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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Complete adaptation of the current towns to HOMM5.
Thread: Complete adaptation of the current towns to HOMM5.
Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted April 19, 2003 07:40 AM

Complete adaptation of the current towns to HOMM5.


These are the descriptions of the six towns that are currently in HOMM4. All descriptions fit with my earlier explanations of the new towns: Archaeon, Spirit and Alchemy. The adaptations were also based on some information that we already have. All towns have 6 levels, with 2 choices for each. Sometimes, there are neutral creatures, connected to one town, but not for hire. The grand total is 120 unique creatures. None of them being upgrades (I don't use those) and no elementals mentioned. I think that the elementals should go back to being neutral/summoned creatures.
Some of the major changes that I put through can be found in these adapted towns. The Death Town is completely undead again, with some of them being raised demons. The Chaos Town has obtained a number of the old Fortress creatures. The Life Town has more heavenly and enlightened creatures. The Order Town has more show and ice. Nature got some of its old creatures back. Might also did and got a few creatures from other allignments.
Something that I tried to do was keeping special abilities in one level. In HOMM4, there were many levels with a melee attacker and a ranged/spell attacker. Everyone always went for the latter option. In this system, melee troops are together in a level and ranged/spellcasting troops are together, making it a lot harder to choose. You can have the elf or the druid, not both.

Anyway, here are the descriptions. All of these were originally posted on the Guardians Grove between March 30 and April 18 2003.


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Changes in the town of Order.

The town of Order has had some thourough changes. They lost the people who made the mechanical units and were driven to the mountains. So no more golems and dragon golems for the academy. Instead, they will focus more on snow and ice and on guards for their towns. The magic of Order will mostly stay intact. However, there is always room for a few new spells.

First of all, the units. There are six levels, so there should be a total of at least twelve units. I still hope that NWC will keep the system of choosing between levels.

Level 1:

>Halfling< (Halfling burrows)
The good old halfling should stay in the academy as a level one unit. They are still the weak ranged units that they always were since HOMM2. Their looks in HOMM4 were actually quite good.

>Gremlin< (Workshop)
It turns out that they had not perished completely in the Reckoning. They are a little stronger than their HOMM3 cousins, both in attack and defense. They still attack with ball and chain, but are not ranged attackers. Instead, they are fairly fast. As a special ability, they can swing that ball in a wide range, hurting more than one stack.


Level 2:

>Snow Dwarf< (Cold mines)
These dwarves stayed true to the academy. They have been trained to survive in the cold high mountain ranges and are better units than their HOMM4 cousin. They are opposed to the Mountain Dwarf and the Warrior Dwarf from the Alchemy towns. The snow dwarf has no penalty for walking in snow and in addition to a 50% magic resistance, they are completely immume to cold spells.

>Ice Gargoyle< (Marble excavation)
The most useful kind of stone found high in the mountains is Ice Marble. Ice Marble is actually crystalized ice and is very hard and durable. While the academy lost their ability to animate golems and machines, they gained the knowledge that they once had to animate the flying statues. Using Ice Marble, it gave them a creature, immume to cold spells and with an additional defense, due to the enchantment in the stone. The Ice Gargoyle therefore has a natural stoneskin.


Level 3:

>Mage< (Mage tower)
The mage is still here. They too, have hardened in the harsh climate of the high mountains. They have an increase in hitpoints and defense, but their attack is still pathetic. Their spells are the same, except that they no longer cast blur, but summon smoke clouds, to obscure more targets at once (same as the HOMM4 vail of blinding smoke).

>Tower Guard< (Guardians guild)
Many people thought that there were too many lords in the country and too many little armies as body guards. The central government made a selection of the people who were worthy of the title of Lord (previously, you could buy the title). The unworthy lords and many of the body guards were re-educated as tower guards. These guards train and fight with an incredible fervor, but the Lord Reed government has denied any accusation of brainwashing. Still, the tower guards attack with a short version of the halbard. They wield these with great skill and have a first strike attack. Medium speed, good attack and defense.


Level 4:

>Genie< (Altar of wishes)
The favorite Order creature is still here. They have a variant of the heavenly shield added to their spell books, which gives all genies in the stack a 40% increase in hit points, but it is only castable on itself. The amount of genies per week should be scaled down to five or four per week to counter this. The ice bolt, illusion, mirth and song of peace are still there.

