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Well, I'd like to suggest my idea for a special ability called "Charm" – inspired by the 4th installment of the Heroes series!
So, the hero (but preferably a heroine) has the ability to charm creatures of their own race, but it needs to be fueled by mana to increase the charm level!
To make this ability passive, I envision the following: at the end of the week, the hero's mana reserve will be reset, but at the same time, their charm level will increase, i.e., the charm level from which the percentage of neutral creatures of their own race joining the hero will grow, based on the size of the squad. This percentage will increase with the hero's level!
Then, I suggest giving Necromancers a special ability similar to raising the dead in the fourth installment. But instead of resurrecting their own fallen units, they would resurrect dead enemy units to add to their army, with a corresponding upgrade and a 20-30% quantity.
As far as I know, he has a passive ability... or does he?
By the way, the biography needs a slight revision:
Lost with a small army, Moazir stumbled upon elementals of all kinds. Spells couldn't break through their defenses, so the hero suffered greatly. "If only I could use my mana to create weapons and armor for my army, instead of these pathetic spells..." - Moazir sighed. He thought about it - and did it! After a few years, having scoured all the libraries and visited several secret places, the hero managed to master his idea, and no elementals were a threat to him anymore.
Okay, I'll try to suggest some specializations:
1) Fire Barrier - The hero starts with an enhanced Fire Wall spell, and upon gaining Pyromancy, the spell's damage is increased by 2.5 times.
2) Possessor - The demon has a "persuasive" voice, increasing the chance of creatures joining him, and when they do, they transform into corresponding demons.
3) Animal Lover - All animals under the hero's command receive +1 to attack and defense for every 2 levels of the hero. At the beginning of the game, it is randomly determined which animal will come to him each week.
4) Undead Spirit - After the hero escapes and is bought back from the tavern, his stats increase by 1.5 times for a week.
5) Battle Mage - Any artifact that gives the hero + to magic or knowledge is converted into + attack and defense, respectively.
6) Star Lord - At the end of each week, the hero is offered, for a fee of gold and one of the resources, to make the following week his race's week.
7) Heretic - The hero mage has the ability to transform members of his race into demons for a fee. These demons have higher stats than ordinary ones, but they cannot open portals (as the hero does not have this skill) and cannot wear artifacts.
8) Weeper - Each time the heroine picks up blue gems, her attack and luck increase for the next battle.
9) Storm Lord - As the hero's level increases, magic related to air or lightning grows in damage.
10) Bastard - A knight who cannot be a legitimate heir to the throne dedicates himself to military affairs; under his command, troops always have higher morale and attack than with others. P.S. Let me know what you like and what you don't.
Surprisingly, I like it. Of course, this style of gameplay should be suitable, with divisions, but online players usually do that anyway...
I decided to focus on the players. They usually try to save their hero if they see they are losing, so by spending their money, they can get a stronger hero for a week, which is quite balanced.
No, that's true, but a more frequent use case will be attacking neutral creatures. Here's the situation: the main hero wants to capture a castle. For example, to learn new spells. It takes a long time, and the pace is lost. But there's a weak unit nearby. What to do? The army is given to the weak unit, the hero attacks the nearest neutral creature and runs away. Then, the hero is bought back in the tavern, and the game continues.
No, that's true, but a more frequent use will be to distract neutral creatures. For example, the player wants to capture a castle to learn new spells. It takes a long time, which slows down the pace. But there's a weak unit nearby. What to do? The army is given to the weak unit, the hero attacks the nearest neutral creature and runs away. Then, the hero is bought back in the tavern, and the game continues.
It's an exploit, but if you can set a price for the buyout with scripts, it would be great.
Why was Muazir banned?! As far as I know, he has a passive ability... or not?!
It was activated from the spellbook.
Added 48 seconds ago Drumanin Drin
Then, I suggest that Necromancers have a special ability similar to raising the dead in the 4th part. But instead of raising their own dead, he will resurrect enemy dead to join his army, with a corresponding upgrade and 20-30% of the original amount.
:smile34: And what is the difference now?
