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Heroes Community > Heroes 6 - The New Beginning > Thread: Alternative Creature system implementation
Thread: Alternative Creature system implementation
krs
krs


Famous Hero
posted March 05, 2012 01:01 PM
Edited by krs at 12:38, 09 Mar 2012.

Alternative Creature system implementation

**** UPDATE: Stronghold faction added and hero (blood/tears) affecting creature abilities implemented further.
This is the last faction for now. And most likely last update unless some good idea comes upon me. (No feedback on either factions up to now )


*** UPDATE: Major breakthrough (at least for me). If some creature abilities are blood/tears oriented, sounds only logical that your hero being blood/tears should influence those skills even if only slightly.

** UPDATE: Added Necropolis faction. Blood / Tears mechanism for Necropolis units is not yet complete.

*UPDATE: Added inferno faction. One of Tormentor or Juggernaut still needs an alt upgrade. Blood / Tears mechanism for inferno units is not yet complete.

The purpose of this thread is to create a design for a 4(1)/3(2)/1 alt creature system for all factions. (4 cores (1 alt upgrade for a core)/3 elites (2 alt upgrades for 2 elites)/ 1 champion). As an extra, some of he creatures for each faction should be made part of the blood and tears system.

The blood and Tears concept in Heroes 6 is OK (even nice I say) but it misses a great component: Creatures participating in it!. Excuse for Ubi not doing it: With the current no alternative creatures/upgrades system, you need to use all 7 units for a faction and it is close to impossible to make a true tears or blood oriented army. Perfect way to fix this is to introduce alternate creatures and alternate upgrades.

One of the main constraints is that it should be easily implemented in the existing Heroes 6. Another is that we do not want to introduce an alternate for all creatures like in H5. (It will just feel forced!)
Blood and tears allocation points have to change for the whole game but this is not the scope of this thread. (Should be trivial enough though).

Credits for original ideas for starting this thread go to posters in the "Alternative Upgrade System" thread.

I will start with Haven and try to design this system for all factions. Please help if you like the idea. Ideas/suggestions for parts are welcome, complete factions even more .

Overview:

Alternative Creatures
- For one of the Core creatures there should be an alternative creature.
- You will choose which one to build and the other one becomes unavailable in that town.
- On some factions there could be alternative creatures for Elites or even champions.

Alternative Upgrades
- Some of the creatures will have an alternative upgrade.
- If the building for one upgrade is built the other one becomes unavailable.
- You cannot switch a creature already upgraded to the alt upgrade.
- You can buy from a town all creatures but at that respective upgrade.

Blood Tears for creature abilities
- Some creature abilities (mainly active but also some passives) will give blood or tears.
- HERO BEING BLOOD OR TEARS SHOULD INFLUENCE THE ABILITY. (Perfect example are sisters. they can Damage/Tears or heal/Blood. Your hero is tears => extra healing and if your hero is Blood extra damage.)
- for each faction there should be a path for tears only or blood only!

Note. Green font means addition. Blue means a modification. Red means removal and black means unchanged.

HAVEN
-----------------------------------------------------

Modifications Overview:
- One alternative core for sentinel is added: Crusader oriented more on offense.
- One alternate upgrade for the archers: scatter-shot archers.
- 2 alternative Elite Upgrades: Battle griffin like H5 retaliates stronger and stronger. Sun Paladin with Unstoppable Charge that damages units he "drives by".
- Additionally, some abilities will give blood and some tears. If sisters or angels heal => Tear points. If they use ability to damage => Blood points.


CORE CREATURES
-----------------------------------------------------

Sentinel -> Praetorian (Orientation: Tears) (Building not available if Swordsmen built)
Shielded: Might Passive - Sentinel/Praetorian
Reduces ranged damage dealt to the creature by 25%.

Shield-guard: Might Passive - Sentinel/Praetorian
When an enemy attacks an adjacent friendly stack, 50% of damage is dealt to the creature with 25%
reduced effect.

