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Posts from UNIT - Creature Balance + Visual Changes

4.8 (5 ratings)
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9 years ago
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Version 2.3
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Download link https://yadi.sk/d/DMivPpEa3CxvSD .
Presentation on the updated movement animation of some creatures https://youtu.be/6hGwUf6BKlE
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<<mechanics and balance>>

(Changes in characteristics compared to previous versions of the mod are indicated in parentheses)

Haven:

-Landlords (alt. grade). Defense 2(+1).
-Battle Griffins (alt. grade). "Devastating Dive" ability now deals damage equal to 100% of the creature's attack (+25%).
-Paladins (grade). Damage 20-35(+5 max damage), Health 100(-10, default value), -Icy Calm, + Aura of Courage.

Inferno:

-Demons (base). Damage 1-3(+1 max damage).
-Fire Demons (grade). Damage 2-4(+1 min damage).
-Cerberi (grade). Damage 4-7(+1 max damage).
-Demonesses (grade). Defense 7(+1), Health 35(+5).
-Temptresses (alt. grade). Health 30(-2).
-Pit Lords (grade). Mana 25(+5), +Magic Resistance -25%
-Pit Spawn (alt. grade). Damage 17-31(+4 min damage), -Magic Resistance -50%, +Magic Resistance -75%, "Slaying Blade" ability now deals 3 units of damage per creature (+1 unit).

Necropolis:

-Death Knights (grade). Attack 26(+2, default value), -Annihilation, +Chilling Grip (Devastating Grip), + Death Blade (Slaying Blade).

Sylvan:

-Ancient Ents (grade). Defense 26(+1), Health 145(+10).
-Wild Ents (alt. grade). Defense 24(+2) Health 136(+10).
-Bronze Dragons (grade). Health 210(-20).
-Crystal Dragons (alt. grade). Health 220(+10).

Dungeon:

-Minotaurs (base). Attack 6(+1), Defense 4(+2), Damage 6-9(+2 min and +2 max damage).
-Minotaur Guards (grade). Attack 8(+3), Defense 6(+2), Damage 7-10(+4 min and +3 max damage), Health 42(+2), Speed 6(+1).
-Minotaur Overseers (alt. grade). Damage 6-9(+1 min and +1 max damage), Defense 8(+2), Speed 6(+1).
-Lizard Riders (base). Health 50(+10).
-Nimble Riders (alt. grade). Defense 12(+2), -Agility.
-Mistresses of the Night (alt. grade). -Invisibility.


Academy:

-Iron Golems (base). Attack 6(+1), Defense 6(+1), Health 22(+4), Initiative 8(+1).
-Steel Golems (grade). Attack 8(+2), Defense 8(+2), Health 30(+6), Speed 5(+1), Initiative 8(+1).
-Obsidian Golems (alt. grade). Attack 8(+2), Defense 5(+1), Health 24(+4), Speed 5(+1).
-Djinn (base). Health 50(+10).
-Thunderers (alt. grade). "Storm Summoner" ability now deals 30 units of damage per creature (-5 units).


Fortress:

-Jarls (grade). Initiative 10(-1).
-Earls (alt. grade). Defense 25(+1), Health 130(+5), Initiative 12(+2).


<<visual and sound effects>>
General changes:

-Some combat spells and machines have received updated animations.

Haven:

-Imperial Archers (grade). <fixed the display of the new creature model on the map.>
-Crossbowmen (alt. grade). <fixed the creature's animation when entering melee combat>
-Archangels (grade). <movement animation changed>
-Seraphim (alt. grade). <movement animation changed>


Necropolis:

-Plague Zombies (grade). <animation of "weakening strike" ability changed>
-Ghosts (grade). <movement animation changed>
-Spirits (alt. grade). <movement animation changed>
-Vampires (base). <animation of "drain" ability changed>
-Ancient Vampires (grade). <sword animation added for the creature on the map.> <animation of "drain" ability changed>
-Vampire Lords (alt. grade). <animation of "drain" ability changed>
-Death Knights (grade). <animation of "chilling grip" (devastating grip) ability changed>
-Ghost Dragons (grade). <movement animation changed>
-Astral Dragons (alt. grade). <fixed eye animation in battle when hovering the cursor> <movement animation changed>


Sylvan:
-Dryads (grade). <movement animation changed>
-Nymphs (alt. grade). <movement animation changed>
-Death Dancers (grade). <fixed the creature's sword texture on the map>
-Wild Ents (alt. grade). <animation of "forest rage" ability changed>