Added 8 minutes ago Drumanin Drin
Okay, I'll try to suggest some special abilities: 1) Fire Barrier - The hero starts with an enhanced Fire Wall spell, and when he learns Pyromancy, the damage of the spell will be increased by 2.5 times. 2) Possessed - The demon has a "subjugating" voice, increasing his chance of recruiting creatures, and when this happens, they turn into corresponding demons. 3) Animal Lover - All animals under the hero's command receive +1 to attack and defense for every 2 levels of the hero. At the beginning of the game, it is randomly determined which animal will come to him each week. 4) Dead Spirit - After the hero escapes and is bought back from the tavern, his stats increase by 1.5 times for a week. 5) Battle Mage - Any artifact that gives the hero + to magic or knowledge is converted into + attack and defense, respectively. 6) Lord of the Stars - At the end of each week, the hero is offered to make the next week his race's week for a fee of gold and one of the resources. 7) Heretic - The hero mage has the ability to turn members of his race into demons for money; the stats of these demons are higher than those of ordinary ones, but they cannot open portals (since the hero does not have this skill) and cannot wear artifacts. 8) Mourner - Every time the heroine picks up blue gems, her attack and luck increase for the next battle. 9) Lord of the Storm - As the hero's level increases, the magic related to air or lightning increases in damage. 10) Bastard - A knight who cannot be a legitimate heir to the throne dedicates himself to military affairs; under his command, troops always have higher morale and attack than with others. P.S. Let me know what you liked and what you didn't.
I already said that it is forbidden to influence combat events, and if you change the characteristics of creatures, spells, and skills, it will change for everyone. Therefore, immediately a minus: 1, 3, 9. 2 - a copy of the ability of another faction 4 - no one will play with this hero (he attacks with 3 peasants on any army on the map and runs away, then transfers the creatures back and is ready for the final) 5 - too strong, the display of stats in such cases also stutters 6 - there is no need to turn the hero into a building 7 - a mishmash 8 - pulled out of thin air 10 - this is just an increase in stats, any new hero can have this, I would like something more interesting
I already said that it's forbidden to influence combat events, and if you change the stats of creatures, spells, and skills, it will change for everyone. Therefore, immediately a minus: 1, 3, 9. 2 - a copy of another Faction's ability 4 - no one will play with this hero (attacked with 3 peasants against any army on the map and fled, then transferred the creatures back and is ready for the final) 5 - too strong, the display of stats in such cases is also flawed 6 - there's no need to turn the hero into a building 7 - a mishmash 8 - pulled out of thin air 10 - this is just a stat increase, any new hero can have this, I would like something more interesting
Well, I made a special ability based on the "Rain of Silanes" spell for one of the Elves. 4 - What if you make the ransom price fixed and high, so as not to abuse it? Let's say 15,000? Well, I'm trying to suggest special abilities, maybe something will be liked. P.S. Yes, I forgot about dark energy, but in 4 he did this passively, you can make a hero with the same ability.
Well, I created a special ability based on the "Rain of Silvanus" spell, for one of the elves. 4 - What if you make the ransom price fixed and high, to prevent abuse? Say, 15,000? Well, I try to suggest special abilities, maybe something will appeal to someone.
Yeah, maybe a decent special ability will drop. I reject dozens of "my own" ideas in my head.
I haven't found a function in the scripts that handles ransom.
1) Hellish Strategist - The hero immediately possesses the tactics and defense skills; if his troops are in a defensive stance, they receive a bonus.
2) Genie in a Bottle - The hero spends his entire turn and mana, but in return receives resources, units, or an artifact; the benefit increases with level.
3) Dwarven Centurion - For every hundred soldiers, the hero receives a one-time bonus to attack and defense.
4) Orcish Raid - If the last battle took place no more than 3 days ago, the hero has a bonus to attack.
5) Fallen Knight - The hero starts with this skill, and the effectiveness of dark spells increases with his level.
Added 2 minutes later
Dyrman
I haven't encountered a function in the scripts that handles redemption.
Why not simply increase his stats while he's in the tavern, so that his price is equal to 10-15 thousand, and after redemption, everything returns to its original state?
1) Resurrected from Hell - The Knight immediately possesses advanced Chaos magic and Fire Mastery skills, and also learns Chaos spells, even if they are not available in the Magic Tower.
2) Forest Leader - Every week, within one turn's distance from enemy heroes, a group of elves appears, always hostile. Its "strength" depends on the week.
3) Lord of the Abyss - All cave creatures and other level 6 creatures from Inferno, led by the hero, receive +1 to attack, defense, spell power, and knowledge for every 2 levels of the hero.
4) Ravager - The hero has a special spell called "curse" - which, when used on a resource-producing building, begins to take that resource from its owner in its daily yield. The spell can be removed for a fee.
5) Hunter - After killing a hero, the character's stats increase.
P.S. And why isn't Ornella in the regular version? Maybe we should make such a hero, but one that is balanced?
1) Resurrected from Hell - The Knight immediately possesses well-developed Chaos magic and Fire Mastery skills; also, he learns Chaos spells, even if they are not available in the Tower of Magi.
If the Knight doesn't change the stat percentages, this skill will be more than useless!
3) Lord of the Abyss - All cave creatures and other 6th-level Inferno creatures, led by the hero, receive +1 to attack, defense, spell power, and knowledge for every 2 levels of the hero.
Isn't that a bit too overpowered? 1st-4th level creatures are one thing, but 6th-level creatures are quite another!