Shield Bash: Might Passive - Gives Tears - Praetorian
When a friendly stack is attacked, the creature gets a free attack on the attacker if it is in range. Gives tears when it triggers.
-----------------------------------------------------

Swordsmen -> Crusaders (Orientation: Blood) (Building not available if Sentinel built)
Description: Alternative to Sentinel. It is more oriented towards Damage Dealing.

Double Strike: Might Passive - Swordsmen/Crusaders
This creature deals damage in 2 blows. The second blow is performed after enemy unit retaliation/attack. Luck/morale rolls one time to both.

Always at Duty: Might Passive - Gives Blood - Crusaders
When an enemy creature "drives" by Crusaders, they land one free blow on them. Gives blood when it triggers.

-----------------------------------------------------

Crossbowman -> Marksman / Longbow-men?(Orientation: None) (Alt Upgrade)

Armor Piercing: Might Passive - Crossbowman -> Marksman / Longbow-men
The creature ignores 50% of the target's Might Defense

Piercing Bolt: Might Passive - Marksmen
The creature's shots pierce through stacks hitting multiple aligned targets.

Scatter Shot: Might Passive - Longbow-man
Area-effect shooting: damage is inflicted to all targets (including friendly creatures) located within the selected area
(3 by 3 tiles). The amount of damage inflicted to each creature is half the damage of a normal shot (passive ability).

-----------------------------------------------------


Sister -> Vestal (Orientation: Both)

Overview: Because of the dual nature of the healing ability (heal/damage) you will gain 1 tear/heal or 2 blood/damage. For Pacification you get 1 Tear if creature awakes by itself and 2 blood if you awake it dealing damage to it.

Heal: (2 Charges) Light Active - Sister -> Vestal (If heal +1 Tear, if dmg +2 Blood)
Target stack is instantly healed by HP(+stats, +num). HP: for Sister = 5, for Vestal = 6.
The ability also can deal the same damage value (Light) to chosen enemy stack of undead, demons or orcs.

Pacification: Light Passive - Vestal (If no damage during Pacification 1 Tear otherwise 2 Blood)
Target enemy creature cannot move, attack or use any abilities for 0.9(+stats, +power) turn. Pacification is
dispelled if damage is dealt to the target.
-----------------------------------------------------


ELITE CREATURES
-----------------------------------------------------
Overview: One alternative upgrade for griffins. No blood or tears.

Griffin -> Imperial Griffin/Battle Griffin (Alt Upgrade)
Diving Attack: (Cooldown: 3) - Might Active - Griffin -> Imperial Griffin/Battle Griffin
The creature flies off the combat map and dives on his target at the end of the turn dealing its normal
attack damage.

Unlimited Retaliation: Might Passive - Griffin -> Imperial Griffin/Battle Griffin
The creature may retaliate unlimited times.

Diving Attack: (Cooldown: 3) - Might Active - Griffin -> Imperial Griffin/Battle Griffin
The creature flies off the combat map and dives on his target at the end of the turn dealing its normal
attack damage.

Diving Assault: (Cooldown: 3) - Might Active - Griffin -> Imperial Griffin
The creature flies off the combat map and attacks all enemies in line at the end of the turn dealing its
normal attack damage to each target.

Battle Frenzy: Might Passive - Griffin -> Battle Griffin
Every next retaliation strike performed by this creature inflicts damage 1.5 times as great than the
previous one. The retaliation multiplier is reset when the creature acts.

-----------------------------------------------------

Radiant Glory -> Blazing Glory  (No blood or tears. Side idea: Dispel good / dispel bad effects => blood / tears)

Speed of Light: None Passive - Radiant Glory -> Blazing Glory
The creature can move, attack and return, avoiding retaliation.

Cleansing Light: Light Passive - Radiant Glory -> Blazing Glory
Each time the creature teleports, she dispels all adjacent stacks for one random effect. Dispels negative
effects from friendly stacks and positive effects from enemy stacks.

Searing Light: (Cooldown: 3) - Light Active - Blazing Glory
Target enemy is dealt Damage damage (Light) and is blinded for 0.9(+stat, +power) turn(s). Consumes the
creature's substance (takes 1(+num)% self damage, which regenerates after the combat).
-----------------------------------------------------

Sun Rider -> Sun Crusader/Sun Paladin (No blood or tears)

Sun Paladin gets some + movement but is not immune to movement reduction.

