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verriker
Honorable
Legendary Hero
We don't need another 'eroes
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posted July 06, 2016 12:46 AM |
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I have voted to throw away the elemental fire/water/air/earth etc schools in exchange for a more trimmed down and function-based system (like the Heroes 5 one) for my two cents lol
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 06, 2016 05:52 AM |
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Edited by Elvin at 05:56, 06 Jul 2016.
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For me the ideal would be Light(buffs/healing), Dark(curses/dmg over time), Destructive(instant dmg) and Summoning(summons/copies/creation/utility) but that approach worked because H5 spells were distinct from each other.. I'm not sure how that works with the H7 spells we are given. Also not sure there are equal amounts of each(most t4 spells are destructive lol) and many spells are more or less the same, only from a different element. But since lizzie can add/tweak spells that should not be a problem
Oh yes and we really need a summon phoenix spell whose stats improve with spellpower
And other than summon elementals I wonder if we could get some more exotic summonings... Or that epic H6 pitlord..
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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The_Green_Drag
Supreme Hero
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posted July 06, 2016 06:36 AM |
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Got some random skill ideas and some help with the warcries.
First is my attempt at an Archery skill
Level 1- Increase Ranged damage by 5%
Perks:
Accuracy +1 damage to ranged units (taken from offense)
Crippling shots 10% chance to reduce movement by 2 and initiative by 10 for 1 turn. 20% with full range or 'straight arrow'.
HuntsmenGovernor: Creatures shoot with full range in town's Area of Control
Level 2- Increased by 10%
Marksmen-Consecutive shots against the same target will have attack increased by 2. Stacks three times.
Magic Arrow- Shots have a chance (15~20%) to be imbued with magic adding 5 times the heroes spell power in magic damage.
Level 3- Increased by 15%
Survivalist-Grants ranged units 'no melee penalty' when attacking up close.
GM: At the start of combat all ranged units get a free attack with 50% reduction on the weakest enemy stack.
Here is Sorcery
Level 1- Increase damage from spells by 5%
perks
Quick Learner- When the Hero casts a spell, decrease that spell's mana cost by one until the end of combat. With a minimum mana cost of 5.
Amplify Magic-Increase the mana cost of enemy spells by 6 points.
One of these-Governor ability- +5 spell power and -20% mana cost for spells in town's area of control
Level 2- Increase damage from spells by 10%
Magic Reserve- The first spell cast will not cost any mana.
Elementalist- For every skill point invested in a school of magic (not including perks), gain 1 Spell power.
Level 3- Increase damage from spells by 15%
Spellblade-The hero's basic attack will now add a debuff that increases spell damage by 50% until the end of the next combat round.
GM ability: Killing an enemy stack with a spell will summon an elemental for the rest of combat. The stack size is 50% of the hero's spell power.
As for perks tied with some of the new warcries, here are a few ideas...
March the new perk could also add the Charge skill to the warcry. Which is +2 attack for each tile crossed if im not mistaken.
Stand your Ground -with perk the unit cannot be flanked and cannot be incapacitated until next turn.
Oratory-with perk - the next unit to kill an enemy stack gets another full turn.
Thats all for now
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 06, 2016 09:26 AM |
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Actually can we ditch the governor perks from the skills altogether? Alternatively cram them together in a governor skill or add the more important ones as town buildings. Meh, the governor implementation is just disappointing.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Articun
Supreme Hero
As i dream, so shall it be!
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posted July 06, 2016 09:43 AM |
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Edited by Articun at 12:39, 06 Jul 2016.
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A general Question. Are we keeping governing skills scattered around or should we pile them up in a skill set of their own? I know that the governing heroes will become much stronger this way and the area of control will be a thing to dread but considering how the secondary heroes will be weaker in battles maybe this will be their counterbalance?
Just food for though.
I wouldn't mind splitting major skill-sets into secondary ones such as Offense/Archery/Warcries/Defense for melee heroes, where magic heroes can get the specific magic schools and also provide some new "neutral" skills like Magic Defense/Alchemy/Sorcery and the likes, but then, Paragon scholl be changed because it will act as a hybrid skill of sorts that doesn't really help, unless its perks become a bonus per hero level. In this regard, the boost in expirience and as well as the constant boosts in all primary hero stats per level can provide a very good leveling overall build. As such though, it can become powerfull. One way to balance this could be to have this skill without a G-M. Or it can be only available to Governor heroes.
