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 > Heroes 7+ Altar of Wishes > Thread: Ability creation
Thread: Ability creation This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
rubycus
rubycus


Known Hero
-student of the mind-
posted December 12, 2008 01:06 PM
Edited by rubycus at 13:14, 12 Dec 2008.

Quote:
btw:

Balloon: Flying + This creature can only be hit by ranged attacks or Flying units (because its allways flying), but it deals only ¼ of its damage to creatures without flying.


Looks a bit like an idea I posted a while ago: It is the normal flying ability from the previous games, but with a little change.
Flying: On each attack or counterattack against flying creatures the flying unit have a 5% chance to fly up in the air and aviod the attack. If the flying effect triggers the creature remains in the air for a certain period of time. Any meele creatures are unable to attack the unit during the "flying time", only shooters and other flying creatures are able to attack it. (The flying creature does not disappear like the Imperial Griffin.)

It didn't sound like anyone liked it, though
____________
A prudent question is one-half of wisdom.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 12, 2008 01:15 PM

@ruby: Well, yes its obiously pretty similar...we probably had both the same idea in mind: why the hell should flying creatures land on earth during a battle, where they can be easily attacked by walking enemies. Any strategic thinker, I think, would see that the Flying of the creatures should be more advantagous than just the ablity to path over walls and such things...and I specified that for balloon and glider becaus eI semmed it most unrealistic with them (How should a glider get to fly again from flat ground? Why should a balloon waste tiem and energy to land again and again during battel?), but it also fits to other flyers, I guess. In fat, heroes is almost the only strategy game I know where flyers can be attacked by walkers...

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


Honorable
Undefeatable Hero
Elite Assassin
posted December 12, 2008 01:25 PM

Quote:
Quote:
Darkness: Creature creates a 3x3 area of darkness where the creatures inside are immune to shots from outside.

How would that work in a real combat? You walk across the battle field, and suddenly you're surrounded in total darkness?! And then, if you walk through it, you're suddenly out of the darkness again?!
It's a cloud of darkness, imagine it like the Storm Titan's Cloud ability, but a lot darker. Creature inside it can't be shot from outside.
____________

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

Tavern Dweller
posted December 14, 2008 03:00 PM
Edited by Knut_Are_M at 15:00, 14 Dec 2008.

Creature ability
Unity: Damage is spread evenly across the stack.NO unit will die before HP in the stack=to stack size. each creature needs 1 HP before creatures start to die.
Sprite: level 1.
The ability is an exsample of a OP ability, because more often then not you will not lose  units with this ability when creeping.

Beast/swamp town.
Hero racial ability:blessing of the beasts, grants your units a % based regeneration each turn at level 1.
Blesses your units with increased combat speed at level 2 and mind spell immunity.
Grants all your units increased HP at level 3.
Bonuses scale depending on level of the hero, and the heros combined attribute of knowlege/spellpower.
The hero can activate the blessing of the beasts racial ability before combat in the tactical setup, and end it each time a creature acts, setting the heros atb value to zero.
The hero can activate it while in combat when it is the heros turn.
The hero cannot act as long as he uses his focus on the blessing of the beasts speacial ability.

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


Honorable
Undefeatable Hero
Elite Assassin
posted December 14, 2008 04:21 PM

Ability for a giant spider:

Cocoon: When this creature attacks, it applies a 'cocoon' negative effect on the target stack. This effect has a 'power' variable that increases by 1 as the spider does damage equal to the hit points of the spider. It is cumulative as well. This effect can not be dispelled in any way. After the stack dies, some spiders spawn on its place based on the power of the effect placed before (if any)


Ok here it is explained with an example:

Stack A has 10 Spiders. Stack B has 100 Peasants.

A attacks B and deals as much damage as to kill 2 spiders, or some other number of peasants. The cocoon effect placed on the peasant stack now has a value of 2.

Let's say there is no retaliation involved, and A attacks B again. The cocoon effect placed on the peasant stack increases to 4.

The peasants attack the spiders and half of them die. Then they retaliate and deal half the damage in the previous cases, obviously. The cocoon effect placed on the peasant stack increases to 5.

