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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Bardona: Land of Legend
Thread: Bardona: Land of Legend This thread is 2 pages long: 1 2 · NEXT»
MattII
MattII


Legendary Hero
posted February 20, 2014 10:04 AM
Edited by MattII at 12:48, 03 Aug 2014.

Bardona: Land of Legend

Okay, a second attempt at this (the first one is here), hopefully with a little less haggling over critters, and a bit more discussion over everything else.

Major Changes
* Instead of the traditional way of arranging creatures, you now arrange them on a grid 16 spaces wide and 2 deep as so:
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Not only does this allow a greater finesse to be employed in arranging your army, it allows you to have more than 7 stacks in your ranks.

* The battlefield is now much larger, 20 spaces wide by 30 spaces long, with the two armies arranged 10 spaces apart (on lines 9-10 and 21-22). The farthest two lines on either side are 'retreat lines', any creatures on them when the hero gives the retreat order remain with the hero, those not on them are lost.

* The artefact system is slightly different, the grail is gone (replaced by the Ultimate Artefact system of H1-2), some slots are different, and some artefacts can only be used in towns.

* As well as (or sometimes instead of) neutral towns, you may find a number or 'pre-towns' on the map. These structures don't have halls or alignments, and can't be owned without building a Hall, but once you build a hall they become yours, with the town being of the same alignment as that of your hero or your army (if you have a hero from a faction different to that of the army, you can choose either).

* As well as the usual lineup, towns can now also recruit (when under siege) a stack of Militia. These can't leave the town.

* Creatures can how have several types of damage. Most still deal normal physical damage, but there are also fire, ice, lightning and magical damage types available.

Resources
There are seven resources:
Main: Gold
Common: Wood, Stone
Rare: Sulphur, Mercury, Crystal, Ore


Factions
Initial Release
Empire [of the Eternal Flame]
Vale
Oasis
Necropolis
Fortress
Cavern

Days of the Damned
Cult [of Shazoth]
Stronghold

The Mystic Lands
Forge
Temple


Town Buildings
Village Hall - Town is level 1. Income is 500 gold/day.
>Town Hall - Town is level 2. Income is 1000 gold/day.
->City Hall - Town is level 3. Income is 2000 gold/day.
-->Palace - Town is level 4. Income is 4000 gold/day.
-->Capitol (1 per faction) - Town is level 4. Income is 5000 gold/day.

Stockade - Provides defensive wall for a town.
>Rampart - Strengthens the defensive walls and towers
->Curtain - Further strengths the defensive walls and towers

Moat (requires Stockade) - Provides the town defences with a moat.

Gatehouse (requires Stockade) - Places towers on the gate.

Towers (requires Stockade) - Places towers on the wall.

Common - Allows the recruitment of creatures. Prior to combat it provides a stack of 'militia' for the towns defence, as well as allowing you to recruit any unrecruited creatures for the battle for a faction of the normal price.

Tavern - Allows you to hire heroes.

Blacksmith - Hero can purchase war machines.

Marketplace - Allows you to trade resources. In addition, boosts the town's income (from the halls) by 15%.
>Artefact Merchant - Allows the hero to purchase and sell artefacts.

School - Allows the town to train Lieutenants (low-grade heroes with fewer-than-normal artefact and skill slots).
>Academy - Allows the town to train Captains (more artefact and skills slots than a lieutenant, but fewer than a normal hero).

Library - Allows you to store up to 15 spells

Mage Guild level 1 (requires Library) - Generates 20 spell points per day.
>Mage Guild level 2 - Generates 40 spell points per day.
->Mage Guild level 3 - Generates 60 spell points per day.
-->Mage Guild level 4 - Generates 80 spell points per day.
--->Mage Guild level 5 - Generates 100 spell points per day.

Scryer's Workshop (requires Library) - Generates 1 spell per day. The level of spell is dependent upon the level of the Mage Guild.

Dock - Allows the construction of ships. Not always available.

Treasure House - Allows the storage of spare artefacts and the use of 'treasure' artefacts.
>Heroic Sculpture - Allows normal hero artefacts to affect the town, including any garrisoned hero.


Magic
Section under re-development

Elemental
Level 1
* Fire Arrow - Fire damage is done to a single target
* Icicle - Ice damage is done to a single target
* Static Shot - Lightning damage is done to a single target
* Air Ward - Lightning damage is reduced for a selected stack
* Fire Ward - Fire damage is reduced for a selected stack
* Ice Ward - Ice damage is reduced for a selected stack

Level 2
* Fireball - All stacks in a 3*3 are suffer fire damage
* Thunderbolt - Lightning damage is dealt to a single target, and then a lesser amount to all creatures on adjoining pace
* Ring of Ice - Ice damage is dealt to all space surrounding the targeted one
* Fair Wind - Selected friendly flying creature can move further each turn for a limited time
* Foul Wind - Selected enemy archer has its ranged damage reduced for a period (only in dealing physical damage)
* Fire Wall - Places a wall of fire in a selected position, damaging all creatures who pass through it

