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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Kiryu's heroes factions
Thread: Kiryu's heroes factions This thread is 3 pages long: 1 2 3 · «PREV
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 07, 2015 06:25 PM
Edited by kiryu133 at 18:28, 07 Sep 2015.

There we go, Griffin back in Haven, Chimera added and "PPU" changed to "Wardens".

Time to start working on Forge

Zeki said:
Btw can i imagine your muzen to look kinda like beedrill from pokemon or is your idea different?


Kinda. More human body (so legs, shoulders, body) and more Mantis-like claws, but yes. Not too far off. They also have a third pair of limbs by the stomach that are much smaller (about the size of a human forearm fully stretched out) and have three-clawed hands.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 07, 2015 06:58 PM

How forge..!? Do you plan to go for the enhanced, over-the-top, sci-fi classic or an approach that actually fits the whole setting..?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 07, 2015 07:55 PM

A bit of both..?

I won't spoil too much, but their theme will be exploitation/function over form and thematic opposites of Santcuary right down to only using Gold and common resources. So it's mostly thematically similar to the H3 forge rather than a full rework.
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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 07, 2015 09:30 PM

kiryu133 said:
A bit of both..?

I won't spoil too much, but their theme will be exploitation/function over form and thematic opposites of Santcuary right down to only using Gold and common resources. So it's mostly thematically similar to the H3 forge rather than a full rework.

Hmm interesting. My hope is just that you wont go full cyborg & modern weaponry. What about adding a feel closer to the industrial revolution..?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 07, 2015 10:35 PM

kinda. The lore behind them is more like "aliens stripping the planet of resource to then move on". Cyborgs will probably be in in some capacity but It's gong to be more demonic/bestial than purely technological. The tech won't get much focus is what I'm trying to say, I guess. More their aesthetics and feel.
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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 07, 2015 10:41 PM

kiryu133 said:
kinda. The lore behind them is more like "aliens stripping the planet of resource to then move on". Cyborgs will probably be in in some capacity but It's gong to be more demonic/bestial than purely technological. The tech won't get much focus is what I'm trying to say, I guess. More their aesthetics and feel.

Well the "alien" part works to some degree, but I don't think you should to full alien invader. What about going for a parasitic mechanically modified lifeform dropped on the planet to just rot..? A bit like the cravers from endless space...

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 08, 2015 12:30 PM
Edited by kiryu133 at 13:06, 08 Sep 2015.

Khepri remade and any references to Dwarves removed though the Dark elves still retain the Dwarf role of this worlds master smiths. Oh, and original artwork for the Oni.

It sucks but I needed some representation...

Mediczero said:

Well the "alien" part works to some degree, but I don't think you should to full alien invader. What about going for a parasitic mechanically modified lifeform dropped on the planet to just rot..? A bit like the cravers from endless space...


Kinda: they move from planet to planet, gathering any resource they have use for and then move on with the planet now a lifeless husk. They do land (re: crash) on planets but their tech isn't advanced enough to have any computing or electricity: only steam-punk-esque stuff but dirtier and more openly mechanical. Of course, Fortress is learning a lot from these foes and if there is to be a potential second expansion or sequel They will have started learning from it, potentially splitting into two factions in some sort of civil war. but that's hardly on my To-do list.
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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted September 23, 2015 08:54 PM

Hi Kiryu!

Sorry it took so long to properly comment on these factions. But now i have finally finished reading all of the text! (yeah i know im not very good at reading, but im good at other things so in the end its ok)


HAVEN

I like  a lot. Its a fresh take on the classical faction. I like the nomadic steppe theme.

The racial is very interesting. I assume it triggers before the unit gets attacked so it prevents them from receiving damage. Maybe the reaction time gets better as the skill improves allowing the units to flee from attacks made from shorter distances. Some serious balancing is needed to make it actually work thou... i think not all of them can avoid attacks during the same turn or maybe there is some sort of gauge that you can spend on creatures during the battle. Completely missing an attack can be devastating for the opponent and if it happens too often it could easily get overpowered :/ Or winning against 1000 zombies with one bird by just avoiding and fleeing and using hero attacks....

I like the militias ability. Nice idea

Spear throwing ability is also interesting, like a reverse jousting.

The warlocks must livid for letting the griffins escape and start living on the steppes How did they manage to do that? Are they tamed by the nomads? Would they let themselves be tamed after living as prisoners to the warlocks...