The Hero blasts the whole Peasant stack with an Implosion, and, because it had a cocoon effect, some spiders spawn after their death. The number of spiders is 5 (see above why)


btw, I'm not sure if it should be made so that you have to kill the spawned spiders as well to win, or just be considered summons...
____________

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


Adventuring Hero
Nuclear Power Plant
posted December 14, 2008 06:47 PM

Am constantly thinking of new abilities

And I've sent a few already on various competitions.

Here's a big batch:

From my Troll faction:

Night vision: hero sees two squares further on subterranean parts of the map if there are Darklings in the army.

Dark Channel: Can remove a Dark Magic curse from friendly troop and transfer it to enemy troop (activated, twice per battle). Heroes effective spellpower in casting Dark Magic is increased if there are Midnighters in the army.

Dark Mark: Each time the Midnighter deals damage to an enemy it is randomly cursed with decreased luck, morale, attack or defence (-2) for two turns. Cumulative with several attacks.

Rock drop: activated ability, can once per battle leave the scene, find a huge rock and drop it on enemy troops (damage is 30*(# of hunters)/(enemy defence)+ 5*(# of hunters) rounded up). The creature having this ability is a flyer.

burning boulder: this creature throws large chunks of lava, causing damage in a 2x2 area.

Stomp: activated ability, by sending a rattle in the earth beneath her feet, the rock troll can inflict a small amount of damage (approx. 40% of melee attack) to all enemies in the line of her attack. 50% chance of stunning each enemy, removing 0.3 initiative. Does not work on flyers, nor while on ships. Damages siege walls.

Mudslide: this creature can once per battle deform and flow over the eight squares in front of it, causing double damage to all creatures that happen to stand there. The surviving creatures suffer a -1 morale penalty for two turns from the horror of being buried alive. Mud troll then reforms in any squares available.

(ASCII example below, where two stacks of enemies (E) were killed in the slide, and troll reforms partially on one of their remains)
|____XX
|____XX    ->        ->       XX
|___ooEo       XXXX       ooXX  
|___EEEo       XXXX       EEoo


From my Insectoid faction:

Emotionless: creature can have a morale level no lower than -1 and no higher than +1. They are immune to all sorts of terror and fear, and have a 50% immunity against other mind magic.

b]Poison pins: The back shield of the Venomous Larvae is filled with poisonous pins that protrude every time an enemy attacks or retaliates against it. The poison causes immediate damage equalling the number of Larvae, and yet again the next time the creature is to move (thus poison only works twice, as opposed to the Assassins ability).

Initial Rush: At the start of combat the Troglodyte Runners get a 0.3 increase in their ATB value, and on their first move they have speed 9.

Dispelling Strike: all beneficial spells cast on attacked creature have their active time decreased with 25%-75% and the level of the blessing is decreased by one (unless no mastery in casting) (Evil Eye, only on ranged attack)  


Supreme retaliation:  The War Mantis has a 50% chance to withstand enemy no retaliation ability, she also retaliates so fiercely that enemy defence is completely ignored.

Petrifying Gaze: In melee attacks there is a 50% chance enemy is petrified. Petrified creatures do not retaliate, their ATB is set to -0.5 and their initiative is set to 3 until their next move. Only works on living creatures. If enemy is healed then petrification is lifted (but ATB value remains where it currently is).


Stone Gaze the Medusa Mercenarys melee attack has a 30% chance to turn up to 10% of enemy stack to stone (capped at the number of MedMercs) thereby killing it instantly. Only works on living creatures.

From my Islands of the South faction:

Trade: Wood and Ore are cheaper to buy and get you more money when sold with Gentiles in your army (0.1% per creature).

Net Thrower: Once per combat the fishermen can throw their net on an adjacent enemy unit. This unit then gets its ATB decreased by 0.5 (but no lower than zero) and its initiative set to three until it moves again. Before creature gets to move it can not retaliate.

Taunting attack: this creature has a chance to cause the enemy to lose all of its defense, get an increase in initiative by 3 and forces that enemy to only attack Ninja for three rounds, until Ninja is dead or until enemy is directly attacked by other troop.

Adamant: creature is immune to fear and 50% resistant to Mind Spells. Only loses 0.25 ATB if affected by bad morale. Good morale gives 0.75 ATB.