Dungeon:
-Shadow Mistresses (grade). <movement animation changed>
-Mistresses of the Night (alt. grade). <movement animation changed> <projectile animation added when firing>
-Red Dragons (alt. grade). <animation of "incineration" (annihilation) ability changed>


Academy:

-Djinn Sultans (grade). <movement animation changed>
-Djinn Viziers (alt. grade). <movement animation changed>


Fortress:

-Spear Throwers (base). <animation of "crippling wound" effect changed>
-Spear Masters (grade). <animation of "crippling wound" effect changed>
-Rune Priests (base). <animation of "fire sign" effect changed>
-Priests of Arkat (grade). <animation of "fire sign" effect changed>
-Flame Priests (alt. grade). <animation of "fire sign" effect changed>
-Jarls (grade). <animation of "fire sign" effect applied by "flame strike" ability changed.>
-Ice Dragons (alt. grade). <death animation changed> <death sound changed> <attack sound changed> <damage received sound changed>


<<economy>>

Haven:

-Building "Archer Tower" (creature level 2, base). Price: Wood 5(+5), Ore 5(-5), Gold 1200.
-Building "Barracks" (creature level 3, base). Price: Ore 5(-5), Gold 3000.


Inferno:

-Building "Cerberus Kennel" (creature level 3, upgraded). Price: Wood 10(-5), Sulfur 5, Gold 2500.

Sylvan:

-Building "Forge". Price: Wood 0(-5), Ore 5(+5), Gold 1000.
-Building "Battle Dance Arena" (creature level 2, upgraded). Price: Wood 0(-10), Ore 5, Crystals 2, Gold 2000.
-Building "Tree Houses" (creature level 3, base). Price: Wood 7(-5), Ore 5, Gold 1500.
-Building "High Halls" (creature level 3, upgraded). Price: Wood 10(-5), Gems 5, Gold 2000.
-Building "Blooming Grove" (special building to increase tier 1 creature growth). Price: Wood 0(-5), Crystals 5, Gold 500.


Dungeon:

-Building "Labyrinth". Price: Wood 5, Ore 5(-5), Gold 1200.

Academy:

-Building "Gremlin Workshop" (creature level 1, base). Price: Ore 0(-5), Wood 5(+5), Gold 500.

Fortress:

-Building "Fighting Circle" (creature level 3, base). Price: Wood 5(-5), Ore 0(-10), Mercury 2(+2), Gold 1700(+500).
-Building "Fighting Square" (creature level 3, upgraded). Price: Wood 0(-5), Ore 5, Sulfur 5(+5), Gold 2500.

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<mistresses of the night shot>


<ability "chilling grip" (devastating grip)>
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In reply to Frozensoull
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9 years ago
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Presentation on the updated movement animation for some creatures: https://youtu.be/6hGwUf6BKlE

I watched the presentation – I liked it! I didn't even expect that everything would turn out so beautifully. I also liked the animation for the "Freezing Grasp" (Devastating Grasp) ability.
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9 years ago
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Is the mod still under development?
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9 years ago
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No, probably everything is ready, enjoy!
In reply to battleredcat
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9 years ago
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Work on version 2.4 has recently resumed, and some information about the upcoming update will be published on Tuesday. And right now, I am ready to answer all the questions you, dear users, may have, as well as listen to your suggestions and wishes.
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9 years ago
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The archers have the following description:
These warriors are capable of making more shots per unit of time than their colleagues in the craft.


Added 8 minutes ago
Titans do not have "–Archer" written next to them.

Added 32 seconds ago
It would be good to restore the flight animation for dragons and angels.

Added 1 minute ago
Bone warriors – Stunning Strike, + Maiming Wound.

Added 1 minute ago
They inflict deadly diseases.
This is written for all liches.

Added 1 minute ago
It would be good to buff the demons.

Added 46 seconds ago
I would weaken the fire hounds –1 to speed
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9 years ago
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Winged creatures should fly, not teleport – otherwise, what’s the point of having wings?
In reply to Заинтересованный
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9 years ago
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What version do you have? In version 2.3, I didn't find these errors in the description. You may have third-party mods installed that affect the text descriptions of creatures.
Interested
The archers' description says:

"These warriors are capable of firing more shots per unit of time than their fellow craftsmen"


Interested

The titans don't have "–Archer" written on them


Interested

It would be better to restore the flight animation for dragons and angels

The visual aspect of the modification is optional. But still, what didn't you like about it?
Interested

Bone warriors – Stunning strike, + Maiming wound
This change was not applied in the "UNIT" modification, or is this your suggestion?