EDIT
Synced with Elvin it seems
Quote: Actually can we ditch the governor perks from the skills altogether? Alternatively cram them together in a governor skill or add the more important ones as town buildings. Meh, the governor implementation is just disappointing.
EDIT 2
Possible Governor skill-set: Nobility
Novice: Increases the core dwelling production by +5
Perks:
1. Town Protector(Governor): The local guard's core creature capacities in this town are increased by +60 and for elite creatures by +20
2. Patriot (Governor): All friendly heroes in this town's area of control get +x Leadership (where x depends on the level of the hero).
3. Town Defence (Governor): The towers of this town always shoot three times at the same target.
Expert: Increases the eite dwelling production by +3
Perks:
1. Enlightened Leader (Governor): All friendly heroes in this town's area of control gain +30% more experience.
2. Homeland (Governor): All friendly heroes in this town's area of control get +8 Might.
Master: Increases the production of the champion dwelling production by +1
Perks:
1. Native Terrain (Governor): Your heroes move x% faster in this town's area of control while moving on land where x depends on the hero level
Also for governor heroes, Nobility, Estates and Paragon should be the base skills to have. So that they are focused entirely on the town building and defending that town. If it is able to find a way to give them expirience based on something else instead of combat, like for when a building is build on each time the main hero the governor hero gets +x expirience and so on, so that they have a slower but balanced leveling curve, it would be nice.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted July 06, 2016 01:43 PM |
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foxxxer said: My god, Lizard, this mod has been becoming total rework of the game! I haven’t been around for quite some time and it looks you’ve advanced a lot. Great job so far!
Thanks, Ashanities aren't only visuals, but they dwell in all corners of the game
Quote:
I saw that you’re working on the resources. I can give you some models if you’re interested in. I’m not any near to finish all models and textures. So if you’re interested in to speed up the process let me know.
That would be awesome, I'm still fighting with gems and crystals. Help is always very appreciated
Quote:
Isn’t it too arbitrary 5% chance to ignore 50% of the damage? Something like 10-15% chance to ignore 20% or 30% of the damage would be better imo. It would trigger more often and won’t be overkill. Should be tested though.
Defense already reduces physical resistance, so the GM perk would function more like a bonus for the skill. I was aiming for a h4 minotaur block-like ability, but only with 50% to be more balanced. Maybe GM could improve the defend ability in some way? No idea how though.
Quote:
Basic movement of 24 tiles for every hero will be ok (without Logistic or terrain penalties). Logistic may add 2 tiles per every skill upgrade (Novice/Expert/Master) so 30 tiles movement at Master Logistic. Also imo Logistic, Pathfinding and Scouting should be part of single skill.
I was thinking about 28-30 basic movement, so logistics have a bigger impact, but we will see how it goes.
Quote:
If you go for merging check this. I didn’t finish it but it may give you some ideas
The_Green_Drag said:
Accuracy +1 damage to ranged units (taken from offense)
Fair Enough
The_Green_Drag said:
Crippling shots 10% chance to reduce movement by 2 and initiative by 10 for 1 turn. 20% with full range or 'straight arrow'.
The debuff is realizable, not sure if differentiating between ranges can be possible though.
The_Green_Drag said:
HuntsmenGovernor: Creatures shoot with full range in town's Area of Control
Maybe I can add all area of control effects into a single skill like Elvin and Articun suggested.
The_Green_Drag said:
Marksmen-Consecutive shots against the same target will have attack increased by 2. Stacks three times.
That could be done, I can make a debuff that will trigger once a creature is attacked, then the attacker would get an attack bonus if it uses the ranged attack to damage the said creature. Not sure if I can control how many times it stacks though.
The_Green_Drag said:
Magic Arrow- Shots have a chance (15~20%) to be imbued with magic adding 5 times the heroes spell power in magic damage.
Doable and pretty fitting.
The_Green_Drag said:
Survivalist-Grants ranged units 'no melee penalty' when attacking up close.
Could work.
The_Green_Drag said:
GM: At the start of combat all ranged units get a free attack with 50% reduction on the weakest enemy stack.