>Iceborn< (Ice gate)
These are actually the ice demons from HOMM4. The ice demons were never really comfortable in the lava and desert terrains of Nekross and lived in a mountain range at the borders. When they heared about the slaughter of the demons everywhere in Nekross, they quickly fled the country and traveled to the mountains of Great Arcan, where they offered their services to the government. The government accepted their help and started to teach them how to get away from the evil of the necromancers. The ice demons were good pupils and were renamed "iceborn". The government under Lord Reed still denies any accusation of brainwashing. The iceborn still have their freezing ability and are very hard to bring down. Their speed has not changed either.


Level 5:

>Naga< (Golden pavilion)
Only the strongest of the Naga species survived and made it to the mountains. They still attack with many swords and the enemy cannot retaliate. They gained the ability to slow down enemy movement within a range of five yard of them to a crawl. This makes them excellent defenders for ranged attackers and spellcasters. The better choice when going for a defensive ranged-spellcast strategy.

>Yeti< (Yeti cave)
The yeti is a tough creature with a high speed and a good attack and defense. They are skilled climbers and therefore, negate any obstacle of the battlefield, including quicksand. They can also end their turn on an obstacle. Yetis are the better choice when going for an attacking strategy.


Level 6:

>Cloud Titan< (Cloud temple)
This is the titan as everyone knows it. Big giant, throwing with lightning bolts. He had to be renamed "cloud titan" to oppose the "lance titan" from the Alchemy town. The appearance in HOMM4 was quite good. They can keep it more or less that way.

>Frost Giant< (Ice temple)
The frost giant is both a spellcaster and a melee attacker. Attack, defense and hitpoints are a bit higher than those of the cloud titan. The frost giant attacks with a staff and can also cast Mass Slow and Solidify Mind (target looses ability to retaliate). It should look like a giant in a light blue mantle with an icebeard and a crown of ice crystals.



The Magic system:
The system of Order Magic is good enough as it is and only needs minor changes to eliminate a few flaws and to prevent it from looking exactly like HOMM4.

-Hypnotize can stay, only make it a line-of-sight spell. If it needs to be scaled down, then make it last two turns.

-Introduce a frostbite spell. Level 3. Slows creature to half speed and movement and decreases both attack and defense by 20%.

- Eliminate or scale down the town portal spell, or make it a level 4 or 5. It is not good to combine a strategy of slowing and shooting from far with the ability to flee without cost.

-Forgetfullness should become a level 4.

-Berserk can become a level 3.

-There should be a change in the system of the dispell. I propose a level 1 "Minor Dispell" which gets rid of all level one and two spells. A level 2 "High Dispell", which gets rid of all level one to four spells. A level 3 "Supreme Dispell", which gets rid of all spells, except for a Divine Magic Shield (level 5, nature). Exorcism and Cancellation should work the same way.


There. That should do for an Order town. They keep much of their good things and simply shift their viewpoint a bit. The new frost and ice creatures should make an interesting aspect, while the town gets rid of the mechanical creatures. These are transfered to a town were they fit better.


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Changes in the town of Death.

Of all towns, death will have the largest transformation, because it has to go from a mixture of demonic and undead, back to a pure undead town. In the story, I explained that the demonic creatures were murdered by the large hordes of undead after the return of the necromancer's expidition. There were only six undead in HOMM4 and I will have to turn that into at least twelve. Of course, the lich should be brought back and some others from HOMM3. The rest must come from the resurrected demons.
After the demons were killed and resurrected, the necromancers found out that demons were quite stupid and could easily be tricked. They managed to connect a demon summoning device with an undead transformer, which gave them a steady supply of undead creatures.

Level 1:

>Skeleton< (Excavation).
This classic creature is back and still has the increased ranged defense, although it should be scaled down to 50%. My proposal is also that the necromancy skill goes back to skeletons only. The skeleton is quite slow and is therefore less of a threat during combat. This eliminates the complaints about the overpowered vampire stacks from HOMM4, but still gives necromancy its usefullness. Besides, those armies of 5000 skeletons walking around was more fun than the 200+ vampire horde.

>Minion< (Minion well).
The murdered imps were brought back as these small and powerless ghost-like creatures. They lost their mana drain ability, but gained the ability to attack without retaliation. Minions are fast but very fragile. They come in great numbers, though.


