Skip to content

Posts from NAF – New artifacts with unique properties.

4.4 (5 ratings)
In reply to psatkha
User Avatar
#122
Auto-translated
Here are a couple of artifacts that are mentioned in the plot but are not actually present in the game (they don't exist in the game) - in my opinion, it would be interesting to add such items too!!!
Quote: "...Zenda began a new war with the mages of the Silver Cities. With the help of the Staff of the Dead Forest, she destroyed two cities of the Silver Cities - Al-Jamash and Al-Amal - and intended to destroy her enemies in the center of her web. Zenda used the Skull of Vayne to unleash the power of the Staff of the Dead Forest on the lands of Erish and, in one fell swoop, destroy all enemies and allies, not distinguishing between them. Only those who took refuge underground survived. Zenda, like many others, turned to dust..."
Source: http://ru.ashan.wikia.com/wiki/Зенда
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
User Avatar
#123
Auto-translated
SRD
I think you know about this artifact http://ru.ashan.wikia.com/wiki/Горада_Раэль
mrHalfer

• In multiplayer, it is not possible to use tactical mode scripts (battle mode). Accordingly, artifacts that prohibit spells in battle, automatically cast spells, etc., are only possible in scenarios and campaigns.
Here we go again)
And purely racial artifacts are a disaster for multiplayer.


Also, I don't like artifacts like the Necromancer's Amulet.
1) It doesn't really fit as a relic after Necromancy was moved to the Town Hall;
2) It's too narrow in its application.

Solution:
Add the effect +4 Knowledge.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
User Avatar
#124
Auto-translated
Dyrman
Here we go again)
And purely racial artifacts are a death sentence for multiplayer.


Also, I don't like the Necromancer's Amulet.
1) It doesn't feel like a relic anymore, especially after Necromancy was moved to the Town Enhancement tree;
2) It's too niche.

Solution:
Add the +4 Knowledge effect.
I would add +4sp;)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to Dyrman
User Avatar
#125
Auto-translated
Dyrman
Here we go again)
And purely racial artifacts are a death sentence for multiplayer.


Also, I don't like artifacts like the Necromancer's Amulet.
1) It doesn't fit as a relic after Necromancy was moved to the Tier 3 spell list;
2) It's too specific.

Solution:
Add the +4 Knowledge effect.

And the Lion's Necklace, and other artifacts that increase leadership, are completely useless for a Necromancer. So it's all fair. Whatever you get, you get.
User Avatar
#126
Auto-translated
Why is this useless? Take living troops into your army (for example, some Champions instead of skeletons), and it becomes quite useful. Well, if you don't like this option, then why increase the number of other race-specific situational artifacts?

By the way, the Necromancer has a morale compensation: when taking the Skull of Markel and the Flesh Tunic, he doesn't receive penalties (if all troops are undead).

Besides the Necromancer's amulet, you can also remember the rune for the Dwarf, which gives only 1 SP, but costs as much as 6500. It makes sense to add more spells for a higher price to reduce the specific cost of SP for other races, based on this artifact.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#127
Auto-translated
I see two approaches to this issue: 1. Make all artifacts that are in some way tied to a specific faction useful for everyone (for example, increase the bonus to spell power on the Rune of Flames, as suggested in the post above, so that the rune becomes useful not only for Dwarves). 2. Create one artifact tailored to each faction (for Necropolis, it's the "Amulet of the Necromancer"; for Dwarves, it's the "Rune of Flames" without a bonus to spell power; for Inferno, it's the Book of Gorath Raell; the rest need to be invented).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
User Avatar
#128
Auto-translated
SRD

Create one artifact tailored to each race (for Necropolis, it's the "Necromancer's Amulet"; for Fortress, it's the "Flame Rune" without a bonus to spellcasting; for Inferno, it's the Book of Gorath Raell; the rest need to be invented).

The idea is excellent, but it's important to maintain balance so that these artifacts enhance the races equally.

Added 1 minute ago
+ create an artifact for Engineers.
User Avatar
#129
Auto-translated
Ring of Machine Affinity?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to atlant108
User Avatar
#130
Auto-translated
atlant108

+ create an artifact for machinists
What justifies the special treatment of machines?
And yes, as Nargott said:
- "Ring of Machine Kinship?"

Added 1 minute ago
In general, we raised the topic of racial artifacts, and machines are available to all eight, so I don't understand what they have to do with it

Added 8 minutes ago
atlant108
The idea is great, but it is important to maintain balance so that these artifacts enhance the races equally.

By the way, the necromancer's amulet is part of the necromancer's racial set; perhaps we could incorporate racial artifacts into the racial set in a similar way? We could even equalize the number of artifacts required for a racial set - and there will be balance:smile16:
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
#131
Auto-translated
SRD
What justifies the special treatment of machines?
The fact that machinery is currently a pathetic sight. And finding a ring in one out of ten games doesn't save the situation.
In reply to serovoy
User Avatar
#132
Auto-translated
serovoy
The fact that the Arcomage mechanic is a pathetic sight. And the ring, which appears in one game out of ten, doesn't save the situation.
If, in your opinion, the Arcomage mechanic is a pathetic sight, wouldn't it be more logical to work directly with the Arcomage skill, rather than trying to "catch up" to the level of other skills using an artifact that, as you said, appears rarely. The default skills and abilities should be within the balance (taking them into account during the development of this mod). After all, this is not a balance mod, but a mod for adding artifacts.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to Nargott
User Avatar
#133
Auto-translated
Nargott
Ring of Machine Affinity?