Tailstrike of Sparks: All adjacent enemy creatures receive 5% air damage done to the attacked creature and are stunned like the Master of Lightning ability. Main attacked target does not suffer this.

Tailstrike of rocks: All adjacent enemy creatures receive 5% earth damage done to the attacked creature and are stunned like the Bash ability. Main attacked target does not suffer this.

Rumble: Activated ability. Once per combat creature can send a ripple through the earth that damages enemy War Machines and Castle Walls. Does not work in nautical battles.

Attack of Ignorance: the creature attacked always loses all attack, defense, luck and morale bonus from its hero, as well as all abilities derived from those hero has (like Vitality, Soldiers Luck etc). Duration one turn.

Shrug Magic: Creature has an ability to possibly auto-cleanse each curse cast upon it. 20% chance per turn of permanent curses, for all time-based chance is (50 – 2*time left)% turns. Shrugging automatically occurs before creature moves, only one curse per turn can be shrugged.

Finally a bunch of abilities from random creatures I've come up with, or abilities I just liked when I came to think of them

Disrupt Magic: The Desert Knight does an additional 60% damage to undead, elementals, golems, gargoyles and titans.

Horde Empathy: If there are at least two stacks of this level 1 or 2 creature on the board then every time one stack receives damage that kills at least one creature all other stacks move forward 0.1 in the ATB bar. If a stack is killed remaining stacks get a 0.5 increase in the ATB bar and their speed, morale and max. damage are increased by 1 for the rest of the combat (cumulative).

Touch of Gold: When this effect triggers creature does normal damage, but the last creature in enemy stack to receive damage turns to gold and dies. Hero immediately receives gold equalling 10x creature HP.

Feedback: When creature attacks an enemy with a blessing there’s a chance that blessing is removed and that the creature casting that blessing takes damage equalling 3x spell mana, as well as loses 0.2 ATP.


Comments anyone?

____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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


Responsible
Undefeatable Hero
posted December 14, 2008 06:48 PM

zombification : it's the ability of the headcrab

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


Known Hero
-student of the mind-
posted December 16, 2008 01:03 PM
Edited by rubycus at 13:06, 16 Dec 2008.

@Crepus: The abilities you wroted are great. Have many of them have you made yourself, and which are from other games?
(This will take a long time)

Quote:
Night vision: hero sees two squares further on subterranean parts of the map if there are Darklings in the army.

A good thing to have IMO. Maybe there could be a similiar ability for above ground? for scouts perhaps?

Quote:
Dark Channel: Can remove a Dark Magic curse from friendly troop and transfer it to enemy troop (activated, twice per battle). Heroes effective spellpower in casting Dark Magic is increased if there are Midnighters in the army.

Very interresting I have never thought of anything like that before, but it could work.

Quote:
Dark Mark: Each time the Midnighter deals damage to an enemy it is randomly cursed with decreased luck, morale, attack or defence (-2) for two turns. Cumulative with several attacks.

Another interresting ability.

Quote:
Rock drop: activated ability, can once per battle leave the scene, find a huge rock and drop it on enemy troops (damage is 30*(# of hunters)/(enemy defence)+ 5*(# of hunters) rounded up). The creature having this ability is a flyer.

Not sure if the damage is al right, but it seems ok!

Quote:
burning boulder: this creature throws large chunks of lava, causing damage in a 2x2 area.

I'd love to see a lava beast with this ability.

Quote:
Stomp: activated ability, by sending a rattle in the earth beneath her feet, the rock troll can inflict a small amount of damage (approx. 40% of melee attack) to all enemies in the line of her attack. 50% chance of stunning each enemy, removing 0.3 initiative. Does not work on flyers, nor while on ships. Damages siege walls.

Again, great Only once, or no limit? If there's no limit of how many times the creature can use this, it sounds a bit too strong, unless this creature has a low initiative.

Quote:
Mudslide: this creature can once per battle deform and flow over the eight squares in front of it, causing double damage to all creatures that happen to stand there. The surviving creatures suffer a -1 morale penalty for two turns from the horror of being buried alive. Mud troll then reforms in any squares available.

