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Posts from NAF – New artifacts with unique properties.

4.4 (5 ratings)
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9 years ago
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Here are a couple more ideas for artifacts: Create 4 new major-class artifacts that will be improved versions of the amulet / cloak / boots, and trident, and will increase the damage of the corresponding spells by 100% instead of 50%. Collecting the entire set will grant magic resistance reduction against the enemy. An idea to consider: what if we create a class of artifacts that, when obtained by a hero, will increase their stats and then disappear from the game. For example, a hero finds a rare plant, "eats" it, and as a result, their attack increases by 1-2 points. Added 13 minutes later
U.n.k.n.o.w.n.
Since Tome of Archmage is overpowered, I suggest an alternative: Sphere of Dark Magic [Relic] [right hand] - there is nothing similar in Heroes 3 Bonuses: - Allows the use of Dark Magic spells (those learned by the hero or with the help of the corresponding tome of magic) at the Expert level. (if this is even possible to implement) Sphere of Light Magic [Relic] [right hand] - there is nothing similar in Heroes 3 Bonuses: - Allows the use of Light Magic spells (those learned by the hero or with the help of the corresponding tome of magic) at the Expert level. (if this is even possible to implement) Sphere of Chaos Magic [Relic] [right hand] - there is nothing similar in Heroes 3 Bonuses: - Allows the use of Chaos Magic spells (those learned by the hero or with the help of the corresponding tome of magic) at the Expert level. (if this is even possible to implement) Sphere of Summoning Magic [Relic] [right hand] - there is nothing similar in Heroes 3 Bonuses: - Allows the use of Summoning Magic spells (those learned by the hero or with the help of the corresponding tome of magic) at the Expert level. (if this is even possible to implement) Set "Master of Dark/Light/Chaos/Summoning" Set bonuses: +5 Knowledge +5 Spell Power The set includes: - Tome of Dark/Light/Chaos/Summoning Magic - Sphere of Dark/Light/Chaos/Summoning Magic I think this option should cause less discussion.
Collect 8!!! artifacts of the "Relic" class to get a bonus like from one Skull of Marchel?
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9 years ago
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Collect 8 artifacts of the "Relic" class to receive a bonus as if from a single Markal's Skull?
As I understand it, there are only two, meaning there are four different sets.
Otherwise, you simply wouldn't be able to equip so many items in your right hand at the same time.
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9 years ago
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Here's another idea for a new artifact:

Amulet of Haven (Relic class)

Effect: Cancels all effects from artifacts that influence initiative in combat. (I.e., if the artifact is equipped, the effects of artifacts like the Staff of the Underworld, Rings of Speed, and various modifiers from dragon artifacts have no effect in combat).
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9 years ago
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Hmm... Write a script that removes certain artifacts from an enemy (and friendly) hero before battle? But at the same time, it adds stats from various dragon sets? Well, generally speaking, it's okay, but I find it somewhat overpowered. The opponent will definitely equip such artifacts, and we can save a lot of slots by knowing that they are not needed... This is like the red orb in Heroes 3, which many people understandably dislike.
In reply to Ment
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9 years ago
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Ment
Hmm... Write a script that removes certain artifacts from an enemy (and friendly) hero before the battle? But at the same time, add stats from various dragon sets? Well, it's generally okay, but I find it somewhat overpowered. The opponent will definitely equip such artifacts, and we can save a lot of slots by knowing that they are not needed... This is like the red orb in Heroes 3, which many people understandably dislike.
Removing artifacts from an enemy hero will result in them losing other bonuses from those artifacts as well. And while you can temporarily increase their stats during the battle, you cannot replicate the other effects
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9 years ago
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Ment
Hmm... Write a script that removes certain artifacts from the enemy (and friendly) hero before battle? But at the same time, it adds stats from various dragon sets? Well, generally speaking, it's okay, but I find it somewhat overpowered. The opponent will definitely equip such artifacts, and we can save a lot of slots by knowing that they are not needed... This is like the red orb in Heroes 3, which many people understandably dislike.