Level 2:

>Zombie< (Graveyard).
Often considered the worst creature of the HOMM series, the zombie comes back in a bit more usefull form. They are still very slow, but have good damage and lots of hitpoints for their level. They gained the ability to infect their target, which is always triggered and decreases attack with 20%. Also, they can move to a dead stack and gain hitpoints by feeding off them. They heal 3 hitpoints per zombie per turn of eating, as long as there are enough hitpoints in the stack.

>Ghost< (Barren mounds).
The ghost is still fast, but does little damage. It still has an aging attack, but that has been scaled down to decreasing speed by half (not movement) and hitpoints by 20%. It is still insubstantial, which should be able to keep it alive.


Level 3:

>Darkhound< (Darkhound kennel).
The poor murdered cerberi lost two of their heads (it was too hard to animate three minds at once), but the remaining head now has a ferocious attack. They have a first strike and a Breath of Death ability (which works more or less the same way as the medusa's stoning). Good attack, but relatively low defense and hitpoints. They are fairly fast, but not incredibly.

>Mummy< (Pyramid).
These are real tanktroops. Slow, high hit points and defense. Damage is fair, but not great. They still have a guaranteed curse on all their victims.


Level 4:

>Lich< (Mausoleum).
The lich now has a dual function. It is a spellcaster, but the only one without a direct damage spell. It has the ability to cast Fatigue, Weakness, Sorrow, Misfortune, Raise Skeleton and for a lot of spellpoints, Mass Cancellation. The lich also attacks as a ranged attacker and does good damage. However, the attack has been scaled down to one target per shot.

>Vampire< (Mansion).
The vampires will appear in less numbers, since the necromancy ability should not be able to make them anymore. They keep their draining ability and no retaliation. They are still fast flyers, but their defenses have been scaled down drastically. Their numbers in the towns have increased, but it will be harder to fight and keep all vampires intact. It's still a great unit for its level, though.

>Wraith< (Spirit tomb).
The wraith is now a lot tougher than it used to be. The top creature still regenerates and it sucks two mana per turn out of enemy spellcasters. It also has a panick attack, which makes the target lose it's next turn. I think this creature should not be in towns.


Level 5:

>Screel< (Venom laberatory).
It took the necromancers many experiments before they discovered how to make undead from venom-based demons. Finally, they managed to turn dead venom spawns into screels. The screel cannot shoot, but has a fair speed and a very high defense and a good attack. The venomous claws of the screel cause the victim to be poisoned with 25% of the actual damage done. The screel is also hard to shoot, like the skeleton it. In appearance, think of it as a smaller version of a bone behemoth.

>Dark Knight< (Palace of Darkness).
The dark knights are few in numbers, but they have by far the best damage of their levels. The defense and speed are fair, but they have high hitpoints. The attack of a dark knight is guaranteed to cause sorrow and they also have two retaliations per round.


Level 6:

>Bone Dragon< (Dragon vault).
The bone dragon is back with its fear attack and its boney structure that protects against arrows. They can fly, but not good (not really fast). Their attacks do good damage, but their melee defense is fairly low. They have a good number of hitpoints to expend, but they are still a bit easier killed than other level 6 creatures.

>Grim Reaper< (Gate of Doom).
The grim reapers are in fact undead devils. They teleport and attack with scythes. These weapons do good damage. Grim reapers also have good defense, but lower hitpoints than bone dragons. They are able to cast animate dead during battle a few times. This spell can be used on both friend and enemy. If you animate your own undead creatures with this, then 50% of these will be alive after battle.


Spell changes:

- There should be a level 3 or 4 mass disrupting ray, since it is the only spell that directly reduces defense.

- Vampiric Touch should be made a level 5 spell (which has a slight advantage, see Order Town).

- There should be a level 3 spell: Form Undead. A direct damage spell at the level of a fire bolt. All creatures killed should be turned into skeletons at your side. One skeleton for each dead creature, as long as the amount of XP does not go above the original stack.

- Sacrifice should be made dependent on the level of the caster.

- Raise Vampires should be degraded to a lower level or eliminated completely.

- The Death Wave should return as a harm-everyone-but-the-undead spell.

- Introduce the Death Strike as a plain level 2 direct damage spell.

- Cancellation should be altered. There should be a level 1 "Minor Cancellation", which gets rid of all level one and two blessings. A level 2 "Major Cancellation", which gets rid of all level one to four blessings. A level 3 "Supreme Cancellation", which gets rid of all blessings, except for Divine Magic Shield (level 5, nature).


