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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Allow Monsters Casting Spells to Themselves
Thread: Allow Monsters Casting Spells to Themselves
xericsin
xericsin


Known Hero
posted March 09, 2018 08:52 AM

Allow Monsters Casting Spells to Themselves

Hi, Guys.

I am wondering why the NWC do not allow creatures to cast spells on themselves.

Are there any reasons? Technical problem? Creature background?

I am also adding spells to Priest(cure/bless/prayer), Mage(magic mirror), Lich(animate undead), Dendroid Soldiers(transfuse hp) and Efreet(fire shield).

What are your opinions on Priest, Mage and Lich casting on themselves?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 09, 2018 03:41 PM

Yes, I want this to happen too!
At least the original creatures, why can't Ogre Mages bloodlust themselves, Master Genies buff themselves, or elementals protect each other with magic.
Except for Archangels, I think every spellcasting creature should be able to cast magic on themselves.
In HotA that includes Satyr and Leprechaun.

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Promising
Famous Hero
posted March 09, 2018 05:09 PM

Only Enchanters can cast on themselves when casting massive spells ;] To be true - casting on itself can be fine if won't be overpowered.
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pekute99
pekute99


Known Hero
posted March 09, 2018 05:35 PM

I personally want the caster creatures to have more spells like Zealots (Cure,Bless) or Liches (Animate Dead, Curse/Sorrow),... and a separated spellbook to choose the spell and the target (including themself) just like H5.
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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted March 09, 2018 06:00 PM

pekute99 said:
...and a separated spellbook to choose the spell and the target (including themself) just like H5.


Just like H4, et priori. ^_^
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Heroes-based proposal thread On hold, while I'm writing my book. =)

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Ghost
Ghost


Supreme Hero
Therefore I am
posted March 09, 2018 06:07 PM

Because of old tech, H4 started a new tech
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Fight MWMs - stand teach

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pekute99
pekute99


Known Hero
posted March 10, 2018 08:03 AM

Oh yeah right H4 has it already. I forgot XD

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Zmudziak22
Zmudziak22


Famous Hero
posted March 10, 2018 01:39 PM

And Elementals shouod be immune only to damage spells. Air and Storm immune to Lightning vulnerable to earth spells
Water and Ice immune to Ice Bolt Frlst Ring vulnerable to fireball, inferno armageddon
Fire and Energy immune to fire dmg spells and vulnerable to ice spells
Earth and Magma immune to meteor shower, imposion and other earth dmg spells vunerable to lighting/air
Psyhic Elemental immune to mind spells
Magic immune to hostile enemy spells (slow, armageddon, implo etc)

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 10, 2018 03:41 PM
Edited by phoenix4ever at 15:45, 10 Mar 2018.

The spell resistance of elementals are nice, but it's also annoying with the fire spell immunity, that both Fire Elementals, Magic Elementals and Phoenixes have. Makes fire spells pretty bad for Conflux, Bloodlust, Slayer, Fire Shield, Frenzy, Sacrifice etc. Especially Inteus with speciality Bloodlust is a really bad hero for Conflux.
The only real reason to choose Fire Magic as Conflux is Armageddon, Berserk and Curse and two of those can not even be learned in town.

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xericsin
xericsin


Known Hero
posted March 12, 2018 08:49 AM

Apart from adding spells to creatures and allowing them to cast spells on themselves, I am also allowing them make another move after casting the spell.

Would it be overpowered?

Eg. Archangels revive themselves and then attack the enemy.
Eg. Genies cast 2 spells on themselves consecutively and then wait.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted March 12, 2018 04:57 PM

Nothing is overpowered in WoG, if something is too easy you just increase neutrals/AI strength and everything is ok. I think it's a good idea, I would like to see it, will be interesting to witness genies casting shield+prayer+counterstrike and just charge into enemies.

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zmudziak22
zmudziak22


Famous Hero
posted March 12, 2018 05:10 PM

There plans for VCMI to make spell book for caster creatures.

Also i would split Mass Spells from base one:
Slow on Expert is single target spell
Mass Slow(could cost like 2x of standard slow) is level 3 spell and have on Expert Earth original Expert slow effect.

Also i would add creature skills like Paralyze or Stane Gaze etc as spells to learn.

Paralyze and Stone Gaze can be used against blind immune creatures like undead, golems etc.

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xericsin
xericsin


Known Hero
posted March 12, 2018 06:05 PM

Regarding the creature spell book.

This is already implemented and functional in a Chinese mod, which is extremely huge and complex.

And I am not going to extract that out as a stand alone mod.

I prefer the original style where 1 creature has 1 spell.

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Promising
Famous Hero
posted March 12, 2018 06:18 PM

There's small vcmi mod that use non-used h3 creature animations but only under some conditions. So Centaurs can shoot only if there's ammo cart during battle, and Minotaurs can cast Frenzy spell only if something cancel their positive morale ability [for example in the battle at cursed grounds] - it's not overpowered at all, but in some conditions brings some fresh variety.
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