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10 years ago
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There is another interesting ability – Inspiration
(The hero gains the ability to move a stack of creatures forward on the initiative scale by 0.33). This ability is used for 1 turn and applies only to one unit,
but what if it were made available to all units, like a prayer?
In reply to atlant108
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10 years ago
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Not interesting – what’s the point if there’s mass haste? If you apply Haste to everyone every turn, the effect is approximately the same as casting mass haste, but the hero has to spend every turn casting Haste.
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10 years ago
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Why? It's actually quite interesting. Firstly, nothing prevents you from applying mass acceleration as well. Secondly, the effect is different; it's not a constant increase in initiative, but a one-time shift on the scale. That is, it depends, among other things, on the frequency of the hero's turn, and with empathy, it will be very powerful. If you can take both empathy and inspiration from a Knight at the same time, I don't remember the wheel.
10 years ago
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For Knights, empathy is achieved through inspiration, but isn't giving the entire army a free shift of one-third of the morale bar each round, or even more often, a bit too much?
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10 years ago
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Inspiration works much more interestingly on a specific target stack than on everything, as there is a difference between selecting a target and simply clicking on all units at once. Besides, it would be good to make sure that such a method is technically feasible, which I highly doubt.
In reply to Nargott
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10 years ago
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Nargott
Besides, it wouldn't hurt to make sure that such a method is technically feasible, which I highly doubt.
You're right to doubt – it doesn't work to apply Inspiration to a group.
In reply to DirtyLiar
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10 years ago
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DirtyLiar
You are right to doubt – it doesn't work on all units; Inspiration doesn't affect the entire army.

Is it technically possible to make it work for all units? Otherwise, it loses its meaning. But if that's not feasible, we can consider these options:

1) Retribution
(increases the damage dealt by creatures by 5% for each point of positive morale, but no more than 25%)


2) Empathy
(each time a creature of the hero triggers positive morale, the hero moves forward on the ATB scale by 0.10. If negative morale is triggered, it moves back by 0.10)


3) Preparation
(after placing a stack in defense, it strikes first in each attack against it, even if the attacking creature has the "No Resistance" ability. In addition, if the defending stack has the "Endless Retaliation" ability, it deals two blows: one before the attacker's blow, and the second - after)

In reply to serovoy
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10 years ago
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serovoy
With Knights, empathy is achieved through inspiration, but isn't giving the entire army a free shift of one-third of the morale bar every round, or even more often, a bit too much?
I agree – it's excessive.
In reply to SRD
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10 years ago
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Can an effect from a specialization be linked to a skill? There's one interesting specialization – "Vessel of Elrath" – this very grandiose thing could easily be a Super Skill. So, we could rename the Super Skill to something like "Vessel of Elrath" (I would rename "Vengeance" from an attack to something like "Spirit Force"). The new "Vessel of Elrath" would be the old "Unrelenting Force" plus the effect of the "Vessel of Elrath" specialization.
In reply to SRD
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10 years ago
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I've always been surprised by people who ask questions they could easily answer themselves if they just thought about it for a moment. But why think when it's easier to ask, right? In the technical description of skills, the following line (highlighted in bold) defines the parameter for the additional "bonus":
SKILLTYPE_SKILL
HERO_CLASS_NONE

HERO_SKILL_NONE
So, what kind of buff can there be in the "Vessel of Elrath" specialization? On whom is it applied? And how?
In reply to DirtyLiar
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10 years ago
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I haven't personally explored this – I don't know everything. By suggesting different ideas, I might inspire more knowledgeable people to come up with another solution to this problem. Besides buffs, are there any other ideas on what can be done with the Knight's special ability? I think the weakness of the Knight's special ability compared to other special abilities is an undeniable fact.
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10 years ago
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You can add parameters, abilities, or spells to creatures using the Blood Wrath bonus.
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10 years ago
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Three small balance mods have been prepared, which adjust the base growth rate of the Dungeon faction and the elite units of the Stronghold faction, in accordance with the classic game:

A mod that changes the growth rate of beasts, furies, and harpies from 5 to 6:
Download https://yadi.sk/d/CPFp9FYGs7aKd

A mod that changes the growth rate of scouts, assassins, and archers from 7 to 8:
Download https://yadi.sk/d/3tws4ej5s7XW5

A mod that changes the growth rate of assassins, executioners, and chieftains from 5 to 4:
Download https://yadi.sk/d/nPx8J231sCdkJ

Place these files in the UserMODs folder.

P.S. Best regards, the author!
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9 years ago
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The **Gold** mod significantly enhances all new creatures from the Tribes of the East add-on. That is, the 3rd upgrade for creatures in castles. Almost all main parameters have been increased, and new interesting ABILITIES have been added! But these creatures cost a lot of gold and resources... **The point is that if a player wants to get very strong creatures, they must search for and conquer many resources!** If they don't have them, they will have to buy units of the first or second upgrade.
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9 years ago
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Here is an alternative version of the mod

1) Tier 3 creatures have been strengthened in a balanced way.
2) ALL races now have NEW unique abilities.
3) All archers and sorceresses have initiative 8, because the speed of ALL creatures is initially limited to 5.
4) All archers and sorceresses have retaliatory strike, so there is no temptation to quickly kill the opponent's ranged units at the beginning of the battle.
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