I think the opponent should assess the risks when equipping the Staff of Underworld, Ring of Swiftness, and a bunch of other dragon artifacts all at once.

However, of course, such an artifact can make mages extremely powerful in the late game, so if you remove initiative effects from regular artifacts, then also remove them from mini-artifacts.
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9 years ago
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Removing artifacts from an enemy hero will result in them losing other bonuses from those artifacts as well. And while you can temporarily increase their stats, you can't remove the other effects.
There don't seem to be any other effects on such artifacts. Although, there are bonuses from sets...
Then I'm curious how to implement this. Various dragon artifacts with selective initiative bonuses can't be canceled in any other way.
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9 years ago
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Maybe just the "Ring of Unbending Will," which nullifies the effects of the artifacts Staff of the Underworld, Ring of Speed, and Ring of Swiftness for both sides.
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9 years ago
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Ah, here's the situation. In the end, the dragon set only affects stats; you can add them up and remove artifacts.
There's also the Staff of the Underworld, and we'll have to figure something out for it. We could, of course, try to give the hero a bonus to initiative, but I don't remember how to do that with scripts anymore. The initiative bonus should be 25%, as I understand it, to compensate for the 20% initiative reduction.
The remaining artifacts can be removed and compensated for with stats.
I think the opponent should assess the risks when equipping the Staff of the Underworld, the Ring of Speed and Swiftness, and a bunch of dragon artifacts all at once.
Well, it's hard to say. Maybe this will lower the value of these artifacts and diversify the game. Or maybe it will turn out like with the Red Sphere, which kills an entire important gameplay element.
Maybe just a "Ring of Unwavering Will" that cancels the effects of the Staff of the Underworld, the Ring of Speed, and the Ring of Swiftness for both sides.
By the way, if we're going to create such an artifact, it should take up an important slot. Armor or a hand slot, for example...
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9 years ago
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And one more thing, just for your information.
There is no function in the game to "remove a spell from a hero." All spells are given to a hero permanently.
Therefore, we decided that all new artifacts that grant spells to a hero should be "Ancient Relics."
And all "Ancient Relics" are given as non-transferable, and the effect of granting a spell is "Passive."
This is the only way to make it so that it doesn't look like a workaround and the system works uniformly, without any unnecessary nuances.
There is already one such artifact in the test version. It is very... Special. And to collect it, you will even have to complete a "mini-quest" (we are waiting for the first person to find this artifact :D)

Don't confuse them. Scripts are scripts, and effects from standard artifacts are something completely different. There is currently no way to link these effects to other artifacts.
I understand that many of you may not know what can be done and what cannot. I am saying all this only so that you are not surprised why some good ideas will not be implemented.
In reply to mrHalfer
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9 years ago
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Okay, I've reworked it; I hope it's better now:)

1. Set "Forest Oracle":
1) Druid's Crown
- level: relic
- appearance: deer head, like the High Druid's
- effect: immunity to mind magic (negates the effect of the "Sandro's Cloak" artifact)
2) Silanna's Cloak (already in the game)
- level: minor
- effect: 50% resistance to earth element
3) Druid's Staff
- level: relic
- appearance: High Druid's staff
- effect: +4 spell power, increases mana regeneration speed
4) Silanna's Shackles
- level: great
- appearance: tree root or branch
- effect: -1 speed for friendly units, -20% initiative for enemy creatures
Set bonuses:
- luck of all friendly units cannot be lower than zero

2. Set "Elrat's Radiance":
1) Saint's Palantir
- level: great
- effect: +2 to defense, immunity to the "Unholy Word" spell
2) Crown of Foresight (already in the game)
- level: minor
- effect: increases vision range
3) Pendant of Free Will
- level: minor
- effect: immunity to the "Domination" spell
Set bonus:
- morale of all friendly units cannot be lower than zero

3. Set "Celestial Warrior"
1) Blade of Revelation (left hand)
- level: ancient relic
- effect: +2 to defense, +2 attack, grants the "Resurrection" spell
2) Blade of Retribution
- level: ancient relic
- effect: +6 to attack, grants the "Divine Vengeance" spell
Set bonus:
- resurrects half of the units fallen in battle

