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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Panda's Heroes-based Game System
Thread: Panda's Heroes-based Game System This thread is 4 pages long: 1 2 3 4 · NEXT»
PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 14, 2016 11:36 PM bonus applied by kiryu133 on 20 Nov 2016.
Edited by PandaTar at 17:40, 04 Jan 2017.

Panda's Heroes-based Game System

DISCLAIMER – THIS IS A WORK IN PROGRESS and it’ll be updated accordingly to my availability and time, and I do hope that it remains clean from flaming, abuse or any destructive force. I'm also wary of the length, which I'll be doing my best to condense, use other file formats, and leave this thread lighter. It has been done in a single thread instead of splitting into many threads and cluttering Altar of Wishes.

DISCLAIMER 2 – all images credits go for their respective artists. Some were altered to fit a bit better the description or to become a bit more impacting. There are many which will be composition of many images from many authors (townscreens mostly), which I appreciate having left these images so we could illustrate our humbly ideas.





Good day to you all.

This is mainly a ‘venting-away-this-tremendous-waste-of-my-time’ sort of thread. The proposition here is, thus, regarding the overall functionality, adding this and that, pruning, tweaking, avoiding spiders. Constructive discussions are welcome even if you are afflicted by diarrhea. Differently from other proposals, it's about every aspect I can remember in-game. It's a huge project not only based on line-up descriptions, abilities and off-you-gos.

So, to prevent you from reading and the getting surprised with some choices made, because not everyone will take a blue or red pill – they’ll punch Morpheus in the face, something you must know about me: I’m a fan of H2 and H4. If you don’t like Heroes on the battlefield, that’s your problem, because I do, and many things suggested here gravitates around making heroes much more active and related in mechanics. Ergo, always keep that in mind; carry on at your own risk. This is based on Heroes games and it would be the way Heroes would feel more appealing to me these days. But you can call it another game, if you want too, no problem. It doesn't need to match your taste. H7 didn't match mine, but it's still what it is. It's not mandatory attaching names as if our lives depended on it.

For now, I’ll avoid pointedly lore, but I might add description and conception for some features. Lore will be added only after, if there’s any need of embellishment without further mess, and whenever I feel like doing that or creative enough not to create ideas as if I’m a baboon writing things by using a pencil stuck up at Satan’s ***.

The first posts will be reserved to describe overall gameplay features in addition to the Glossary. I’ll ask plaintively that you, reader, give me time to fill the blanks. After that, I’ll be adding Factions, but the order of updates will be random, as I see fit and as I have time. I’ll illustrate whenever possible too to keep it breathable and visually easier to grasp. However, you can collect some of the concepts and ideas which will be modelling these features in these threads (ONE, TWO, THREE, FOUR, FIVE), with some fixes, tweaks, improvements, because those ideas were never perfect and our understanding of mechanics and even personal taste can also change overtime, as can our priorities at gaming. Of course, it’s also a work of collective discussions, in which it would be hard giving credits around them given we’re in a community of multi-minds, and the only one who earned money with crappy ideas was Ubi. My crappy ideas are for free and not forced nor disguised.

Hope you enjoy it all. If you don't, you have been warned.




I'll keep here a small changelog which will show always the three last group of changes (from the last 3 different days).


Changelog 1|12|16

- Moved Miasma up to where Hive was
- Added Miasma's line-up image teaser and changed some units from the previous setup
- Added Library's line-up image teaser and changed some units from the previous setup
- Added Necropolis' line-up image teaser and changed some units from the previous setup

- Added subsection WAR MACHINES AND SIEGE MACHINES
- Added subsection FACTION MOUNTS


Changelog 2|1|17

- Adjusting some line-ups
- Still preparing for a major update in the next weeks


Changelog 4|1|17

- Adding and adjusting more line-ups images

____________

Heroes-based proposal thread – updates in green

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 14, 2016 11:38 PM
Edited by PandaTar at 23:53, 18 Nov 2016.



MECHANICS GUIDE




HERO GUIDE

To help understanding how a hero works in this Universe, we’ll have to group status at some point, and the setting would be somewhat like this:

    1. Actions and stats on Adventure Map/Town
    2. Actions and stats on Adventure Map and Battle
    3. Actions and stats on Battle
    4. Action and stats on Battle/Town

The original setting already follows this thread, given that heroes can act on adventure map (having commands such as move, dig), can act at town (buying units, activating buildings; if governor, the influence upon those actions is greater), have actions which both work on adventure map and battle (casting spells, moving), have actions only for battle, and some other situations only during siege.

NAMES, NICK NAMES
Bio

Faction affiliation – which innate faction hero belongs to
Starting class – classes may vary, even being the same as some units
Race – if definible, a race in which some characteristics are persistent during gameplay
Age – number of candles
Role – if one is innate commander, ruler or explorer
Relic – generally a hero have a particular item which has boosted effects when wielded by themselves

Level –  informs current level for that hero. Gaining experience advances levels, allowing improvements upon primary stats, secondary stats, increment of skills and perks, unlocking of proficiency-based agents
Primary Stats – incremented randomly (although more inclined to certain aspects depending on the class and actual proficiency)
• ATT – stands for Attack, increasing physical offensive capabilities of the hero, also boosting learned offensive skills and perks. Influences raw damage
• DEF – stands for Defense, increasing physical defensive capabilities of the hero, also boosting learned defensive skills and perks. Influences raw amount of HP
• SP – stands for Spell Power, increasing magical effectiveness of the hero, also boosting learned offensive skills and perks.
• KN – stands for Knowledge, increasing magical defensive capabilities of the hero, also boosts effectiveness of some skills and perks related to exploration and government, slight raises amount of experience earned after actions and proficiency of them is slightly improved. Influences raw amount of MP

Secondary Stats
• HP – stands for Hit Points, which when reaches 0, makes one die
• MP – stands for Mana Points, which when reaches 0, makes one unable to cast spells or abilities or perform any mana-consuming actions. In some cases, it degredates general performance
• DAMAGE – raw damage variation for a physical attack
• RESISTANCE – raw resistance to upcoming magical attacks and spells
• ACCURACY – addition upon base chance of success to hit. Overwhelming accuracy improves odds of critical strikes
• EVASION – addition upon base chance of evading physical damage. Overwhelming evasion improves odds of greater and greater damage being evaded, but lower other reactive triggering odds
• MORALE – state of mind of the hero in which it defines Initiative in battle, AoI, commanding effects, troops being obedient, some synergy with battle status and events etc. It's nonexistent or neutral to some
• REACTION – aside evasion, reactions are default actions  chosen previously set to be used in battle, like Retaliation (1), Move 1 Tile Away (2), Counter Magic (3) etc. Battle proficiency improves the odds of performing these abilities (tis a bit of inspiration from Final Fantasy Tactics)
• SPEED – defines the turn of action alone, but with Morale, can influence the initiative to act even quicker than other faster units, due fast and strong resolution
• MOVEMENT – defines how far a hero can move, either on Adventure Map or Battle map
• VISION (day / night) – defines vision radius on Adventure Map or Battle map during the day or night, which influences many course of actions
• BATTLE AREAS (engagement / protection / influence) – are in which a hero can be engaged by the enemy, if no allied units are present in the protection area. Influence are is how far a Hero can order units around and how strong are the effects of skills, spells and perks, also applied upon enemy troops
• PERSONAL TRAITS – specialties, innate abilities, what defines each hero uniqueness
• FACTIONS TRAITS – things that hero may evolve when serving each faction. They best match the innate faction, but other factions may provide some bonuses or penalties personally



FACTION GUIDE

Here’s a description of points which will be given to each faction, to help keeping information clear and easy to access.

Faction Symbol is shown here. I’ll be using painted-leaf’s papyrus texture to sketch things on it.

