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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD TotE] H5: Torment
Thread: [MOD TotE] H5: Torment This thread is 2 pages long: 1 2 · NEXT»
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 10, 2008 03:47 PM
Edited by bigjocker at 15:08, 13 Oct 2008.

[MOD TotE] H5: Torment

Hello everyone,

First I would like to say that Quicksilver III will not be finished. Don't ask me why, because there are some reasons, but no time to reveal them.

However, I'm making new mod. This one won't be such great as previous ones, it won't have any graphical changes or replacements. But I still hope, that you will enjoy it.(I undertand that there are much big and better MODs than this and it's a waist of time, but I still wanna share it).

The main changes in this MOD will be these:
1. All the creatures (from towns) will have two upgrades (as it was originally), but now one will be defensive and the other offensive. So now you will be able to make more startegies, be offensive, defensive or mixed player.So it means that all the stats of all the creatures will be changed.

2.Spells now will be more like in H3, by their level,cost,name and stats. Groups stays the same-Light,Dark,Destruction and Summoning.

Other minor but important changes:
1.Changed costs of dwelings in the towns.
2.Changed main resources in some towns. (the ones you get fro resource sillo)
3.Changed hp of town walls,towers,moats. It will also depend more of fortage.
4.Now all races' heroes will have same chance to learn a skill when they level up.
5.Primary skills are now more balanced. I mean there are no more Might OR Magic races, now there are Might AND Magic (except for Stronghold, as it doesn't have normal magic).
6.Creatures will be more balanced and a little more similar to H3 by their stats.(but eveything was taken from my mind)
7.Heroes will have more movement points.
8.Starting resources changed.
9.Some town building bonuses changed(grails too).
10.Pack dive now does 150% damage.
11.Familiars now steals 3 mana per population each turn.
12.Leap distance decreased to 7. Damage is now increased to +75% no matter of the ditance and it gets 200% damage retaliation. Explosion damage is also increased.
13.Now chance to miss Incorporeal decreased to 30%.
14.Life drain now drains 100% of damage.
15.Death wail damage is increased to 20.
16.Death stair now decreases morale by 2.
17.Magnetism now redirects 10% of damage per weekly population of golems.
18.Call storm now deals 30 damage and shoot penalty per creature is increased to 3%.
19.Assassins poinon damage is doubled.(form 1 to 2).
20.Hydra's Regeneration now regenerates from 10 to 30 hp only.
21.Giant Slayer defence and attack bonuses increased to 5 and 5.
22.Liquid flame breath now deals 30damage per creature and duration now might reach 3 turns instead of 2.
23.Manticore's poison now deals 15 damage per power instead of that stupid 4.
24.Now it will be easier to reach higher level in Demon Rage as I lowerd the limits. Now it's 200(as it was), 400 and 600.
25.Some Rage getting and losing stats changed.
26.Venom now does 15 damage instead of only 5.
27.Swallow goblin range increased to 2 cells, because you might like not to always attack by throwing goblin.
28.Scavengers coeficiant increased to 0.3.
29.Order of the chief now won't deal damage.
30.Gating now summons 5% more creatures.
31.Consume corpse now only need 10hp to restore 1 mana point.
32.Necromancer now will have more energy.
33.Necromancer now will rise TotE necro creatures, after killing TotE creatures instead of always rising the same old normal H5 creatures.
34.Shake ground now deals much bigger damage.
35.Some minor changes in some heroes' skills.
36.Summon Hive and Blade Barrier now will have mire HP.
37.Good morale now instantly gives creature another attack as it was in H3. (Same with Bad morale)
38.Hearo's starting army generation slightly increased, esecialy those with creature specializations.

Ok, I gues that's all. Ofcourse there might be some more changes, but I've written as much I as remembered.

MOD PROGRESS: -------~70%


Comment's and complains are welcome.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 10, 2008 03:54 PM

Quote:
11.Familiars now steals 8 mana per population.
12.Leap distance decreased to 7. Damage increased to 40%/cell. SO it will be killing machine. BUT Explosion damage is also increased.
14.Life drain now drains 100% of damage.
37.Good morale now instantly gives creature another attack as it was in H3. (Same with Bad morale)
These are simply IMBA
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 10, 2008 03:56 PM

Yeah, I know, but abilities will affect creature's cost and population. But still after testings these things might change.
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radox
radox


Known Hero
posted October 10, 2008 04:00 PM

11.Familiars now steals 8 mana per population.

Are you crazy? This is totally IMBALANCED, as if you fight against Infeno, you won't have ANY chance to cast a spell...

37.Good morale now instantly gives creature another attack as it was in H3. (Same with Bad morale)

WHAT?! In Heroes 3 good morale bonus could trigger only once per round, but here it can trigger an unlimited number of times. That means that if a Haven hero has expert leadership, his Griffins will have turn after instant turn without giving their enemies a chance to act!

