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Posts from NAF – New artifacts with unique properties.

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In reply to Dyrman
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9 years ago
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Dyrman
Maybe we could do something similar to the standard and extended versions, like NHF and NHF_E? The first would only contain balance adjustments for Multiplayer, while the second would include everything else. This way, we could accept practically any artifact ;)
Also, the same principle could be applied to NCF.
There are still many free IDs, so it's possible, but sooner or later, the space will run out. I could, of course, take a risk and try to change the second byte; maybe the game will accept it. Then the number will be practically unlimited (65535).
And NCF, in theory, can be expanded to 65535; 1000 is probably an artificial limitation. Or the game doesn't read more than a three-digit number, which is doubtful and very strange.
Dyrman
People will still want to see a lot of things, even imbalanced ones, in single-player, but in Multiplayer, it will be problematic.
For single-player, if the campaign or scenario is really cool, like WOE, I will definitely create the necessary artifacts; they just won't appear in place of random ones
In reply to mrHalfer
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9 years ago
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mrHalfer

For single-player, if the campaign or scenario is really cool, like WOE, I will definitely create the necessary artwork, they just won't appear in place of random ones.
Can we play a multiplayer map? Just one player against a weak AI, for example. ;)

Reserve 60 artworks and leave another 40 for other needs. Too large a number isn't always good either. But I would like to add one more byte. ;)
In reply to riding
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9 years ago
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riding
1. Why?
2. For personal use, and it's not overpowered.
3. Is it possible to make an artifact unique to each faction, and is it possible to add a unit's ability to the artifact and tie this artifact to a specific upgrade or faction?
4. Who is making the new upgrade (EWA)?
1. What "why"? Why can't there be an imbalance? Because it's an imbalance. ))
2. Until you tell me what you want, I still won't be able to understand what's so special about it. And the expression "for personal use" is unclear. Does this mean that this artifact should only be made for you, and not included in the mod version "for everyone"?
3. Yes, it is possible to make the artifact have different effects on different factions. I don't understand what you mean by "how do you want to tie a unit's ability to a hero?" Give an example.
4. It's better to ask in the EWA topic. But since you asked. Fauch made the creatures with someone's help, and 7 more creatures were taken from the RedHeavenHero campaign "Empire of the Unicorn." I don't know who made the creatures for this campaign.

Added 1 minute ago
Dyrman
Can we play a single-player map, just one player against a weak AI, for example? ;)

Reserve 60 artifacts and leave 40 more for other needs, for example. Too many, on the one hand, is not always good. But I would like to add one more byte. ;)
Let's start with normal artifacts, and then, if we get bored, we'll think about adding an extended version. ;) We need to survive the first moments when there may be a lot of irrelevant suggestions, and then it will subside and it will be easier. ))

Regarding 65535 IDs, I agree that this is too much, but no one is saying that they all need to be used :D
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9 years ago
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It would be possible to introduce a new class of artifacts, something like ultra-relics. They would be obtained only from combining different artifacts into one.
In reply to Dyrman
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9 years ago
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Dyrman
We could introduce a new class of artifacts, something like ultra-relics. They would be created only from composite parts – other artifacts, but combined into one.
And we already "came up" with one such artifact yesterday :D I won't tell you yet, let it be a surprise ;)
In reply to mrHalfer
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9 years ago
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mrHalfer
We already "came up" with one such idea yesterday :D Don't tell anyone yet, let it be a surprise ;)
So, it's necessary to include this in the rules ;)
And players should know that they can also suggest excessively powerful artifacts, but then they will have to be divided into parts.
In reply to Dyrman
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9 years ago
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Dyrman
It is necessary to include this in the rules ;)
And let the players know that they can also suggest excessively powerful artifacts, but then they will have to be divided into parts.
Added to the first post, in the "features" section :)
In reply to riding
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9 years ago
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riding
what's up?
1. what's the difference between a "set" and a "composite" item?
2. for example: the "Demon's Fiery Shield" artifact gives 25% resistance and vulnerability to fire to all 1st-tier demons.
Who's upset? O.o Nothing like that happened :D
1. A set occupies several slots; you need to equip all its items. A composite item, when you collect all its parts, transforms into a single artifact and, accordingly, occupies only one slot.
2. I'll say that no, because I personally can't do that :D Regarding linking properties to artifacts that will directly manifest themselves on the battlefield, I still don't fully understand.
In reply to Dyrman
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9 years ago
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Dyrman
We could introduce a new class of artifacts, something like ultra-relics. They would be obtained only from combining different artifacts, merging them into one.
In reality, these would be the true relics. When comparing to Heroes 3:
minor artifacts in H5 = treasures in H3
major artifacts in H5 = minor artifacts in H3
relics in H5 = major artifacts in H3
super relics = relics in H3