Faction Resume
• Basic vibe: the base conception of the faction, before writing lore
• Magic level: magic affinity and support as a whole (levels: null < minimal < low < regular < good < high < excellent)
• Fighting level: overall raw strength of units and heroes
• Exploration level: overall capabilities for exploration and expansion
• Governing level: overall capabilities for governing, diplomacy and economy development
• Primary tendency: enumerates if this faction is offensive, defensive or balanced
• Magic tendency: to which uses magic bends
• Magic guild: name of the building in town which represents the magic guild, if present
• Ruling race(s): describes if there’s one or more races ruling over the faction, and other races appointed as heroes, building hosts etc.
• Native terrain: describe which terrain this faction has best aptitude at acting
• Native weather: describe which weather this faction is most used at acting
• Adaptiveness: says if this faction is greatly affected by different terrains or weather
• Population: describes the faction in number of units (levels: scarce < fair < numerous < massive)
• Faction bonuses: describes some of the innate faction traits which are always and ever active, being or not susceptible to skilling influence
• Max UP (Unit Points) per town without supportive variables: describe the number of units a town can host and upkeep. Different tiers for units mean different UP representation. The higher the tier, the more they require UPs. Larger units usually require even higher quantity of UPs




____________

Heroes-based proposal thread – updates in green

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 14, 2016 11:39 PM
Edited by PandaTar at 23:59, 30 Nov 2016.



LIST OF RACES AND INNATE TRAITS


This is a list of races in which are related Heroes only. At least 1 hero exists for each of these races. No heroes exists without this classification. Take note that some heroes can have mounts or not, also, some heroes are 'large'.

ADARO – Fish-like humanoids.
ADLET – Highly intelligent wolves, sometimes humanoids.
A.I. and CONSTRUCT – heroes who are androids and other who are animated or souls tied to materials.
BABA YAGA – old hags from the swamps.
CENTAUR
CENTIPEDA – torso of human and body of scolopendra.
CYCLOPS
DEMI-DEITY – generally beings of certain unique stats. Can be anything.
DEMON
DRYAD
DWARF
EFREET
ELF
GOBLIN
GANESHA – humanoids with elephant heads.
GARUDA – humanoids with eagle heads, sometimes four arms. One of the three Trines.
DJINN / GENIE – djinns are genies not bound by magic anymore.
GNOLL
HALFLING – smaller human-looking beings.
HUMAN
HYBRID – generally prefix half-<race>. Heroes may have traits of both races.
INSECTA
JOTNAR – giants and half-giants.
LIZARDMAN – similar to centaurs, but with scales and draconian/reptilian appearance.
LOCUST – part humanoid and crabs, locusts.
MEDUSA
MELUSINE (OTHER MARINE RACES) – a legged water folk, more like amphibian.
MERFOLK (MERMAID, TRITON, NEREID, SIREN) – tailed or tentacled water folk, more like fish.
MINDFLAYER – squid headed humanoid with advanced magical power.
MINOTAUR
NAGA – humanoids with snake-like bodies, something have many arms. One of the three Trines.
ORC
OGRE
PANDA – the cuteness overload king of fluffy awesomeness.
PHOENIX
PIXIE
RAKSHASA – lion-headed humanoids, sometimes with four arms, for they are part of Trines: rakshasa rules over the earth, garuda rules over the skies and naga rules the waters.
FAUN / SATYR – goat looking humanoids, faun is more related to earth, forest and magic, whilst satyr is related to waste land, drying rivers and strength.
SALAMANDER – fire-made nagas.
SARUBOBO – man-sized fighting and intelligent monkeys.
SHENLONG – highly intelligent spirit dragons.
SPHINX / LAMASSU
TIMELESS – immortal shape-shifting beings from a twisted dimension.
TREEANT
TROLL
UNDEAD
VAMPIRE
YAKSHA – similar to jotnar, but with extreme magical bindings and never much bigger than a human.
YUKI-ONNA – snow spirits of black-haired women.



HEROES


A list of heroes of each faction. (2 of each faction will appear with a small status screen, and the rest will have only portraits)



NECROPOLIS (two already shown above)



ASYLUM
• MICHELANGELO
• VIDOMINA




ATLANTIS
• DAS
• MEONI




CITADEL
• AURON
• SIR AMBROSE




CLANS
• JABARKAS
• LOD’DRUL




CLIFFS
• SAHADRAS
• ZETLA




DUNGEON
• DACE
• SEPHINROTH




FORGE
• GHU
• RACHEL




GAIA
• GELU
• MEPHALA




GATE
• EDMURE
• YONDU




LIBRARY
• OOG
• SOLMYR




MIASMA
• AGMA
• APOKATIL




OASIS
• ISSALION
• KRUJ-SUPARNA




SANCTUARY
• AKASHA
• KUKKYU




SUMMIT
• DRAKUR
• HERCULES



RESERVED
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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 15, 2016 10:18 AM
Edited by PandaTar at 18:08, 04 Jan 2017.



FACTION 'CITADEL'



The current base setting for the Townscreen construction. It can change.




TEASER LINE-UP


Theme song – Townscreen
Theme song – Grasslands and Areas of Control
Theme song – Unknown lands
Theme song – Hostile lands
Theme song – Battle theme
Theme song – Siege theme
Theme song – Sea travel and battle theme


Faction Resume
• Basic vibe: civilization based on society, on what’s palpable and on search of body, mind and spiritual balance. It has very few magical archetypes  
• Magic level: low
• Fighting level: regular
• Exploration level: good
• Governing level: high
• Primary tendency: defensive, but expansionist
• Magic tendency: towards mind, body and spirit
• Magic guild: Guild of Sanctum
• Ruling race(s): humans with appointed humanoid races
• Native terrain: grasslands, rough, pampas, green valleys
• Native weather: clear, cloudy, rain, light cold season to light hot season, daylight
• Adaptiveness: high
• Population: numerous
• Faction bonuses: construction and maintenance of domains costs 33% less; bonuses over recruitment cost, merchant transaction, caravan management, flagged building vision radius are 20% greater. Depreciation/appreciation of domain maintenance goes down/up 30% faster when unchecked/reestablished
• Max UP (Unit Points) per town without supportive variables: 6.000 UP



Town screen


Town buildings


Faction Traits
1. Adaptiveness (GLOBAL; PASSIVE)
Overall economy and performance improves slightly as days pass by when settling or exploring non native lands.
2. Human Empathy (GLOBAL; PASSIVE
Human units usually work better when tagging and marching with other human and humanoid units, as they serve more willingly when under the command of human/humanoid heroes. It also stretches to interactive buildings on the adventure map run by humanoid beings.
3. Socialization (GLOBAL; PASSIVE)
Bonuses are applied over keeping all domain and areas healthy and maintained, free of battles, flagging faction-related buildings and improving infrastructure.


Town line-up
    The Citadel provides 12 different units for hiring at town, ranging from tier 1 to 6. Although not all of them can be hired at the same time. Some buildings can overlap others, which make for combinations of requirements which don’t allow all dwellings being present. Some conditions are associated with terrain around town. The line-up is composed by (6) melee walkers, (2) melee flyers, (3) ranged and (1) spiritual unit. 5 units are human-based. 2 are dwarf-based. 2 are beast-based. 2 are human+beast-based. 1 is spirit-based.