Level 3
* Mass Air Ward - Lightning damage is reduced for a number of stacks
* Mass Fire Ward - Fire damage is reduced for a number of stacks
* Mass Ice Ward - Ice damage is reduced for a number of stacks
* Inferno - All creatures in a 5*5 area take fire damage

Level 4
* Chain Lightning - Lightning damage is dealt to several targets in succession, though less for each target
* Earthquake - Does significant damage to castle walls

Level 5


Arcane
Level 1
* Arcane Armour - A friendly stack is protected from all damage for a time
* Skywalking - A friendly walker stack is given the fly ability for a time
* Sacrifice - Takes life from one friendly stack to resurrect creatures of another
* Cleanse - Friendly stack has all negative spells and status-effects removed
* Bloodbinding - A portion of the damage dealt to a friendly stack is dealt instead to a selected enemy stack
Level 2
* Teleport - A friendly stack is moved to a selected location on the Battlefield
* Phantom Forces - Creates a duplicate of a friendly stack
* Disintegrate - An enemy stack is killed in such a way that it can't be resurrected
* Berserk - An enemy stack attacks the nearest stack to it, friend or foe
* Great Ward - A friendly stack is immune to all negative spells
Level 3
* Armageddon - Does a large amount of damage to all stacks on the field
* Puppet Master - An enemy stack is placed under hero control for a time
* Resurrect - A number of slain friendly creatures are brought back to life
* Circle of Protection - No spells can be cast on a creature in a portion of the battlefield

Adventure
Level 1
* Farsight - Hero can see further for the day
* View Air - Hero can spot enemy heroes, artefacts and loose resources beyond his vision
* View Earth - Hero can spot towns, mines and terrain layout beyond his vision
* Eagle Eye - Hero can see more details about objects than normal
* Favourable Winds - A hero on a boat has increased movement
* Farsighted Magi - Cast on a hut of the magi, each Eye of the Magi serviced by that hut can see farther than normal
Level 2
* Disguise - Heroes details are protected from being viewed by enemy heroes
* Summon Boat - An unoccupied boat appear as near to the hero as possible
* Scuttle Boat - Selected unoccupied boat is sunk
* Pathfinding - Hero treats all terrain as native terrain
* Mire - Selected enemy hero's movement is impeded
* Misty Vision - Selected Enemy hero's sight range is reduced
Level 3
* Water Walk - Hero can move across water as though it were land
* Town Portal - Hero moves to the nearest friendly town
* Create Barrier - An impassible barrier on a selected map space
* Summon Creatures - Hero can summon creatures from a nearby friendly town
* Confuse Monster - A selected wandering monster will no longer attack a hero moving near it
* Tremor - destroys at random one building in a selected town (Dwellings count as one building whether upgraded or not)
Level 4
* Dimension Door - Hero moves from his current position to selected position without having to pass through the intervening terrain
* Fly - Hero can move across all terrain as though it were land
* Elemental Guardians - Hero can leave a group of elementals on the map or in a building
* Sky Bridge - Hero creates a 'bridge' over normally impassible terrain that both them and other heroes can use
* Time Turner - A selected, exhausted, non-disappearing one-time location^ is regenerated
* Plague Ground - A patch of ground is cursed, doing a certain amount of damage per stack per space to any heroes crossing it.

^F.E. Tomb of the Warrior, Wagon

Note, all spells last one day except those with instantaneous effects.


Skills
Offence
Level 1/2/3: Raises melee damage by 10/20/30%
Perks
Counterstrike: Chance stack can retaliate after their normal retaliation is used
Death Blow: Chance melee attack kills next to creature in enemy stack
Fencing: Chance of ignoring half of enemy stack's defence
Battle-Frenzy: Stacks do extra base melee damage
Charge: Stacks can move further when attacking enemy

Armourer
Level 1/2/3: Reduces damage taken by 5/10/15%
Perks
Evasion: Stacks take less damage from ranged attacks
Vitality: Creatures gain extra hitpoints
Dig-in: Stacks gain extra defence when defending
Blocking: Chance to ignore part of enemy melee attacks
Protective Aura: Stacks take less damage from spells

Archery
Level 1/2/3: Raises ranged damage by 5/10/15%
Perks
Brawling: Reduced melee penalty
Fletching: Full-damage range increased
Bodkin Points: Chance to ignore part of enemy stack's defence
Disengagement: If enemy is in melee can move out of melee before attacking
Quick-Draw: Chance of making a second attack increased

Leadership
Level 1/2/3: Raises army morale by 1/2/3
Perks
Tactics: Allows stacks to be re-arranged prior to battle
Recruitment: Extra core troops in any town hero stays overnight in on day 7
Wall of Wills: When defending town, troops never freeze in panic
Furor: Extra morale when total army-power rating exceeds enemy army power-rating
Adoration: Gives extra morale every level-up until next battle

