able to destroy a city? The Necromancer doesn't need to kill the enemy hero (of another race) - he just needs to enter the city and wait for it to gather troops with energy while the opponent has no way to increase their troops.
+The main specialization of humans is tied to the city. No skill from the original game disables the main specialization of the race.
I don't want to turn 5 into 6, where conversion is everywhere.
For the Necromancer, conversion is the least beneficial of all races.

kiko

"And what does mentoring have to do with it?"
As far as I can see from the skill wheel, you can't learn both skills at the same time. Mentoring excludes the super skill. And besides "education," the Necromancer has other things to upgrade, and mentoring gives a lot.
Mentoring is a rather "cheating" skill for the Necromancer, stronger than the super skill (the skill in the middle), and having both it and the super skill at the same time is too much.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to kiko
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kiko
it immediately becomes useful – simply because the opponent will never buy their troops there again.

Destroying a city is also very useful, as it is not a fact that you will be able to hold it, and it will take more than a day for the former owner to rebuild it.
But again, everything comes down to the fact that in duels, such situations where a Moander special ability actually provides something useful are almost impossible, and on maps with more players, there are stronger heroes, although their special abilities are not always that unique, but this is already a limitation of the game itself, as I understand it, it is not very focused on modding.
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Necropolis – a rushing faction. In a quick game, you can focus on Moander and quickly capture the opponent's castle, while distracting the enemy hero from it and converting it. But this is a risk, a big risk. And it's also difficult to gain levels during the day, because, as everyone knows, the hero's level should be no lower than the city's level...

The most realistic scenario is a large map with many neutral, unbuilt castles.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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Dyrman
It's tied to the level.
I didn't know that. The mod description says it's 2%. I thought it was tied to the growth of neutral units.
In reply to kiko
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kiko
I didn't know that. The mod description says 2%. I thought it was tied to the growth of neutral units.
My apologies.
I wanted to say: It can be tied to the level.
Currently, it's tied to the number of units killed.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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When is the next version of this mod expected to be released?
In reply to kiko
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kiko
When is the next version of this mod expected?
It is planned for approximately one month from now.
The hero stats are now in a separate file: NHF_0.76.pak\scripts\NHF_Heroes_percent_spec.lua
You can adjust them yourself for playing against the computer.

For example, for Galtran:
NHF_Galtran_percent = 0.02 --Percentage increase of Bone Warriors/Bone Archers/Bone Throwers from killing creatures with bones
change the value of 0.02 to a higher value.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Thanks. If I unpacked NHF_0.76.pak using a zip program, is that correct? I haven't checked all the new features of the mod yet, but remembering the "fast-paced" mod and its 8 skills: maybe specializing in an additional skill won't be imbalanced?
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Is it possible to implement a specialization for Inferno that would allow it to deprive the opponent of a portion of their mana before the battle, depending on the hero's level?
In reply to RedHeavenHero
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RedHeavenHero
The special ability from the post with ideas about traps on the map is quite interesting. Why hasn't it been implemented in the mod yet?
:o
A little bit of everything.
If there's a desire to create such a hero, I'm all for it. But other plans are currently a priority.


Added after 45 seconds
Lokken
Could it be possible to implement a specialization for Inferno that allows them to deprive the opponent of a portion of their mana before battle, depending on the hero's level?
A similar ability exists for the Necromancer.
Besides, it wouldn't be useful for Inferno, as they already have Imps.

Added after 38 seconds
kiko
Thanks.
If I unpacked NHF_0.76.pak using a zip program, is that correct?
You can simply open it with an archiver, make changes, and save it.
kiko

I haven't checked all the new features of the mod yet, but remembering the "fast turn" mod and its 8 abilities: maybe a specialization for an additional ability wouldn't be too imbalanced?
Based on the current concept, most people want a mod that focuses only on heroes, without changing the game's balance. There were various innovations in the past, but people didn't like them.
Download version 0.70f from the folder with older versions. But even there, such a thing wasn't planned.

I'll reveal the secret of the next version - 0.77:
There will be a second, expanded version of the mod that increases the list of heroes to include all existing ones in the game. Absolutely all of them!
This version will be obtained by installing a small patch (of course, if desired) in the form of an additional file in the data folder.

Pros: All campaign heroes and NHF will be available.
Cons: Imbalance, "hero clones" in terms of special abilities.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...

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