Charge: Might Passive - Sun Rider
Increases the creature's Damage by 10% for each square crossed during its attack.

Blinding Charge: Might Passive - Sun Crusader/Sun Paladin
The creature's attack cannot be retaliated and increases its Damage by 10% for each square crossed.

Sun Steed: (Cooldown: 3) - Light Active - Sun Crusader
The creature, together with mount, turns into light for 1 turn(s), enabling him to move through all stacks
and objects and remain immune to effects reducing Movement. Using this ability does not count as an
action.

Unstoppable Charge: Might Passive - Sun Paladin
On its way to its main target, this creature attacks all enemy stacks adjacent to its route, delivering them 50% of its normal
damage (+10% for square crossed) without suffering retaliation.

-------------------------------------------------------

CHAMPIONS
-------------------------------------------------------

Celestial -> Seraph
Overview: Gain 1 Tear for heal/resurrect and 1 blood for damage.

Blade of Mercy: (Charges: 1) - Light Active - Celestial
The creature can use his benedictory blade to resurrect friendly creatures within two squares. Heals for a
total of 51-52(+stats, +num) Health.
All enemy undead, demons and orcs in target zone are dealt 40(+stats, +num) damage (Light).

Blade of Judgment: Light Passive - Celestial->Seraph
The creature's damage is increased by 20% on targets who have previously destroyed friendly stacks.

Blade of Epiphany: (Charges: 2) Light Active - Seraph
The creature can use his benedictory blade to resurrect friendly creatures within two squares. Heals for a
total of 51-52(+stats, +num) Health. Resurrected creatures gain 30 Morale and 10 Initiative for 2 turn.
All enemy undead, demons and orcs in target zone are dealt 51-52(+stats, +num) damage (Light).

Absolute Purity: Light Passive - Seraph
The creature is immune to negative effects.


=========================================================
=========================================================

INFERNO
-----------------------------------------------------

Modifications Overview:

- Alternative to Maniac -> Horned demon. Just like in H5, similar to cool fire kappa.
- Maniacs steal destiny with each attack.
- Alternative Upgrade to Hell Hound -> Fire Hound. Has no retaliation but looses unlimited retaliation. Completely different tactic.
- Dogs are now 1 square. There are already three 4 squared creatures with little synergy. Too little space on a crowded battlefield.
- Breeders now have an active ability like reinforcements.
- Alternative Elite Unit Nightmare. Has an aura that reduces enemies luck. And can drive enemies away in Fear (depending on luck roll).


CORE CREATURES
-----------------------------------------------------

Maniac -> Demented (Alternative to Horned Demon)

Twisted Mind: Might Passive - Maniac -> Demented
The creature is immune to Mind Influence and effects decreasing its Morale.

Maniac Laughter: Might Passive - Maniac -> Demented
Attacks of the creature drain damage of the attacked creature to benefit itself. Reduces damage of each
enemy creature in target stack by 1 and increases damage of each creature in the creature stack by 1.
Lasts for 1 turn.

Steal? Luck: Prime Passive - Maniac -> Demented
Maniacs steal to themselves 4 destiny from a creature with each attack.

-----------------------------------------------------

Horned Demon -> Horned Overseer (Alternative to Maniacs. Just like in H5 the inspiration for the current kappa)
Note: He uses leaps like a fast giant slam dunk! No stupid kappa rolling.

Leap: (Cooldown: 2) - Might Active - Horned Demon
A leaping attack, dealing normal attack damage to target increased by 5% for each square jumped. Target
has to be in a direct line to the creature. This attack cannot be retaliated. Minimum range: 2. Maximum
range: twice the creature’s Movement (Current).

Crashing Leap: (Cooldown: 2) - Might Active - Horned Overseer
A leaping attack, dealing normal attack damage to target increased 5% for each square jumped and 4-6(+stats, +num) damage (Fire) to all enemy stacks in a 3x3 area around its landing position. Target has to be in a direct line to the creature. This attack cannot be retaliated. Minimum range: 2. Maximum range: twice the creature’s Movement (Current).(Horned Overseer will also take some damage himself. Gives 2 blood).