(ASCII example below, where two stacks of enemies (E) were killed in the slide, and troll reforms partially on one of their remains)
|____XX
|____XX    ->        ->       XX
|___ooEo       XXXX       ooXX  
|___EEEo       XXXX       EEoo


If this is your own work, I admire your fantasy! But I don't understand the example, at all, I guess it's just me

Quote:
Emotionless: creature can have a morale level no lower than -1 and no higher than +1. They are immune to all sorts of terror and fear, and have a 50% immunity against other mind magic.

Yes

Quote:
Poison pins: The back shield of the Venomous Larvae is filled with poisonous pins that protrude every time an enemy attacks or retaliates against it. The poison causes immediate damage equalling the number of Larvae, and yet again the next time the creature is to move (thus poison only works twice, as opposed to the Assassins ability).

Another irritating poison? Hmm...

Quote:
Initial Rush: At the start of combat the Troglodyte Runners get a 0.3 increase in their ATB value, and on their first move they have speed 9.

Now, that's creative.

Quote:
Dispelling Strike: all beneficial spells cast on attacked creature have their active time decreased with 25%-75% and the level of the blessing is decreased by one (unless no mastery in casting) (Evil Eye, only on ranged attack)  

A H6 version of H3s Serpent Fly. I like that.

Quote:
Supreme retaliation:  The War Mantis has a 50% chance to withstand enemy no retaliation ability, she also retaliates so fiercely that enemy defence is completely ignored.

This might be unbalanced. The 50% chance to ignore no enemy retal. is one thing (and a good ability alone) but ignoring the enemy defence as well? What about 50% of the defence?

Quote:
Petrifying Gaze: In melee attacks there is a 50% chance enemy is petrified. Petrified creatures do not retaliate, their ATB is set to -0.5 and their initiative is set to 3 until their next move. Only works on living creatures. If enemy is healed then petrification is lifted (but ATB value remains where it currently is).

From H3 scorpicore? This might work fine, but only 3 initiative?

Quote:
Stone Gaze the Medusa Mercenarys melee attack has a 30% chance to turn up to 10% of enemy stack to stone (capped at the number of MedMercs) thereby killing it instantly. Only works on living creatures.

From H4 medusa? When I first read this I was thinking of H3 stone gaze (medusa and basilisk). However I like this kind of stone gaze.

Quote:
Trade: Wood and Ore are cheaper to buy and get you more money when sold with Gentiles in your army (0.1% per creature).

Another good adventure map ability.

Quote:
Net Thrower: Once per combat the fishermen can throw their net on an adjacent enemy unit. This unit then gets its ATB decreased by 0.5 (but no lower than zero) and its initiative set to three until it moves again. Before creature gets to move it can not retaliate.

Creative, I must say. But this seems like an overpowered ability. And if H6 introduced this sbility and alternative upgr. this seems like an ability I'd always pick. Too strong IMO.

Quote:
Taunting attack: this creature has a chance to cause the enemy to lose all of its defense, get an increase in initiative by 3 and forces that enemy to only attack Ninja for three rounds, until Ninja is dead or until enemy is directly attacked by other troop.

Man, I wonder where you get these from

Quote:
Adamant: creature is immune to fear and 50% resistant to Mind Spells. Only loses 0.25 ATB if affected by bad morale. Good morale gives 0.75 ATB.

An extremely good and useful ability.

Quote:
Tailstrike of Sparks: All adjacent enemy creatures receive 5% air damage done to the attacked creature and are stunned like the Master of Lightning ability. Main attacked target does not suffer this.

Tailstrike of rocks: All adjacent enemy creatures receive 5% earth damage done to the attacked creature and are stunned like the Bash ability. Main attacked target does not suffer this.

I think these are wonderful. And i think there should be a "tailstrike of flames" and a "tailstrike of raindrops". These could possibly be new abilities for the elementals, and creatures with an elemental "alignment" For Example Fire dragon has "tailstrike of flames", titan has "tailstrike of sparks" etc.

Quote:
Rumble: Activated ability. Once per combat creature can send a ripple through the earth that damages enemy War Machines and Castle Walls. Does not work in nautical battles.

An ability for non-ranged cyclops?

