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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Bardona III
Thread: Bardona III
MattII
MattII


Legendary Hero
posted July 11, 2017 01:25 PM
Edited by MattII at 13:53, 25 Jul 2017.

Bardona III

Okay, it's been more than three years since I last posted a game proposal, and while I won't say it's 'high time' I did a new one (because I don't actually have any obligation to post them), my recent participation in LizardWarrior's faction contest has piqued my interest in this sort of thing, so I'm going to give it another go.

Previous proposals: First, Second

Big Changes
* Instead of the usual way of arranging creatures, you now arranged them on a grid 12 spaces wide and 2 deep as such:
+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+

Not only does this allow you greater precision in setting up your armies, but also allows you to accommodate more than 7 creature types.

* There is no grail, but instead each map has one of a selection of 'Ultimate Artefacts' in the vein of Heroes 1 and 2.

* As well as neutral towns, some maps have a few 'Hamlets' dotted around. these structures are effectively proto-towns, which can be turned into towns of your faction by building a Village Hall in them.

* Heroes newly hired from the Tavern do not belong to any faction, allowing you to make them a part of your faction, even if they are of races not in your town.

* Not all heroes are hired at the tavern, you can also recruit heroes from among your own creatures.

* There are now multiple possible damage types that can be inflicted by creatures, not just physical, but also fire, ice, lightning magic and others.

Resources
There are seven resources split into three tiers:
Universal - Gold (used for everything)
Common - Wood, Stone (used for all buildings and have other functions besides)
Rare - Mercury, Crystal, Amber, Ore (used for some buildings and some units)

Town Buildings
Village Hall - Town is level 1, income is 500 gold/day.
>Town Hall - Town is level 2, income is 1,000 gold/day.
->City Hall - Town is level 3, income is 2,000 gold/day.
-->Palace - Town is level 4, income is 4,000 gold/day.
-->Capitol (one per faction) - Town is level 4, income is 5,000 gold/day.

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

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

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

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

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

Tavern - Allows you to hire heroes.

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

School - Allows the town to train Captains (low-grade heroes with fewer-than-normal artefact and skill slots).
>Academy - Allows the town to train faction-specific heroes.

Library - Allows you to store up to 15 spells

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

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

Alter of the Ancients - Allows you to store the Ultimate Artefact, doubling its effect.

Magic
There are six schools of magic, Elemental, Blessing, Cursing,  Summoning, Adventure and Arcane.

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

Level 2
* Fireball - All stacks in a 3*3 are suffer fire damage
* Thunderbolt - Lightning damage is dealt to a single target, and then a lesser amount to all creatures on adjoining pace
* Ring of Ice - Ice damage is dealt to all space surrounding the targeted one
* Fair Wind - Selected friendly flying creature can move further each turn for a limited time
* Foul Wind - Selected enemy flying creatures cannot fly for a limited time
* Fire Wall - Places a wall of fire in a selected position, damaging all creatures who pass through it

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

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

Level 5
* Summon Air Animental - Summons a stack of Air Animentals
* Summon Fire Animental - Summons a stack of Fire Animentals
* Summon Earth Animental - Summons a stack of Earth Animentals
* Summon Water Animental - Summons a stack of Water Animentals

Blessing
Level 1

Level 2

Level 3

Level 4

Level 5

Cursing
Level 1

Level 2

Level 3

Level 4

Level 5

Summoning
Level 1

Level 2

Level 3

Level 4

Level 5

Arcane
Level 1

Level 2

Level 3

Adventure
Level 1
* Farsight - Hero can see further for the day
* View Air - Hero can spot enemy heroes, artefacts and loose resources beyond his vision
* View Earth - Hero can spot towns, mines and terrain layout beyond his vision
* Eagle Eye - Hero can see more details about objects than normal
* Favourable Winds - A hero on a boat has increased movement
* Farsighted Magi - Cast on a hut of the magi, each Eye of the Magi serviced by that hut can see farther than normal