Diplomacy
Level 1/2/3: 25/50/100% of certain fleeing neutral armies will offer to join you. Reduce surrender cost by 15/30/45%
Perks
Companionship: Neutral armies of same town type as army (if only one town-type in army) will be more willing to join hero
Negotiation: Stubborn neutral armies sometimes offer to disperse for a price
Flexibility: Can offer artefacts as well as money for surrender
Subterfuge: prior to battle, can bribe some enemy troops to desert temporarily
Fealty: Dwellings with guards can be bought for a price

Pathfinding
Level 1/2/3: Rough movement penalty reduced by 33/67/100%
Perks
Logistics: Hero movement on land increased
Navigation: Hero movement at sea increased
Familiar Ground: Hero treats home terrain as roads
Embarking: Movement cost for boarding/unboarding a ship reduced dramatically
Lodgement: Hero gains extra movement when ending turn in town

Scouting
Level 1/2/3: Hero can see 1/2/3 spaces further on the adventure map
Perks
Keen Eye: Observatories reveal a greater area
Reconnoitring: Hero gets more information about enemies
Disguise: enemies cannot see hero's army strength
Infiltration: Hero can see how many troops and how much treasure adventure locations have
Detection: Ambushes (events with guards) are spotted before hero reaches location

Estates
Level 1/2/3: Hero generates extra 100/250/400 gold per day
Perks
Taxation: Weekly adventure map locations produce 20% more resources
Finance: Towns in which the hero stays overnight produce 20% more gold from halls
Fair Trading: Towns in which the hero is staying get better market exchange rates
Mining: For one week the hero can boost the production of a visited mine, for a cost
Treasure Hunt: Battle sites produce 15% more resources

Artillery
Level 1/2/3: Catapult has 35/55/75% chance to hit chosen target (you control siege weapons from the get-go, thus no need for abilities to enable them)
Perks
Ballistics: Ballista has greater full-damage range
Rapid Fire: Ballista/Catapult have 33% chance to fire a second shot
Shrapnel: All troops standing next to a catapult's target receive damage
Engineering: Ballista/Catapult/Ammo cart are rebuilt at the end of battle if destroyed
Splintering Bolt: Creatures hit by Ballista have their defences reduced by 1

Medicine
Level 1/2/3: First Aid Tent heals 50/75/100 points of damage from a chosen stack (non-resurrecting)
Perks
Flesh Wound: If healed stack uses less than half the available points, a second stack can be healed with remaining points
Antidote: Targeted stack also has negative status effects (eg. Poison) removed
Dispel: Targeted stack also has negative spell effects removed (spells up to third level only)
Rapid Response: Targeted stack has some creatures resurrected if they were killed within the turn
Heal Thyself: First Aid tents are rebuilt at the end of battle if destroyed

Lore
Level 1/2/3: Hero can learn level 3/4/5 spells
Perks
Scholar: Hero can teach and learn new spells on meeting other heroes
Linguist: Hero can learn spells from scrolls
Arcane Sight: Hero can learn spells cast by enemy heroes
Research: Hero has a chance to learn a new spell at each level-up
Enlightenment: Hero gains +10% experience from adventure map locations

Sourcery
Level 1/2/3: Heroes spells are 5/10/15% more effective
Perks
Mysticism: Hero has double the normal mana regeneration rate
Deep Understanding: Spells cost 20% fewer spell points
Magic Mirror: Enemy spells cast on a friendly stack have a chance to rebound onto an enemy stack
Arcane Study: Hero can learn the Arcane magic school without the normal pre-requisites
Fluid Mind: Hero has a chance to cast a second spell each turn

Elemental Magic
Level 1/2/3: Hero can learn Elemental spells of levels 3/4/5
Perks


Arcane Magic
Level 1/2/3: Hero can learn Arcane spells of levels 1/2/3
Perks
Divine Protection: Friendly stacks take less damage from the Armageddon spell
Mind Shield: Berserk and Puppet Master spells have a chance of failing
Ghostly Phantoms: Phantom Forces are only dispelled by melee attacks
Life Gift: The receiving stack of the Sacrifice spell receives more hp than the sacrificing stack lost
Purge: The Cleansing spell also removes positive spells from an enemy stack

Adventure Magic
Level 1/2/3: Hero can learn Adventure spells of level 2/3/4
Perks
Shipwright: If there are no unoccupied ships available, the Summon Boat spell creates one
Choose Destination: A hero using the Town Portal spell can choose which town they go to
Far Traveller: A hero can cast the Dimension Door spell more times each day
Preparedness: A hero can choose one spell to cast on his troops before combat battle starts
Pre-emptive Cast: A hero can choose one spell to cast on an enemy army before combat starts


Artefacts
I've slightly changed the setup for the artefacts, the miscellaneous slots are gone, replaced by a pair of 'wrist' slots and a pair of 'belt' slots. In addition, some artefacts (denoted as having 'treasure' placement) can't be used by the hero only having an effect when placed in the Treasure House building.