-----------------------------------------------------

Hell Hound -> Cerberus/Fire-hound (Alternative Upgrade)
Notes: Cerberus/Fire-hound should have 3 heads! They all should be 1 Square! (there are three 4 squared creatures already)

Unlimited Retaliation: Might Passive - Hell Hound -> Cerberus
The creature may retaliate unlimited times.

Eye of Gluttony: Might Passive - Hell Hound -> Cerberus
Increases damage of the creature by 20% on all targets that have previously damaged it.

Voracious: Might Passive - Cerberus/Firehound
The melee attacks of the creature deal damage to all enemies in a front arc.

No Enemy Retaliation: Might Passive - Firehound
No Enemy retaliation.

Lust and Gluttony: Might Passive - Firehound
Increases damage of the creature by 20% on all targets that WERE previously damaged by it.

-----------------------------------------------------

Succubus -> Lilim

Pleasure in Pain: Prime Passive - Succubus -> Lilim
Melee attackers deal only 90% of their normal damage to the creature. The remaining 10% is dealt to
themselves.

Enthrall: (Cooldown: 3) - Prime Active - Succubus -> Lilim (Gives 1 Tear)
Target enemy creature cannot move, attack or use any abilities for 0.9(+stats, +power) turn. Enthrall is
dispelled if damage is dealt to the target.

Rapture in Agony: Prime Passive - Lilim
Melee attackers deal only 80% of their normal damage to the creature. The remaining 20% is dealt to
themselves.
-----------------------------------------------------


ELITE CREATURES
-----------------------------------------------------

Breeder -> Breeder Mother

Mana Leech: Fire Passive - Breeder -> Breeder Mother
When damaging creatures, the creature drains 5% of the enemy Hero’s Mana (Current) and transfers it to
your Hero.

Proliferation: (Cooldown: 2) - Prime Active! - Breeder -> Breeder Mother (Gives 2 Tears)
Target creature stack grows by 20%. Creatures above the stacks original maximum will not remain in the Hero's army after the combat.

-----------------------------------------------------

Tormentor -> Lacerator

Retractable Spikes: (Cooldown: 2) - Might Active - Tormentor
The creature attacks all adjacent enemy stacks dealing its normal attack damage. This attack cannot be
retaliated.

Taste of Pain: Might Passive - Tormentor -> Lacerator
Every time the creature deals damage or is dealt damage, the damage of its next attack is increased by
15%. Stacks up to 4 times.

Exploding Spikes: (Cooldown: 2) - Might Active - Lacerator
The creature attacks all adjacent enemy stacks dealing 125% of its normal attack damage. This attack
cannot be retaliated.
-------------------------------------------------------

Juggernaut -> Ravager

Organic Armor: Might Passive - Juggernaut -> Ravager
The creature is immune to effects decreasing Might Resistance, Magic Resistance, Might Defense and
Magic Defense.

Unstoppable Charge: (Cooldown: 3) - Might Active - Juggernaut -> Ravager
The creature moves towards the target area hitting all stacks and objects along the way. Structural
damage dealt during this attack is increased by 3.

Taunting Presence: Might Passive - Ravager
Forces enemy stacks within two squares of the creature to focus attacks and abilities on him. Moving
away will clear this effect.
-------------------------------------------------------

Hell Charger -> Nightmare (Alternative Creature, Large)
Overview: A creature to ensure bad luck will be present on battlefield. And has another ability also luck related.

Despair Aura: Darkness Passive
All enemies positioned on tiles adjacent to this creature get their luck reduced by -30.

Fear Attack: Darkness Passive (Fear gives Blood)
There's a chance (another roll on creatures luck) the enemy attacked by this creature panics and tries to run to the edge of the arena to get as far away from the creature as possible, losing 20 initiative for 2 turns. (Doesn't affect creatures immune to Mind-related spells).