• TIER 1 – VANGUARD
The base of protection, these are melee human fighters who wield a small variety of weapons provided by local blacksmiths, so they are known to be very flexible.
• TIER 2 – MINER
Dwarves offer service as miners when they associate themselves with humans. Although they may battle as well, they are indeed better suited to lead workforce at mines, and boost considerably the economy, with little talk and a lot of work.
• TIER 2 – ALICANTO
These birds were originally brought by dwarves to help digging for treasures, but they also were trained by humans to assist upon chores and support in battles. These are high trained birds, very coordinated and have many uses on the field.
• TIER 3 – BOWMAN
Bowmen are skilled at using long bows and crossbows during battle, and can use an assortment of tools provided by ammo carts in battle, especially during sieges. They have a great range for attack and are very good at shooting over obstacles, although they might use crossbows if they are to deal against flying foes on open grounds.
• TIER 3 – LYNXHOUND
These big and fast felines have been used for hunting, retrieving games and also at battles, for swifts strike and run strategies, also can identify many traps and they can smell enemies from far, being a very good scouting unit.
• TIER 4 – SWORDSMAN (SWORDSMASTER)
Well trained soldiers in the arts of battle, the juice of human ranks during times of war. Fighting relentlessly and with fervor, they are difficult to bring down due their sense of defending their home with their lives; an unbreakable bond.
• TIER 4 – PRIESTESS (ZEALOT)
These women are responsible for keeping the spiritual peace around the realm, having duties everywhere. At battle, they assist with supportive techniques; although some more trained may master arts of using bare fists, body power and spiritual fierceness.
• TIER 4 – RUNIC CANNONER
Dwarves are good at meddling with runes and sulfur, creating exotic weapons with excellent blasting and explosive power. Still, not really safe when allies are nearby, they usually are a force to use very sporadically and strategically.
• TIER 5 – CHEVALIER
Riding battle horses, these knights are the heavy mounted force that’s capable of breaking enemy ranks charging unstoppable. As the wave of destruction follows their wave, they open space for the rest of the army do their business.
• TIER 6 – JUDEX LEO
This is an elite force in human ranks, the nobility of men and animal tagged together to lead armies and pass down judgement upon the enemy forces, boosting confidence of all allies whilst hammering hard anyone who stands in their way.
• TIER 6 – VALKYRIE
More like entities, these units don’t wander around, but remain watchful at town. Valkyries are summoned in battles, and act along with other units, guiding, helping, nurturing. They are more akin to humans, but may extend their hands to any living being if deemed worth. They don’t have a physical manifestation as they exist with troops. They can be targeted by special abilities, and be even destroyed if they fail to keep their ranks alive.
• TIER 6 – HYPERION
Few humans have mastered magic at the point of shaping it with their hands and using it to pierce enemy ranks. It’s not known who they are given they are trained from birth, a life devoted for wisdom, discovery of their strength and search for enlightenment; they wear full armor covering the whole body and face. Bestowing will and spirit upon their body, the power of this elite fighter never withers no matter how dire things turn about.

I’ll make picture charts with image, stats and abilities of these units, so it won’t become a block of text (more than it’s already present). Just need to make a template, then the rest come faster.


Faction-bound neutral line up





FACTION 'DUNGEON'


The beasts from the underground.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen

• TIER 1 – TROGLODITE
• TIER 2 – FUNGAL HOUND
• TIER 3 – KOBOLD
• TIER 4 – BEHOLDER
• TIER 4 – MEDUSA
• TIER 4 – WEREWOLF
• TIER 5 – MINDFLAYER
• TIER 5 – MINOTAUR
• TIER 6 – AHOOL
• TIER 6 – CYCLOPS
• TIER 6 – WEAVER
• TIER 8 – BLACKDRAGON

Don't mind tier numbers nor quantity of units. It's all under development.
____________

Heroes-based proposal thread – updates in green

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 15, 2016 10:48 AM
Edited by PandaTar at 17:41, 04 Jan 2017.



FACTION 'ASYLUM'


Experiments around all elements, life and death and the unknown dimensions, where chaos finds balance.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Battle
Theme song – Sea travel and battle

• TIER 2 – OOZE (MIDNIGHT OOZE)
• TIER 2 – MAESTRO
• TIER 3 – LAMPON (LAMBPON LIBERATE)
• TIER 3 – KHALKOTAUR
• TIER 5 – AZURE MANTIS
• TIER 5 – VERTIGO
• TIER 5 – TIMELESS
• TIER 5 – CHIMERA
• TIER 6 – MIST DRAKE
• TIER 6 – JAILER
• TIER 8 – HUMBABA
• TIER 8 – FACELESS (ARCAIC)

This faction line-up will still be hardly revised.



FACTION 'CLANS'


The many free clans gather.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Wastelands and Areas of Control
Theme song – Unknown lands
Theme song – Unknown lands
Theme song – Battle theme
Theme song – Sea travel and battle theme

• TIER 1 – GOBLIN SCOUT
• TIER 2 – YALE
• TIER 2 – GNOLL
• TIER 3 – SATYR SHAMAN
• TIER 3 – DRAGONFLY
• TIER 5 – CENTAUR
• TIER 5 – SABERTOOTH
• TIER 5 – OGRE
• TIER 6 – COCKATRICE
• TIER 6 – TROLL
• TIER 7 – ROC (THUNDERBIRD)
• TIER 7 – WARWAGON MAMMUTHEE

Don't mind tier numbers nor quantity of units. It's all under development.
____________

Heroes-based proposal thread – updates in green

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 15, 2016 09:41 PM
Edited by PandaTar at 17:56, 04 Jan 2017.



FACTION 'CLIFFS'


The dwellers between highland and turmoil of waves crashing down.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Battle theme

• TIER 1 – KAPPA
• TIER 2 – ALCIONE
• TIER 2 – MELUSINE
• TIER 3 – DAGON
• TIER 4 – CRIMSON VIPER
• TIER 4 – MERLION
• TIER 4 – HARPY
• TIER 5 – CORAL DRAGONITE
• TIER 5 – GRIFFIN
• TIER 7 – WYVERN
• TIER 7 – SHEN
• TIER 7 – GARUDA



FACTION 'FORGE'


The machines and contraptions from the steaming islands, miming the world left behind.

The current base setting for the Townscreen construction. It can change.


TEASER LINE-UP


Theme song – Townscreen
Theme song – Siege Battle
Theme song – Sea travel and battle theme

• TIER 2 – SCAVENGER
• TIER 2 – MECHANIC
• TIER 2 – CLEANER
• TIER 2 – APE-ALPHA
• TIER 2 – SNIPER
• TIER 2 – AMPHIBIAN TANK
• TIER 2 – CRIPPLER
• TIER 2 – INFILTRATOR
• TIER 2 – U-VULTURE
• TIER 2 – MECHATONCHERA
• TIER 2 – T-KRAKEN

Don't mind tier numbers nor quantity of units. It's all under development.


____________

Heroes-based proposal thread – updates in green

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 15, 2016 09:56 PM
Edited by PandaTar at 18:52, 04 Jan 2017.



FACTION 'SUMMIT'


The beings from the frigid lands and mountains.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Snow lands, mountains and Area of Control
Theme song – Unknown lands
Theme song – Hostile lands
Theme song – Battle theme
Theme song – Siege
Theme song – Sea terrain and battle

• TIER 1 – YUKI-ONNA
• TIER 1 – BAKU
• TIER 1 – TENKO
• TIER 1 – CATOBLEPAS
• TIER 1 – HVIDSLANGEN
• TIER 1 – JOTNAR
• TIER 1 – VARUNA
• TIER 1 – YAKSHA (YAKSHA KOHARA, YAKSHA PHREEJ)
• TIER 2 – SMOK
• TIER 1 – HABROK
• TIER 1 – YETI
• TIER 1 – BEHEMOTH



FACTION 'MIASMA'


The many eyes and legs from the deep marshes.



LINE-UP TEASER


Theme song – Townscreen

• TIER 2 – BUNYIP
• TIER 2 – BABA YAGA
• TIER 2 – LEECHER
• TIER 2 – TROLLFROG
• TIER 2 – OCELOTL
• TIER 2 – LIZARD WARRIOR
• TIER 2 – ESHU (ESHU DEINOS)
• TIER 2 – GORGON
• TIER 2 – BOITATA
• TIER 2 – DENDROID
• TIER 2 – HYDRA
• TIER 2 – COATL (COATL BASILISK)

RESERVED
____________

Heroes-based proposal thread – updates in green

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


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 15, 2016 09:57 PM
Edited by PandaTar at 20:31, 04 Jan 2017.