Quote:
Attack of Ignorance: the creature attacked always loses all attack, defense, luck and morale bonus from its hero, as well as all abilities derived from those hero has (like Vitality, Soldiers Luck etc). Duration one turn.

What do you mean? Do the attack of Ignorance itself ignore those bonuses (bonuses are ignored in damage calculation), or does the attack make the creature loose the bonuses (after the attack)?

Quote:
Shrug Magic: Creature has an ability to possibly auto-cleanse each curse cast upon it. 20% chance per turn of permanent curses, for all time-based chance is (50 – 2*time left)% turns. Shrugging automatically occurs before creature moves, only one curse per turn can be shrugged.

I'm out of comments!! All I can say is: Keep up the good work.

Quote:
Disrupt Magic: The Desert Knight does an additional 60% damage to undead, elementals, golems, gargoyles and titans.

A nice ability, but what's the connection between the ability and the name? Why Disrupt Magic?

Quote:
Horde Empathy: If there are at least two stacks of this level 1 or 2 creature on the board then every time one stack receives damage that kills at least one creature all other stacks move forward 0.1 in the ATB bar. If a stack is killed remaining stacks get a 0.5 increase in the ATB bar and their speed, morale and max. damage are increased by 1 for the rest of the combat (cumulative).

... ... ...

Quote:
Touch of Gold: When this effect triggers creature does normal damage, but the last creature in enemy stack to receive damage turns to gold and dies. Hero immediately receives gold equalling 10x creature HP.

A good way to earn money

Quote:
Feedback: When creature attacks an enemy with a blessing there’s a chance that blessing is removed and that the creature casting that blessing takes damage equalling 3x spell mana, as well as loses 0.2 ATP.

Finally last comment: It's a good ability! (Ooh, What a comment)

Quote:
Comments anyone?

satisfied

____________
A prudent question is one-half of wisdom.

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


Known Hero
-student of the mind-
posted December 22, 2008 09:52 PM

Christmas Presents: For Santa Claus: Presents fall down and damage every enemy
____________
A prudent question is one-half of wisdom.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 22, 2008 11:15 PM

XD Great ability, ruby


Amphibious: This creature is Amphibious and gets a +1 bonus on attack and defense, and a +2 bonus on initiative on wet ground (Swamp, Shore, Ship,...), but it gets an malus of -1 attack, defense and initiative on dry grounds (roughlands, desert,...) and a malus of -2 on attack and defense as well as a malus of -5 on initiative and a malus of -5HP in extreme climatic situations (Volcanic or Arctic Landscape).

Aura of Weavemaster: This aura halfes the mana cost of spells cast by a friendly unit or hero and increases mana costs by 50% for enemy Creatures or Heroes.

Birds Tongue: When this creature is attacked by any kind of Bird (Without Rider!!!) there is a chanc of 50% that the bird does not attack and a chance of 5% that it changes allegiance and joins this creature's army.


Capture Souls: This creature can capture souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, its attack and defense stats are increased a bit (hp of killed creature(s)/100). It cannot get more than 20+ in these stats.

Eat Souls: This creature eats souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, this creature has a 5% chance to convert 5% of the killed creatures(') hp to its own max-hp.


Chariot Charge: When this creature attacks, it deals +50% damage per 3 squares (only three fully crossed aquares count) it crossed on its way to its target and it has a chance of <number of crossed squares>*5% to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).

Ignore enemy Presence: This unit can use its ranged attack even if an enemy stands next to it.

Long Spear: The Unit attacks from a short distance (1 fld.), only creatures with long spears can counter.

Patience: Whenever this creature waits or defends, it increases the damage for her next melee attack or tretaliation by 25%.

Rifle: This creature bears a rifle into combat, that can only shoot all two turns, because it has to be reloaded in the meantime - everytime this unit does a ranged attack, it's initiative is halfed until it's next turn.

Scout: When a stack of this creature is in a hero's army, the opponent allways has to place his troops first (unles he allways has a creature with "Scout" in their army) and your hero can see the position of some his creatures at the begin of the abttle, depending on how big your Scout Stack is. (You see <Scout-Creature's tier>*<Scout-Creature amount>/25 enemy creature stacks) You can, however NOT yet see how much creatures your enemy has in the stacks, just an estimation (like on the adventure map: few, several, a pack, many,...)

