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I'm not sure if this has been discussed before, but I'd like to suggest something. Sometimes, the resources in the starting area are depleted by buildings with Seers, which search for a specific artifact and offer a reward for completing quests. Why not make it so that you can know the reward for a specific quest in advance? This would provide more incentive to search for the required artifacts. Often, by the time you find the right artifact and bring it, the reward seems insignificant, like 5k experience or gold.
You could also tie this to, for example, the "Scout" skill. That is, a hero with a high "Scout" skill could know what the reward is, thereby increasing the value of this otherwise useless skill.
I'm not sure if this has been discussed before, but I'll suggest it. Sometimes, the resources in the starting area are depleted by buildings with seers that search for specific artifacts and offer a reward for completing quests. Why not make it so that you can know the reward for a specific quest in advance? This would provide more incentive to search for the necessary artifacts. Often, by the time you find the right artifact and bring it, the reward seems insignificant, like 5k experience or gold... You could also tie this to, for example, the "Keen Eye" skill, so that a hero with "Keen Eye" could know what the reward is, thereby increasing the value of this otherwise useless skill.
checkbox for PvP neutral combat - add the option to decline a battle so that the computer plays some battles
create a mirrored tavern on the mirror.
skd
9 years ago
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Have you considered adding a hero to the Necropolis faction who specializes in artillery, with starting skills in spellcasting/artillery, and changing Vokial's starting skill, as he has the same starting skills?
For example, if Goshan were removed, you could change his artillery skill to armor or, at the very least, to scouting.
Have you considered that, since you added a hero to the Necropolis faction who specializes in artillery and starts with the skills of Spellcasting/Artillery, you could change Vokial's starting skill, as he has the same starting skills. For example, if you removed Goshan, you could change his artillery skill to Armor or, at the very least, to Scouting.
They don't seem to be identical - Vokial has a specialization in Vampires, while Ranlu has a specialization in Artillery...
We weren't talking about specialization, but about starting skills :) For them, it's spellcasting/artillery.
Then you need to change the specialization as well, because spellcasting should always be a Necropolis skill, and an artillery unit without artillery is just not very good...
KobRa_RR
9 years ago
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Vokialu doesn't need any skill changes; just give the Vampires +25% to their HP.
Then you need to change the specialization as well, because spellcasting should always be a skill for Necropolis, and an artillery unit without artillery is not very effective...
I meant to change the artillery skill of the Warrior (vampire specialist) to another skill - armor or scouting, for example, so that there wouldn't be two heroes with the same starting skills.
I meant to change the Warrior's (vampire specialist) artillery skill to another skill – armor or scouting, for example, so that there wouldn't be two heroes with the same starting skills.
Then you should take away his ballista, because then he won't have anything related to artillery anymore.
I meant to change the artillery skill of Voialo (the vampire specialist) to another skill – armor or scouting, for example, so that there wouldn't be two heroes with the same starting skills.
KobRa_RRThe main challenge is to find the right numbers so that it doesn't slow down so much that it becomes useless!
That's the main difficulty here. Regarding the Moon, here's a suggestion: from the start, thanks to its special ability, it has a 10% bonus to the wall's damage, and then it gains an additional 10% for each level, up to 100% in total. This means that it has maximum damage from the wall only at level 10, which is around the second week, when, for example, Moner with meat and two upgrades of Psykers takes, say, a Consul 2-3.
If we estimate the numbers, the Moon will have Fire Expert and approximately 7 SP (net) at level 10, which gives us 240 damage from the wall (with the Moon's 100% bonus at level 10). Plus bonuses from various upgrades; perhaps armor for SP will work; we can count on 10 SP by level 10. This results in 300 damage from the wall, 600 from a double wall, which can take down a Consul 2, a Nagashnik 20, and a maximum Gnomnik. If we consider the early stages, up to level 3-5, it can be upgraded without a wall at all (it will still be weak), but starting from level 5, one wall will give about 150 damage (5 SP, Fire Expert, 50% bonus), a double wall 300, respectively, so a Consul 1 can be taken down by about day 3-4 thanks to the wall (Moner takes a Consul 1 around day 5, with the construction of Psykers). Plus, as a small boost for the low-level wall, it can always be a 3-cell wall for the Moon.
Meanwhile, Moner will have about 10-12 attack at level 10 (~8 native plus upgrades and weapons), Attack Expert, and at least 5 Psykers (if switching to the second week with the Citadel), plus a solid stack of air units (20-30), and various other creatures. Plus, if there is also oil, a Consul 3 can be taken quite normally, as well as a Nagashnik.
We can adjust the bonus towards a more stepped growth (20% bonus at the start, and 20% for every 2 levels up to 100% in total), but this will not make a big difference compared to the original version.
P.S.: I hope I didn't make too many mistakes with the upgrade numbers :D
ДаУ
9 years ago
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It seems resurrection isn't working in the same way it should (SoD). Bring back the requirement for air magic, because otherwise, if I hit the opponent with a mage, they can resurrect without air
Something is wrong with the resurrection in HotA; it doesn't work as it should (SOD). Please bring back the air requirement, otherwise, a mage can hit an opponent, and the opponent resurrects without air.