Level 2
* Disguise - Heroes details are protected from being viewed by enemy heroes
* Summon Boat - An unoccupied boat appear as near to the hero as possible
* Scuttle Boat - Selected unoccupied boat is sunk
* Pathfinding - Hero treats all terrain as native terrain
* Mire - Selected enemy hero's movement is impeded
* Misty Vision - Selected Enemy hero's sight range is reduced

Level 3
* Water Walk - Hero can move across water as though it were land
* Town Portal - Hero moves to the nearest friendly town
* Create Barrier - Creates an impassible barrier on a selected map space
* Summon Creatures - Hero can summon creatures from a nearby friendly town
* Confuse Monster - A selected wandering monster will no longer attack a hero moving near it
* Tremor - destroys at random one building in a selected town (Dwellings count as one building whether upgraded or not)

Level 4
* Dimension Door - Hero moves from his current position to selected position without having to pass through the intervening terrain
* Fly - Hero can move across all terrain as though it were land
* Elemental Guardians - Hero can leave a group of elementals on the map or in a building
* Sky Bridge - Hero creates a 'bridge' over normally impassible terrain that both them and other heroes can use
* Time Turner - A selected, exhausted, non-disappearing, one-time location^ is regenerated
* Plague Ground - A patch of ground is cursed, doing a certain amount of damage per stack per space to any heroes crossing it

^F.E. Tomb of the Warrior, Wagon, etc.

Skills


Artefacts
There are some changes here, the 'miscellaneous' slots are gone, replaced by a second 'neck' slot, a second 'ring' slot on each hand, a 'wrist' slot on each hand and a couple of 'belt' slots.

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

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MattII
MattII


Legendary Hero
posted July 11, 2017 01:27 PM
Edited by MattII at 12:06, 10 Aug 2017.

Factions
(unexplained abilities from Heroes 5)

Empire

Motto: The flame of life burns eternally.
Terrain: Grassland
Description: A mostly human faction that strongly believes in eternal life, and worships the Phoenix due to its ability to reincarnate.
Symbols: The phoenix, the flame


Hero: General
While it is possible to buy rank in the Imperial Army to some degree, to even get near the rank of 'General' requires intelligence, diplomacy and experience.

Faction Skill: Resurrection
After battle, a number of creatures who were killed can be resurrected, based upon factors such hero level, skill level, artifacts and the number of Sisters/Mothers in the army.

Creatures
Basic
Tenka Scout Tenka Skirmisher

While the Tenka are too fragile to survive long in the heat of battle, their speed, stamina and eyesight makes them excellent scouts.
Bold individual even among the Tenka who join the army, Tenka Skirmishers are nevertheless valued for their ability to strike quickly and then retreat before the enemy can mount a counter-attack.
* Large Creature
* Flyer
* Superscout - Hero receives +2 to his sight range on the adventure map.
* Large Creature
* Flyer
* Superscout
* Hit and Run - Creature can strike at enemy at 2/3 normal movement distance away then return to starting square before being retaliated against.


Militiaman Town Guard

Commonly known as 'the last refuge of the destitute', the Militia forces are most made of young men who have little to no prospect of getting any other job, and in many cases have debts to service.
Those militiamen who prove to have both the interest and skill are offered a place in the town guard, which, while still lowly paid, does off the chance of a better life, rather than just the drudgery of the militia.
* (none)
* Shield - Physical damage taken by the creature is reduced by 25%

Slinger War Slinger

Slings are common in many rural parts of the empire, as good stones are easier to source than arrows, and thus young men off the farm, rather than taking up with the regular infantry take up with the auxiliary troops.
By now experienced soldiers, war slingers are, despite their low durability, a force to be reckoned with on the battlefield
* Shooter
* Inaccurate - for every space away the enemy is, the shooter has an additional 3% chance to miss the enemy (do no damage)
* No range Penalty
* Cowardice
* Shooter
* Inaccurate - for every space away the enemy is, the shooter has an additional 5% chance to miss the enemy (do no damage)
* No Range Penalty
* Double Shot - The creature attacks twice every turn


Core

Elite

Champion
Phoenix Angha

* Large Creature
* Flyer
* Rebirth
* Fire Shield
* Immunity to Fire
* Large Creature
* Flyer
* Rebirth
* Fire Shield
* Immunity to Fire
* Regeneration
* Resurrect Allies



Sanctuary

Motto: The forest is the heart of the world, and so must be protected.
Terrain: Grasslands (forest)
Description: A forest-dwelling faction, with the army made mostly of beasts.
Symbols: The world tree, the thistle


Might Hero: Warden
Wardens are those who have forsaken the normal life of raising a family to help protect the forest at large.