A few final points on the necromancy skill. There are two options, either go back to skeletons only (which would be my preference) or remake the current system. If the option of a remake is chosen, then it should be introduced that level 1, 2 and 3 creatures will become skeletons, level 4 and 5 ghosts and level 6 vampires or liches. This is only at the GM level. At lower levels you can only raise skeletons or ghosts, or skeletons only.
If there is more than one level in a defeated army, you will be given a choice which ones to raise. The XP of the total defeated army is counted, but only the creatures of the specific level can be raised. So an army with 1000 gremlins and 1 titan is going to give either 1 vampire or 200 skeletons (approximately).


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Changes to the town of Nature.

The towns of nature have always depended on their ability to hide in the forest and use sniper attacks. In this war, they will try to do nothing different, but they cannot always prevent an open attack. With all these wars, they try to be more protective and keep the enemy at a distance.


Level 1:

>Sprite< (Treehouse)
The little electrifying butterfly has remained with the forces of nature and is still a fast and works with the no-retaliation ability. They are still fragile and mostly depend on a hit-and-run battlefield strategy.

>Gnome< (Gnome hut)
After all these years, the gnome is brought back from King's Bounty. It looks like a little man with small white beard. It is low, but does decent damage and they have the ability to cast the stoneskin spell.


Level 2:

>Grey wolf< (Wolf den)
The wolves got stronger over the years and their damage increased at a frightning level. They still have two attacks, but their speed has not increased. Their defense is moderate.

>Satyr< (Wine keg)
The half-goats come to your aid to prevent the evil forces from disturbing their fun. They are technically tank troops. Slow, good attack and defense. They can still cast mirth twice per battle.


Level 3:

>Elf< (Ranger's guild)
The training of the elves has increased ever since the drows joined the ranks of their enemy. They shoot twice and with good results. Their hitpoints are still fairly low, but higher defense compensates this somewhat.

>Druid< (Stonehenge)
The druid has returned as creature, which does not mean that it cannot be a hero as well. The druid is a spellcaster and casts firebolt, summon wolf, giant strenght, fortune and defender. It's going to be a tough choice between the elf and this one.


Level 4:

>Pegasus< (Silver falls)
The pegasus is fast and does decent damage, but is low in defense. They have a first strike, so are a lot better in large stacks to finish off opponents. The pegasus is also capable of casting power drain once per combat.

>Dendroid< (Dendroid grove)
The dendroid is still slow and still have their binding ability. They can also animate trees (enemies are bound in place when walking next to them, but they can't see which tree. When a dendroid dies, their bodies for a barrier, which requires one turn to cross.


Level 5:

>Unicorn< (Magic pool)
The unicorn should go back to their HOMM3 appearance. They looked so much better with those golden manes and their robust appearance. In addition to their blind ability, they should also have their old magic resistance aura. That would make them a better deal in comparison to the griffins.

>Griffin< (Griffin cliffs)
The griffin is now a very strong level 5 creature, still coming with unlimited retaliation. With a first strike spell, they are truly nightmares. Their number is fairly low, though.


Level 6:

>Phoenix< (Pyre)
We already know that the good old phoenix is going to be there in HOMM5, so I couldn't let it out. They still come with a breath attack and a rebirth ability, which works the same way as HOMM4. Once per combat, they can also cast the firestorm spell. The firestorm gives damage to all units when flying, unless they are immume to fire damage (phoenix and efreet). The firestorm also gives 50% extra damage to all fire-based spells. If you can get a combination of phoenix, druid and fearie dragon, you have one of the best combo's in the game.

>Fearie dragon< (Magic forest)
They still come with their spellbook of painful spells. Lighting, fireball and fire ring are included, as well as bloodfrenzy. They no longer have the confusion spell. The fireball and fire ring are much more powerfull with a firestorm on the battlefield, so try to get the spell (L4, chaos) or get a phoenix in your ranks.


Spell changes:

- I want to include a very important extra spell. This is a level 5 spell: The Divine Magic Shield. This spell is basically an Anti-Magic, althoug it still allows boosting spells (which cannot be dispelled). The Divine Magic Shield also protects against the ring of greater negation, the Talurin spells and the Forced Dispell (L5, Alchemic). Therefore, this spell is better than 100% magic resistance and the magic immunity ability.

