I stumbled upon this by chance. Nargott, it seems you have a potential audience on heroescommunity!
I stumbled upon this by chance. Nargott, it seems you have a potential audience on heroescommunity!
New here? I'm Roha — want a quick tour?
The Reaper/Cultist/Necromancer additionally gives enemy hero units a -1/-2/-3 morale penalty (does not affect neutrals).
Recruitment: The number of units in the hero's army increases by 5% at the beginning of each day (rounded down).
Enemy hero units receive a -1 initiative penalty (does not affect neutrals).
Arcane Luck: The hero's spells deal an additional +50% damage with a 10% chance for each point of luck.
Fireproof Armor: The hero receives +2 to defense. The hero's units receive 50% less damage from the Fire element and are immune to the "Fire Master" ability.
Cool. It was already difficult for a Warlock to win in the late game with their focus on destruction, and now they've also reduced their damage by 50%...
And there are already skills to protect against fire. For example, in the light branch. At the same time, other elements are somehow ignored.
How do you manage to implement such things? I want to do it too...
As far as I understand, it's GiveHeroBattleBonus.
The restriction that doesn't apply to neutrals – is it a technical issue? Or a balance issue?
It's kind of weird. I mean, it's clear that units with a size of less than 20 won't accumulate using this scheme, but still... Especially combined with other, not the weakest, skills in leadership (attack is no longer needed for retribution, and defense is also moved to leadership). I don't know, it's crazy. You pump up troop recruitment, charisma, and defense, and you become invincible.
I would make troop recruitment either 10% per week.
How do you manage to implement such things? I want to too...
Cool. It was already difficult for the Warlock to win in the late game with his focus on destruction, and now they've cut him by another 50%...
There are already skills to protect against fire. For example, in the light branch. At the same time, other elements are somehow ignored.
Leadership skills are too overpowered, almost all of them.
Artillery: Before each battle, 10% of enemy troops are lost (rounded down). During a siege, the allied catapult fires 2 times per turn and is controlled by the player. The supply wagon is restored after the battle.
Sulfur Rain: Before each battle, a total of 20% of enemy troops are lost (rounded down). During a siege, the allied catapult fires 3 times per turn.
- Isn't that a bit too much...
And if a player prolongs the game for several months, then it's a different balance altogether. Let them choose a build and not take Chaos. You can't and shouldn't balance everything for all possible game lengths.
I would discard such a perk. Once or twice during the game, you get a couple of peasants, and that's it. The point is, if perks aren't desirable, then what's the point of having them?
Maybe instead of 10-20%, it should be a number that depends on the hero's level and attack value?
Ugh, but maps vary in size. Sometimes, to quickly reach an opponent, you need to break through many zones. Of course, I'm not talking about the very late game, but in the moderately late game (or even the mid-game, in general), this combination of abilities looks like a huge imbalance. In my humble opinion, it would be worth making the ability's weight more optimal for different stages, rather than forcing it to be only for the early game. However, I understand that you have a different concept for the mod.
Um, is your game duration 2 weeks? Let's do a calculation for two months (a normal average duration).
It's illogical because the actual number of losses already increases over time (stronger armies appear). A double increase isn't needed here, especially since an increase with level means a weak start and a mega-imba in the finale (otherwise, weakening), which is exactly what I wouldn't want.
The balance inevitably changes in the late game. This is a given. With a base movement range of 40 (instead of 25), map size isn't a problem.
2 months isn't relevant in competitive Multiplayer, even in the original game. Okay, let's consider these timeframes for single-player (does this mean that in the original, the same map would take 3 months to complete?!). I assume that inevitable losses on neutral creatures weren't taken into account at all? So, the game is completed very slowly in a light mode "without losses"? Okay, in that case, in the late game, lower-tier units don't play a role compared to top-tier units, which have a 3-4 times higher growth rate. Thus, we don't get such a significant bonus (weak units only catch up to strong ones).
Also, your calculations assume that this perk is taken from the very beginning, and not later. This means, among other things, that early-game breakthroughs suffer (when there's no benefit from it, just like there's not much benefit from the Leadership base). This will inevitably affect the late game, like a snowball effect.
You also didn't take into account troop replenishment from other cities (is a 2-month map played with only 1 city? I played in Heroes 3 (with similarly boosted logistics) in 2-3 weeks, already with 8 cities, 2-3 of which were native). So, the relative bonus from Gathering for lower-tier units will be far from 300% even after 2 months, but much less.
That is, your calculations are made for: a huge map, for some reason with a small number of cities, and also for a slow pace of gameplay. This is a combination of too many conditions at once. And yes, I understand that maps for single-player in Heroes 5 are usually designed this way. But I can't play them myself, and therefore I also can't balance the mod for a game mode that is foreign to me. I don't understand why you would continue the game after fully building a city (including even unnecessary buildings for the chosen faction) and achieving key upgrades (without excesses), and also why you would keep dozens of dragons in your army and complain about weak Chaos.
The Necromancer gets more bonuses from this perk (due to the combination with Necromancy). But that's logical, because he doesn't get anything from the Leadership base in terms of breakthrough, unless he mixes units. Also, looking ahead, Necromancy will give 5/10/15/20%, and not 20/30/40/50%, which will not have a significant impact on the total number of raised creatures (due to limitations on magic power), but it will affect the composition; it will be much more difficult to recruit only lower-tier units and, accordingly, boost Troop Gathering.