The knights are awesome! Predatory birds ridden by women warriors with lances, pretty cool. "Experienced" and "opportunistic" abilities are nice addition too. Opportunistic sounds like a total damage train

I love thunderbirds. You said the chance and damage of the thunderbolt is dependent on the amount of creatures... this feels a bit too much like on/off kinda thing to me. Maybe if the damage and the chance of a single bolt would be fixed values, then just multiply the chance rolls by the unit size and then multiply the damage by the number of successful chance rolls. That way the total damage would still be dependent on the unit size.

Nice touch adding the hero info's to the factions! Shiva with thunderbirds would be my choice


STRONGHOLD

Vikings are the coolest. And i 100% agree with adding the Viking elements to an offensive faction rather than defensive dwarves. I have never liked the Viking dwarves.

Racial is great. I like the idea of changing the core mechanics of the resource gaining. This brings out the barbaric nature and play style very nicely

I like the idea of using negative effect abilities like the orcs "poor at range". Abilities dont always have to be buffs.

Trolls stone skin ability is pretty clever! But why do the ice trolls grow an additional head?

Cockatrices death stare is pretty scary. I like how they gain flying ability through upgrade and similarly the wyrm loses its flying. Nice detail.

Oris being a human is kinda weird. I know this is how things were in H3 also but still... maybe an orc hero could replace her. There is no orc hero, just goblins and ogre. My Stronghold hero of choice would be Tyraxor.


PRESERVE

The alien warden theme was a surprise In a good way. I like it when iconic factions get some new looks and lineups and such

Racial ability granting extra turns and movement and it being tied to something non-battle related is a good idea. Amount of towns can work, but i fear it might be still too situational. What about in small or medium maps where there are not that many towns in the map to begin with. This might result in the racial not getting triggered at all. Or maybe the opponents just target the Preserve players first knowing that they dont have their racial up and running yet, where the other factions can benefit from theirs in any phase of the game.

Savage Dryads circle of life ability is interesting! A bit gross, but nice

Master Druids Commander ability is also nice, but maybe it should be limited to just core and elite units and also be dependent on the units sizes. Stack of one druid switching her turn for a horde of unicorns seems too strong. I like how you added the headphones and mic for the druid in the picture

I enjoyed the part about the dendroids being machines made to resemble trees State of the art artificial leaves and all... Also the underminer ability seems good and the ranged attacks of the riding elves is a nice addition.

Cool hero bios on Blackdog and Gwedmyr. My choice would be either Gwedmyr or Elleshar.


TOWER

I was surprised to see dark elves in Tower faction and also them being the leaders of other mixed races in those beautiful and busy cities. I like it. It is something new and not cliche They dont seem evil at all. They just rule the cities and help the citizens by providing mechanical robots to work for them. Also bonus points for the Svartalfar references.

I wonder where the dark elves have come from... if they resemble preserve elves so much but still they dont know much about each other... there must be some sort of a big plot point in there.

What does the Muzen queens boneless ability actually do? How does it benefit them?

Centaurs nomad warrior ability is pretty nice. Another negative ability that i like Djinns casting phantom forces seems a bit overpowered or at least it should be dependent on the amount of djinns and the unit size of the target.

I really enjoy the mage divas who "refuse to leave the comfort of their flying carpets", also their spell book seems really useful. Dressing Cyclop as Titans is nice but receiving 50% less damage from normal attacks seems a bit too much in my opinion.

All in all seems to be very female dominant faction (the dark elf queen of the realm, mages and muzen queens). Alongside them are just cabirs and robots MY hero choice would be Freyja because she seems relaxed and cool. Also nice to see Solmyr with his signature ability.

Tower faction doesnt have a racial ability  in the description... i wonder what it is :/


DUNGEON

Brute strength in might and magic, warring city states in tunnels beneath the world, slavery , manipulation and dreams of world domination. I love this faction The slaver racial ability is also really interesting and opens up many tactical possibilities. I like racials that doesnt direct effect on just battles.

Bonus points for including troglodytes in to the lineup Also i couldnt help to giggle a bit when realizing that the evil eye upgrades were called "Argos"

Death worms sound pretty creepy. Just tunneling around under the steppes of Jeraldia. Again i see the mysterious "boneless" ability? And what do you mean the burrowing doesnt work on terrain? Like walls or stones? Why would it not work on those if they tunnel away through bed rock like its nothing? Nice catch with the acidic ability.