- The summoning spells should include the new creatures, although it should not be possible to summon the level 6's. This is because of the firestorm combo.

- The level spells summon the equal level of creatures. Perhaps in a bit higher numbers than HOMM4.

- As a level 2 spell, I would like to introduce the Ensnare spell. Ensnare binds a target on place for two turns. It cannot move, but it can shoot and/or cast spells.

- Pathfinding should be a level 2 spell.

- Quicksand should be scaled down a bit.

- Another level 3 spell: Flee. Cast on a single creature stack. The stack is teleported to the nearest town. The rest of the army keeps fighting and the heroes on the battlefield still gain XP. Cannot be used on adventure map.


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Changes to the town of Life.

The conservative stand of Paleandra during the revolt of the alchemists cost them most of their craftsman. Instead, they turned towards a more powerful type of healing and protective magic. The angels decided that the towns of Life needed more protection against the necromancers and the forces of Chaos, so they decided to call for help from their own species.
The result was a town which has a larger focus on magic and angelic aspects, but does not have any war machines. However, the skills of metallurgy are still present, even with the departure of the alchemists. Overall, this makes the life town stronger than it was. The heroes are still priest(esse)s and knights.


Level 1:

>Squire< (Squires' guild)
They still hit things with their little flails and can still inflict stun. Their defense has increased a bit to make up for their speed, which is mediocre at most. The most important function of the squire is to defend the Marksmen in the early levels.

>Marksman< (Archery range)
The marksman does decent damage and still shoots without ranged penalty. Their defense is quite low, so they do need protection. Marksmen are a bit faster than the old crossbowman.


Level 2:

>Halbardier< (Guardstower)
Halbardiers attack with a long weapon that does very decent damage. However, they die quite easily, due to their low defenses. However, they gain a 50% increase in defense when defending, becuase they use the halbard blade to dodge attacks.

>Healer< (Hospital)
The healer is a spellcaster with a decent defense and a completely neglectable attack. The healer can cast heal, bless, spiritual armour and heavenly wrath (level 1 DD). Great in combination with combat heroes.


Level 3:

>Swordman< (Training barracks)
These troops fight with swords and do decent damage. They have medium speed and a good defense. They wear armour, but are not completely covered in plate armour.

>Cherubin< (Heavenly portal)
Winged attacker with the ability to cast any ward desired (including life ward, but there is no might ward). They attack with heavenly light which comes from their hands (melee attack). This attack does 50% additional damage to undead.


Level 4:

>Monk<n (Monestary)
Ranged attacker, but this time with a decent damage. They should also have no melee penalty and a death ward. The monk should look like the zealot from HOMM3, because the HOMM4 look is just plainly horrible.

>Paladin< (Cathedral)
The guy in shiny armour is back and still has a double attack. They have a decent attack and defense and are now a bit faster. They also have a death ward, like the monk does.


Level 5:

>Champion< (Jousting arena)
They still ride horses and they still have a jousting bonus. They are not top level anymore, so their damage and defense have been scaled down a bit. They are still decent and fast units when compared to others. Numbers are low to medium.

>Zealot< (Abyss)
The zealot is a spellcaster who can cast regeneration, celestial armour, heal and divine fire (level 3 DD). They have medium numbers, but have decent defense.


Level 6:

>Archangel< (Altar of light)
Fast attack units with the ability to cast Ressurection. They do good damage, but are killed fairly easily, so use them wisely. For some reason, they looked more impressive in HOMM3. You get three per week at comparable cost.

>Enlightened crusader< (Divine temple)
These crusaders have been chosen by the heavenly forces to defend their followers on earth. They look like the crusaders from HOMM2, but are actually stronger than the angels. They have fair speed, but will never be as easily manouvrable as the flying angels. However, they do a bit more damage and are much harder to kill. The Enlightened crusader does additional heavenly wrath damage to his attacks and does always maximum damage.



Spell changes:

- Add a level 1 heavenly wrath DD spell.

- Add a level 3 divine fire DD spell.

- Take away all wards and replace them with a level 3 ward of choice spell (including life) and a level 5 mass ward of choice.

- Make an additional level 4 spell that doubles hitpoints.

- Let Divine intervention heal a little less hitpoints, but let it also resurrect creatures.

- Eliminate sanctuary.