FACTION 'ATLANTIS'


The civilization from the deep blue.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Water-based terrain and Areas of Control
Theme song – Going on lands

• TIER – SIREN
• TIER – CALAMARI
• TIER – TRITON
• TIER – AQUILARAY (GIANT AQUILARAY)
• TIER – UNDINE
• TIER – NEREID
• TIER – HIPPOCAMPUS
• TIER – SCYLLA
• TIER – TARTARUS
• TIER – PANTHER SHARK
• TIER – KIRIN (KIRIN SENSHI)
• TIER – LEVIATHAN



FACTION 'LIBRARY'


The magicians of lore from the towers and magical lands.

Golem


The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


• TIER 1 – ALCHEMIST
• TIER 1 – HALFLING
• TIER 3 – CALYGREYHOUND (5 VARIANTS)
• TIER 4 – PEGASUS
• TIER 4 – MAGE (ARCHMAGE, BATTLEMAGE)
• TIER 4 – GENIE
• TIER 5 – RAKSHASA
• TIER 6 – GOLEM
• TIER 6 – DOPPELGANGER
• TIER 6 – SPELLBINDER
• TIER 7 – COLOSSUS
• TIER 8 – TITAN

Don't mind tier numbers nor quantity of units. It's all under development.

RESERVED

____________

Heroes-based proposal thread – updates in green

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PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 15, 2016 09:59 PM
Edited by PandaTar at 19:27, 04 Jan 2017.



FACTION 'OASIS'


The enigmatic creatures from the vast sands.



LINE-UP TEASER


Theme song – Townscreen
Theme song – Deserts, sands and Areas of Control
Theme song – Unknown lands
Theme song – Battle
Theme song – Siege

• TIER – SCORPION
• TIER – TURTLECRAB
• TIER – ANUBIS
• TIER – MUMMY
• TIER – DUST DEVIL
• TIER – DESERT WORM
• TIER – DJINN
• TIER – AMPHISBAENA
• TIER – SPHINX
• TIER – GANESHA
• TIER – FIREGAZE CHARIOT
• TIER – PHOENIX



FACTION 'NECROPOLIS'


The ever-present undead from everywhere.



LINE-UP TEASER


Theme song – Townscreen
Theme song – deadlands and Areas of Control
Theme song – Unknown lands
Theme song – Hostile lands
Theme song – Battle theme
Theme song – Siege theme
Theme song – Sea travel and battle theme


Faction Resume
• Basic vibe: civilization based on everlasting upon the inevitability of death, cycling and breaking the boundaries of known soul
• Magic level: high
• Fighting level: high
• Exploration level: regular
• Governing level: low
• Primary tendency: offensive, build numbers
• Magic tendency: towards body and cold or dark elements
• Magic guild: Sandro’s Crypt Halls
• Ruling race(s): no defined races, given the undead corrupted their own bodies, but many of those were humans (due the nature of humans being afraid of death or feel their lives are too short compared to other beings), also having vampires
• Common mounts: any undead or corrupted sort of beast, again mostly similar to those used when living.
• Native terrain: dead lands, rough, cursed grounds, bleak, any post-battle grounds
• Native weather: any weather without too much light and heat or too cold
• Adaptiveness: high
• Population: massive
• Faction bonuses: all units killed on the premises of the town ca be stocked to boost necromancy and be added as raised undead, fast-pace growth of numbers; globally, number of deaths boosts slightly Necromancy power for the day, a fraction based on max UPs presently at town. There are no depreciation/appreciation penalties regarding economy, but it still reflects upon moving and effectiveness of some structures
• Max UP (Unit Points) per town without supportive variables: 10.000 UP

• TIER – SKELETON
• TIER – MANDRAKE
• TIER – THIRSTY (AGONIA)
• TIER – GHOST (WRAITH)
• TIER – NECROPHIDIUS
• TIER – BANSHEE
• TIER – LICH (ARCHLICH)
• TIER – VAMPIRE
• TIER – PUPPETEER
• TIER – SPECTRAL DRAGON
• TIER – MAIDEN PLAGUE
• TIER – GRIM REAPER

RESERVED

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PandaTar
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Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 16, 2016 12:40 AM
Edited by PandaTar at 19:42, 04 Jan 2017.



FACTION 'GAIA'


The ancient forest dwellers and their many realms and valleys.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Grasslands, forest, peaceful terrain and Area of Control
Theme song – Unknown lands
Theme song – Sea travel and battle theme

• TIER 2 – SPRITE
• TIER 2 – DRYAD
• TIER 2 – FAUN DUELIST
• TIER 2 – ELVEN ARCHER
• TIER 2 – DRUID
• TIER 2 – FAIRYDRAKE
• TIER 2 – OKAMI
• TIER 2 – FENE-MA-SO
• TIER 2 – UNICORN
• TIER 2 – TREEANT
• TIER 2 – SIRRUSH
• TIER 2 – YUM KAAX



FACTION 'SANCTUARY'


Those from the highlands, waterfalls and forest of trees and stones.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Highlands, springy and Areas of Control
Theme song – Unknown lands
Theme song – Hostile lands
Theme song – Battle
Theme song – Siege battle

• TIER – TENGU
• TIER – TERRACOTTA SAMURAI
• TIER – NAMAZU
• TIER – DAWON
• TIER – ZHEN
• TIER – SALAMANDER
• TIER – ASURA
• TIER – BALAUR
• TIER – NAGA (NAGA DAANA)
• TIER – NIMENSEKI
• TIER – BYAKKO
• TIER – GENBU

RESERVED
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Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 16, 2016 12:42 AM
Edited by PandaTar at 20:01, 04 Jan 2017.



FACTION 'GATE'


Demons from the burning and toxic lands.

The current base setting for the Townscreen construction. It can change.


LINE-UP TEASER


Theme song – Townscreen
Theme song – Hellish, volcanic, toxic lands and Areas of Control
Theme song – Hostile lands

• TIER 2 – IMP (NOXIOUS IMP)
• TIER 2 – BUCAVAK
• TIER 2 – CERBERUS
• TIER 2 – INCUBUS
• TIER 2 – SUCCUBUS
• TIER 2 – OVERSEER
• TIER 2 – NIGHTMARE
• TIER 2 – HEFAISTI
• TIER 2 – SANTELMO
• TIER 2 – PIT SLAVER
• TIER 2 – EFREET SULTAN
• TIER 2 – HARBINGER



WAR MACHINES AND SIEGE MACHINES


Here will be listed the supportive units of each faction.



FACTION MOUNTS


Here will be listed the various mounts.

RESERVED
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Supreme Hero
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posted November 16, 2016 12:44 AM
Edited by PandaTar at 00:22, 28 Nov 2016.



HOW A BATTLE WORKS



I'll place these four images bellow so as to help start grasping the overall mechanics of battle suggested here, involving some conceptions partially explained in the Glossary, such as terrain irregularities, obstacles, water terrain exploring, units/stacks sizes, hero's Area of Influence, battle map sizes and layouts etc.



STARTING A BATTLE

When you engage battle, there'll be some points to observe:

- Battlefield view: you'll start by having a view of your side of battlefield and you'll have notion of where the enemy troops are. Good scouting heroes or units can see farther in. Depending on the side of the map, you can cleary view the whole of enemies amassed against you since start. It also can happen that you'll have to advance to start finding your foes. Take notice that when you are having battles within your Area of Control or when you are nearby a watchtower (Adventure building) or similar structures which provide vision, you'll see the whole battlefield since start. So it's an advantage battling on known lands and domains, aside terrain-related traits.

- Battlefield positioning: after you settle your hero, which will show all terrain around, you'll have the option of placing units around his AoI. It's not mandatory placing all units to battle. Units which are not used in battle are positioned on the back lines, and can be used as direct reinforcement.

