Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Age of Heroes Coliseum > Thread: ICTC - Necropolis
Thread: ICTC - Necropolis
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 17, 2008 10:08 AM
Edited by Mytical at 06:52, 18 Mar 2008.

ICTC - Necropolis

Yes, you heard right.  I am revamping the necro town.  Expect many of the 'canon' creatures to be revamped and some teir changed.  A Dark Energy/Necromancy revamp.  New Buildings.  Lots of new stuff.  Since my other town is almost complete, this is the place holder for this.  Get out the pitchforks and torches, cause I am about to slice and dice the Necropolis.

1st change - Each teir will have 2 different creatures, each with 2 upgrades BUT you can only choose 1 of the two.  That is right, 7 teirs, but using the h4 idea of alternate creatures.  You can have either/or but not both.

2nd proposed change - Necromancy will work a bit different, as will DE.

3rd proposed change - Leadership will be removed and replaced for this town only.

First off mostly everything stays the same except as noted above.  Heroes, Town name, non-creature dwellings, Skills/perks, chances of skills/perks.  Favored stats, ect.  All of course are still 'undead'

Ok time to discuss the 1st proposed change.

Teir 1A - Skeletons and their upgrades, no changes.  Teir 1B - Zombies and their upgrades.  Lower stats, not much else change (to fit teir 1 stats).

Teir 2a - Mummy.  Lower stats except speed (which is higher) no spell casting.  
        Royal Guard - 1st upgrade.  Double Strike, Rush (activated ability, like dash).  Vault - Can leap over a creature to hit another creature then return to starting position.
        Pharoh - Grants all undead a +1 to damage.  Caster (as normal mummy now).  Weaker then Royal Guard

Teir 2b - Bone Golem.  While the wizards can use metal and stone, only the necromancer can use Bone, blood, and flesh to create golems.
Fear, bash.
Flesh Golem - A bit slower, but much sturdier.  Armored, Bash, Fear.
Blood Golem - A bit faster, but not quite as sturdy as flesh.  Reform - 1x combat can 'raise dead' on itself with no hp penalty.

Tier 3a - The ghosties, no changes.

3b - Hags - Undead casting females that were once hedge witches.  They made a pact with the necromancers for more power in return for their immortal soul.  Their magic now consist mostly of vile projectiles that cause a multitude of problems for the living.

Ranged*, Melee Penalty.  Their ranged attack acts like a earth daughters melee attack (ie a hexing attack).

Crones - Their touch is venomous, but they are much like their hag counterparts.

Ranged, Melee Penalty, Poison.

Shrew - The more caster oriented of the group.

Caster, Poison, double attack.  Mana 15- spells decay, vulnerability.

Teir 4a - Lich, with upgrades, not much change.  Except alt upgrade is not pink!.

Teir 4b - Guardian Beast - Undead beholder.  Also ranged, Deflect magic (always back to random enemy unit if targeted by single or affected by mass spells, aoe also but only the part that hits it), disentigrate.  Targets fallen stack and removes it from the board so it can not be ressurected/raised/ect 1x per combat only.  Also flying.

Entomber - Only one or two stalks work for an undead beholder.  Depending on which is how powerful it is.  Ranged, Deflect Magic, Stone Gaze - Stun enemy till healed by tent or hit, Flying, Confuse Ray - As single target confuse spell has small percent chance of activating when it attacks or retaliates.

Gazer - Ranged Retaliate, Ranged, Charm, 'hydra-like' attack in melee.  Charm - Acts like succubi seduce, but for that units next action only.

Teir 5a - Vampires. With all normal upgrades.  Note : I always thought that vamps should be stronger then Liches.  At least physically.  A lich is more about magic.

5b- Animated - The necromancers disliked the slow stiff movements of zombies.  Mostly they were used as fodder.  Then one of their most promising apprentices come up with an interesting idea.  Using some of the same principles as golems, they created frankenstein type monsters.  Much more limber then zombies, and much more deadly.

Mechanical, Undead, 1/2 damage from word of light (thanks to being part mechanical).  Cowardice (fire only) - when hit by or facing a fire based spell, they will retreat on their next move as far as possible away for 1 turn.

Reanimated - The necromancers have added a unusal powersource to their creations.  They now can harness the power of electricity for various uses.

(As animated plus) Charge - call down lightning on itself, it stores this energy.  Recharge (Must be 'charged) - acts like a raise dead (without hp reduction) (only useable 2x per combat)but uses up the energy charged.  Discharge (must be 'charged')-All surrounding units take lightning damage as the spell at expert mastery (sp depends on number of reanimated), uses up the energy charged. (ie they have to charge, choose one or the other, then charge again if they want to use either..and they can not attack when charging).  However, they can also get a free charge if hit by enemy lightning (and they take no damage from lightning).

