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Posts from Harmony - Troop Symmetry

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#546
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it won't be possible to reach the final version without testing.
And the sooner they start... the easier it will be to understand how to proceed.

Speaking of balance:
at the moment, I think it's right to limit a character to learning a maximum of one school of magic.
In reply to kiko
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#547
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kiko
We won't reach the final version without testing.
And the sooner they start... the easier it will be to understand how to proceed.

Regarding balance:
Currently, I believe it's correct to limit a character to learning a maximum of one school of magic.
No, I completely disagree with that. There was an idea to give everyone different resistances, but it didn't work out (for example, mages wouldn't have any resistances, while orcs would have all of them, and others would have different ones, for example, High Elves would have light resistance, Necromancers, Demons would have light resistance, Humans would have chaos and darkness resistance, Dark Elves would have darkness resistance, and so on in that vein).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
#548
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This is exactly what I was wondering – why wasn’t it specified where to insert Harmony?
In reply to kiko
#549
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At the moment, I believe it is correct to limit a character to learning a maximum of one school of magic.
But what about the fact that some creatures require knowledge of two schools of magic?
In reply to serovoy
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#550
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And what’s so bad about that? In the original game, for example, Dwarves and Necromancers leveled up two schools of magic to reach Supreme Units.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
#551
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You and I are on the same page. But here, they suggest limiting it to just one. That would mean completely reworking everything.
In reply to serovoy
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#552
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All factions are different, and their paths are too; I don't see a great need to make everything uniform. Some will require magical skills to achieve their faction goals, while others will need combat skills. Furthermore, to add variety, the requirements for some factions have been slightly altered, so that on the one hand, their choices are limited, but on the other hand, they are expanded. Specifically, this applies to Orcs and Inferno. They need to take four specific skills in addition to their racial skills, instead of three like everyone else, but the skills within these skills are not strictly defined for them (only two), which means they can take something else of their own choosing. For example, an Elf who is only developing three skills for their faction goal will not be able to take Fire Warriors if they are following the path to True Fortune.

Added 7 hours 20 minutes ago
Well, to liven up the discussion on the forum, here's the autumn version of the Elven city.


Added 2 minutes ago
The falling leaves are still green; I assume this is some kind of effect. Please explain if anyone knows how to change the color of the falling leaves.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
#553
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Re-upload it, otherwise I have to switch to mail.ru cloud to view it.
In reply to SRD
#554
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SRD
No, I completely disagree with that...
There are 12 skills. How many of them do you personally use in the game? And how many schools of magic do you teach your hero?
In reply to kiko
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#555
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depending on the Faction, of course, and based on availability (there are only two schools of magic in the town guild), for example, Darkness is extremely useful for these Elves (remember what Arrow Rain does with Berserk), but where will you find Darkness? - you can take a risk on a large map with many cities (and you even should) - different people, different playstyles. I use all skills, and the Machine skill the least. Of course, in its current form, there is a well-trodden path for developing each Faction, but again, these "paths" are different for everyone. Regarding the suppression skills, there is a problem: I don't want the magic and the skill of suppressing it to have the same abilities, i.e., I am not at all happy with the fact that Secrets of Light exists both in the suppression of Light magic and in Light magic itself. This has led to the fact that suppression skills are now almost empty in terms of abilities (4 abilities each). I had the idea to give all Factions suppression skills, but I don't think it's necessary. If we talk about the number of magic schools that are developed for a single hero, it is usually one or two
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
#556
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In general, magic is a defining characteristic of a race. Just like special abilities, but magic can be the same for multiple races. I don't see any problems with where to get spells. A normal map should have most of the game's buildings. The Mentor (building) – this should be the case for every race (until someone implements a skill tree in the game, and the player can choose which path to develop their character... like in Disciples 3, if you've seen it... or the game can be won not by skill, but purely by chance). I don't know what reasoning led the game developers to distort the logic of the world and create the "Vampirism" spell, but in my opinion, it should be exclusive to necromancers, and its power should be reduced. Apparently, I'm not a pro player... for example, I still don't understand why necromancers need "empathy." But I still think that by assigning specific schools (and the ability to learn them) to specific races, you can significantly increase the diversity of game tactics. Currently, learning two schools of magic is the standard. And not having a magical school is not even considered.
In reply to kiko
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#557
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I completely agree about vampirism – in terms of its mechanics, it primarily transforms a unit into undead, which is a necromantic practice rather than a dark one. Regarding empathy, the question is whether a necromancer needs to develop leadership skills. If they do, it's probably because they have to include living units in their army. If there weren't a Temple of the Underworld, the need for leadership wouldn't be an issue, but the temple ruins everything – now almost everyone can be turned into undead, which means the necromancer won't have any non-undead units (I don't like the term "necrolyzer" – turning a Champion into a Necrodrake, I agree, but how does a Titan or an Archangel turn into a Necrodrake?:confused: – and there are many more such examples).
It's quite possible that I'll remove the necrolyzer from the Necropolis (this is also a significant enhancement for an already overpowered undead faction – overpowered, at least because the entire army is immune to mind magic and some other spells).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
#558
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SRD
It is quite possible that I will remove the Necrolizer from Necropolis (this is also a significant buff for an already overpowered undead faction – overpowered, at least because the entire army is immune to mind magic and some other spells).
The "blessing" for the undead should be banned (as it was in all earlier parts of Heroes).
Regarding the Necrolizer, if possible, leave it with the function of transforming units into skeletons (or all types of units... meaning levels 1-7... or only the first level), rather than removing it completely.

Can the "Recruitment" skill be made functional not only when the hero is in a town?

Added 9 minutes later
P.S.
SRD
because the army had to include living units,
perhaps only for some Campaign... a single case.
But otherwise... taking a Necromancer to play with living units... that's rough :D
Neither a class skill nor morale, even with "Leadership".

» Squads consisting of 3 allied races: -1 Morale;
» Squads consisting of 2 enemy races: -1 Morale;
» All other combinations: -2 Morale.

...and also based on the relationship of the squad with the hero:
» 0 if the hero is of an allied race;
» -2 if the hero is of an enemy race

...in general, the "Empathy" skill will definitely be useful:D
In reply to kiko
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#559
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Living undead can be quite useful, let me explain: let's say, as mentioned before, the necropolis is removed, several players are playing, and there are a few additional towns on the map. Suppose a necromancer encounters an enemy army of roughly equal strength and wins, but ends up severely weakened (only zombies survive :D).
Where else can he get reinforcements if not from other towns?
P.S.: By the way, at the beginning of the campaign for Markel, I was very upset by the fact that he had leadership – I even thought that something might happen to him later, and he would be left without leadership, but this did not happen. Instead, I finally upgraded some inhabited mines:cool:
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#560
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In the neighboring thread, there's a lot of discussion about the balance of archers, so I decided to add fuel to the fire while the debate is still raging: D - advise me on something - here are the High-Elf archers - they will be on the second tier, and the swordsmen on the third, as I believe that almost all elves receive a bow and learn to shoot from an early age, even before they learn to use the potty, but swordsmen are less common, and therefore not everyone is suitable for this (let's say it's a kind of elite unit). Description: Almost every elf learns to use a bow and arrows from birth, so it's not surprising that the units of elven archers are the most numerous in Irollan's army. Forest Guardians, being the most skilled archers of Asahan, know their weapons better than anyone else; every arrow fired on the battlefield will not go unnoticed by them, and no archer will be able to catch them off guard.
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... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...