- Add spells that can be cast on heroes, letting them boost creature statistics.


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Changes to the town of Chaos.

The lands of Chaos are huge in size and the central government rules of it in theory. But in practice, there are many small communities and individuals that look after themselfes. The central government of what is called: The Empire of the Gold Sea, made an alliance with the creatures of the swamps, among them some of the refugees from Tantalia.
When the war with Paleandra and Great Arcan started, the policies were changed. The government send sorcerers to the communities to enforce the conscription that was issued and they used force if necesarry. The overall control of the army and the land as a whole was increased, bit it did not even come close to the organization of countries like Paleandra and Great Arcan. Still, it was good enough to maintain control and their forces were large and strong.


Level 1:

>Gnoll< (Gnoll hut)
The gnoll has returned from its retirement in the swamplands of Axeoth. They are no longer equiped with flails, but rather with quarterstaffs. They are very decent level 1 units, although quite slow. They are better used for the defense of ranged attackers and sorcerers. They have a 20% of dodging an attack with their staffs. This includes magical attacks. Direct damage spells are not weakened, they either succeed fully or, in 20% of the cases, fail completely.

>Bandit< (Thief's tavern)
The bandit still has its stealth ability, but carried it over to the battlefield. It now has the option to do a hidden movement. The bandit is visible at the beginning, but during it's turn, becomes invisible for the enemy and then moves within their normal movement range. They become visible again when either attacking or walking right next to an enemy troop. If bandits stay hidden for three turns and all other troops are dead, then this equals fleeing. Aside from this ability, they are fast, but weak.


Level 2:

>Lizard sniper< (Hidden den)
The lizard sniper has no ranged penalty and a ranged first strike. They do fair damage, but have horrible defenses, so protect them at all cost. In the early game, they make great units to clear mines, but in later battles, they might get slaughtered fairly quickly, because of low numbers.

>Harpy< (Harpy cave)
The harpy still has that pesky hit and run attack, but they are fairly weak creatures. If the enemy gangs up on them, they are lost, so use their ability wisely. Their movement is now one of the highest in the game. They are overall quite weak, but compensate for that in numbers.


Level 3:

>Minotaur< (Maze)
The minotaur lost its ability to block melee attacks, but they gained an incredible hand-eye coordination, which allows them to block ranged attacks 50% of the time. They always have maximum positive morale. Their defense is good and their attack is fair. They are quite slow, though.

>Evil Eye< (Pillar of eyes)
The evil eye has fully joined the ranks of the armies of Chaos. They still come with that irritating random spellbook. Their damage is fair at most and their defenses are horrible. They also suffer from the melee penalty and do not cast their spells when melee attacking. If the speed spell is available, then the minotaur might be the better option here.


Level 4:

>Medusa< (Statue garden)
The medusa is a ranged attacker with good damage and mediocre defense, but they lost the stoning ability. They should go back to their looks in HOMM3, since they look quite horrible in HOMM4. The medusa, however, gained a poisonous bind, using the snakes on her head. In melee attack, they do full damage and bind the victim. The victim looses 10 hitpoints per medusa per turn in her grip (damage substracted at start of victim's turn).

>Basilisk< (Basilisk dungeon)
The basilisk has gained a 50% chance of paralysing the victim during an attack. A paralysed victim cannot retaliate when attacked and suffers of this situation for two turns. However, the paralysis is dispelled when the victim suffers damage. They are quite fast for ground troops and have decent attacks and defenses.


Level 5:

>Gorgon< (Gorgon lair)
Everyone's favorite cow is back and they have taken back the death stare that the medusas borrowed in HOMM4. They do not kill creature at a certain chance with a certain number per gorgon, but more with a formula like the medusas. Because of their high levels, their ability will still make the level 6's shiver in fear. They have great defenses, but their attack is no more than average. Medium speed.

>Efreet< (Lava spring)
The efreet is a though competator for the gorgon. They have gained the spellcasting ability, just like their genie antipoles. Efreeti can cast: Firebolt, Magic Mirror, Aura of Fear and Fire Aura. Next to that, they have a speed and movement that is close to teleporting and are hard to kill, because of high defenses and the fire shield. Their physical damage is not that great though.

>Hydra< (Hydra pool)
Big, bad and many heads. They might be considered as neutral creatures, because they don't belong in this town setup. I can't place a hydra on a low level, but at the high levels, they get overshadowed by the others. However, if they will be there, they will have to come in classic form, with no retaliation and attacks with all heads.