Spiritual: This unit is not completely real in the physical world, therefore there is a chance of 50% that a physical enemy attack on this unit deals no damage and a 25% Chance that a physical attack by this unit deals no damage.

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


Honorable
Undefeatable Hero
Elite Assassin
posted December 23, 2008 11:40 PM

Quote:
Long Spear: The Unit attacks from a short distance (1 fld.), only creatures with long spears can counter.
I was thinking of something like this as well, but in my version it is so that the creature attacks from a tile distance between it and the target instead of being adjacent. You could also choose by holding CTRL to attack from an adjacent position like all melee creatures attack normally.
____________

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


Honorable
Undefeatable Hero
Nerf Herder
posted December 23, 2008 11:57 PM

They had that ability with the pikeman in H4. It was a very nice tactical ability and I was surprised to see it go in H5. I'd love to see it come back.
____________
"Folks, I don't trust children. They're here to replace us."

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


Responsible
Undefeatable Hero
posted December 23, 2008 11:58 PM
Edited by Fauch at 00:02, 24 Dec 2008.

Quote:
Christmas Presents: For Santa Claus: Presents fall down and damage every enemy


I think the santa gremlins from WOG have a "Christmas Presents" ability too. if I remember well, they may give an artifact to your hero after a battle.

Quote:
They had that ability with the pikeman in H4. It was a very nice tactical ability and I was surprised to see it go in H5. I'd love to see it come back.


and counter first strike. a nasty combo. strikes most enemies with no retaliation and always retaliates in the same time than being attacked (never after).
they could also block shooters without getting close to them. I read you could make a balista useless by blocking it with pikemen and casting slow so it hasn't enough movement points to reach them

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


Honorable
Undefeatable Hero
Elite Assassin
posted December 24, 2008 12:00 AM

Quote:
They had that ability with the pikeman in H4. It was a very nice tactical ability and I was surprised to see it go in H5. I'd love to see it come back.
I haven't played any other HoMM than 5 so I can't believe how many abilities that I come up with were in the previous games.
____________

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


Adventuring Hero
Nuclear Power Plant
posted December 24, 2008 01:02 AM

Quote:
@Crepus: The abilities you wroted are great. Have many of them have you made yourself, and which are from other games?
(This will take a long time)



Some are remnants from earlier versions of HMM, others might very well be in other games, I just haven't seen'em

Quote:

Quote:
Night vision:

A good thing to have IMO. Maybe there could be a similiar ability for above ground? for scouts perhaps?


Possibly, but most of all maps are played out on land, so I thought this would be a nice perk for those going often underground.

Quote:

Quote:
Dark Channel:

Very interresting I have never thought of anything like that before, but it could work.


Thanks

Quote:

Quote:
Dark Mark

Another interresting ability.




Quote:

Quote:
Rock drop

Not sure if the damage is al right, but it seems ok!


I was just estimating from what I thought would be plausible in the HV version for the amount of damage.

Quote:

Quote:
burning boulder

I'd love to see a lava beast with this ability.


It's currently held by the Fire/Lava/Magma trolls

Quote:

Quote:
Stomp

Again, great Only once, or no limit? If there's no limit of how many times the creature can use this, it sounds a bit too strong, unless this creature has a low initiative.


Stone trolls do have a low initiative, but still, maybe a maximum of 3-5 stomps per battle or so.

Quote:

Quote:
Mudslide: this creature can once per battle deform and flow over the eight squares in front of it, causing double damage to all creatures that happen to stand there. The surviving creatures suffer a -1 morale penalty for two turns from the horror of being buried alive. Mud troll then reforms in any squares available.

(ASCII example below, where two stacks of enemies (E) were killed in the slide, and troll reforms partially on one of their remains)
|____XX
|____XX    ->        ->       XX
|___ooEo       XXXX       ooXX  
|___EEEo       XXXX       EEoo


If this is your own work, I admire your fantasy! But I don't understand the example, at all, I guess it's just me



The four 'X's represent where the Mud Troll is standing in the first image, and the four 'E's are four different enemies. In the second image the Mud Troll gives a mud bath to those four, and the empty 'o' areas. In the third image the Mud troll has reconstituted herself, and we see that two stacks were killed (especially as she's standing on one of them!)