A free attack may be a bit too OP, even if halved. Perhaps a temporary buff for all ranged units at the start of each battle? That would last 1-2 turns and would provide ranged retaliation or something.
The_Green_Drag said:
Quick Learner- When the Hero casts a spell, decrease that spell's mana cost by one until the end of combat. With a minimum mana cost of 5.
May be too tricky to implement, what about a general mana cost reduction? Like 1-2 less mana for all spells, or maybe for direct damage spells only.
The_Green_Drag said:
Amplify Magic-Increase the mana cost of enemy spells by 6 points.
It should pe possible to implement.
The_Green_Drag said:
One of these-Governor ability- +5 spell power and -20% mana cost for spells in town's area of control
same as for the archery's one
The_Green_Drag said:
Magic Reserve- The first spell cast will not cost any mana.
Maybe something else like mana regeneration each turn?
The_Green_Drag said:
Elementalist- For every skill point invested in a school of magic (not including perks), gain 1 Spell power.
Something easier to implement would be a percentage based increase in
The_Green_Drag said:
Spellblade-The hero's basic attack will now add a debuff that increases spell damage by 50% until the end of the next combat round.
Realizable and a pretty cool ability on top of that.
The_Green_Drag said:
GM ability: Killing an enemy stack with a spell will summon an elemental for the rest of combat. The stack size is 50% of the hero's spell power.
Not sure, but it should be realizable.
The_Green_Drag said:
March the new perk could also add the Charge skill to the warcry. Which is +2 attack for each tile crossed if im not mistaken.
Very fitting and easy to implement.
The_Green_Drag said:
Stand your Ground -with perk the unit cannot be flanked and cannot be incapacitated until next turn.
Ditto.
The_Green_Drag said:
Oratory-with perk - the next unit to kill an enemy stack gets another full turn.
Again not sure, but it should be realizable.
Quote: A general Question. Are we keeping governing skills scattered around or should we pile them up in a skill set of their own? I know that the governing heroes will become much stronger this way and the area of control will be a thing to dread but considering how the secondary heroes will be weaker in battles maybe this will be their counterbalance?
Just food for though.
A governor/nobility skill is tempting. And I can make adjustments to balance the abilities and perks a little so it's not that OP. Think about it like economy, it adds nice bonuses but you use a skill slot which could have archery/offense/defense/magic instead, so it's more of a secondary hero skill.
Quote: Possible Governor skill-set: Nobility
Novice: Increases the core dwelling production by +5
Perks:
1. Town Protector(Governor): The local guard's core creature capacities in this town are increased by +60 and for elite creatures by +20
2. Patriot (Governor): All friendly heroes in this town's area of control get +x Leadership (where x depends on the level of the hero).
3. Town Defence (Governor): The towers of this town always shoot three times at the same target.
Sounds good so far. Though not sure if town defense is realizable, but I will try to make it anyway.
Quote:
Expert: Increases the elite dwelling production by +3
Perks:
1. Enlightened Leader (Governor): All friendly heroes in this town's area of control gain +30% more experience.
2. Homeland (Governor): All friendly heroes in this town's area of control get +8 Might.
Both should be relatively easy to implement.
Quote:
Master: Increases the production of the champion dwelling production by +1
Perks:
1. Native Terrain (Governor): Your heroes move x% faster in this town's area of control while moving on land where x depends on the hero level
What about GM? And we also need to come up with some perks to replace the existing ones which already deal with the are of control.
Quote: And other than summon elementals I wonder if we could get some more exotic summonings... Or that epic H6 pitlord..
Is this exotic enough?
Also each elemental is a separate spell now.
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Articun
Supreme Hero
As i dream, so shall it be!
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posted July 06, 2016 02:02 PM |
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I've taken all those perks from other skills allready in the game, so you just need to reassign them , no need to create them. I though that finding a grandmaster perk might be too strong for such a build. We can come up with something original though if you want.
So, from the skills that are left blank, you can implement those skills you are thinking of creating. This will leave skills like Offense, Defense, Exploration etc free of Governor skills and have more useful skills to be used by the main heroes.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted July 06, 2016 02:04 PM |
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LizardWarrior said: Thanks We are just trying to make heroes VII a bit better remove all the **** and make it somewhat playable.
Fixed, for better accuracy.
