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Posts from New creature abilities.

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13 years ago
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Let's brainstorm new creature abilities. Which ones do you think would be most suitable, or which ones are missing?

My ideas:
Dwarf - add the abilities "Repair" and "Worker":
Repair - Dwarves can repair mechanical creatures, restoring hit points equal to the number of Dwarves.
Worker - Dwarves can work in mines, increasing the productivity of mines, depending on the number of Dwarves and with a certain limit.

Peasant - "Worker" and "Militia":
Militia - in the "Squire Guild" and "Archery Range" buildings, peasants can be trained into these warriors for a certain period. After the period expires, they become peasants again.

Elf - "Taming":
There is a 15% chance that if Elves are attacked by a beast, the beast will not attack (the Elves have tamed it). But the Elves also do not counterattack this beast.

How do these ideas sound?
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13 years ago
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At least they aren't nonsensical; they are reasonably coherent.
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13 years ago
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Zhanj's Silos
Very interesting idea! I also suggested something similar for the "repairing" dwarves on Equilibrum. I read many suggestions on the Equilibrum forum. Your ideas are very interesting. Is there anything else?
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13 years ago
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Monk - "Warlock":
Warlock - can cast "Healing" and "Bless".
Catapult - "Siege Engine":
Siege Engine - in Heroes 4, a major drawback is that they cannot break through walls. Let's give catapults that ability.
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13 years ago
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Regarding the ability to break down walls from a distance, it creates an imbalance for the city – it lacks passive defenses like ranged towers and a moat, and as a result, the purpose of building a city is lost. So, walls provide a bonus, but otherwise, everything can be destroyed remotely, without any special tactics.
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13 years ago
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Yes, you are right, it’s an imbalance. Then I have another idea: cities should have defensive towers and a moat.
In reply to dnaop-wr
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13 years ago
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dnaop-wr
Regarding the ability to break down walls from a distance, it creates an imbalance for the city – it lacks passive defenses like ranged towers and a moat, and as a result, the purpose of building a city is lost. Walls provide a bonus, but without them, everything can be destroyed remotely, without any special tactics.
There are several ways to negate even the castle's towers. First-level magic – Finger of Order. Older magic – Teleport. Creature and artifact abilities – Wave of Fear. I don't think there's anything particularly radical about destroying walls with catapults. This skill could also be given to Stone Golems and Gargantuars.
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13 years ago
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This reminded me of a bug in the third game, where during the troop deployment phase, Cyclops could destroy all fortifications and ranged towers without taking any damage in return. Strategies against a Castle – primarily available to Haven – still need to be acquired and used correctly (the Shaman only works against one tower, and there are three). Since time immemorial, defensive structures have allowed players to hold back vastly superior enemy forces while inflicting heavy losses on them. Therefore, destroying castle walls should not be an easy task.
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13 years ago
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Yes, it still makes sense to add fortress towers, a moat, and creatures with the ability to destroy all of this.
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13 years ago
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Perhaps, as an alternative, weak mages could be given stone skin, or healing instead of raising the dead, because they have little chance of surviving a one-on-one encounter with an enemy damage dealer. Or other alternative abilities could be added. By the way, magical dragons could also benefit from this.

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