- Starting the battle: after all units are set, battle commences, taking into consideration the highest Initiative and/or speed. Battles on new maps will unravel the shroud as they move and explore the battlegrounds visually. Units and heroes have different vision range and other abilities which grant them perception of their whereabouts, so they can scout and reveal information faster than others, spoting danger where others cannot notice.

RESERVED
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Supreme Hero
Celestial Heavens Forum Mascot
posted November 16, 2016 01:45 PM
Edited by PandaTar at 14:33, 17 Nov 2016.



SKILL TREES SCHEMES



The universal skill list shows the skills that are available for all factions. Each faction will have their own list of exclusive skills.

RESERVED
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Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 16, 2016 01:48 PM
Edited by PandaTar at 14:35, 17 Nov 2016.



SPELLS



A list of spells and their primordial effects, and possible evolution depending on the guilds involved.

RESERVED


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Supreme Hero
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posted November 16, 2016 01:51 PM
Edited by PandaTar at 08:39, 28 Nov 2016.

DISCLAIMER – the Glossary will be constantly revised as I add content and tweak others. Some of them are only with names so I don’t forget adding them later.




GLOSSARY



This is a list of terms that might need addressing and some explanation to make it easier to understand the whole conception, also it allows keeping tabs of every new thing created or feature adjusted, as well as helping updating everything as if Dumbledore himself started fixing them from the Netherland by muttering: Fixium Messium!


Adventure Map
    The Adventure Map is the major physical setting where heroes and units converge and interact with many elements of the game, it’s the prime start where all other maps will derivate, regarding battle maps events, town positioning, adventure objects, scenery, ambiance, wandering units, neutral units, Area of Control infrastructure, mines etc. Adventure Map has major seasons, its own weather and day/night cycle as well.

Ailments (debuffs) OBS.: for most buffs and debuffs, it's intended they affect a part of the stack, which can detach itself from the whole to minimize penalties or improve bonuses.
    As usual, there are some status ailments which can be inflicted upon units/heroes alike and they all last TURNS. But abilities and spells which inflict these ailments may persist for ROUNDS, which makes all the difference when differentiating ailment mechanic combined with spell duration. They are listed below:
• Slow: speed and movement are penalized
• Curse: deal minimum damage. This ailment doesn’t work on lifeless units. The overall damage output is based on the % of units cursed
• Bind: can’t move away or change strategic formation, but can turn. Doesn't work on floating units
• Sunk: unit is stuck in place and cannot move or turn, so it can’t react back attacks. Flyers are not affected by it. This situation affects tiles, specially, so if a unit stack is covering more than the affected tile, the stack can be split to avoid all units being affected and hindered
• Sorrow: penalty over morale. Mindless and lifeless units are no affected by it
• Poison: unit loses HP per turn, and have an increasing % of chance to die each turn. Poison is a potentially dangerous ailment, because it’s applied on a % of units and affect them individually, so it can happen that no one dies, but it can happen that most units die. Poison works only on living bodies
• Plague: affects units on AoE and it spreads to adjacent units as turns pass by. It decreases temporarily the max HP values and diminishes values of attack, defense and speed. Plague is an ailment that may infect a living unit only once per battle. Plague spreads to any unit, but only living bodies suffer penalties
• Weakness: units loses values of attack, defense, speed, evasion, movement. Only living bodies are affected by it
• Confusion: confused units perform random available actions. Mindless and lifeless units are not affected by it
• Paralysis: units cannot act, but are aware of their surroundings. Paralyzed units can be targeted by anything. Mindless and lifeless units are not affected by it
• Petrify: units are temporarily dead (can be cured), and are completely unaware of their surroundings. Petrified units are not targetable. Incorporeal units are immune to it
• Corruption: decreases magical defense. Incorporeal units are affected by it with increased effects
• Corrosion: decreases physical defense. Incorporeal units are immune to it. Undead and Contructs have greater penalties, and they also are damaged over time, in a similar fashion of being poisoned, lose attack power and speed
• Blind: units have decreased chances of performing actions properly under a Hero’s command. On their own, they are likely not to perform. When a % of units of a stack is blind, they have a slightly better chance to act successfully (due guidance) among the non-blind troops
• Dazed: it makes a unit temporarily lose their turn. This effect can affect anything from attack to reaction, to defense, to waiting, to spell casting, to ranged attack, to evasion etc.
• Hypnosis: it makes an enemy unit be under another’s control. When a % of units of a stack is charmed, they get detached from the main troop on their own, becoming a second stack. Low % of hypnotized units are not converted, only if it surpasses 50%. Mindless and Lifeless units are not affected by it. This is a very dangerous ailment, because it can affect opposing hero, making all enemy troops act differently, fail to execute orders, or similar patterns to neutral troops. Heroes have a high chance to resist hypnosis, which requires a close range to be effective. Besides, a hypnotizing hero cannot control his own troops, while the mind is controlling another’s
• Charm: it makes an enemy unit to fight for the cause for a while on their own. When a % of units of a stack is charmed, they get detached from the main troop on their own, becoming a second stack. Mindless and Lifeless units are not affected by it. A charmed enemy hero will cause their own troops to fight against themselves or to use spells for the opposing favor, but units may react at odds and unpredictable if they sense their hero is not fit for command. Lifeless and Mindless units don’t change basic pattern behavior
• Berserk: unit will go rampage and try attacking nearest target. Mindless and lifeless units are not affected by it. If a % of units is affected, they detach themselves from the main troop on their own and start attacking their previous stack. This is the only ailment that can make a stack attack itself
• Spellsap: decreases target’s spell power, target loses mana per turn and per action taken, and spellcasting has increased mana consumption. It’s a very dangerous ailment upon spell casters
• Freeze: until will go frozen rigid, but unlikely petrification, they don’t die. Frozen units can be targeted and they have a chance to break apart and get killed when physically attacked, or melt, when inflicted Fire-Heat-based effects. Incorporeal units are not affected by it
• Mute: target cannot utter orders or enchantments, decreasing or nullifying spell casting commands, commands given to units (units may fail to follow a direct order and will act on their own), or voice-based abilities. Heroes skilled in telepathy or other means of communication can give orders even muted
• Fear: increases speed and retaliation power, but units will refuse advancing against enemy lines or take any offensive actions. They’ll move on their own always further from the nearest enemy unit, even leaving behind their hero unprotected. Mindless and Lifeless units are not affected by it
• Death: instantly kills a living unit
• Bindbreak: instantly ‘kills’ lifeless and mindless units

Areas around Hero (Engagement, Protection and Influence)
    These areas have their own uses during battle.
• Engagement: covers the smallest radius around hero, it’s the distant a hero can be engaged directly by opposing forces when not being protected.
• Protection: covers an area around hero where an allied troop standing within that space serves as protector, nullifying any direct engagements against that hero.
Influence: cover a wide area around hero and bestows effects upon troops. The farther they are from the hero, the weaker are the effects. Units beyond a hero’s AoI are not affected by commands (they act on their own), hero’s skills and most perks.