Ultimate
Cornucopia (Belt) - Any purchase made at the location of the artefact is free
Sword of Dominion (Right Hand) - All attacks by friendly creatures deal maximum damage
Aegis Cuirass (Torso) - All attacks by enemy creatures do minimum damage
Aidos Cloak (Shoulders) - Hero is invisible to both enemy heroes and neutral creatures
Sourcerer's Hat (Head) - Hero can cast all spells, regardless of magical proficiency
Great Svalin (Left Hand) - Friendly creatures are protected against all negative spells
Caduceus Pendant (Neck) - At the end of each combat turn, friendly creatures have all hp regenerated, and all negative spells removed
Trifari of Potency (wrist) - Hero can cast spells anywhere
Talaria Sandles (feet) - Hero can fly and treats all terrain as roads

Treasure
Minor
Major
Relic
Sets

Campaigns
Initial Release
Red in Tooth and Claw (Empire)
Heir apparent, High Prince Philip has been killed while out hunting near the Valed Woods to the east. Although the Valed deny any involvement, that they were involved is undeniable, and so the Emperor has ordered you to locate and punish the murderers.
Days of the Damned
The Mystic Lands

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MattII
MattII


Legendary Hero
posted February 20, 2014 10:06 AM
Edited by MattII at 05:35, 04 Aug 2014.

Lineups
Okay, starting to redo this because I really like the subfactions idea. Names in blue are subfaction-specific.

Empire [of the Eternal Flame]
Fire is light and life, and though one flame may go out, the fire burns forever.
Faction Skill
Resurrection - After combat a number of stacks can have fallen troops resurrected.
Heroes
Prefect (might), Archon (magic)
Militia
Levy

Holy Legions
Core
Attack Dog War Dog
Hastat Hoplot
Slinger Stonecaster
Elite
Cavalryman Charger
Crusader Zealot
Flamepriest Inquisitor
Champion
Missionary Prophet

Imperial Guard
Core
Attack Dog War Dog
Hastat Legionnaire
Fieldnurse Healer
Elite
Cavalryman Cataphract
Praetorian Immortal
Flamepriest Father of Light
Champion
Phoenix Angha

Provincials
Core
Attack Dog War Dog
Hastat Linewarrior
Bowman Archer
Elite
Cavalryman Lionheart Cavalryman
Big Man High Warrior
Flamepriest Firelord
Champion
Elephant War Elephant

--------

Vale
The forest must survive, for if the forest dies, so does the world.
Faction Skill
Patches of 'Veil' are created on the battlefield, granting the troops within both teleportation and other abilities.
Heroes
Valestrider (might), Witch (magic)
Militia
Wisp

Children of Kalia (Wild Mother)
Core
Lynx Woodlion
Wolverine Gulon
Faun Woodbow
Elite
Stag Cerynan Stag
Blackboar Razorback
Dryad Hamadryad
Champion
Dendroid Ancient Dendroid

Children of Namtoro (Dark Mother)
Core
Lynx Valecat
Darrig Redcap
Faun Valecaller
Elite
Stag Peryton
Lycanthrope Werewolf
Dryad Belladonna Dryad
Champion
Dendroid Spiny Dendroid

Children of Tarima (Kind Mother)
Core
Lynx Gemcat
Badger Stenchbadger
Faun Bard
Elite
Stag Ikirn Stag
Elder Cernuos
Dryad Kodam
Champion
Dendroid Evergreen Dendroid

--------

Oasis
Knowledge is the ultimate treasure, and the greatest weapon against evil.
Heroes
Khailf (might), Wizard (magic)
Militia
Novice A trainee wizard
Core
Sciman Scimaster A guy in desert robes with a scimitar
Bowman Arcane Bowman A guy in desert robes with a bow
Martial Eagle War Eagle A big eagle
Elite
Mage Archmage A mage
Nomad Mameluk A guy on a camel
Sandbeast Sandman A big semi-humanoid figure made of sand
Champion
Djinn Marid A big genie

--------

Necropolis
War is a great waste of life, and so the responsible leader should seek to protect the living from it at all costs.
Heroes
Death Lord (might), Lich (magic)
Militia
Skeleton A skeleton
Core
Black Archer Black Ranger A (living) guy with a bow
Walking Corpse Zombie An undead guy
Beast Cadaver Zombie Beast An undead animal
Elite
Revenant Black Knight An undead guy in lots of armour
Ghoul Nosferat A ghoul
Necromancer Necromage A mage in black robes
Champion
Bone Serpent Black Serpent A snake made of a dragon's skull and human ribs

--------

Fortress
Like the snow that covers the land's imperfections, so we will bring peace to the world.
Heroes
Thane (might), Runemaster (magic)
Militia
Fyrd A guy with a hand-axe and a targe
Core
Viking Huskarl A guy with an axe
Wolf White Wolf A wolf
Grey Archer Silver Archer An elf with a bow
Elite
Teuton Paladin An elf wearing lots of armour and carrying a sword
War Maiden Valkyrie A female elf on a horse
Snow Gryphon Silver Gryphon A gryphon
Champion
Einjar Einjerlnar A guy made of light and wearing golden armour