CHAMPIONS
-------------------------------------------------------

Pit Fiend -> Pit Lord

Hateful Retaliation: Fire Passive - Pit Fiend -> Pit Lord
When retaliating, creature deals Damage damage (Fire) to all creatures that have previously attacked him.
Damage is equal to damage from creature’s standard attack.

Blinded by Rage: Might Passive - Pit Fiend -> Pit Lord
The creature is immune to harmful Mind Influence and effects reducing Movement.

Blade of Hatred: Fire Passive - Pit Fiend -> Pit Lord
Attacked creatures are inflicted by Hatred and will attack random adjacent creatures. Hatred lasts for 1
turn and it is dispelled if damage is dealt to its target.

Boundless Hate: (Cooldown: 3) - Fire Active - Pit Lord
Deals 15(+stats, +num) damage (Fire) to all enemy creatures.

=====================================================
=====================================================


NECROPOLIS
-----------------------------------------------------

Modifications Overview:
- New alternative unit Zombie -> Plague Zombie/Rot Zombie. Slow creatures with low initiative, crap damage but tons of HP. They synergize with liches, lamasu and weavers.
- Alt Upgrade for liches. Death Cloud is back.
- Vapires have an alternative Upgrade that sleeps victims (just like in H5).
- Alternative Creature for vampires Death Knights! they have curse and something like a Gorgon stare.

CORE CREATURES
-----------------------------------------------------

Skeleton -> Skeletal Spearman

Hollow Bones: Might Passive - Skeleton -> Skeletal Spearman
Reduces ranged damage (Might) dealt to the creature by 50%.

Webbing Spears: Might Passive - Skeletal Spearman
Reduces Movement of target and all adjacent enemy stacks by 1 for 2(+stats, +power) turns.

-----------------------------------------------------

Ghoul -> Ravenous Ghoul (Zombie Alternative)

Dead Flesh: Might Passive - Ghoul -> Ravenous Ghoul
Reduces damage (Might) dealt to the creature by 20%.

Rage Against the Living: Might Passive - Ravenous Ghoul
Increases Damage by 30% and Movement by 2 when attacking living targets.
-----------------------------------------------------

Zombie -> Plague Zombie/Rot Zombie (Ghoul Alternative)

Overview: Like H3/H5 zombies they should be a slow creature with tons of health and Infestation skills for dark and earth that complements liches, Lamasu and weavers. To stay on par with the wonderful ghouls, Unupgraded zombies start with a little more speed and initiative / upgrades become diseased and lose some of that.

Aura of Putrescence: Darkness Passive - Zombies -> Plague Zombies
The creature radiates an aura of disease at the start of its turn. Decreases Maximum Health of all adjacent
creatures by 5% for 2 turns. Stacks up to 5 times.

Plague: (Cooldown: 2) - Darkness Active - Plague Zombies (Gives Blood)
Plague Zombies can target adjacent non-dead units to infest them with plague (Darkness Damage). Dark magic resistance is reduced by 10% each turn. Plague deals darkness damage to each creature in target stack + 10% of any health the are missing from their maximum for 3 turns.

Rot: (Cooldown: 2) - Earth Active - Rot Zombies (Gives Blood)
Rot Zombies can target adjacent non-dead units to infest them with rot (Earth Damage). Earth magic resistance is reduced by 10% each turn. Plague deals earth damage to each creature in target stack + 10% of any health the are missing from their maximum for 3 turns.


-----------------------------------------------------

Ghost -> Spectre

Incorporeal: Might Passive - Ghost
The creature can move through stacks, walls and obstacles. Damage (Might) dealt to her is reduced by
25%.

Wail of the Netherworld: (Charges: 2) - Darkness Active - Ghost -> Spectre (Gives Tears)
Heals target undead stack by 2(+stats, +num) Health. All living creatures adjacent to the target are drained
of 2(+stats, +num) Health which adds to the amount healed.

Immaterial: Might Passive - Spectre
The creature can move through stacks, walls and obstacles. Damage (Might) dealt to her is reduced by
35%.