Buffs
As usual, there are some status boosts which can be inflicted upon units/heroes alike and they all last TURNS. But abilities and spells which inflict these buffs may persist for ROUNDS, which makes all the difference when differentiating buff mechanic combined with spell duration. They are listed below:
• Haste: speed and movement are boosted
• Bless: deal maximum damage. The total of damage output is based on % of affected units. This ailment doesn’t work on lifeless units
• Float: stands a little above the terrain and can move without being affected by terrain properties, but is still blocked by obstacles. Also gets vulnerable to weather effects. Gets immunity to bind and sunk
• Fly: unit can fly over the battlefield, avoiding terrain properties directly and obstacles, but being relatively vulnerable to weather events. It’s also a property of many units, but can be a buff. Gets immunity to sunk
• Mirth: boost over morale. Mindless and lifeless units are no affected by it
• Regen: unit restores HP per turn, and have an increasing % of chance of blocking instant death from upcoming attacks (damage is spread about and crippled, for that it does not resurrect fallen units). Regen works only on living bodies
• Fervor: units affected by it increases morale of surrounding units and boosts morale effects when defeating targets. Mindless and lifeless units are not affected by it
• Bloodlust: units have increased slightly values of attack and speed, and will always react, but they get susceptible at being affected my mind influencing abilities and spells. Mindless and lifeless units are not affected by it
• Focus: units are temporarily immune to distractions and some ailments, such as confusion, daze; they’ll never ignore a given order. Mindless and lifeless units are not affected by it
• Frenzy: units affected have their attack values raised in the same amount their defenses are lowered. Mindless and lifeless units are not affected by it
• Shield: increases physical defense against projectiles, traps, splash damage. Incorporeal units are immune to it
• Antimagic: makes units affect immune to magical effects. It’s protection is greater when caster is stronger. It doesn’t not grant complete protection if upcoming spells come from a very strong caster
• Stoneskin: increases physical defense. Incorporeal units are immune to it
• Eagle Eye: units affected have greater accuracy, improving damage output and decreasing target’s chances of defending or evading. Mindless, lifeless and blind units are not affected by it
• Incorporeal: unit has no substance, thus is immune to many sorts of ailments and takes less damage from physical instances. It is usually a property of some units as their composition, but can become a buff under certain spellcasting.
• Inner Sense: unit becomes temporarily immune to any mind-affecting spells and effects, still able to have morale adversities. Mindless and lifeless units are not affected by it
• Pain Reflection: a portion of any damage taken is reflected back (still it is absorbed) to offending source. % of units affected is the ratio in which the damage reflected will return (if 70% of units are affected, then 70% from 100% of reflected damage will return)
• Calm: unit will not suffer morale penalties upon negative events around and will keep controlled and temporarily immune to effects of Fear and Berserk. Mindless or lifeless units are not affected by it
• Beacon: increases target’s spell power, improves mana regeneration, and spellcasting has faster channeling. The general output is based on the % of units affected by it
• Balance: elements around unit are balanced, providing protection against some ailments like petrification, freeze, and some weather/terrain effects. Incorporeal units are not affected by it
• Loudmouth: target utter orders or enchantments which increased power. Heroes under this effect have their AoI increased
• Reflexes: increases retaliation/reaction speed of affected units, increasing effect output based on the % of units affected or even allowing doubled performance at any moment from before the action, simultaneously or after the action. Doesn’t affect Mindless and lifeless units
• Revive: sets a life resurrecting effect upon a hero. The effect can fail and won’t work on undead/construct heroes
• Maintenance: slowly recovers HP from affected units. It affects only constructs

Area of Control
    These areas are delimited by a strategic settlement, which may vary of kind and use, most commonly being a Town. A starting town’s defaut AoC is itself. Heroes must explore a wider area and secure its passages flagging bordering buildings (or building some), so the AoC can be settle around town, increasing its influence, bonuses and skill properties. Mines, dwellings, villages, marketplaces, wandering troops; everything in that area will be influence by Town development henceforth, and bonuses over them will be added if proper maintenance is given (a weekly cost over Area’s total gold production), although sometimes the boosting bonuses on resource production may even outrun the costs.

Battle Commands
• Attack (melee or ranged): performs a physical attack.
• Attack along (hero-only command): hero performs physical attack tagging along one of the troops within the Area of Protection. Hero can only perform these physical attacks tagging along nearby units. However, when it’s a ranged hero, he can attack along if enemy is within range.
• Move: unit moves around the battlefield.
• Defend: unit will take a defensive stance, decreasing upcoming damage taken. Defending allows a unit to be turned and face a direction in which defend. Defending also raises chances of evading (for units which are spread and for Heroes).
• Cast Spell: unit will perform a spell.
• Wait: takes no immediate action which will then be possible to perform later in that round. More speed allows units waiting more, because they have faster reaction.
• Preemptive Counter (hero-only command): apparently similar to the Wait command, it’s a disguised action in which a hero chooses a reactive command based on what the other hero will do. If it fits as countering, hero will execute command. If not, hero will lose the turn.
• Change Tactics (hero-only command): delegates formations of stacks when they are numerous, to have different shapes of tiles at battle.
• Duel (hero-only command): it’ll trigger an event of engagement against opposing hero, which can be accepted or not. Dueling an opposing hero makes both heroes fight each other, and then they’ll have stats and damage of their own, and they’ll battle as if they were alone on the battle map. They’ll also be unable to delegate orthers to the army, which will keep fighting on their own.

Battle Map
    Battle map is made of a variable-sized area, kind of terrains based on a given radius surrounding the place where the battle was taken on the battle map, in which all interactive buildings applied to battles will be represented in battle, and also consider the weather affecting that area at that moment, and may contain irregular ground, cover, obstacles and modifying structures, which can be destroyed, moved etc. Irregular ground plays an important role over units treading about it. Going uphill spends more movement points to reach a given distant, than walking on even ground. The same relation is applied when walking downhill. Higher ground provides better and further vision, greater range for ranged attacks and some spellcasting, even can represent a unit is out of reach of a melee one that will have to take a turn to reach its enemy. Also it’s the place where winds are strongest, lightning are more likely to strike down. Interactive buildings can occur on the battlefield or on the premises, working similarly to a war machine. War machines are also present next to the hero, and can also move about accordingly to their role, and some efficiency depends on their positioning.

Day/Night Cycle (Turn on Adventure Map)
    On the Adventure Map, a hero’s turn last cycles of day and night. Factions that are day-oriented have less movement points, vision, efficiency and added penalties at night. The same mechanic applies for Factions night-oriented in relation to day times. For both systems, a hero can set troops to keep watch when transition to their best orientation happens, meaning that those troops will get to the next day weakened, slower and dried of mana and they cannot be scheduled to keep watch in a row. Some of these effects are different to some kind of units/races/faction for their varied systematic organisms allow for a broad range of capabilities. Many tools can be used to improve performance or to minimize penalties, such as setting Pyre Towers to keep light at night at certain places granting a great vision radius. Some Heroes and units have good instincts and perception and can spot traps, sinkholes or the like to avoid casualties. Some skills, spells and abilities also may be their effects influenced by day and night cycles. The implications go far.

Experience
    Experience is earned for basically all unique actions taken in game, but repetitive or redundant tasks, e.g.: a hero exploring the first time a certain area, as one removes the shrouded area, experience at exploring is acquired, and heroes with the Exploring role will benefit greater from that experience, and improve upon their skills related to Exploration. When hero reaches a certain demanded quantity of Experience, one will level up, being able to pick skills to evolve, whilst their personal battling status and primary attributes increase slightly.

Hero
    Hero is main vessel of interaction and survival of a kingdom, so, basically most of the features (and the name of the game) gravitates heroes, for they are the only ones that are allowed to flag buildings, interact physically with the Adventure Map, engage battles, conquer towns, forts, carry troops (some heroes can carry more troops than others depending on development), carry war machines, increase town government set of usable technologies. Heroes have three basic roles in the game:
• Commander: means a hero has innate inclination at fighting battles (either as a magic or a might oriented commander), and skill sets, development and spells are most likely adapted for the proficiency while battling enemies. Acquires more experience from actions taken during battle or in which affects troops directly, even on adventure map.
• Explorer: hero is an innate explorer, and will gain more experience from map exploration, collecting resources, identifying traps, enemies, pathfinding, identifying hidden locations, adventure objects, flagging buildings, elaborating maps etc. Some diplomatic actions are included in Explorer rule.
• Governor: hero is an innate ruler, and will gain more experience from Area of Control management, in which one is present, which includes town development, building structures on the map, granting the maintenance of local area, levels of overall improvement on the area, increasing of overall populace (UP) etc. Some diplomatic actions are included in Governor rule.
    For each rule, there’s a unique setting of skills designed for heroes (all heroes have unique perks and skills of their own, aside the common set of skills of each role), which is usually broader for their innate role. For example, for the role of Commanding, heroes evolve their own battling skills (basic stats such as a unit, for when they duel), their primary attributes in which influences many of their Commanding skills. Heroes also learn spells.