I like the idea of the two heads of chimera fighting for power. And even including a ability based on it, its great. Just funny to think of a power hungry goat challenging a lion but i guess in dungeon things go a bit differently Dragons having  three stages is nice too. Brings some variety to the faction building. Kinda like in H2. I also enjoyed the part where the blue dragons are harder to impress, lots of stupid mental images of people trying all kinds of tricks

Hero of choice would definitely be Shakti even though i would have preferred him to have the old H3 ability instead of the stat increasing one. Also where is my favorite hero of all time, Gunnar?


NECROPOLIS

The idea of power hungry civil war mayhem seems a bit too similar to the dungeon lore :/ but as you already addressed this in the comments its fine.

Necromancy racial seems more interesting than in heroes games so far. And now i get the idea behind the boneless ability as well Resurrecting bone golems and replacing the ballista is also nice and different  and they way their stats are calculated is fun too

Zombies immune to pain and disease-ridden weapons are nice abilities. For once zombie units could actually be of use. Good work!

Vampires picture is pretty awesome! of all the possible choices....

Bone dragons aging attack is an interesting ability. Necropolis doesnt have a second champion unit?

Hero of choice would be... well its kinda hard to choose if there are no options


FORTRESS

I really like the idea of creatures moving around in the wetlands and market places by boats and stilts! It must be a fun life Old and new racial seems like fun too. But does it have an effect on other than fortress units too? If i have a dungeon army with one old fortress unit, does everybody receive the bonus or is it only for fortress units?

Having two types of war machines is great. But the toads and cannons -/+ 50% bonuses seem too strong when comparing them to some hero abilities and skills for example.

How does the gunner/sobek thing actually work? You need to build separate building for the lizardman upgrade and the "normal" sobek, so you can have the normal sobek building and the gunner building at the same time? Or you can build the sobek upgrade in addition to the normal sobek building... so you either have two different creatures or just sobeks but with double growth? Any ways i like the protector ability a lot.

Good idea to include nagas in swamp faction. And the sneaky bite of the ancient hydra is pretty cool. The hydra would me champion choice in this faction. But the Quetzalcoatl has nice abilities too like the wind bringer and the spirit channel. Even thou i think the spirit channel should be one spell power for every two creatures rather than one.

Once again no heroes to choose from in this faction


SANCTUARY

A faction full of spirits trying to preserve planetary order and fight against the demons from the outer space that got to the world on the back of the meteorite... interesting indeed. I assume the demons are the yet unrevealed Forge faction you are planning about?

I like the concept of the Sanctuarys racials. The damage boost is nice, but the missing town buildings and resource converting sounds really nice! Like i said before i think racials not related to battles are a super nice idea.

Kitsunes unassuming spirit ability is clever and fresh! also the Ahuizotls drag ability is fun, but i dont know what i would use it for Maybe to break turtling enemies or drag then closer to shooters for short range damage? Or just to mess around with them Sanctuary doesnt have a third core unit, but i assume this is why they get to use both of the champion ones at the same time?

I simply love the turtles burden ability! This kind of tactical option would really bring some life to the battle field and generate many awesome situation Sun orb rolling Khepri beetles are really cute too, just rolling the orbs around and over enemies while cooking them alive i hope they can roll the or on the back of the Ao too But why do they love the orbs some much and where did they get them in the first place?

Serpents hungry for sacrifice ability is really nice, disgusting but nice. Orochis vengeful ability is also interesting, but might be a bit too strong  in the long run in my opinion :/ and why do they suffer from a crippling weakness to alcohol and why is it worth mentioning?

I like the idea of getting to choose between red and blue Oni. Unstoppable rage and prepared are nice and original ideas and i like them a lot. But maybe their % amounts need to be lower a bit for overall balance. Loads of bonus points for the original art too, top work!


All in all great factions and lineups!! The original abilities are all pretty much awesome in my opinion and the racials too. Super nice work Kiryu!

-ThatRedSarah


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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 24, 2015 03:13 PM

ThatRedSarah said:
Hi Kiryu!


Hello!