Death Seal: Darkness Passive - Spectre
Reduces healing by 50(+stats, +power)% on attacked target and all adjacent creatures for 3 turn. Only
living creatures are affected.
-----------------------------------------------------


ELITE CREATURES
-----------------------------------------------------

Lich -> Archlich/Powerlich (Alt Upgrade)

Dark Embrace: Darkness Passive - Lich -> Archlich/Powerlich
Decreases Magic Defense (Dark) by 10(+stats, +power)% on attacked target and all adjacent stacks.
Lasts 2 turns.

Life Drain: (Charges: 1) Darkness Active - Archlich (Gives Tears)
The creature’s attacks transfer the energy of attacked living enemies to target damaged friendly undead
stack, healing it with 20% of the damage dealt. Lasts for 1 turn. Cannot heal self.

Death Cloud: Darkness Passive - Powerlich
Deals damage (darkness) in a 3x3 AOE around target. Reduces morale of target by 15% and all affected creatures by 10%. (Stacks Max 5 times.)

-----------------------------------------------------

Lamasu -> Putrid Lamasu (Alternative to Black Nights)

Aura of Putrescence: Darkness Passive - Lamasu -> Putrid Lamasu
The creature radiates an aura of disease at the start of its turn. Decreases Maximum Health of all adjacent
creatures by 5% for 2 turns. Stacks up to 5 times.

Contagion: Darkness Passive - Putrid Lamasu
The creature’s Aura of Putrescence becomes contagious. Affected creatures transmit the disease to
adjacent creatures at the start of their turn.
Lasts for 3 turns.

Breath of Vermin: (Cooldown: 3) - Earth Active - Putrid Lamasu (Gives Tears)
The vermin reduce Might Power by 5 and Might Defense by 5 for 3 turns. Creature will also be dealt
5(+stats, +num) damage (Earth) each turn.
All creatures around the target are also affected.
-----------------------------------------------------

Vampire - Vampire Lord/Pureblood Vampire(Alt upgrade)
Alt Upgrade for vampires similar to the H5 vampire prince.

Vampiric Embrace: Darkness Passive - Vampire/Pureblood Vampire
15% of the damage dealt to living targets restores the creature’s Health.

Out of Time: Might Passive - Vampire -> Vampire Lord
When the creature defends, the first attack targeting it will automatically fail.

Vampiric Grasp: Darkness Passive - Vampire Lord
20% of the damage dealt to living targets restores the creature’s Health.

Torpor: (Onetime: 1) - Darkness Active - Pureblood Vampire (Gives Blood)
This creature can put an enemy into deep slumber for 2 turns with its attack. The sleeping enemy is not
able to move or attack until it wakes up or it is attacked. Moreover, it gets maximal damage from the
Vampires' Prince's attack . This ability will not work on Undead, Mechanical or Elemental creatures. (Variant: sleeping unit does not retaliate to the attack that wakes it up)

-----------------------------------------------------

Black Knight -> Dread knight (Alternative to Lamasu)

Overview: Large Creature like the Dread Knights in H3: Will inflict Curse / Will inflict Max Damage and a "Gorgon stare". Has good damage, but large range.

Cursed Attack:
Darkness Passive - Black Knight -> Dread Knight
Creatures affected will deal minimum damage. Lasts 3 Turs.

Lethal Damage: Might Passive - Dread Knight (Gives Blood)
Deals max damage and will additionaly kill at least x units (1-30 -> 1, 30-50 -> 2, 50-80 -> 3....). (Variant make this 1 time active).

-----------------------------------------------------


CHAMPIONS
-----------------------------------------------------

Fate Spinner -> Fate Weaver

Dual Forms Cooldown: 1 Might Active - Fate Spinner -> Fate Weaver
The creature can assume humanoid or arachnidan shape. Changing shapes forces a “Wait” action.

Venomous Touch: Earth Passive - Fate Spinner -> Fate Weaver
Creatures attacking or being attacked by the creature in melee are affected by a potent venom. Deals
Damage(+num) damage (Earth) for 3 turns.
Damage: for Fate Spinner = 13, for Fate Weaver = 14.

Baleful Gaze: Darkness Passive - Fate Spinner -> Fate Weaver
Any creature attacking the creature first is dealt Damage(+stats, +num) damage (Dark).
Damage: for Fate Spinner = 40, for Fate Weaver = 44.
Ability triggered once per combat.