Voratious - Animated corpses with an unending appetite for living flesh.  They can regenerate themselves (vampirism like effect) with the flesh of their victims.

Vampirism, Undead, Mechanical, 1/2 damage from word of light, cowardice (fire only).

Teir 6a - Wraith (This could easily be level 7)

Dark Knight - Unlike most of it's counterparts these are not yet undead (though well on their way), they just have no qualms about working with the undead and suffer no morale penalties because of it.  Always has morale of 0, however.  Abilities and such are like their haven counterparts.

Black Knight - As above, but like the cavalier counterparts for haven.

Death Knight - Undead, harm touch, otherwise like paladins without 'lay on hands'.

Teir 7 - Tomb Guardians - In a distant past there were great creatures that were bound to servitude to the creatures which would one day rise as mummies.  When their master parished they were slain and entombed in stone to serve as guardians for all eternity.  For centuries nobody harnessed their terrible might, for they were believed to be just made of stone.  They bear the head of a jackel, and carry huge crooked weapons to smite their enemies with.  Even the mighty collosi can have difficulty against these beasts.

Undead, Multisquare attack (acts like a breath weapon), Cursed Animation.  Cursed animation makes raise dead act different for these then other undead. Hp loss is half, but so is the number raised by the spell (the spell is considered half power after all factors are calculated).  Each time raised it becomes more unstable increasing the hp lost and lowering the number raised by the spell.

Royal Guards - These monstrosities were made of the strongest and best of the creatures and materials for the time which they were made.  Large sacks of stones are carried on their back for them to hurl at their enemies.  Do to the size of their projectiles, however, ammo carts can not supply them and do not affect the number of shots.

Ranged, No Melee Penalty, Mutisquare attack (melee only), Cursed Animation.

Cursed Guards - Some of them were bound by the darkest magics after death.  Ancient forbidden rites were used to trap their souls into the stone itself, and their bodies were not used.  Much sturdier then their other counterparts, and able to pass their curses on to others, they can not be raised as normal undead.

Casters - All dark spells but pm and frenzy - Spellpoints 30.  Multisquare attack, can not be the target of the raise dead spell, magic resistance 50%, Armored.

No alternate choices for teir 7.

Now as for Dark Energy and the ability to raise dead.  Instead of a weakly total they recieve a daily total.  With it they can choose to get the full ammount after a battle, or 1/2 the ammount during the battle.  Automatically in their spell book the ability - Dark Energy will be there.  If used, it can raise enemy creatures in their undead form in combat.  They select a stack (following all the normal rules for necromancy as to which can be raised, ect) and those creatures raised as undead can not be ressurrected by the enemy either.  After the combat any units stay if they survived the combat (as undead).  


____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted February 17, 2008 12:48 PM

Necropolipse?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 17, 2008 12:49 PM
Edited by Mytical at 12:52, 17 Feb 2008.

Hehe probably misspelled (I am a truely horrible speller).

Edit : Ok definately not right.  Contacting Kookastar to correct.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Skirr
Skirr


Hired Hero
The Spawn Slave
posted February 17, 2008 01:45 PM

Good idea. Now you only have to decide all the particular, but the idea is realy good.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted February 17, 2008 05:18 PM

why make lich a tier3? they are too frigin powerful for that!
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 17, 2008 05:52 PM

Here, here!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 17, 2008 07:17 PM

No vampires?
W00t
oh yeah
Ps:i think that the original ictc contest is over

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 18, 2008 06:26 AM
Edited by Mytical at 07:46, 08 Mar 2008.

Yes, it is for ICTC 3 (but that should be obvious).  However, you are too soon.  Vamps are teir 5.  Yes, I switched them around.  Stats of course would be adjusted to fit.  There is a reason, you just have to keep reading to discover it.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Momo
Momo


Promising
Famous Hero
posted March 04, 2008 10:53 AM

While I don't necessarily approve every change you made here, I approve the overall idea. We spend to much time taking new factions out of the hat instead than exploring the design space that already know factions have to offer.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 05, 2008 08:10 AM

Running out of steam hehe, this faction probably won't be done by the deadline.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 08, 2008 07:45 AM
Edited by Mytical at 08:04, 08 Mar 2008.