Initiative
    Initiative is determined by values of (morale + speed) and intelligence, which means that Mindless and Lifeless units have the lowest initiative because it’s not considered intelligent beings nor they possess morale. Only speed will delimitate their timing when taking their turn, even when their speed alone surpasses slower, but units with morale. High initiative and speed units can act more than once in a given round, with the maximum number of interactions limited by 3 turns for each 1 turn of the slowest enemy unit to end a round of battle. Units that are out of control lose Initiative values. Also higher initiative grants higher chances of retaliation and reaction happening at the same time or before the enemy action. Great Initiative for Heroes may grant them presetting some tactics before battle.

Luck
    It’s a global force present in every action or event on the game, and it cannot be meddled with or influenced by any means, with very few exceptions regarding some units which are immune to unlucky factors (Luck cannot act directly against them in any situation). It can influence a whole set of features, ranging from damage, evasion, trap spotting, surprising loot,  to discovery of secret passages, sudden changes of weather, effective tavern rumors, finding new mine sites etc. Luck sometimes bestows effects randomly which can also be created by skills, such as the detection of hidden units nearby. So it’s a force ever present, for one side or the other of the coin.

Magic and Spells
    Magic is universal, created from the Fundamental threads of the World. The conception is mirrored on H2 conception of spells having no primary schools. However, spells are moldable at some extend because they contain everything and nothing, and the most able and skilled in the arts of magic can bend the nature of spells, improving or corrupting it. Magic requires a binding force upon casting, usually represented by an uttered enchantment, but some mechanics may vary. Some spells also require time to be cast. Proficiency at magic dictates variables regarding the mechanics. Spells can be learned by many means, ranging from the usual book consumption, guild learning, scroll practicing, hut visiting, another hero, rewards, observation, experimentation, combination etc. Some spells may require time to be learned, and they evolve as they are used.

Magical Attack
    Magical attacks are physically imbued with magic and don’t require uttering or channeling enchantments. These moves are usually used by units and some might-oriented heroes, and also can be used by magicians as a buff upon allied troops.

Maintenance Cost
    It’s the cost related to keep Areas of Control working properly and granting bonuses over flagged or/and interactive buildings in its premises. The cost has a based number on flagged and interactive buildings and it gets boosted by the presence of armies on it. The greater are the number of armies wandering on that area, the greater are the costs. On the other hand, where there are no troops, only the minimum base number of maintenance is effective. Effectively, when more than one Areas of Control are connected, the overall cost keeps the same. It is mostly important when town economies are isolated, even when they are part of a same kingdom. It’s notable that an expansionist hero is aware of costs when going flagging non-resource buildings while town doesn’t have good production of resources itself. It may add unnecessary strain on it.

Mana Pool
    Mana is used to cast spells and certain abilities, magical attacks or perform certain tasks at some interactive buildings. Each spell caster has its own mana pool. A stack of units with spell casting ability has a mana pool equal to all mana gathered. When the stack cast a spell, a % of units perform the ability if given time to perform the spell properly, spending mana equal to the consumption of each unit spending mana to cast it (spell’s mana cost x number of units performing the spell). Is it possible ordering units to spare mana consumption and settle less units to perform a spell casting spell. The formula of effects is different from Heroes and units, although the base conception is the same. Spellcasting heroes dried of mana get weakened and dazed (randomly).

Morale (Hero)
    Morale of a hero is affected in a more detailed way depending on which role that Hero has in the kingdom, beside the actions taken in battle, spell effects and skill evolution.

Morale (Troops)
    Unit’s morale is more related to their commanding Hero and related to nearby or completely global events (like a Week of Plague). Morale added with speed determines when a unit is going to act on that round. Very low morale can make a unit lose its desire to act (loses the turn), whilst high morale makes it desire to act sooner. When enemy stacks are killed, morale raises. When allied troops are killed, morale drops.

NPCs
    NPCs in game are special characters who provide traits or bonuses on specific features. Some NPCs only help their kin or factions they are bound. Others will help anyone for a price (this is a setting at par with Might and Magic 'followers'). One of the NPCs, for example, is Maximus, an outcast orc bound to Citadel faction which is a very good and respected blacksmith. His presence at a town with a blacksmith improves quality of equipment crafted, although his services have a cost. He can be found randomly at some Adventure Map's taverns. Another example is Celeste, a free-agent elf. She accompanies a hero increasing scouting radius during day and night and also perceives a great array of traps. She sometimes offer her services at Thieve's Guilds. NPCs who accompany heroes are symbolic, they do not appear on battlefield. If hero is defeated in any way, NPCs flee.

Proficiency
    Is a universal mechanic present on heroes and units which increments some of their abilities as they use them and get experienced at doing so, also being related to battle experience when facing the same units (and winning), increasing bonuses for battling those units over and over again. That is the sort of proficiency that acts upon units as well, as long as the stack is not destroyed in battle, which makes all proficiency bonuses be cancelled. The only proficiency at battling same units over and over again which lingers is related to Hero, which influences all units under command at having greater performance against certain units, but proficiency bonuses have caps. Proficiency also affects spells, where they get stronger in effect, faster to cast, less mana consuming, greater range, AoE, or even evolution/addition of some effects. Proficiency is present at ruling, when a hero is at town, all actions as buildings, hiring, market dealing, everything is always improving, such as diplomatic decisions and events.

Speed and Movement in battle
    Speed and Movement are somewhat related, given faster units can cover a greater amount of space in less time. Also, larger units can walk further than smaller units when they have the same speed, but some units have different combinations of speed and movement due their nature, whether they have fast reflexes, even moving not much, or ranged units. Speed associated with Morale sets Initiative.
   
Spell Casting
    The action of casting a spell requires knowledge of a certain spell written on the Spell Book. Spells require time and mana to be set. The more a hero cast a spell, the more proficient one becomes at that spell, benefiting of experience, increasing effects, shortening time to cast, decreasing mana consumption or some other variables. Each spell has a natural limitation as of minimum time or consumption, which can still be a bit influenced by external factors. A hero can choose channeling more power at casting a spell for greater destructive power and will, inadvertently, spend more time and/or mana to cast buffs or debuffs on more numerous/larger stacks. Some units can also cast spells, and in that case, it is very likely that many of those don’t have to utter enchantments. On Adventure Map, stronger spells require the hero to remain stationary or moving slower (less movement points available) to be cast. On the map, it’s possible casting powerful spells to influence weather and terrain, or interact with buildings.

Spell Casting Interruption
    If there’s a Spell Casting action under execution, it can be interrupted, by other attacks, a preemptive counter spell, by a debuff, by ‘luck’, by the own caster. Spell channeling is a vulnerable move, so it’s important checking all positions and possible maneuvers to avoid being hindered and having the action (and mana spent) wasted.

Terrain (Adventure Map)
    Terrains are very variable and active, sometimes having their own traits and also being favorable or unfavorable to some heroes/races/factions. Some terrains make it much harder to cross or perform actions. They also influence some in town aspects when building structures or converting structures/towns. On adventure map, terrain influence over Hero is adamant to take into consideration to be sure to have all benefits and penalties in check. Additional information from the geography of that terrain also helps have an idea of how irregular battles on that area are likely to be. Some terrain on the adventure map can be utterly influenced by fabricated means, such as skills, spells, buildings, events, weather and seasons.

