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Posts from NAF – New artifacts with unique properties.
Theoretically, NCF can be expanded to 65535; 1000 is likely an artificial limit.
We specifically made it an even number = 1000 (we initially wanted a round number = 1024, but then we made it 1000), and populating more than 1000 links for these IDs would have been very tedious, and we didn't even reach that maximum, but it is possible to increase it! :smile13:
We specifically made the number equal to 1000 (SimonaK), and it would have been very tedious to create more than 1000 links for these IDs, and by the way, we didn't even reach that maximum, but it is possible to increase it! :smile13:
Well, I thought that they simply limited it on purpose. I understand the point about creating links :D I got tired of making 158 links :D But if I had to make more than 700, I would write a script that would do at least most of the work, otherwise, you'll go crazy doing it manually.
UPDATE: I checked, you can also change the second byte, so there are practically an unlimited number of artifacts :smile13:
Here are a couple of ideas for artifacts:
Archmage's Tome [Ancient Relic] [left hand] - nothing like it exists in Heroes 3 Bonuses: +5 Knowledge +5 Spell Power - Allows casting any spell from all 4 schools of magic (Darkness, Light, Chaos, and Summoning) - If the hero has the "Wisdom" ability, they also gain the ability to use spells at the Advanced level. - If the hero has the "Secret Knowledge" ability, they also gain the ability to use mass spells. Consists of: - Tome of Dark Magic - Tome of Light Magic - Tome of Chaos Magic - Tome of Summoning Magic - Tome of Power
Sphere of Prohibition [Relic] [left hand] - Heroes 3 Bonuses: - Prevents heroes (and creatures, if that's even possible) from using spells on the battlefield. Except for abilities like Prayer, Destruction, and Strike from Above, etc.
Ment
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By the way, am I correct in understanding that composite artifacts don't block the corresponding slots from the individual artifact components, unlike in Heroes of Might and Magic III? If so, then we should say that composite artifacts are clearly more powerful than sets, and... This is an interesting mechanic.
The Tome of the Archmage – giving an effect from a skill artifact (or from all 4 magic tomes) for a simple artifact, enhanced with additional features, and also adding stats – this is exactly the kind of case that goes beyond the limits of balance. In other words, it shouldn't be included in the multiplayer version.
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Giving an effect from a spellbook (or from all 4 types of magic) that is enhanced with additional features, along with stats, in exchange for a simple artifact is an example of something that goes beyond the limits of balance. Therefore, it shouldn't be included in the multiplayer version.
The bonuses from the Wisdom and/or Secret Knowledge skills, or stats, can be removed, but it's still better to leave at least one of them, since the Tome of Power is included in the set. Decide for yourselves what to remove/leave.
Added 11 minutes later
You could also make it so that existing sets (from the original game) merge into one item with corresponding names, e.g., Dragon Strength, Sar-Issa Regalia, Embrace of Death, etc.
Giving an effect from a Special Ability (or from all 4 magic tomes) as a reward for a simple artifact, enhanced with additional features, and also adding stats – this is exactly the kind of situation that goes beyond the limits of balance. In other words, it shouldn't be included in the multiplayer version.
I agree with Nargott, this is a complete imbalance, and it's not needed in single-player either! As an alternative: for collecting all the tomes of power, give some 1 useful skill or spell.
U.n.k.n.o.w.n.
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atlant108, it's still too early to talk about imbalance, as only one composite artifact has been proposed. I think the bonus from the Tome of Power can be made as in the original: (changes are highlighted in red)
Tome of the Archmage [Ancient Relic] [left hand] - something similar exists in Heroes 3 Bonuses: - Allows casting any spell from all 4 schools of magic (Darkness, Light, Chaos, and Summoning) - [+] +1 to Spell Power and Knowledge if the hero does not yet have the "Education" skill - [+] +2 to Spell Power and Knowledge if the hero has "Secondary Education" - [+] +3 to Spell Power and Knowledge if the hero has "Higher Education" Consists of: - Tome of Dark Magic - Tome of Light Magic - Tome of Chaos Magic - Tome of Summoning Magic - Tome of Power
Added 16 minutes later
It would be good to create a list of accepted/implemented (or those that can be implemented) artifacts and pin it in the first post.
Nargott
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In general, if you create collections in this way, i.e., as a single artifact resulting from a series of others, you can't simply add up all the effects, because the new artifact only occupies one slot. The same four tomes of magic are fine as long as they are separate, because you can't use all four simultaneously in battle, but here the combined effect is like that of a single, powerful artifact. On the other hand, if you make the effect less than the direct sum, it will turn out that the collection will be inferior to the individual components in some ways. Therefore, I don't particularly like the idea of such collections that combine everything into one slot. But there is an alternative approach in Diablo, where different components are gathered in the Horadrim Cube, and the result is something fundamentally new, not related to the old.
A remarkable feature of classic collection artifacts is that they occupy several slots. Because of the collection effect, an artifact that is not very strong individually could be placed in one of the slots, i.e., there was some competition for the slots, what to wear, whether to collect the collection, whether to collect it completely. But when everything is in one slot, you don't need to think about anything, just collect the bonuses. How this will be in single-player, I don't know, but in Multiplayer, such things are unlikely to be needed.
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U.n.k.n.o.w.n.
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Nargott, the Skill for mages not only grants all spells but also allows using them at an expert level in the Tome of the Archmage, which the latter doesn't have. And it's not necessary that all players focusing on mages will invest in this ability, and we shouldn't forget about other factions either. Yes, I'm also not very happy that some things will be combined into one; I think there will be sets like in the original, which will be located in several slots of the hero and provide additional bonuses.
Mokara
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You could add the golden goose from the second game))) I have some ideas for artifacts: 1)Holy Water. Initiative of all undead creatures -20%, when casting the "Holy Word" spell, magic +10, prevents casting "Unholy Word". 2) Ribbon of the Messenger. Reduces the aggression of monsters, allows you to exchange it for 1 building in any city for free.
The artifacts in the original game don't quite match this pricing policy; many are imbalanced in terms of price, and often in terms of their power level. For example, cheap and easily accessible artifacts that boost luck, morale, speed, and initiative, as well as providing comprehensive stats (like Forgotten Armor, which is overpriced).
I think, for the sake of balance, the cost of the original artifacts will need to be adjusted.
MasteR
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As an alternative, in the Archmage tome, grant spells from all schools, but only of the 4th and 5th circles. Or, conversely, grant spells from the first three circles of each school, and their mass or wave-enhanced Arcane versions.
You could add the golden goose from the second game.))) Here are some ideas for artifacts: 1)Holy Water. Initiative of all undead creatures -20%, when casting the "Holy Word" spell, magic +10, prevents casting "Unholy Word". 2) Ribbon of the Messenger. Reduces the aggression of monsters, allows you to exchange it for 1 building in any city for free.
As an option, in the Archmage tome, grant spells from all schools, but only of the 4th and 5th circles. Or, conversely, grant spells from the first three circles of each school and their mass or wave-enhanced Arcane analogs.
Definitely not 4 and 5, as these are all advanced technologies in one key, but 1-3 is fine. Regarding mass spells, I'm not sure (also a kind of advanced technology), but enhanced spells are definitely bad to give because it violates the racial uniqueness of Warlocks.
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