Freezing Web: (Charges: 1) - Prime Active - Fate Weaver
Enemy stacks adjacent to the creature cannot act for 1.1(+stats, +power) turn.

Dance of Decay: (Charges: 1) - Prime Active - Fate Weaver
Deals damage (Prime) to all adjacent living creatures worth of 10(+stats)% of their initial Health and
hastens all effects on all adjacent creatures by 1 turn producing all related consequences. This damage
cannot be healed.


====================================================
====================================================


STRONGHOLD
-----------------------------------------------------

Modifications Overview:
- Alternative Core to goblin(Blood) are Orcs(Tears) a ranged attacker with slightly better attack. Orcs can parry incoming blows with their axes. And will wound their enemies (DoT damage and -2 slow).
- Alternative to Harpies: Wolf riders. They can move twice in a turn, and leap over obstacles dealing small AoE on landing.
- Dreamwalkers are like sisters. When use ability on own unit -> Tears when on enemy units -> Blood.
- Alternative upgrade for Centaurs: Centaur Captains. They stay in place and retaliate with their hoof dealing max damage.
- Alternative Elite Creature Thunderbird. Just like the H3 ones they fly and deal lightning strikes.


CORE CREATURES
-----------------------------------------------------

Mauler -> Crusher

Taste of Blood: Might Passive - Mauler -> Crusher
Increases Damage (Minimum) of each creature in the creature stack by 1. Stacks up to 4 times. Lasts until
the end of the combat.

Shielded: Might Passive - Mauler -> Crusher
Reduces ranged damage dealt to the creature by 25%.

Assault: Might Passive - Crusher
The creature may attack a second time.
-----------------------------------------------------

Goblin -> Goblin Hunter (Orc Alternative)

Crippling Traps: (Cooldown: 3) Might Active - Goblin -> Goblin Hunter (Gives Blood)
Creates a trap on the combat map which activates on the first enemy creature moving across it. Deals
2(+stats, +num) damage (Might) and reduces Movement by 4(+stats).

Vicious Strike: Might Passive - Goblin Hunter
Increases the creature’s damage by 50% against immobile opponents.
-----------------------------------------------------

Orc -> Orc warrior (Goblin alternative)
Overview: Range shooter with 2 big axes, with no range penalty that wounds enemies (DoT and slows a little), and can parry damage with their axes. (Half of the damage of the first! (only ranged?) attack each turn. (whole attack if they defended). Tears aligned.

Axe wounds: Might Passive
With their big axes orcs inflict wounds on enemies. They will receive xxx damage over time and -2 movement.

Axe shield: Orcs can shield 1/4 of the first incomming (only ranged?) attack each turn (if they defend. 1/2) Gives Tears.

Big Axe Shield: Orcs can shield 1/2 of the first incoming (only ranged?) attack each turn. ( if they defend 100%) Gives Tears.

-----------------------------------------------------

Harpy -> Fury

Strike and Return: None Passive - Harpy -> Fury
The creature returns to its previous position after its attack.

No Retaliation: None Passive - Fury
The creature’s attacks cannot be retaliated.
-----------------------------------------------------

Wolf -> Wolf Raider (Alternate to furies)
Overview:  Fast, mobile small creature that can move 2 times in a turn. Can leap over obstacles and (castle walls)?.

Raid: (Cooldown 2) Might Active - Wolf -> Wolfraider
Wolfs can make an extra free move this turn.

Wolfs Leap: None passive - To reach their targets. Wolfs can leap over obstacles. When they land near their target they do some AOE Damage.
-----------------------------------------------------


ELITE CREATURES
-----------------------------------------------------

Dreamwalker -> Dreamweaver (Tears or Blood alignment depending if used on friend or foe )

Sky and Earth: (Cooldown: 2) Prime Active - Dreamwalker
Increases target friendly stack’s Initiative by 5(+stats) and Movement by 2 or deals 8(+stats, +num)
damage (Earth) / turn to target non-flyer enemy stack and reduces its Movement by 2. Lasts 2 turns.