--------

Cavern
Below lie the damned depths, above the burning plains, only here are we safe.
Heroes
Veteran (might), Darkcaller (magic)
Militia
Miner A dwarf with a pickaxe
Core
Trodlodyte Venomous Troglodyte A H3-style troglodyte
Kob Kobold A dwarf
Cave Lizard Drakling A big, grey-green lizard
Elite
Shadowmaster Blacklord A dwarf with black leather robes and a staff
Chilopa Scolpena A big centipede
Laogodyte Savage Laogodyte A big version of the troglodyte
Champion
Cave Drake Black Dragon A dragon

--------

Neutral
Core
Wolf
Lion
Rogue
Ghost
Elite
Mummy
Elephant
Air Animental Thunderbird (Champion)
Earth Animental Behemoth (Champion)
Fire Animental Rakshasa (Champion)
Water Animental Leviathan (Champion)
Faerie Dragon
Troll
Champion
Megadragon


Expansion Lineups

Days of the Damned

Cult [of Shazoth]
All the world shall worship Shazoth one day.
Heroes
Chapter Lord (might), Gatemaster (magic)
Militia
Imp An imp
Core
Cultist Hellgrome A human/elf/etc in a grey robe
Shabbeast Demon A demon
Cockatrice Basilisk A snake/chicken mix
Elite
Manticore Chimera Greek mythical beings
Barghast Shabhound A hellhound looking creature
Visited Possessed A human/elf/etc with grey skin, glowing eyes, and spectral wings
Champion
Scylla Hydra Greek mythical beings

--------

Stronghold
Once we were slaves, but now we are free, and will remain so, forever.
Heroes
Warchief (might), High Shaman (magic)
Militia
Goblin A goblin
Core
Orc Orc Warrior An orc
Wargling War Wargling A goblin on a small warg
Trapper Hunter  A goblin
Elite
Warmother Warhag An ogre
Warg Bloodtooth Warg An orc on a full-size warg
Shaman Dreamreader An orc shaman
Champion
Wyvern Peuchen A wyvern

--------

Neutral
Core
Harpy
Elite
Orge
Centaur
Minotaur
Champion


The Mystic Lands

Forge
We may be small, but our constructions make us strong.
Heroes
Master Engineer (might), Blackmage (magic)
Militia
Liner A halfling with a spear
Core
Tinkerer Gremlin A halfling in a blacksmith's apron and a tool-belt
Whirlywing Chopcopter An autogyro
Big Man Iron Soldier A halfling wearing powered armour
Elite
Autochariot War Chariot A cart with a string of circular saw blades on the front
Walker War Walker A big mechanical gorilla with a halfling controller
Polybolos Autoballista A multi-shot ballista
Champion
Iron Drake Golden Drake A mechanical dragon with a halfling controller

--------

Temple
One day our coils will wrap the world itself.
Heroes
Raja (might), Guru (magic)
Militia
Screamer A gibbon
Core
Tengu Skywarrior A humanoid with wings, bird-like feel and hands, and a beak
Kappa Kappa Shojo A Kappa
Nagling Nagau A large snake with small arms
Elite
Warhorn Royal Warhorn A rhinoceros with armour
Samura Samura Urumi A large armoured naga
Shishya Dai Shishya A robed naga
Champion
Serpent Dragon Thunder Dragon A Chinese dragon

--------

Neutral
Core
Cobra
Python
Lizardman Hunter
Lizardman Archer
Tiger
Elite
Medusa
Champion

WIP

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 20, 2014 12:26 PM

So, I can begin.
First of all: nice that you roll this up again

Main changes.

Quote:
Not only does this allow a greater finesse to be employed in arranging your army, it allows you to have more than 7 stacks in your ranks.


How many exactly? Could you have 16 1-square Stacks,  then?

Quote:
* The battlefield is now much larger, 20 spaces wide by 30 spaces long, with the two armies arranged 10 spaces apart (on lines 9-10 and 21-22). The farthest two lines on either side are 'retreat lines', any creatures on them when the hero gives the retreat order remain with the hero, those not on them are lost.

Wide and long are which, looking at the screen / considering the armies? Also do i get right that it means the armies begin more or less in the middle of the battlefield?

I love that idea with those pre-towns

that for now, more on friday.

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MattII
MattII


Legendary Hero
posted February 20, 2014 06:00 PM
Edited by MattII at 18:01, 20 Feb 2014.

Jiriki9 said:
How many exactly? Could you have 16 1-square Stacks,  then?
Up to 32 actually. This actually allows you to protect a single stack of archers while using less than half the rest of your army.

Quote:
Wide and long are which, looking at the screen / considering the armies?
the armies are drawn up width-wise on the battlefield (2 space either side)

Quote:
Also do i get right that it means the armies begin more or less in the middle of the battlefield?
Pretty much, yes.

Also, thanks for reviewing.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 21, 2014 03:43 PM

Quote:
Up to 32 actually. This actually allows you to protect a single stack of archers while using less than half the rest of your army.

Wow. That's a pretty throw-around, not sure how I'm feeling towards it...I like it somehow and yet I feel it can lead to pretty strange and difficult things - and definitely to much more gigantic armies.

Quote:
Also, thanks for reviewing.