Relics in H3 (or super relics for H5) are artifacts that provide +4-6 to all stats. But we shouldn't overdo it; I think a reasonable limit would be top-tier artifacts like:
+6 to all stats;
+12 to one stat.
In reply to Nargott
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9 years ago
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Nargott
Relics in Heroes 3 (or super relics in Heroes 5) are artifacts with a +4-6 bonus to all stats. However, it's important not to overdo it. I think the maximum should be top-tier artifacts like:
+6 to all stats;
+12 to one stat.
Want to be a balance advisor? ;)
In reply to mrHalfer
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9 years ago
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mrHalfer
Want to be a balance advisor? ;)
There's not much to advise on here, just the main points:

1) 2,500 is the cost for 1 stat point.

2) Multipliers of 70%, 50%, 35%, etc. (a coefficient of 0.7) for each secondary effect that does not directly synergize with the primary effect (for example, attack + luck + morale + initiative are synergistic because they work in the same direction, increasing damage per unit of time, while attack + defense or magic + knowledge are not).

So, a hypothetical artifact with +6 to all stats should cost 6 * 2,5 * (1 + 0.7 + 0.5 + 0.35) = 15 * 2.55 = 38,000, rounding is acceptable.
For penalties, apply a multiplier of 50% immediately if there is no synergy (instead of 70%).
Examples:
- Marcellus' Skull (+5 to magic and knowledge, -2 to morale), value = 5 * 2.5 * (1 + 0.7) - 2 * 5 * 0.5 = 16,000.
- Holy Sandals (+1 to all stats, luck, and morale), value = (6 + 5 + 2.5) + 2.5 * (0.7 + 0.5 + 0.35) = 17,000.

3) Effects of +1 speed or +10% initiative should be valued at 10,000 (like +4 stat), it is desirable to keep such things in relics, as well as the claw with +1 damage (10-12,000).
Examples:
- Ogre Club (+5 to attack, -5% to initiative), the initiative penalty is synergistic because it reduces the DPS, which is increased by the attack, value = 5 * 2.5 - 5 = 7.5 thousand (can be 7 thousand, it doesn't matter).
- Ogre Shield (+5 to defense, -5% to initiative), the initiative penalty is not synergistic, i.e., it is calculated with a 50% multiplier, value = 5 * 2.5 - 5 * 0.5 = 10,000.
The increased value of the shield shows the fact that this artifact is important primarily for mages, for whom the initiative penalties for troops are almost irrelevant, whose main task is to endure while the hero kills with magic. At the same time, the club is not particularly attractive to either a mage or a warrior, because the initiative penalty contradicts any aggressive tactics using attack.

4) Effects with a penalty to initiative should be valued higher, at least at a rate of 10/9 = 1.11 for a -10% penalty (11,000) and 10/8 = 1.25 for a -20% penalty (25,000).

5) Additional spells for artifacts should be valued by comparing them to the cost of magic tomes:
- 10,000, minimum relic for a 5th-level spell.
- 6,000, minimum major for 4th-level spells.
- 3,000 for level 3.
- 2,000 for level 2.
- 1,000 for level 1.

6) The cost of +1 luck = 6,000, +1 morale = 5,000.
7) The cost of -1 luck = 5,000, -1 morale = 6,000 (5,000 if it's a penalty to your own troops, not the enemy's).
8) The cost of 10% resistance (boots) = 5,000.

Artifacts in the original do not quite correspond to this pricing policy; many are imbalanced in terms of price, and often in terms of rarity, such as cheap and easily accessible artifacts for luck, morale, speed, initiative, and complex stats (Forgotten Armor for an overpriced cost).
In reply to riding
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9 years ago
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riding
So, you can only add stats?:D
2. So, I'll wait.
3. Can you list all the properties of artifacts so I know what can be done and what can't.
Artifacts essentially only have stats that affect the hero's characteristics (Morale, Luck, Attack, Defense, etc.).
Everything else is done with scripts. See the screenshot in the first post for an example. There will be more screenshots later.

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