Sky and Earth, Mass: (Cooldown: 2) - Prime Active - Dreamweaver
Increases Initiative by 1 and Movement by 1(+stats) for all friendly stacks, or deals 3(+stats, +num)
damage (Earth) / turn to all enemy non-flyer stacks and reduces their Movement by 1. Lasts 2 turns.
-----------------------------------------------------

Centaur -> Centaur Marauder/Centaur Captain (Alt upgrade. Marauder Tears oriented, Captain Blood).

Vigilant Scout: Might Passive - Centaur -> Centaur Marauder/Centaur Captain
The creature gets a free shot on the first enemy stack entering within half range of her.

Manoeuvre: Might Passive - Centaur -> Centaur Marauder
The creature moves away from melee attackers and retaliates with her ranged attack.

Mobile Shooter: Might Passive - Centaur Marauder
The creature can either move and shoot or shoot and move.

Hoofstomp: Might Passive - Centaur Captain
When attacked from mele range centaur rises on 2 legs and stomps the attacker with his legs. Dealing max damage.


-----------------------------------------------------

Jaguar Warrior -> Phanter Warrior

Feral Charge: (Cooldown: 2) Might Active - Jaguar Warrior
The creature charges target enemy and dealing his normal attack damage. This attack cannot be
retaliated. Minimum range: 3.

War Fury: Might Passive - Jaguar Warrior -> Phanter Warrior
The creature becomes immune to harmful Mind Influence and effects decreasing its Morale once it has
dealt damage.

All-around Slash: (Cooldown: 2) - Might Active - Phanter Warrior
The creature charges target enemy dealing his normal attack damage to the target and all stacks adjacent
to the creature. This attack cannot be retaliated. Minimum range: 3.
-----------------------------------------------------

Behemoth -> Ancient Behemoth (Alt skin for Jaguar Warrior, in rest all is the same )

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Rock -> Thunder Bird

Overview: simmilar to H3 Thunder bird: Mobile Flyer that has a chance to deal air lightning damage (depending on stack size)

Flyer: Rock->Thunder Bird

Lightning Strike: Air passive - Thunderbird
When attacking, thunder-birds can call a lightning strike. Magic Damage (Air) Depends on the number of birds.

-----------------------------------------------------


CHAMPIONS

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Cyclops -> Enraged Cyclops

Slam: (Cooldown: 3) Might Active - Cyclops
The creature attacks target enemy stack dealing its normal attack damage. Small targets are pushed back
one square and cannot retaliate.

Sunder: None Passive - Cyclops -> Enraged Cyclops
Increases structural damage dealt by the creature by +1.

Impervious to Pain: Might Passive - Cyclops -> Enraged Cyclops
The creature only suffers casualties at the start of its next turn.

Mighty Slam: (Cooldown: 3) Might Active - Enraged Cyclops
The creature attacks target enemy stack and all lateral adjacent stacks dealing 100% of its normal attack
damage. Small targets are pushed back one square and cannot retaliate.

Burning Rage: Fire Passive - Enraged Cyclops
The creature gains a ranged attack which sets its target on fire. Deals DirectDamage damage (Fire) to
target and further 20% of the damage dealt the next 2 turns.

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krs
krs


Famous Hero
posted March 05, 2012 01:15 PM

Reserved.

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Valnar897
Valnar897

Tavern Dweller
posted March 07, 2012 11:11 AM

have you a beta for the test your mod for any others for bugfixing and what you cabn do better make please!

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krs
krs


Famous Hero
posted March 07, 2012 08:04 PM

Quote:
have you a beta for the test your mod for any others for bugfixing and what you cabn do better make please!


I guess what you wanted to ask is if I have a beta mod for this new system. The answer is no. Or better... not this year. Right now I am just trying to imagine an alt creature system that would work for heroes 6. Maybe someone likes it...

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Neurf
Neurf

Tavern Dweller
posted March 11, 2012 04:35 PM

As i said in Skill tree post : nice ideas but too soon for them
Moreover you forget Sanctuary, i'll kill you for that
____________

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