No prob

Resources
I'm a bit surprised ore is rare, else I'm quite fine with that

Town Buildings
Now there are some intristing thigns here...
...I like the Palace/Capitol thing, allowing all towns a high-income building but one town a better one
...I wonder a bit that the third defensive buolding is a curtain, but maybe I just miss theat word in that context. The only menaing of curtain I know is something very smooth, soft and not soemthing hard or strong... else they seem reasonable. I like how many different def buildings there are.
...so the 'common'. What is i? I have no idea. I like it giving a basic defense in form of units. A big issue for me: No +growth at all?
...Tavern, Blacksmith,Marketplace and School + Upgrades are fine in my eyes. I like how they are essentially split into different functions. I miss teh ressource silo, but they prob'ly come with the factions? also, teh artifact merchant is gameplaywise to close to the blacksmith to be the upgrade of a different building, imo.
...the magic buildings. Interesting idea. A probable problem: wouldn't everyone try to wait for the level 5 Guild before buildinga  Scryers' workshop, to gain only high-level spells? Generally I again liek the splitting of functions.
...dock seems usuable. Maybe some upgrade couldbe possible for some factions? (Port, Trade Port, Wharf,...)
...How do treasure hosue and high altar work?

Magic
So far, only the schools, eh? Well... ordered by function, obviously, though I'm not sure about Arcane...is that soem kidn of "others" category for spells who didn't fit elsewhere? (like spells which move units)

Factions
Onyl six
I will review the lineups when they are. And the neutrals as well, so I can whine about what I miss
For the heroes:
Most seem reasonable, as far as I can say now. You seem to have gone for less-used names, which I like but is actually a matter of style anyhow.


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MattII
MattII


Legendary Hero
posted February 21, 2014 07:01 PM
Edited by MattII at 19:09, 21 Feb 2014.

Jiriki9 said:
I'm a bit surprised ore is rare, else I'm quite fine with that
Well stone and wood are going to get used in all buildings, while ore will only get used for units and such, which is rare resource territory.

Quote:
...I wonder a bit that the third defensive buolding is a curtain, but maybe I just miss theat word in that context. The only menaing of curtain I know is something very smooth, soft and not soemthing hard or strong... else they seem reasonable.
An old alternate meaning for the word curtain (apart from the obvious drapery reference) is the defensive wall of a bailey (the 'towny' part of the castle), thus, despite the weirdness it fits well.


Quote:
...so the 'common'. What is i? I have no idea.
Common Land (shortened to Common) was collectively owned land in a village or town. Village greens were often such.

Quote:
I like it giving a basic defense in form of units. A big issue for me: No +growth at all?
Growth is based on town level.

Quote:
I miss teh ressource silo, but they prob'ly come with the factions? also, teh artifact merchant is gameplaywise to close to the blacksmith to be the upgrade of a different building, imo.
I did wonder about that actually, maybe best to do away with it.

Quote:
...the magic buildings. Interesting idea. A probable problem: wouldn't everyone try to wait for the level 5 Guild before buildinga  Scryers' workshop, to gain only high-level spells?
The probability of getting a level 5 spell would be 1/15.

Quote:
...dock seems usuable. Maybe some upgrade couldbe possible for some factions? (Port, Trade Port, Wharf,...)
That's going to happen eventually.

Quote:
...How do treasure hosue and high altar work?
The High Altar basically holds the Ultimate Artefact (rather than it being held by a hero), while the Treasure House, come to think of it, I can't actually see a use for that one.

Quote:
So far, only the schools, eh? Well... ordered by function, obviously, though I'm not sure about Arcane...is that soem kidn of "others" category for spells who didn't fit elsewhere? (like spells which move units)
Exactly, it's going to include spells which don't really fit anywhere else, like, Armageddon, Puppet Master, Teleportation, and Phantom Forces.

Quote:
Onyl six
More coming for the expansions.

Quote:
And the neutrals as well, so I can whine about what I miss
For the heroes:
And what do you miss so far?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 21, 2014 08:11 PM

Thanks for your word explanations As I thought, it were mostly non-understanding of language.

Quote:
Growth is based on town level.

So higher income and higher growth come together?!

Quote:
The probability of getting a level 5 spell would be 1/15.

will you give the formualr later on?

Quote:
That's going to happen eventually.



Quote:
Exactly, it's going to include spells which don't really fit anywhere else, like, Armageddon, Puppet Master, Teleportation, and Phantom Forces.

Would say armageddon is destructive, but I think I got a clearer view now.

Quote:
More coming for the expansions.



Quote:
And what do you miss so far?

much XD but I don't know what shall come in the factions, so its hard...Nomads. but they may come in oasis? Halflings, unless they're elsewhere.

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MattII
MattII


Legendary Hero
posted February 22, 2014 05:43 AM

Jiriki9 said:
So higher income and higher growth come together?!
Um, yes, that does look odd doesn't it?