Terrain (Battle Map)
    Terrains are very variable and active, sometimes having their own traits and also being favorable or unfavorable to some units/races/factions. Innate native units to certain terrain will have bonuses over certain mechanics. The opposite is also true, as penalties are applied to units who wander over adverse, precarious or hostile terrain. The battle map will have terrains set on irregular ground varying on height, which changes some variables regarding mechanics in battle, such as range of vision, or reach, of movement, of cover, of speed, of spell effect etc. Terrain and weather are constantly interacting between themselves and units on battle, so it’s important trying to take advantage even when the odds seem not very good, given they can be bent at some points and even turn the tide of battle. Some terrain effects can cause ailments or buffs upon those who wander around them.

Town
    A town is the main source of resources of a kingdom, also being the center of economics and government. A town can have a ruler which will be responsible at town management and upon which town skills and perks and technologies will evolve. A town has a screen to allow showing how things are evolving. Towns have a cap of population based on Unit Points, which is the number of hired units possible on that Area. At town, buildings can be constructed to start raising armies, supporting economy, helping with alliances, and other utilities. Towns start growing as some populace-related buildings are set, and each week, a small number of units is available for hiring at dwellings. As it grows, more UPs are available to that town, allowing for more units being recruited. Units can pool at dwelling when they are not immediately hired, but the max number of units available at that town, respecting each dwelling creature growth, will not exceed the UP number.
     Towns can be destroyed or converted, but some conversions are completely limited if factions are too different from each other, most of the times only becoming a sort of advanced post. Some heroes which are very skilled at Ruling, can set a new town when no more towns are available to which they are linked as governors, and only if there are no Area of Control under command. Setting a town takes a whole week, in which the hero is unavailable for commands. Towns under construction can be targeted by enemy troops.
    Towns evolve some buildings differently accordingly to the terrain around, and can have either improvements or penalties accordingly.

Turn and Round
    Actions take turns to be executed. A Round is given when all units has, at least, had one turn. Some spells, events and skills may be based on Rounds instead of turns, which means that for some units it can be very good or very bad. E.g.: a unit is poisoned and the description of the ability says that the poison lasts 5 rounds. Poison ailment, by default, damages per turn of the unit, but it can be combined by lasting rounds. So, if the unit is slow, it’ll be damaged once per round. But if the unit is too fast, it can be damaged multiple times per round, generally lasting and damaging much longer based on rounds. Heroes are the only multi-layered unit in a turn. Hero gives orders to units taking actions in their turns, and whenever a hero is performing a particular action (such as spell casting or tagging along an attack with a troop, or even moving around), units will act on their own, usually based on the pattern the player uses more often. That’s how the Command Wait may be very valuable.

Unit (troop)
    Units are troops hired by the kingdom to serve heroes, protect them and emulate their example while expanding the domain. Units don’t wander on their own, except when they are neutral or naturally occurring. Their tier ranges from 1 to 10, for 10 stands Bosses and 9 stands for Elite Species. Each faction has a determined line up with a combination of units divided in tiers. These numbers are not equal to all factions. Also, some units have upgrades, others don’t. In some cases, units can wear equipment or special items can be used by them. All in all, the diversity of troops, abilities, items, equipment, races, affinities and relation with heroes and their skills open a large set of creative possibilities. Some troops can be of neutral originins, not being affiliated to any factions, as there are also troops affiliated to some factions which cannot be hired directly at town

Unit Points (UP)
    UP is representative of population and/or upkeep, a requirement to keep in check populace number at towns, dwellings and other hosting-like structures. It’s impossible training additional units when UP reaches its limit. Some buildings increase that number, such as some town and governing skills, also well-maintained areas might reward with more ‘hospitality’ to your armies. If you are hosting the max number of Ups for two towns and one of the towns is captured, the exceeding number of troops cannot be kept without supplies. The default number of days to exceeding troops to leave is one week, which is the number of days a troop can survive. However, in that case, half the week will have passed, because your troops were twice the supported size. On the other hand, troops fight with fervor when they are to retake their town before starting deserting, which is a reactive bonus. UP points of Areas of Control work independently from each other when they are not connected, but they may be shown added to each other if they are adjacent.

Water World
    Given there are two water-based factions, interaction of them from their respective terrain and the world above water happen. With limitations to both sides, whether most of battle between them might happen on boats or shores, it opens a premise of having even more means to interact in this submerged world. Some spells, skills, units, artifacts all of these may come as tools to improve interaction between what’s underwater and what’s out of water. But considering the fantasy aspect of the game, it is not that realistic to conserve fun.

Weather Effects
    Somehow like terrain, weather affects units/heroes. It ranges from clear, cloudy, rain to stormy, scalding, thunderous, elemental storm etc. It can sometimes be blocked by powerful spells or triggered by it. Some combined effects of terrain and weather can be devastating, so it’s always important knowing where to fight, because a storm can be hindering for ranged or flying units, for example. On the Adventure Map, it can affect vision, fog of war, movement points, or even cause indirect casualties (when units are on hostile terrain with hostile weather).

Weeks and Months
Every completed week brings forth world-related special weeks, and at a greater effect, special months. Effects vary from nothing (like the Week of Strawberries) to week of storms (stormy weather quite often), or Month of Plague (no creature growth anywhere plus all populace drops one fourth (meaning that UPs drop by Ό)), Month of Necromancy (Necromancy effects are increased globally by 5%).



AND THIS IS THE LAST RESERVED POST. THANKS FOR THE HELP. DISCUSSIONS MAY START IF ANY. I'LL TRY DISHING OUT USELESS TEXTS AND MAKE IT LESS BLOCKY WHEN I GET TO REVISE. GLOSSARY USUALLY IS A BIT LIKE THAT, SO THE PICTURE STUFF WILL BE PRESENT MORE ON ANOTHER RESERVED POSTS.


____________

Heroes-based proposal thread – updates in green

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Stevie
Stevie


Responsible
Undefeatable Hero
HC SUPPORTER
posted November 16, 2016 01:54 PM
Edited by Stevie at 13:55, 16 Nov 2016.

As I said someplace else, if this thread plans to be a kilometric display of words, I won't be inclined to read it that much. Consider a TLDR or something, or make the format easy to read and appealing.
____________
Guide to a Great Heroes Game

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted November 16, 2016 02:05 PM

Panda, this seem to be the most impresive project I've seen on this site. Ever.
Keep up the good work, I'll wait with great anticipation for more. Also, I'll galdly help if you need ideas for the factions.

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Forum Mascot
posted November 16, 2016 03:19 PM
Edited by PandaTar at 15:20, 16 Nov 2016.

Thank you both for the considerations. I'm keeping in mind avoiding the kilometric crescendo of text flux. Texts are more likely to be present on the Glossary, which is informative, just like glossaries are, however, I'll revise it to be more literal, probably illustrate it. I'll try making it much more visual when I get refined on the matter. The idea is improving.

@MZ
Thanks. I know it's somewhat like the biggest waste of time too (lol), but I just need to vent all this, and sharing means to discuss some ideas with those willing to. Right now, I'm assembling Citadel's line up, so I'll be a bit busy with adjusting arts and also separating some scenery for the townscreen and a couple of Heroes.
____________

Heroes-based proposal thread – updates in green

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted November 16, 2016 04:20 PM

Stevie said:
RESERVED


Stevie, why?

Elvin said:
RESERVED


Really?

Maurice said:
DESERVED


Not you too!

Maurice said:
REVERSED


Oh FFS

also deleted on request and for not adding a damn thing to the discussion.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted November 16, 2016 06:08 PM

cmon, let me RP angry mod




that there glossary is a pretty great idea! Already feeling I'll enjoy reading these when they are finished and I'll have time. already seeing a lot of thought has gone into bloody everything to the point that you appear to have a very clear view over exactly what you want to accomplish, beside maybe specifics in lineups and abilities(?). plus, the sheer size of the project is kinda mind boggling.
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It is with a heavy heart that I must announce that the cis are at it again.

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