Any clearer?

Quote:

Quote:
Emotionless: creature can have a morale level no lower than -1 and no higher than +1. They are immune to all sorts of terror and fear, and have a 50% immunity against other mind magic.

Yes


I know, I'm like... SOOOOOOOOOOOOOOOO clever  

Quote:

Quote:
Poison pins

Another irritating poison? Hmm...


Yeah well... I felt they needed something

Quote:

Quote:
Initial Rush

Now, that's creative.


Boo-yeah

Quote:

Quote:
Dispelling Strike

A H6 version of H3s Serpent Fly. I like that.


Sort of yes.

Quote:

Quote:
Supreme retaliation

This might be unbalanced. The 50% chance to ignore no enemy retal. is one thing (and a good ability alone) but ignoring the enemy defence as well? What about 50% of the defence?


Well... maybe less than 50% to withstand No En Ret. And she only ignores defence when retaliating, so it's a bit of a strategy thing I thunk.

Quote:

Quote:
Petrifying Gaze

From H3 scorpicore? This might work fine, but only 3 initiative?


I thought this for a creature with mainly ranged attack. And yes, only 3 init. The slowest creature has 4 normally.

Quote:

Quote:
Stone Gaze

From H4 medusa? When I first read this I was thinking of H3 stone gaze (medusa and basilisk). However I like this kind of stone gaze.


Yes, from the H4 Medusa. I gave one upgrade the stone gaze instead of petrifying, the other got casting.

Quote:

Quote:
Trade

Another good adventure map ability.


I also had Rare Trade - dealing in the more expensive resources - for the upgrade.

Quote:

Quote:
Net Thrower

Creative, I must say. But this seems like an overpowered ability. And if H6 introduced this sbility and alternative upgr. this seems like an ability I'd always pick. Too strong IMO.


Well... maybe set the initiative for "one less, but never more than five". Remember, it's only once per battle, and for a pretty weak level 1 creature.

Quote:

Quote:
Taunting attack

Man, I wonder where you get these from


Divine intervention. Or sumtin'. Or nuffin'

Quote:

Quote:
Adamant

An extremely good and useful ability.


Thanks!

Quote:

Quote:
Tailstrike of Sparks
Tailstrike of rocks

I think these are wonderful. And i think there should be a "tailstrike of flames" and a "tailstrike of raindrops". These could possibly be new abilities for the elementals, and creatures with an elemental "alignment" For Example Fire dragon has "tailstrike of flames", titan has "tailstrike of sparks" etc.


The Tailstrikes were meant for two multi-tailed foxes, and as I already had creatures with fire and water abilities I only took earth and air for these.

Quote:

Quote:
Rumble

An ability for non-ranged cyclops?


I think it was for the Seven-tailed Fox of Earth. The Seven-tailed Fox of Air had Lightning Strike

Quote:

Quote:
Attack of Ignorance

What do you mean? Do the attack of Ignorance itself ignore those bonuses (bonuses are ignored in damage calculation), or does the attack make the creature loose the bonuses (after the attack)?


I mean that the attack curses the creature, so that it "turns neutral" in all ways except for who it will attack. So yeah, bonus lost during one turn after the attack.

Quote:

Quote:
Shrug Magic

I'm out of comments!! All I can say is: Keep up the good work.


Oh, alright, I'll struggle :-)

Quote:

Quote:
Disrupt Magic: The Desert Knight does an additional 60% damage to undead, elementals, golems, gargoyles and titans.

A nice ability, but what's the connection between the ability and the name? Why Disrupt Magic?


My thought for a Desert Knight was a guy on a one-person flying carpet, under the Academy banner. His scimitar would be prepped with this, to better fight against (predominantly) the Undead. Undead, golems, gargoyles, titans and (I assume) elementals are held together by magic means. Disrupt that magic and see them fall.

Quote:

Quote:
Horde Empathy

... ... ...