Quote:
will you give the formualr later on?
The formula is:
MG-1: 1 - 0 - 0 - 0 - 0
MG-2: 5/9 - 4/9 - 0 - 0 - 0
MG-3: 5/12 - 1/3 - 1/4 - 0 - 0
MG-4: 5/14 - 2/7 - 3/14 - 1/7 - 0
MG-5: 1/3 - 4/15 - 1/5 - 2/15 - 1/15
It's basically the H3 MG system turned into probabilities (the number of spells per level, divided by the total number of spells).

Quote:
Would say armageddon is destructive, but I think I got a clearer view now.
Armageddon is destructive theoretically, but unlike all of the other destructive spells it encompasses the whole battlefield, not just a stack or a small area.

Quote:
much XD but I don't know what shall come in the factions, so its hard...Nomads. but they may come in oasis? Halflings, unless they're elsewhere.
Nomads (or a version of them) are going to be coming in oasis, and Halflings are coming in the expansion, as a major race.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 22, 2014 10:45 AM

Quote:
The formula is:
MG-1: 1 - 0 - 0 - 0 - 0
MG-2: 5/9 - 4/9 - 0 - 0 - 0
MG-3: 5/12 - 1/3 - 1/4 - 0 - 0
MG-4: 5/14 - 2/7 - 3/14 - 1/7 - 0
MG-5: 1/3 - 4/15 - 1/5 - 2/15 - 1/15
It's basically the H3 MG system turned into probabilities (the number of spells per level, divided by the total number of spells).

hmmm. I'm still not sure about it. I mean, I understand how you got there but it most probably will not leed to the spell distribution in H3. Even if you build all guilds first, you still very often will have no Level 5 spell at all. Also: will it be worth the waiting for such a small chance? But if you do not wait, the total probabilities for L5 spells shrink dramatically!
Also, what happens i you build that workshop but got no Library?

Quote:
Nomads (or a version of them) are going to be coming in oasis, and Halflings are coming in the expansion, as a major race.

baam!

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MattII
MattII


Legendary Hero
posted February 22, 2014 10:59 AM

Jiriki9 said:
hmmm. I'm still not sure about it. I mean, I understand how you got there but it most probably will not leed to the spell distribution in H3. Even if you build all guilds first, you still very often will have no Level 5 spell at all.
Well the Library isn't organised on a first-come-first-chosen basis, you can drop spells if you want to.

Quote:
Also: will it be worth the waiting for such a small chance? But if you do not wait, the total probabilities for L5 spells shrink dramatically!
If you have a suggestion you think is better don't hesitate to tell me.

Quote:
Also, what happens i you build that workshop but got no Library?
Can't be done.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 22, 2014 11:28 AM

Quote:
Well the Library isn't organised on a first-come-first-chosen basis, you can drop spells if you want to.

Ah. Now that changes everything! WItht htat inormtation, I think your system fully acceptable. I thought it was not possible to drop spells. With it being, you may have to wait long, but you will rather probable gain L5 spells ... at soem time.
An additional quesiton then: can spells you dropped reappear?
And: are the probabilities altered by the spells already in thelibrary?

Quote:
Can't be done.

Ah. Yes, simple sollution then.

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MattII
MattII


Legendary Hero
posted February 22, 2014 07:49 PM
Edited by MattII at 10:09, 23 Feb 2014.

Jiriki9 said:
Ah. Now that changes everything! WItht htat inormtation, I think your system fully acceptable. I thought it was not possible to drop spells. With it being, you may have to wait long, but you will rather probable gain L5 spells ... at soem time.
There's more to it than that, any spell that any hero wandering into to the town has got can be copied into the library if you have the relevant Mage Guild level.

Quote:
An additional quesiton then: can spells you dropped reappear?
Yes they can.

Quote:
And: are the probabilities altered by the spells already in thelibrary?
No, but spells that are in the library won't be 'discovered'.

Also, Champion creatures are up, along with a few Destructive spells and a few skills.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 23, 2014 10:33 AM

Quote:
There's more to it than that, any spell that any hero wandering into to the town has got can be copied into the library if you have the relevant Mage Guild level.



Champion Creatures...seem interesting. Not sure about that Necro Serpent. What are Ladon and Angha things? Neer heard the names...

Destructive Spells
Seem nice, ll classic ones in so ar, as I can see, with one exception I miss: Meteor Shower. Also, do non-creature-target destructie spells not there? (Like Earthquake damaging walls or soem Obstacle-Demolition)

Skills
Only 5 Perks per skill? but okay...are all perks aailable or any hero class?
btw, i cant remember, what's the hero role in your game?
...Offence is one obvious thing. I wonder VERY much to see counterstrike there, though, which is quite defensive, imo (a creature MUST be attacked to use it). The others are fine,
...Armourer. Belo0ngs in a game, certainly. Reasonable perks.
...Archery. I personally in the context of your game like archery being main again. Liek the perks quite much, as well!

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MattII
MattII


Legendary Hero
posted February 24, 2014 10:32 AM
Edited by MattII at 23:49, 02 Mar 2014.