Level 6:

>Black dragon< (Dragon cave)
The black dragon can go on with being the one-per-week ultimate big bully. But they now face competition in the form of the talurin from the spirit town. The talurin can break through their magic immunity and cause heaps of damage. The black dragon is still the undoubted king of the physical damage and the defense, although the hitpoints are roughly equal with that of the talurin.

>Nightmare< (Dark woods)
Nightmares are weaker than the black dragon, but you get two per week and they are a good choice, even next to the dragon. They now cast a cloud of terror, which works the same as the cloud of confusion, except that it causes terror. They have the ability to teleport and have a first strike. Their attack and defense are a little below average of their level, but they have relative high hitpoints.


Spell changes:


- All schools of magic have some forms of direct damage spells, but chaos spells of the same level are always a bit stronger. Next to that, chaos reserves the access to the sorcery skill. This sorcery skill will perhaps make a combo chaos-someothermagic favourable.

- Chaos will also remain the only one with level 5 direct damage. The highest non-chaos DD spell is the mind implosion from spirit magic.

- Add a level 4 spell, called Firestorm. The firestorm summons a storm of fire over the battlefield. Flying creatures take damage when using their flying ability (they have the option to walk, but this makes them much slower). The Firestorm also causes all firebased spells to do 50% more damage. With efreeti in your army, this certainly is a worthy spell. Nature benefits even more from it.

- Make inferno a bit bigger.

- There should be a form of a landmine spell, estimated level 3.

- Make spell shackle based on caster level, instead of a fixed 10 damage.

- Remove either speed or first strike. They don't have to share both with nature.

- Bring back the firewall.

- Add a level 4 spell that makes all chaos units do 50% more damage to Life, Order and Spirit.


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Changes to the town of Might.

Last and least (I hate that town with overpowered heroes and no magic), the town of might. The barbarians are still in their own country and usually don't bother with other peoples. However, the elves dragged them into a conflict with the Alchemy-Necro alliance and the Life-Order-Spirit block. They will have to concentrate more on the organization of their army and their sheer strength in order to survive in a world were everyone blasts around with magic.


Level 1:

>Goblin< (Mess hall)
The goblin has returned as a small green spearfighter. They come in high numbers and have a very high damage spear attack. They are permanently under influence of the bloodlust spell. Their defenses are quite low, so be carefull with how you use them.

>Berserker< (Longhouse)
The berserker is also a strong creature with the double attack and that unfortunate berserk ability. They come in lower numbers than the goblin and are unfotunately, killed fast because of that berserk ability.


Level 2:

>Centaur< (Centaur stables)
The centauri are still ranged attackers, but a bit stronger now. They are low on shots, but shoot them like any other ranged attacker and they have no melee penalty. They have good defenses and fair numbers.

>Boar< (Boar pen)
The boars have finally ended up with the barbarians. As with most barbarian units, they do a lot of damage. Their defenses are good enough and they are very fast. They also have the ignore obstacle ability.


Level 3:

>Orcs< (Orc tower)
I don't know what the orcs were doing with the sorcerers, but they belong here in the barbarian town. They throw with axes, doing good damage. But they have a melee penalty and are not that good on hitpoints and defenses. Better to give them a decent protection if you take them.

>Nomads< (Nomad tents)
The nomads are very fast and attack with a first strike. They put equal emphasis on attack and defense, but it is still not a good idea to send them out all by themselves into the enemy ranks. The presence of nomads in your army decreases the movement penalty over hostile terrain by 25%.


Level 4:

>Ogre mage< (Shaman circle)
A shaman-like magician from the barbarian hordes. The orge mage's spellbook has been extended with the slayer and, more important, the precesion spell. They are tanktroops, but put the emphasis more on defense, which is unusual for barbarian troops. Highest hitpoints of their level and high defenses. Attack is no more than average and low speed.

>Troll< (Troll cave)
Medium speed (definitely better speed than the ogre) and both fair attack and defense, with good numbers. The troll also regenerated all hitpoints each turn and is therefore a fearful opponent on small maps and in early stages. Aside from that, they also have a 50% magic resistance.