ThatRedSarah said:
HAVEN

The racial is very interesting. I assume it triggers before the unit gets attacked so it prevents them from receiving damage. Maybe the reaction time gets better as the skill improves allowing the units to flee from attacks made from shorter distances. Some serious balancing is needed to make it actually work thou... i think not all of them can avoid attacks during the same turn or maybe there is some sort of gauge that you can spend on creatures during the battle. Completely missing an attack can be devastating for the opponent and if it happens too often it could easily get overpowered :/ Or winning against 1000 zombies with one bird by just avoiding and fleeing and using hero attacks....

The warlocks must livid for letting the griffins escape and start living on the steppes How did they manage to do that? Are they tamed by the nomads? Would they let themselves be tamed after living as prisoners to the warlocks...

The knights are awesome! Predatory birds ridden by women warriors with lances, pretty cool. "Experienced" and "opportunistic" abilities are nice addition too. Opportunistic sounds like a total damage train

I love thunderbirds. You said the chance and damage of the thunderbolt is dependent on the amount of creatures... this feels a bit too much like on/off kinda thing to me. Maybe if the damage and the chance of a single bolt would be fixed values, then just multiply the chance rolls by the unit size and then multiply the damage by the number of successful chance rolls. That way the total damage would still be dependent on the unit size.



Balance isn't really a focus so many of these values/mechanics could certainly use some work. The racial movements happens after taking damage and leads to retaliation if retaliation is possible after moving excepting range and it has been updated.

Griffins and the steppe humans share great respect for each other so it's more like mutual co-operation.

Should probably add Garuda to Shiva for balance's sake


ThatRedSarah said:
STRONGHOLD

Racial is great. I like the idea of changing the core mechanics of the resource gaining. This brings out the barbaric nature and play style very nicely

I like the idea of using negative effect abilities like the orcs "poor at range". Abilities dont always have to be buffs.

Trolls stone skin ability is pretty clever! But why do the ice trolls grow an additional head?

Cockatrices death stare is pretty scary. I like how they gain flying ability through upgrade and similarly the wyrm loses its flying. Nice detail.

Oris being a human is kinda weird. I know this is how things were in H3 also but still... maybe an orc hero could replace her. There is no orc hero, just goblins and ogre. My Stronghold hero of choice would be Tyraxor.


Been a goal to make racials unique and impacting game play enough without making them a mandatory part of any battle as well as giving them adventure-map effects.

While it hasn't been at the top of my list, I haven't avoided negative abilities either. BTW, those orcs were more or less the same as the H4 ones. The Wyrm/Cockatrice was very much deliberate.

Didn't think too much about the Hero races, though Oris will stay as she is: Humans are pretty common in most factions and this is the best way of showing this.


ThatRedSarah said:
PRESERVE

Racial ability granting extra turns and movement and it being tied to something non-battle related is a good idea. Amount of towns can work, but i fear it might be still too situational. What about in small or medium maps where there are not that many towns in the map to begin with. This might result in the racial not getting triggered at all. Or maybe the opponents just target the Preserve players first knowing that they dont have their racial up and running yet, where the other factions can benefit from theirs in any phase of the game.

Savage Dryads circle of life ability is interesting! A bit gross, but nice

Master Druids Commander ability is also nice, but maybe it should be limited to just core and elite units and also be dependent on the units sizes. Stack of one druid switching her turn for a horde of unicorns seems too strong. I like how you added the headphones and mic for the druid in the picture

I enjoyed the part about the dendroids being machines made to resemble trees State of the art artificial leaves and all... Also the underminer ability seems good and the ranged attacks of the riding elves is a nice addition.

Cool hero bios on Blackdog and Gwedmyr. My choice would be either Gwedmyr or Elleshar.


As i said, balance isn't a focus but the general meaning of this one is that Preserve is good at fighting stronger enemies (in this case based on amount of towns but that's not necessarily final) so they are perhaps a tad weaker than most factions at the same amount of towns but can also fight back harder against those that have more power. Basically, they get stronger than most factions if they go up against a stronger opponent.

Nature is the theme so one can't shy away from the less pretty aspects of it.

Keep in mind the druid lose their turn and since they're shooters (I will update that information eventually) it's not necessarily the best choice. Having a stack of one druid to give more turns to a stronger stack just sounds like good tactics but might need to limit that to elite and core units... could be too strong on some champs.

Can't have Preserve without the shooty elves (need to replace the Glaives with satyrs) and It just felt too badass to not have them ride the trees.

Since it's mostly a H4-inspired town that's where I took the heroes. Simply adjusted the story a bit and added fitting specialties based on that since H4 didn't have any.