Added 7 minutes ago
Nothing seems to be working for me - I downloaded the ORIGINAL.zip file, extracted both executables into the bin folder, created a map using the new editor, and launched the game using the new executable, but all the artifacts on the map are standard (I removed the checkmarks from all artifacts as required) - where did I go wrong?
In reply to SRD
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9 years ago
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SRD
Okay, I reworked it, I hope it's better now:)
3. Set "Celestial Warrior"
1) Blade of Revelation (left hand)
- level: ancient relic
- effect: +2 to defense, +2 to attack, grants the "Resurrection" spell
2) Blade of Retribution
- level: ancient relic
- effect: +6 to attack, grants the "Divine Vengeance" spell
Set bonus:
- resurrects half of the squads that fell in battle
Ancient relics are composite artifacts made from ordinary relics. So, to obtain each of them, you need at least 2 parts of their ordinary relics. For example, simply break both swords into "blade" and "hilt".
SRD
Nothing works for me - I downloaded the ORIGINAL.zip file, extracted both executables into the bin folder, created a map using the new editor, and launched the game through the new executable, but all the artifacts on the map are standard (I removed the checkmarks from all artifacts as required) - where did I go wrong?
Are there random artifacts on the map? ) Place more of them on the map.

P.S. The new artifacts are not yet displayed in the list of items for placing on the map (right panel of the editor) because the new index.bin file has not yet been created.

UPDATED: I packed it incorrectly, I'm repacking it now. I forgot to put the pak file in the archives without NCF >.<
UPDATE 2: I updated the files on Yandex Disk, download them again.
In reply to mrHalfer
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9 years ago
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mrHalfer
Did you put the PAK file in the correct folder?
And does the map have at least some random artifacts? ) Add more of those to the map.

P.S. The new artifacts are not displayed in the item list for placing on the map (right panel of the editor) because the new index.bin file has not been created yet.

UPDATED: I packed it incorrectly, I'm repacking it now. I forgot the pak file xD
:D I was already getting worried - I'll check it out now)))
I'm curious, how did others test it :smile24:
In reply to SRD
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9 years ago
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SRD
I'm curious, how did others test it? :smile24:
Many have NCF installed; in the versions for NCF, there was a pak file from NAF. ))

This is approximately what all the new artifacts look like on the map; new models haven't been created for them yet. The version is still early. :)
In reply to mrHalfer
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9 years ago
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SRD
3. Set "Celestial Warrior"
1) Blade of Revelation (left hand)
- level: ancient relic
- effect: +2 to attack, +2 to defense, +2 to damage, grants the "Resurrection" spell
2) Blade of Retribution (right hand)
- level: ancient relic
- effect: +8 to attack, grants the "Divine Retribution" spell
Set bonus:
- resurrects half of the fallen units in battle
mrHalfer
Ancient relics are composite artifacts made from ordinary relics. So, to obtain each of them, you need at least 2 parts of their ordinary relics. For example, you can simply break both swords into "blade" and "hilt"

Can one artifact be included in two sets? Then the swords I proposed can be broken down into components as follows:

1. Set Blade of Revelation (left hand)
1) Angel's Blade (right hand)
- level: relic
- effect: +1 to damage, +2 to attack, +2 to defense
2) Flask of Holy Water (pocket)
- level: relic
- effect: +1 to damage, +4 sp
Set bonus:
- +2 to attack, +2 to defense, +2 to damage, grants the "Resurrection" spell

2. Set Blade of Retribution (right hand)
1) Angel's Blade (right hand)
- level: relic
- effect: +1 to damage, +2 to attack, +2 to defense
2) Candle "Flame of Inquisition" (pocket)
- level: relic
- effect: -1 to damage, +4 to attack, +4 sp
Set bonus:
- +8 to attack, grants the "Divine Retribution" spell

In the case of the "Celestial Warrior" set, the artifacts are not combined into one, but in the case of the blades of revelation and retribution, the components are combined into one artifact irrevocably

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