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Neraus
Promising
Legendary Hero
Pain relief cream seller
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posted July 06, 2016 03:44 PM |
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Quote: And other than summon elementals I wonder if we could get some more exotic summonings... Or that epic H6 pitlord..
Tried that, I lost my will to live trying to rig that monster.
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Noli offendere Patriam Agathae quia ultrix iniuriarum est.
ANTUDO
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted July 06, 2016 03:49 PM |
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For now I should focus on finishing the essentials for the 1st version, mainly new creatures, abilities and upgrades. I probably will release only a handful of re-worked skills and some new spells, together with a few new heroes specialties. Possibly the only new skill modifications I will release will be offense, defense, warcries and maybe another one. After the first version I will focus more on skills.
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The_Green_Drag
Supreme Hero
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posted July 06, 2016 05:45 PM |
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LizardWarrior said: For now I should focus on finishing the essentials for the 1st version, mainly new creatures, abilities and upgrades. I probably will release only a handful of re-worked skills and some new spells, together with a few new heroes specialties. Possibly the only new skill modifications I will release will be offense, defense, warcries and maybe another one. After the first version I will focus more on skills.
Sounds great! I was just throwing out some Hero skill ideas for whatever/whenever Happy to see you liked some of them and glad none of them seem to be totally unrealistic. So much has already been changed I wanna see how the game plays.
A quick note about some of the perks; The Governor abilities were merely fillers because making a basic perk that is not too strong and still original is actually harder than I thought lol. I'm also not a fan of the Governor skills at all, I only use the ones tied with economy. I'll also vote to get rid of them all together or compile them to one skill eventually.
Magic Arrows:was meant to be aimed at magic or hybrid heroes, so they can benefit some from the skill. Would work well for Academy and Necropolis with their strong ranged units.
GM Archery:I was stuck on this for a while and ended up with how I remembered H5's slyvan campaign went. The hero special was something similar IIRC. Almost went with the bow of the sharpshooter effects from h3, but then that would defeat the purpose of the no melee penalty. Will need to think more on it.
Quick Learner:Was trying to get fancy a solid like 5% mana cost reduction would be fair.
Spellblade:"Realizable and a pretty cool ability on top of that" -Thanks I liked that one a lot
Adding a Nobility skill is really tempting because it was such an awesome skill in h4. Problem is, h4 had a lot of variables that made such a skill possible. Two big ones being the limited income from castles and how creature stats don't increase from a hero. In H7 it's the opposite for both which I think will cause an extra growth skill to be a must have for might heroes and only slightly help magic ones. And Might heroes already have it easy.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 07, 2016 07:51 AM |
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Have you considered adding a governor class for each faction? Just like might has a focus on might skills and magic on magic skills, we could have a class that focuses on movement, economy and management. And if the skill system allows all heroes to get everything(with different skill percentages), we probably don't need more than one class for either might or for magic.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted July 07, 2016 10:56 AM |
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Fixed unicorn's missing animations, probably a re-textured deer or a zebra will take its place as sylvan mount.
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Moritzbradtke
Known Hero
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posted July 07, 2016 02:24 PM |
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These both Units look really nice, what are there abilities? (:
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted July 07, 2016 03:35 PM |
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Unlimited retaliations and dive for the war griffin and probably aura of magic resistance and 15% chances to blind for unicorn.
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The_Green_Drag
Supreme Hero
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posted July 07, 2016 08:55 PM |
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That's so &$@#ing awesome good riddance Bambi!!!!!!
Keeping it at the top elite spot right?
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted July 07, 2016 10:31 PM |
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Yes, the unicorn will be top elite.
But that was just a warm-up...
Quote: "Science fiction is the foundation of the Might and Magic universe. It is the reason the Might and Magic universe exists. At its core, the Might and Magic is about advanced civilizations who have descended into barbarism. If you disagree, your reasoning is emotional, not logical."
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted July 07, 2016 10:48 PM |
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Gorgeous...
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It is with a heavy heart that I must announce that the cis are at it again.
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Neraus
Promising
Legendary Hero
Pain relief cream seller
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posted July 07, 2016 11:11 PM |
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Are they from Unreal Tournament?
But anyway, fantastic.
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Noli offendere Patriam Agathae quia ultrix iniuriarum est.
ANTUDO
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted July 07, 2016 11:26 PM |
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Why are you so handsome.
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