ThatRedSarah said:
TOWER

I was surprised to see dark elves in Tower faction and also them being the leaders of other mixed races in those beautiful and busy cities. I like it. It is something new and not cliche They dont seem evil at all. They just rule the cities and help the citizens by providing mechanical robots to work for them. Also bonus points for the Svartalfar references.

I wonder where the dark elves have come from... if they resemble preserve elves so much but still they dont know much about each other... there must be some sort of a big plot point in there.

I really enjoy the mage divas who "refuse to leave the comfort of their flying carpets", also their spell book seems really useful. Dressing Cyclop as Titans is nice but receiving 50% less damage from normal attacks seems a bit too much in my opinion.

All in all seems to be very female dominant faction (the dark elf queen of the realm, mages and muzen queens). Alongside them are just cabirs and robots MY hero choice would be Freyja because she seems relaxed and cool. Also nice to see Solmyr with his signature ability.

Tower faction doesnt have a racial ability  in the description... i wonder what it is :/


Pretty much. They're rulers, great mages and smiths/artisans but these roles (excepting rulers) are not exclusive to them as Cabeiri tend to be naturals at smithing themselves for example. They're not as good and most serve as assistants to Dark elf smiths.

Maybe. I honestly don't know. It's kinda just there as a hook for some potential in-game story/campaign.

One is very magic and a ranged "glass cannon" spell casting unit. It's powerful on the offense but can get brought down rather quickly through concentrated fire. The other is the "ultimate soldier" unit and the might alternative. Powerful melee strikes if necessary or chosen and able to take a lot of punishment they're the guardians so to speak though they also have a powerful ranged attack. In essence, remember that all champion units are very powerful even compared with previous titles. They're all around the strength of H3 azure dragons, more or less. Of course, numbers are easily modifiable and he still takes normal damage from magic sources.

That is correct (there's a reason it's one of my favourites ) Freyja is my fav as well but I think her origin as a Norse goddess might be a big part of that.

Didn't come up with one at the time then forgot. thinking up one as we speak. and done.


ThatRedSarah said:
DUNGEON

Bonus points for including troglodytes in to the lineup Also i couldnt help to giggle a bit when realizing that the evil eye upgrades were called "Argos"

Death worms sound pretty creepy. Just tunneling around under the steppes of Jeraldia. Again i see the mysterious "boneless" ability? And what do you mean the burrowing doesnt work on terrain? Like walls or stones? Why would it not work on those if they tunnel away through bed rock like its nothing? Nice catch with the acidic ability.

I like the idea of the two heads of chimera fighting for power. And even including a ability based on it, its great. Just funny to think of a power hungry goat challenging a lion but i guess in dungeon things go a bit differently Dragons having  three stages is nice too. Brings some variety to the faction building. Kinda like in H2. I also enjoyed the part where the blue dragons are harder to impress, lots of stupid mental images of people trying all kinds of tricks

Hero of choice would definitely be Shakti even though i would have preferred him to have the old H3 ability instead of the stat increasing one. Also where is my favorite hero of all time, Gunnar?


There is a greek creature that I believe is the origin of the beholder called the "Argos", Hence the name.

They easily burrow through earth but rock and and roots and the such either takes to long or is too hard. I also wished to differentiate it from flying.

That was the point: unique feel to every faction, though there hasn't been much of it until now. It was A nod to H2 as well. as you've seen already, this gets a bit more common from now on.

Shakti always had the Stat-increasing one? anyway, these aren't all the heroes, just a small selection of mostly legacy heroes. Of all the minotaur heroes, I just went with Deemer since I wanted a magic one and Darkstorm is popular enough.


ThatRedSarah said:
NECROPOLIS

The idea of power hungry civil war mayhem seems a bit too similar to the dungeon lore :/ but as you already addressed this in the comments its fine.

Necromancy racial seems more interesting than in heroes games so far. And now i get the idea behind the boneless ability as well Resurrecting bone golems and replacing the ballista is also nice and different and they way their stats are calculated is fun too

Zombies immune to pain and disease-ridden weapons are nice abilities. For once zombie units could actually be of use. Good work!

Bone dragons aging attack is an interesting ability. Necropolis doesnt have a second champion unit?