There there... sit down and take a few deep breaths

Quote:

Quote:
Touch of Gold

A good way to earn money


My thought exactly! And yet you don't get extreme amounts of it, unless your army is only "Midases" and you're fighting strong level 7s

Quote:

Quote:
Feedback: When creature attacks an enemy with a blessing there’s a chance that blessing is removed and that the creature casting that blessing takes damage equalling 3x spell mana, as well as loses 0.2 ATP.

Finally last comment: It's a good ability! (Ooh, What a comment)


Thanks yet again m'dear!


Quote:

Quote:
Comments anyone?

satisfied



You bet your sweet... I am

____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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


Hired Hero
posted December 28, 2008 06:19 PM

How about this ability,

For a Knight under Enlightment, 2nd level ability, it could follow Scholar. """Knight of Knowledge, there is an increased 50% chance of receiving Knowledge when leveling up.

Same could be done under Sorcery for Spellpower.

This way you could create rogue's more easily but it is going to cost you an ability.
____________

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


Honorable
Undefeatable Hero
Elite Assassin
posted December 28, 2008 06:50 PM

Unblockable - Creature can shoot even when blocked, but not adjacent creatures.

Fire Trail - Creature leaves a fire trail when it moves on the battlefield, which deals some damage per creature in the stack. Each tile of the trail lasts for 1 turn, and it is renewed when the creature moves on a already fire trail tile.
____________

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


Responsible
Undefeatable Hero
posted December 29, 2008 12:19 PM

guess what. unblockable exists in H3 WoG (but not in the original game I think, unless it's hidden somewhere in the code)

I tried to create a fire trail ability for the H3 fire elemental, but didn't manage to make it. but I managed to make the earth elemental cast earthquake when moving!

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


Promising
Undefeatable Hero
posted December 29, 2008 01:21 PM

Earth Shield: This creature can protect itself or an with an earthen shield, reducing spelldamage taken by 30% and causing attacks to heal the shielded target for 150 of its health points.  This effect can only occur once every few seconds. Overhealing can result in ressurections, and the scales with heroes spellpower. The spell has 6 charges.


Death Grip: This creature can harness the unholy energy that surrounds and binds all matter, drawing the target towards it and forcing the enemy to attack the death knight for 3 turns.


Blizzard: This creature can make ice shards pelt an large circle area doing 288 Frost damage over 4 turns in it.
In addition, the creatures within the Blizzard will be chilled, reducing iniative and movement speed by 15% for 2 turns when they step outside of it (within the Blizzard it lasts untill the effect is over).


Dispersion: This creature can disperse into pure Shadow energy, reducing all damage taken by 90% for .  The creature is unable to attack or cast spells, but you regenerates 600% of total health over 3 turns. Dispersion can be cast while the creature is caught in some kind of crowd control like arcane crystal or even frenzy. Heroes spellpower scales with this spell and it can result in more overhealing, causing ressurections. Lasts 3 turns.


Charge: This creature can charge up to an enemy, stunning it for one turn and increasing the damage of the creatures next attack by 20%. Can only be used once per three turns. Cannot charge through walls etc.


Arcane Shot: This creature can fire off an instant shot that causes 150% of normal magical damage and dispells one spell effect.


Bear Form: This creature can shapeshift into bear form, increasing minium/maximun damage dealt by 3, defense by +180%, and health points by +25%. In bear form the creature gains various new abilities, fitting its tanking style.


Holy Shield: This creature has an 20% to competly block of an non-magical attack. Deals normal damage + 20 holy damage each time the creature blocks an attack.


Garrote: Tis creature can garrote the enemy, causing 150% of normal damage +  the same amount of damage dealt over  4 turns. Must be stealthed.


Haunt: This creature can send a ghostly soul into the target, dealing 64 to 75 (scales with heroes spellpower) magical damage and increasing the effect of all dark magic on the target by 20% for 3 turns. When the Haunt spell ends or is dispelled, the soul returns to you, healing you for 100% of the damage it did to the target.

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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


Honorable
Undefeatable Hero
Elite Assassin
posted December 29, 2008 02:40 PM

Quote:
guess what. unblockable exists in H3 WoG (but not in the original game I think, unless it's hidden somewhere in the code)
Well d'oh

I was thinking to give it to someone like the Titan, since it is huge it can probably shoot when it's blocked.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1546 seconds