I recommend you better test the balance of the game a little bit before making random changes.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 10, 2008 04:17 PM

37.Good morale now instantly gives creature another attack as it was in H3. (Same with Bad morale)

So Banshee Wail must decrease Morale and Luck by -2

14.Life drain now drains 100% of damage.

Something between 66%-80% is enough.

33.Necromancer now will rise TotE necro creatures, after killing TotE creatures instead of always rising the same old normal H5 creatures.

There is no problem with that i can choose to raise a Specter or Poltergeist

Other propostions seems good
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 10, 2008 04:22 PM

Quote:
37.Good morale now instantly gives creature another attack as it was in H3

Lol. Give creature +10 morale and it will act infinite number of times. It's not that hard as +2 from standard army, + 3 from leadership, + 3-4 from artifacts and + 1/2 from random adv bonuses. Not to mention mini arties.

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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted October 10, 2008 04:38 PM

Quote:
Quote:
37.Good morale now instantly gives creature another attack as it was in H3

Lol. Give creature +10 morale and it will act infinite number of times.



Morale is always capped at 5. But it still sems to be a litle bit too powerful.
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted October 10, 2008 04:44 PM

Quote:
37.Good morale now instantly gives creature another attack as it was in H3. (Same with Bad morale)

Woot?! That makes people go for only morale skills and artifacts!
That's not good! With 3 luck you already have many morale triggers!

Quote:
14.Life drain now drains 100% of damage.

That's quite strong! I hope you will make the vampire stats low, and/or make all other tier 4 stronger!

Quote:
Death wail damage is increased to 20.

That sounds a little, but if you use this ability right, you can deal massive damage.

Quote:
Order of the chief now won't deal damage.

This is cool! I hate dealing damage to my own creatures!

Theese 4 looks good!

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 10, 2008 05:01 PM

Making Morale like that is simply IMBA compared to Luck (which is also overpowered but let's not get into that). I mean, giving you a free action is better than double damage, since an extra action gives you double damage but also the opportunity to do something else if needed (like move and block archers, etc)
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted October 10, 2008 10:59 PM
Edited by VokialBG at 22:59, 10 Oct 2008.

I agree with all BJ's stats I'll like to try it
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 11, 2008 12:34 PM
Edited by bigjocker at 15:05, 13 Oct 2008.

I see you all don't like the thing about morale. Well after I release beta you will be able to try that thing and we'll see if it needs changing and what needs changing.

About life drain. Vamire's stats will be changed, so I think it won't be overpowerd.

About Familiars, we will see after testings. BEcause I want familiars stealing much more mana, as now it's really too little.(for me at least)

About necro rising TotE creatures, I've forgotten that it is possible to choose.

Thanks for comments.

P.S. Why do you think I called this MOD Torment? Yes, because there will be some things which are OP and it might be torment in some fights.

EDIT: I've tested a little the things about Mana Steal and Leap. So I changed something about it. I updated the first post, so you can see what I changed.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted October 13, 2008 03:23 PM

Heehe don't get me wrong but changeing the imp from 8 mana to 3 mana is basically like nukeing an ant with 1 nuke instead of 10 lol.

3 mana per imp is hardcore... waaaaay to unbalanced if you ask me. But hey you're doing some wonderful work, it's simply that this one point is kinda imbalanced no matter how you look at it.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 13, 2008 03:37 PM

You got it wrong I think. It's 3 mana PER 1 WEEK POPULATION OF IMPS, not per 1 imp.
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HoMM3Lite

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 13, 2008 03:46 PM

Well the default value was 4 so it's not that imbalanced, 8 was simply too much.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted October 13, 2008 03:50 PM

Quote:
You got it wrong I think. It's 3 mana PER 1 WEEK POPULATION OF IMPS, not per 1 imp.

xD lol my apologies.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 13, 2008 03:50 PM

Now it will be 3 mana per population EACH TURN. Cause it was too little to me 4 per population one time per battle.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 13, 2008 04:22 PM

Quote:
Now it will be 3 mana per population EACH TURN. Cause it was too little to me 4 per population one time per battle.


haha
What will Demon Lord do with all that mana.
So it looks that imps are first target in any battle. Good distraction.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 13, 2008 08:52 PM

my mystodragon does that too. except it destroys mana every turn instead of stealing it.

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xerox
xerox


Promising
Undefeatable Hero
posted October 13, 2008 10:36 PM

So every turn for the imp, or EVERY turn for all creatures?


The first one is overpowered, as is many of the other things here....
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Over himself, over his own
body and
mind, the individual is
sovereign.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 13, 2008 10:55 PM
Edited by Nebdar at 22:55, 13 Oct 2008.

But in theory if you make all factions overpowered the new balance can be found
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