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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: New Abilities for Units [UCP]
Thread: New Abilities for Units [UCP]
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 21, 2018 05:23 PM
Edited by Antalyan at 19:28, 03 Apr 2018.

New Abilities for Units [UCP]

Hello all,

as I have already mentioned, the H7 Unofficial Community Patch bring new abilities for those units which seemed too uninteresting, boring or simply not unique enough. In other words, one of the very first community requests should be finally fulfilled.

I would like to share some details with you and I am curious about your opinions and proposals. You should feel free to express your opinion, whichever it is; however, keep in mind that I have my own vision which I will follow, so please don't feel offended if it should happen that your ideas are not taken into account.

I have finished the following abilities so far:

HAVEN
- Holy Weapons (Sentinel, Legionnaire): All undead and demons adjacent to the target of the creature's melee attack (not retaliation) take X% of the damage dealt as light damage
- Blessed Arrows (Crossbowman, Marksman): On moral turns, the creature's ranged attack ignores the target unit's Defence.
- Lone Wolf (Landsknecht, Swordmaster): +10 Initiative and +2 Movement when the creature has no adjacent allies.

ACADEMY
- Offensive Formation (Sandstone Golem): The creature is switched into its offensive form: +10 Attack and +2 Movement but its Defence is set to 0.
- Defensive Formation (Sandstone Golem): The creature is switched into its defensive form:+10 Defence and +10 Hitpoints but its Movement is set to 0.

NECROPOLIS
- Incorporeal (Ghost, Banshee): Any attack against the creature has a 25% chance to fail.
- Contagion (Plague Lamasu): The creature's Aura of Pestilence becomes contagious, spreading from infected targets to adjacent enemies at the start of their turn.
- Lamasu receives Aura of Pestilence

STRONGHOLD
- Barbarian Anger (Crusher): Enemy creatures attacking the creature become targets of this creature's anger. All attacks of creatures with this ability against these marked creatures will be critical for 3 turns.
- Wyvern's regeneration improved to resurrect (still heals the same number of HP, though)
- Brute receives Unfettered

SYLVAN
- Cursed Blossom (Sprite): Enemy creatures attacking the creature in melee get -25 Luck until end of their next turn.

DUNGEON
- Solid As Stone (Chthonian): Whenever the creature receives damage, it gets +5 Defence until its next turn.

FORTRESS
- Defender receives Dwarven Shieldwall
- Shieldguard receives Defensive
- Kobold Scout receives Nimble
- Flaming Arrows (Kobold Pathfinder): Large creatures hit by the creature's ranged attack will be burned. Burning deals Fire damage to the creature at the start of its turn for 3 turns.
- Magma and Lava Elementals receive fixed Trail of Fire with nerfed effect

Plans/Work in Progress
- adding a new ability to each elemental creature (to be revealed later)
- adding a new ability to Shadow Panther and Sirene
- adding a new ability to Stalker + Tracker, Ardent Dragon, Obsidian Gargoyle

I am looking for any ideas regarding the abilities for the last four units mentioned!
They don't have to be really strong ones, possibly even the ones with a minor effect if you feel like those creatures are already strong enough, I'd just like them to be unique.

As discussed in comments, I would like to ensure you that if you don't like any of these abilities, you will be able to get rid of any of them in a second without any side effects (The mod files to be deleted will be specified later).

____________
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MoritzBradtke
MoritzBradtke


Known Hero
posted February 24, 2018 06:56 PM

I think as Long as u dont make the abilities too strong and give everyone something, the game can only benifit from it, i like most of these ideas

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NikLan
NikLan

Tavern Dweller
posted February 27, 2018 08:20 PM

Antalyan

Hmm, I think Heaven, Academy and actually all the factions except of Stronghold (and maybe Necropolis) are powerful enough, their units don't really need bufs. Even most of the Stronghold units are pretty well, except of Venomous Vyvern. They have low stats and weak abilities. I'd better did "Regeneration" not 20 at all, but 10 per unit in the stack and removed "Acid Breath". Additionly, Necropolis Grim Reapers weak too, absolytely not an alternative for dragons. So, I think Reapers "Nightmarish Presence" must work on all battlefield and "Fatal Strike" must work like Cave Demons ability from Heroes 5 - kill additionly 1 full hp unit.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted April 03, 2018 07:30 PM

Huge update on my work, I would also like to hear your ideas regarding the abilities for Tracker, Ardent Dragon and Obsidian Gargoyle (see above).

@NikLan
Wasn't among one of your previous ideas that Dragons are too weak?

As mentioned above, if you think any of these abilities are not needed, you will be able to remove them from the game through a simple mod file delete.
____________
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H7 Umbramancer Project

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Rimgrabber
Rimgrabber


Adventuring Hero
It's a fixer-upper
posted April 04, 2018 03:41 PM

Obsidian Gargoyles could have either a magic dampening effect where they spread their magic resistance to adjacent allies. Trackers' arrows could have a speed crippling effect. Ardent Dragons could have an ability like the Lava Dragons of H5 where their breath attack lights the ground on fire. I'll let you know if I can think of anything else!
____________
http://heroescommunity.com/viewthread.php3?TID=44170
^ my dead proposal thread. Maybe I'll update it again someday
http://heroescommunity.com/viewthread.php3?TID=44815
^ My novelization of HoMM 5

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted April 04, 2018 05:56 PM

Rimgrabber said:
Obsidian Gargoyles could have either a magic dampening effect where they spread their magic resistance to adjacent allies. Trackers' arrows could have a speed crippling effect. Ardent Dragons could have an ability like the Lava Dragons of H5 where their breath attack lights the ground on fire. I'll let you know if I can think of anything else!

I am afraid this aura of magical resistance would make Obsidian Gargoyles way too powerful!
Some movement reducing effect is possible, I will think about that.
Ardent Dragons actually do already have that ability, or something similar
____________
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