Doh, forgot about ghosties.  so liches are now teir 4.  Vamps are teir 5.  Up to teir 6 done (sure going to get a lot of flack for my changes to the death knights)
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 26, 2008 06:18 PM

Cohesiveness: 9/10 (the town exists already, so it's not a hard task)

Imagination: 14/15 (you definately add more variety to Necropolis but where is the bone dragon? )

Back story: 0/10 (no new story, nothing added to existent story, no points)

Battle facets: 9/10 (you have made this faction more versatile, that's good)

Discretionary: 1/5 (for slightly improving the concept)

33/50

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 27, 2008 02:12 AM

My oh my, what have you done?

Cohesiveness - 7/10. Really fragmented now, as their is new creatures with new lore that throws the whack out of the Necromancer
s story.
Wow Factor - 9/15. I'm not too impressed. If your gonna remake a faction, remake it, not imitate it. You've kept most the original untis, which lowers how impressive it is.
Back Story - 2/10. You've included the smallest amount of story in your creature descriptions, which is all of the Back Story you have.
Battle Facettes - 4/10. Can't imagine this to be too fun to play in battle. Its lost most of its allure, and it sounds like a mess. Truly.
Discretionary - 3/5. I give you this for attempting this dire task. It takes a lot of creativity to remake an already well-known faction. It was actually a real let-down from your Hexed. Sorry, but was not too impressed.

Total Score: 25 Points

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 27, 2008 02:55 AM

Hehe, actually higher scores then I anticipated.  This faction is truely not even 50% complete.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Momo
Momo


Promising
Famous Hero
posted March 27, 2008 04:57 PM

Quote:
Hehe, actually higher scores then I anticipated.  This faction is truely not even 50% complete.


As a matter of fact, being this the case, I won't be judging this one. I advice you to continue and expand this concept for the next ICTC.

Only as an anticipation, this faction would have got at the very least a 14/15 for creativity for being a remake of a known town. Improving something known and loved is really an harder task than sorting something new out of the hat.

So, rather than ripping off this one for being uncomplete, I'd prefer much more to see this poking its head again later in time.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted March 27, 2008 05:03 PM

Quote:
Quote:
Hehe, actually higher scores then I anticipated.  This faction is truely not even 50% complete.


As a matter of fact, being this the case, I won't be judging this one. I advice you to continue and expand this concept for the next ICTC.

Only as an anticipation, this faction would have got at the very least a 14/15 for creativity for being a remake of a known town. Improving something known and loved is really an harder task than sorting something new out of the hat.

So, rather than ripping off this one for being uncomplete, I'd prefer much more to see this poking its head again later in time.

I agree in 100%.

I also want to add that this is a very creative change to the Necropolis that basically hasn't really changed much between H3 and H5. Yes, the Death Knight has replaced, and some names have been changed, but still, all these are minor changes, and the town feels the same in both games. This kind of creative change, adding many other interesting Undead creatures is that the towns need. The only thing missing to make it feel complete, is the classic Bone Dragon and its upgrades, that come with Necropolis since H2, and it will be bad to tell them goodbye on this point of the way.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Tobius
Tobius


Adventuring Hero
posted March 30, 2008 03:03 PM

Necropolis

Cohesiveness(5+5)=10 Well, all units are undead - what did you expect?
Imagination(3+2+1)=6 Might be an interesting approach for lovers of undead, but fairly unoriginal since there has been a Necropolis for so long
Back Story(0+0)=0 No Back story, no points
Battle Facets(4+2)=6 Could be fun, but it's orientated strictly on Heroes 5

Discretionary: -1 for no emblem

Total Score=21

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:28 AM


Necropolis:

FriendofGunnar

Cohesiveness: 6/10
Imagination:10/15
Back story:4/10
Battle facets: 7/10 Vile Projectiles, awesome
Discretionary:1/5 hmmm, seems unfinished...

What I like: hags, undead beholders, flesh golems.  You're taking necro in a whole new direction, which is great.
What I don't like:  Once again it seems like the whole kit and caboodle is being thrown in.  It loses cohesiveness that way: mechanicals, lightening golems, casters...

28


Kookastar

Cohesiveness:  8 points
Imagination/creativity/originality/wow factor: 11 points
Back story:0 points
Battle facets: 8 points
Discretionary: 2 points - This necropolis looks neglected
Total 29


TDL

Cohesiveness(max 10) : 5
Creativity (max 10): 8
Backstory (max 10): 1
Battle Facets (max 15): 9
additional (max 5): 1

not really a faction, rather an overhaul =/

Total (max 50):24


Guest Judge's Score : 26.33 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (28 + 29 + 24) / 3 = 27.00

Final Score: 26.67

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0442 seconds