Faction Skill: Brotherhood
When a stack is attacked, nearby friendly stacks will move to attack the aggressor.

Creatures

Oasis


Fortress

Bastion

Motto: A place of safety those with nowhere else.
Terrain: Jungle
Description: A mix of creatures that have banded together out of necessity and shared suffering.
Symbols:


Hero: Unbroken
Only the strongest of spirit can become an Unbroken, for they must face the toughest of situations with giving into either fear or rage, but those that achieve this are respected - even revered - by other inhabitants of the Bastion.

Faction Skill:

Creatures
Basic

Core

Elite
Minotaur Minotaur King

Big, short-tempered, and often simple-minded, minotaurs are generally regarded as mere 'dumb muscle' by outsiders, but this isn't actually the case, with some being surprisingly cunning
Large and simple-minded even by the standards of minotaurs, minotaur 'kings' are nevertheless a feared addition to the Bastion's armies, for their strength is immense.

Gorgon Medusa

Prospective mages in Naga society sometimes suffer magical mishaps while attempting to prove their skill, with the survivors often ending up as 'gorgons' - - 'cursed' - which sees them swiftly exiled. Why they keep the name is a mystery to many, but they seem to draw a fierce pride from it.
Medusa are gorgons who've perfected a little-known 'black magic', allowing them to petrify any mortal that meets their gaze.

Champion

Cavern

Cult

Temple

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MattII
MattII


Legendary Hero
posted July 11, 2017 01:29 PM

Reserved for general purposes.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 25, 2017 11:24 AM

Great that you push this forward!

Now comments on what's in so far:

Big Changes
I like allof these and think they might add greatly to the game experience.

The resources are solid, I think. A bit wondrous that "Ore" is rare, but I suppose it is only valuable ore? I like stone in, anyway.

Town
-I like that the town hall has 4/5 levels.
-The defensive buildings are very spread out, which means it might take you a long while to bolster up your defenses. I am not sure I dislike this but it feels uncommon.
-I see no growth increase buildings there...which irritates me a little. Is it intentional or is something missing?
-I also see no war machines so far...
-I like the addition to market place
-I also like the school/academy
-I LOVE the splitting of the mage guild effects!

Magic
I will wait with commenting on the spells for now.
The sorting of spells in effct (Which seems to be the rough concept here) somehow nevery was totally my taste. But it is certainly sensefull.

So, that for now, I hope to see more soon

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MattII
MattII


Legendary Hero
posted July 25, 2017 12:25 PM

Jiriki9 said:
The resources are solid, I think. A bit wondrous that "Ore" is rare, but I suppose it is only valuable ore? I like stone in, anyway.
It's basically metal ore.

Quote:
-I like that the town hall has 4/5 levels.
4 levels, Capitol is still a one-per-faction building, with the Palace as a less productive substitute.

Quote:
-The defensive buildings are very spread out, which means it might take you a long while to bolster up your defenses. I am not sure I dislike this but it feels uncommon.
More spread out, but with advantages, as you now have to eliminate all of the towers as well as units to capture the town.

Quote:
-I see no growth increase buildings there...which irritates me a little. Is it intentional or is something missing?
I have several different ideas about those, and am still trying to figure out which one I want.

Quote:
-I also see no war machines so far...
Another concept about which I'm juggling several ideas.

Quote:
-I like the addition to market place
Several tows will also receive some approximation of a Resource Silo, but that (like many other things) is still up in the air.

Quote:
-I also like the school/academy
It always annoyed me that you could only get heroes from the Tavern. As if that was how leaders in any period were recruited!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 27, 2017 11:01 AM

Thaks for the quick resposne - and as I said: I am looking forward to more.

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