Interested
It says on all liches
"inflict deadly diseases"

The text description of liches has not been changed in any version.

Interested
It would be nice to buff the demoness

Demonesses have already been buffed in terms of damage in 2.4.
Interested
I would weaken the fire hounds –1 to speed

In 2.4, cerberuses have 3-8 damage, and fire hounds have 3-5, this difference in the damage range should compensate for the dragon's breath ability of the fire hounds. If their speed is also reduced, then the usefulness of the fire hounds will be very doubtful, in my opinion.
Nargott
Winged creatures should fly, not teleport - otherwise, what are the wings for?

That's logical, but the teleportation effect was assigned only to some "particularly slow" creatures, so as not to waste time watching the tedious and long animation of a leisurely walk/flight of the creature. Although I don't consider some of the affected creatures to be slow, nevertheless, the teleportation animation looks good for them, IMHO, of course.
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9 years ago
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It makes sense, but the teleportation effect was only assigned to a few "particularly slow" creatures, so as not to waste time watching the tediously long animation of the creature's leisurely walk/flight.
In my opinion, this problem is solved not by a mod at all, but in the battle settings. You can speed up the animations to almost instantaneous... I personally sped them up.
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9 years ago
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Titans shoot, I got it mixed up with Heroes of Might and Magic 5.5.
About skeletons: this is a suggestion.
About liches: they have this in the original, it makes sense to give them a zombie infection ability, just for consistency, but you removed their plague.
About archers: this is from the original. Apparently, they were supposed to have a double shot, I would give them Storm (although that would be 4 chance-based abilities).
About angels: they fly fast enough.
I understand everything about Inferno.
Another question: what makes the Archdemon ability so good?
In reply to Ment
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9 years ago
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Ment
In my opinion, this problem is not solved by a mod at all, but by the battle settings. You can speed up the animations to almost instantaneous... I personally did.

The whole problem is that in the battle settings, the animation of absolutely all creatures is accelerated, but I like the standard animation dynamics of the battle, and I would not want to lose the aesthetic pleasure of watching the battle at a normal speed just because of a couple of creatures. For those for whom the visual aspect of the game is not important, they can turn the speed slider to the maximum, but I don't think there are many such people.
Interested

Bone Warriors – Stunning Strike, + Crippling Wound
Regarding skeletons: this is a suggestion.
Crippling Wound was given to ranged units, not melee units, for a reason in the original, because its purpose is to slow down the enemy while it is still far from friendly units. If you give it to a melee unit, especially one with a fairly average speed, then the meaning of it is lost, because the enemy unit will already almost reach the friendly units by the time these skeletons can attack it. This is not to mention that in retaliation, it will take a lot of damage, because there is no longer a chance of stunning, and they cannot boast of high survivability...
Interested

Regarding liches: they have this in the original, it makes sense to give them zombie infection, just for the sake of logic, but you removed the plague from them.

In 2.4, the "Plague" spell will be returned to Archliches; replacing this spell was not justified.
Interested
Regarding angels: they fly fast enough.
Frozensoull

Although I don't consider some of the affected creatures to be slow, the teleport animation looks good for them.

This is exactly that case.
Interested
Another question: what is so good about the Archdemon's ability?

This is more of a tactical ability than a combat one. It allows you to either avoid unnecessary damage to your creatures (teleport a friendly creature out of the "hot spot"), or, conversely, "pull" an enemy creature into the thick of things, and then methodically focus damage on it.
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9 years ago
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For those who don't care much about the visual aspect of the game, they can crank up the speed slider to the maximum, but I don't think that's the majority.
I don't know what audience this mod is aimed at, but if it's for tournaments, I'm sure _almost everyone_ speeds up the animations.
Otherwise, yes, you can also cater to those who prefer a more visually appealing experience. However, I still don't think a significant number of people will want to change the "animation speed" selectively, but it's up to you...
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9 years ago
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I never use fast forward. The high speed is incredibly annoying.
In reply to AstralLein
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9 years ago
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AstralLein
I never use the speed-up function. The high speed is incredibly annoying.

Same here! :smile02:
In reply to AstralLein
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9 years ago
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AstralLein
I never speed up the game. The high speed is incredibly annoying.
But I, on the contrary, get tired of the low speed.

Added 2 minutes later
Frosensoull, why did they buff the Messengers? Now Banshees are even bigger underdogs.

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