Hero of choice would be... well its kinda hard to choose if there are no options


They are fundumentally different in what they want and how they try and obtain it: Warlocks and overlords want personal power, to get stronger themselves and achieve this by conquering and fighting and the like while necromancers and death knights seek domination and control which they achieve through obtaining armies and personal power first. It might not seem like a very big difference but it does make for very different directions and philosophies.

As I've said before, the necromancy ability was the primary reason for the faction.

It's from H3, just simply made it a bit more viable. Keep in mind that bone dragons are weaker than most champions. Hell, necro has weaker units than most factions, made up through superior numbers and an extra stack. The dread knight is the notable exception. An no, no extra Champ unless you count the bone golem whom can reach about that level with an exceptionally powerful hero.

No heroes yet. Working on it!


ThatRedSarah said:
FORTRESS

I really like the idea of creatures moving around in the wetlands and market places by boats and stilts! It must be a fun life Old and new racial seems like fun too. But does it have an effect on other than fortress units too? If i have a dungeon army with one old fortress unit, does everybody receive the bonus or is it only for fortress units?

Having two types of war machines is great. But the toads and cannons -/+ 50% bonuses seem too strong when comparing them to some hero abilities and skills for example.

How does the gunner/sobek thing actually work? You need to build separate building for the lizardman upgrade and the "normal" sobek, so you can have the normal sobek building and the gunner building at the same time? Or you can build the sobek upgrade in addition to the normal sobek building... so you either have two different creatures or just sobeks but with double growth? Any ways i like the protector ability a lot.

Good idea to include nagas in swamp faction. And the sneaky bite of the ancient hydra is pretty cool. The hydra would me champion choice in this faction. But the Quetzalcoatl has nice abilities too like the wind bringer and the spirit channel. Even thou i think the spirit channel should be one spell power for every two creatures rather than one.


Only fortress creature receive this bonus however it is independent from hero faction so they will receive this bonus with any hero however only Fortress heroes have the "Isolationist" ability but it does not depend on creatures as with the rest of the racial abilities.

Again, balance isn't the focus but some tinkering is done by now. thanks!

Sobek and gunners are different creatures that share the same growth and whose dwellings both require the lizardman dwelling. So yes, you can (and I'd say required for most buildings) to have both. Think of them as two seprate dwellings with the same requirement (lizardmen) and the same growth-pool. So while you can technically ignore one of them and get double amount of either, it's not exactly advised since they both have good synergy and the gunner is the only shooter and a pretty good one (elite tier in strength and price).

Numbers and theoretical balance is hard but yeah, probably.


ThatRedSarah said:
SANCTUARY

A faction full of spirits trying to preserve planetary order and fight against the demons from the outer space that got to the world on the back of the meteorite... interesting indeed. I assume the demons are the yet unrevealed Forge faction you are planning about?

I like the concept of the Sanctuarys racials. The damage boost is nice, but the missing town buildings and resource converting sounds really nice! Like i said before i think racials not related to battles are a super nice idea.

Kitsunes unassuming spirit ability is clever and fresh! also the Ahuizotls drag ability is fun, but i dont know what i would use it for Maybe to break turtling enemies or drag then closer to shooters for short range damage? Or just to mess around with them Sanctuary doesnt have a third core unit, but i assume this is why they get to use both of the champion ones at the same time?

I simply love the turtles burden ability! This kind of tactical option would really bring some life to the battle field and generate many awesome situation Sun orb rolling Khepri beetles are really cute too, just rolling the orbs around and over enemies while cooking them alive i hope they can roll the or on the back of the Ao too But why do they love the orbs some much and where did they get them in the first place?

Serpents hungry for sacrifice ability is really nice, disgusting but nice. Orochis vengeful ability is also interesting, but might be a bit too strong  in the long run in my opinion :/ and why do they suffer from a crippling weakness to alcohol and why is it worth mentioning?

I like the idea of getting to choose between red and blue Oni. Unstoppable rage and prepared are nice and original ideas and i like them a lot. But maybe their % amounts need to be lower a bit for overall balance. Loads of bonus points for the original art too, top work!


Indeed. They're a mix between H4 demons and the unrealized H3 forge factions but a more industrial revolution and exploitation theme.

Not as much "missing" buildings as mostly replaced by unique buildings with a similar purpose of obtaining resources. Though the marketplace is missing. Cool strategy for other factions low on rare resources could be to get a sanctuary hero in order to collect those from possible ore/wood/gold deposits.