The ring already exists, but it rarely appears

Added 21 minutes ago
SRD
Why is there a special attitude towards machines?

The thing is that in Heroes 5, the War Machines skill is not a priority, but a secondary one; it is rarely developed, and players prefer to focus on developing Luck, Attack, Defense, Magic, etc. This skill is essentially weak compared to the others, and one could forget about it, ignoring the obvious imbalance, BUT:

1) There are, at least, 5 Machine Hero characters who initially possess the basic skill of controlling machines, i.e., they need to develop it in any case.

2) In the game, 4 slots + a building (forge) are allocated for War Machines, i.e., you can't just ignore their presence

3) The catapult is extremely useful in sieges; sometimes, a successful (or unsuccessful) catapult shot greatly affects the outcome of the battle.
I'll add that without a catapult, it is often impossible to destroy the walls of a city. After all, not everyone plays as Orcs, and not everyone has the Earthquake spell.

4) If we look at the skill wheel, we will see that for machines, each race has 6 skills: 5 basic + 1 racial
This once again emphasizes that machines are still needed in the game.
http://www.might-and-magic.ru/articles/_/heroes-of-might-and-magic-v/heroes-5-skills/h5_war_machines

5) In order to upgrade a Super Skill, 2 races need to upgrade the War Machines skill. We are talking about Orcs and Mages

Added 35 minutes ago
SRD
we have a mod for adding artifacts here, not a balance mod

And here, I agree with you 100%. After all, this topic is devoted to new artifacts that it would be advisable to introduce into the game without disrupting the balance. And what do we see:

- For the Attack skill, developers have created 18 artifacts that directly or indirectly affect attack! + several combined artifacts that further enhance the effect

- for the Defense skill, 16 artifacts + several combined artifacts

- for the Luck skill, 9 artifacts + several combined artifacts

- for spells of various schools of Magic, about 28!!! + several combined artifacts

- for Morale, about 12 artifacts have been created! + several combined artifacts

- for Sorcery, 14 artifacts + several combined artifacts

- for Resources, including money: 5 artifacts and 1 combined artifact

- for Logistics: 4 artifacts. No combined artifacts.

- for Initiative: 14 artifacts and several combined artifacts

- for Knowledge 14 artifacts and 1 combined artifact

- for Experience 2 artifacts and 1 combined artifact

And finally, for machines, there are only 2 artifacts and not a single combined artifact! Moreover, 1 of these 2 artifacts rarely appears (on most maps, it doesn't appear at all)
User Avatar
#134
Auto-translated
"atlant108"
The ring already exists, but it is extremely rare.
Like any other relic, including the "racial" ones.
By the way, keep in mind that when new artifacts are added to the game, the probability of obtaining any specific artifact (including old ones) decreases.
The thing is that in Heroes 5, the "War Machines" skill is not a priority, but a secondary one; it is rarely developed, and players prefer to focus on developing luck, attack, defense, magic, etc. This skill is essentially weak compared to the others, and one could forget about it, ignoring the obvious imbalance, BUT:
This is a personal opinion; players of TE, for example, will certainly not agree with this, because "War Machines" is a key skill to avoid losses in siege attacks (tents), and that is very important.

It is unlikely that any new artifacts can be added to "War Machines" because they cannot be directly affected by scripts (in Multiplayer). By the way, "War Machines" (ballista) are indirectly enhanced by any artifacts that increase attack and knowledge, and they should also be enhanced by a quiver (+4 attack for ranged units).
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
User Avatar
#135
Auto-translated
The thing is, in Heroes 5, the "War Machines" skill is not a priority, but rather a secondary one. It is rarely developed, with players preferring to focus on luck, attack, defense, magic, and so on. In essence, this skill is weak compared to the others.
On small maps, heroes like Kaspar, Hafiz, Dalek, and Vittorio are prioritized; they develop much faster, and players enjoy developing War Machines for them, often winning as a result. The larger the map, the less effective War Machines become. However, this process cannot be stopped, only slightly slowed down: you will always depend on one or two strong units, whose strength cannot grow infinitely (as it is strictly tied to your skills and stats, which are limited). If the usefulness of War Machines on medium/large maps increases to approximately the level of other skills, then on small maps they will become not just strong, but practically an uncompromising alternative, completely determining the player's victory. And yes, it is worth noting that the pace set by War Machines at the beginning of the game gives you a certain advantage that your opponent still needs to catch up on. Therefore, even when the map is large and War Machines are no longer effective on their own, they have still done their job by providing a good start, and that is not as insignificant as it may seem.
And finally, there are only 2 artifacts for War Machines, and not a single composite one!
But yes, what I said does not negate the fact that artifacts for War Machines can still be added. Especially those that work well on medium-sized maps (and have a corresponding value and drop chance).
 

К А
Стикеры GBF в Telegram
In reply to SRD
#136
Auto-translated
SRD
If you think the machinery system is a poor sight, wouldn't it be more logical to work directly with the machinery skill, rather than trying to "catch up" to the level of other skills using artifacts, which, as you said, are rare. The default skills and abilities should be balanced (taking them into account during the development of this mod). After all, this is not a balance mod, but a mod for adding artifacts.
I was just answering the question about the interest in machinery. Of course, each of you – you, Atlant, Nargott, and Ment – is right, and the arguments of each side deserve consideration.