Jiriki9 said:
Champion Creatures...seem interesting. Not sure about that Necro Serpent. What are Ladon and Angha things? Neer heard the names...
A Ladon is a Hellenic dragon/serpent sometimes depicted with multiple heads, while the Angha (also Simurgh) was a phoenix-like bird of Persian myth, but added in healing powers as well, depending on which source you go by.

Quote:
Seem nice, ll classic ones in so ar, as I can see, with one exception I miss: Meteor Shower. Also, do non-creature-target destructie spells not there? (Like Earthquake damaging walls or soem Obstacle-Demolition)
The lists are far from complete.

Quote:
Only 5 Perks per skill? but okay...are all perks aailable or any hero class?
5 Basic perks available to all, yes, plus maybe some faction specials

Quote:
btw, i cant remember, what's the hero role in your game?
I was originally planning it to be like in H4, with him/her being on the battlefield, but I can see many problems with that, so it's still up in the air.

Quote:
I wonder VERY much to see counterstrike there, though, which is quite defensive, imo (a creature MUST be attacked to use it).
Offence is about doing more damage to the enemy, Armourer is about reducing the damage you take, thus it does fit there.

Quote:
...Archery. I personally in the context of your game like archery being main again.
I missed that one as well.

Also, four more skills, and all creatures.

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athas65
athas65


Known Hero
posted March 03, 2014 03:03 PM

Its all seen really nice!

Only a minor thing: Ladon as a creature, especially as a hydra upgrade, seem really odd....
Ladon is one specific dracon, who guards the golden apples. Using Ladon as a unit feels to me like using Michael as a unit instead of an more generalized archangel unit. Dracon makes more sense as a creature.
My other problem is with him being a hydra upgrade... Hydra is a large lizard-like acidic beast with multiple heads that multiply every time one is cut off, while a dracon is a long serpentine ('draco' means serpent in Greek) creature, sometimes with multiple heads (Ladon for example got 100 heads), sometimes with a fire-breathing ability, sometimes with a venom, sometimes with the ability to fly. (As you can see, there is a very large variety of dracon types, but all of them are serpentine).

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MattII
MattII


Legendary Hero
posted March 03, 2014 07:17 PM

athas65 said:
Only a minor thing: Ladon as a creature, especially as a hydra upgrade, seem really odd....
Ladon is one specific dracon, who guards the golden apples. Using Ladon as a unit feels to me like using Michael as a unit instead of an more generalized archangel unit.
Yeah, but there was only one Lernaean Hydra as well, and only one Phoenix at any time. Sometimes you have to take a bit of liberty with some units.

Quote:
My other problem is with him being a hydra upgrade... Hydra is a large lizard-like acidic beast with multiple heads that multiply every time one is cut off, while a dracon is a long serpentine ('draco' means serpent in Greek) creature, sometimes with multiple heads (Ladon for example got 100 heads), sometimes with a fire-breathing ability, sometimes with a venom, sometimes with the ability to fly. (As you can see, there is a very large variety of dracon types, but all of them are serpentine).
Okay then, how does Scylla sound?

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athas65
athas65


Known Hero
posted March 03, 2014 11:04 PM

Actually, Scylla is nice. The difference between the Hydra and Ladon, is that while the Hydra is a one of a kind monster, Ladon is the personal name of a specific dracon.

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MattII
MattII


Legendary Hero
posted March 04, 2014 10:38 AM

Been wondering about how to put up the expansion faction, but haven't come up with a better idea than shoving them into the existing faction page.

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Rakshasa92
Rakshasa92


Supreme Hero
posted March 04, 2014 07:08 PM
Edited by Rakshasa92 at 19:24, 04 Mar 2014.

Lol... So it's fine to use Minotaur, Medusa, Hydra and other such unique creatures as armies but Ladon is a special case?

In my own imperium of mythical creatures the Ladon is a plant dragon, much like a Dryad, but then in dragon form, a dragon made from plants with breath that animates plants while it is acid to humans.


I would not put Scylla with Hydra, Ladon makes more sense to me, but there are better ones, like the Balaur. In most legends the scylla is a pretty female from the waist up and a squid from the waist down, with dog-like heads in the middle.

Nue weaker than Manticore? I wouldn't want to see the Freddie Kruger-like Nue being mad at you! Nue's can possess sleeping creatures through their dreams/nightmares and invade your nightmares and kill you in it much like Freddie Kruger. Manticores are just Manticores.

A manticore would be a level 4 creature, a Nue a level 10.
____________

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MattII
MattII


Legendary Hero
posted March 04, 2014 07:28 PM

Rakshasa92 said:
I would not put Scylla with Hydra, Ladon makes more sense to me, but there are better ones, like the Balaur. In most legends the scylla is a pretty female from the waist up and a squid from the waist down, with dog-like heads in the middle.
That's Ovids version, I'm using Homer's one, since I'm more familiar with it.

Quote:
Nue weaker than Manticore? I wouldn't want to see the Freddie Kruger-like Nue being made at you! Nue's can possess sleeping creatures through their dreams/nightmares and invade your nightmares and kill you in it much like Freddie Kruger. Manticores are just Manticores.

A manticore would be a level 4 creature, a Nue a level 10.
Okay then.

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