The theme with sanctuary is balance and harmony so choosing anything would in a way go against this. so a 2/3/2 system does apply that balance rather well. So yes, you are correct. Creeping is a tad harder/more expensive but much more rewarding when pulling it off.

They're based on the egyptian sun-god Khepri, who rolls his sun across the heavens. Don't pay to much attention to where these things come from: they're spirits and follow their own laws and physics. And in all honestly I don't know if the khepri can get on the back of the Ao. some limitations exist (primarily sizees) but if small enough, nothing should stop it. The "burden" ability was made primarily with the Harpy(now Tengu) in mind but any alternative uses are only good.

If you're wondering about Serpent/Orochi influences all you need to to is get a hold on Okami. Actually, get a hold of that anyway: It's the best Non-zelda zelda game ever and has some fantastic music to boot anyway, short story is Orochi was an evil dragon in Japanese folklore that demanded yearly sacrifices and loved drinking sake which is how he was ultimately defeated by a hero disguised as the maiden sacrifice (who herself was hidden in the heroes hair disguised as a hairpin). The alcohol bit is mostly an easter-egg though I'd love to see that story as a scenario.

Champs are, like, really powerful. those percentages will probably stay. Need to change the "sibling revenge" ability though, as having a bunch of Oni running around could easily flood the field

ThatRedSarah said:
All in all great factions and lineups!! The original abilities are all pretty much awesome in my opinion and the racials too. Super nice work Kiryu!

-ThatRedSarah


Aw, thank you!
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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted September 30, 2015 08:25 PM
Edited by ThatRedSarah at 20:27, 30 Sep 2015.

Thanks for all the answers! I pretty much accept/agree with all of them.

Some new comments:

1) I like the new Tower racial. It once again plays a role on adventure map in addition to the battlefield Also H5 Academy style of "smithing racial" with would have fitted them well in my opinion. Some little talismans for the units and maybe some kind of artifact boosting for the heroes? Maybe even sacrificing artifacts to create some thing new. It would be a hunt for artifacts to melt them into something powerful

2) Oh sorry i remembered incorrectly. Shakti does have the troglodyte stat increasing ability. I confused the ability with his starting army madness which i really like The possibility of bringing out over a 100 troglodytes is just beyond awesome although the change of that happening it pretty small, but the second stack is not that rare at all

3) I just love the Khepri Of course it should be able to roll the sun orb on the back of the Ao. That is the first thing i thought when i was reading about it. A huge tortoise with a powerful shooter safe from attacks on its back. It could just advance towards the enemies while shooting and eventually getting short range damage without being in any danger. I didnt think of the Tengu as an option because of the movement penalty when climbing off the Ao, nut now i think that it doesnt matter with the Tengu because they fly... Putting any other creature from the line up on the Ao seems pointless. Kitsunes ability will go to waste. The Ahuizotls drag attacking would be useless and the champion are too big to ride the tortoise.

4) I watched some videos of the Okami. It does seem super nice I love the way the dog runs And the landscapes are just beautiful! All the paint brush action seems like great fun too And music is nice. Its a shame i dont own any consoles.

5) Heroes of choice for the rest of the factions:
Necropolis: Tamika, she sounds like a badass ( Hel's ability mentions Hella Troglodytes? A typo or something totally awesome? )
Fortress: Tazar or Wystan (Wystan is a female now?)
Sanctuary: Ao Guang or Oinari (cool water abilities and scout foxes!)


-TRS

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 30, 2015 08:54 PM

@Sarah
1/
That...

IS MUCH BETTER! fixed. Now they can build new artifacts.

3/Ao was primarily desgined for Tengu but is one of those creatures than can find synergy in any faction. It's abilities are simply that simple and usable which was kind of the point. I think the Khepri is too large though. Would be cool.

5/All sanctuary heroes are actual deities or specific characters from myth. Might need to look into making sure these dragons are distinguishable from the Dungeon dragons who are not related nor alike and are closer to animals than gods/spirits.

Hel Trogs was deffo a typo... Thinking she's more a scenario hero BTW with a specific map about her turning and/or fight against her dead half or something. Could be an interesting story to tell...

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted December 12, 2015 10:33 AM
Edited by kiryu133 at 11:41, 08 Mar 2016.

Forge is about done and Old/new system revamped. good times.

edit: abyss faction added. forge complete. Now with Cerberus!
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