Level 5:

>Thunderbird< (Lightning mountains)
This bird is basically the same as the bird from HOMM4, although it has been scaled down to fit it's level. It still does lighting damage, along with its normal damage, but this should be only 10 to 15 per bird. The HOMM4 animation looked good, so they should make something similar.

>Wyvern< (Wyvern nest)
It should be possible to mightify this creature, so that it fits in the town of might. The wyvern would of course be a flying creature, but no longer with the poisoning ability. They are extremely fast and have a permanent stoneskin and increased hitpoints. Their damage is not that good. The wyvern would be excelent for taking out ranged attackers.


Level 6:

>Behemoth< (Behemoth lair)
The behemoth should regain its ability to lower the defenses of its victim, in stead of that impersonal strenght ability. Because of the new system of damage calculation, the defense reduced should be modified, but it could still work. Visually, take away that big hairy ape look and make it look more like the HOMM3 version. The ancient behemoth actually looked scary.

>Cyclops< (Cyclops cave)
The cyclops is now an ultimate irritating factor. It still has the ranged area attack, but it also has the statistics that fit a level 6 creature. On close range, the cyclops attacks with its gaze (no melee penalty). This gaze has the chance to paralyse a number of creatures per turn. The cyclops actually does not do much damage for its level, but the area attack makes up for that.


Spell changes:

None (I wonder why)


Either with skill, or with a building in the towns, the barbarians should be able to protect their own creatures from hostile spells. The troll is the only creature with partial spell resistance, but they should all have when under command of a high level barbarian.


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streetfire
streetfire


Hired Hero
slang junky
posted April 19, 2003 08:11 PM

looks good, although i am dissapointed in the loss of the kreegans, but its better than having them mixed with the undead, and i think wyverns should lose there green colour, and maybe go brownish tan colored instead
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it depends on whether u really wanna toss a salad

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nasty
nasty


Known Hero
castor nebun si orb pe cinste
posted April 20, 2003 12:17 AM

They look good but i dont agree the choosing system ....there will be creatures that wont be used ...for example if you could use the both creatures from the same level...you have to pick one...it;s not fair...i say let there be just one option and many more castles
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You can trick me with food.Possesions mean nothing to a navajo.

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Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted April 20, 2003 12:24 AM

The choosing system was one of the best implementations in HOMM4, because it added so much to the replayability of the game. You could have the same town and a completely different creature setup. Some creatures cost more of a certain resource, others are better against a certain allignment.
Unfortunately, some creatures were so much more powerful than the one on the same level, that the other was never used. Examples here are Cyclops vs. Ogre mage and Genie vs. Naga. No one ever goes for the latter options.
In this system, I tried to give all creatures of the same town and the same levels comparable strenghts. All creatures should be more powerfull than their counterpart in some situations and less powerful in others.
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Perception is everything.

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Nasty
Nasty


Known Hero
castor nebun si orb pe cinste
posted April 20, 2003 12:38 AM

And dont forget the medusa vs minotaur(i've never chosen the monitaur)...but there will always be some creatures that wont be used...even if their growth is higher...
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You can trick me with food.Possesions mean nothing to a navajo.

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valkyrica
valkyrica


Supreme Hero
posted April 20, 2003 04:32 AM

try using medusas against death, good luck with that, minotaurs are the obvious choice when fighting necro, one lucky blocking attack and that may be the last you see of their vampires, but when you take medusas, they'll only feed on them

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I'm Guybrush Threepwood, mighty pirate

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streetfire
streetfire


Hired Hero
slang junky
posted April 20, 2003 05:31 AM

nasty

i kno its not the same thing but would u play a game with 70 towns and 70 creatures? the point is to make people want to play a particular town and be interested, you cannot change towns in the middle of the game and thus, u will likely get bored of the game quickly, because u are reluctant to play each scenario until the end. and i think someone said there will be 8 towns with 12 creatures each, but i wouldnt buy it if there were 16 towns with 6 creatures. with fewer towns it is also easier to develop the campaigns more, and have them larger, with more strategy and thought put into them.
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it depends on whether u really wanna toss a salad

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Lordskeleton
Lordskeleton


Adventuring Hero
The really REALLY bad guy
posted April 20, 2003 12:39 PM
Edited by alcibiades at 11:52, 29 Jun 2009.

Marelt! Your undead doggie... Breath of death lol!
Think some of my teachers has that special too=).



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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Vad gagnar det en människa om han vinner hela världen men förlorar sin själ?

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