Poll | | Global announcements should be: | Everlasting, 1 for each project. | | 0% | [ 0 ] | Temporary, when there is something new to announce. | | 100% | [ 6 ] | Holalala... No idea where the Ultimate artifact is. | | 0% | [ 0 ] |
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| Dervish Faction General Concept | |
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+7Talanin Rnap revo trollworkout feanor Sir Albe Orzie 11 posters | |
Author | Message |
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Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Dervish Faction General Concept 2015-07-28, 20:54 | |
| The Dervish faction for Heroes of Might and Magic III: The Succession WarsThis is a constantly updated version of the faction design document summarizing all faction info. The ongoing development, including lineup details, playing style and graphical appearance is supposed to be featured in separate threads in the Dervish Faction subforum of the H3SW Development Board.The Dervish - Background Information- Trivia:
The Dervish is a new desert-styled faction for H3SW, partially based on HoMM2 neutrals and intended to be a new neutral spellcaster concept. The general alignment of the faction is Neutral, but there are some noticeable shifts towards the Evil ideology. Like all H3SW factions, it features 7 creatures for the lineup, 16 heroes, its own castle and 7 dwellings, one for each type of un-upgraded creature. Native terrain for the Dervish is Desert. Like other faction concepts planned for H3SW - the Witch and the Heretic - the Dervish faction is heavily modeled over Might and Magic VI: The Mandate of Heaven concepts, which will be noticeable both in faction graphic assets and background lore.
- Background lore:
The Desert Mages of the west of Enroth (mainly Dragonsands and Blackshire) are in fact one more mystery of Enroth. Wandering from one oasis to another in their search for the lost secrets of the past, they can form their company with a wide range of various outcasts and native dwellers of the desert. Sometimes they even can assault the nearby settlements, but they do it as if they are not so interested in this like manifold greedy and bloodlusty Enrothian lords who remember old insults secretly from the Crown. Generally the Dervish settlements are composed of tents which can be fastly removed to continue the travel. However, the castles of this faction are too much in contrast with them, being built around a large Oasis and possessing rich architecture and wealth. The castles of the Western people are really hard to find because of the magical mirages confusing even the experienced pathfinders from the East.
The Dervishes are basically outcast wizards from other areas of Enroth, or self-posed hermits attracted by the incredible amount of mysteries in the Western Enroth. They are often desperate enough to be not afraid of various dangers lurking in ancient tombs and the other objects of the Ancients' legacy.
The participation of the Dervishes in The Succession Wars on any of the sides (Roland/Archibald) is undocumented and most probably the massive Dervish faction activity in the areas of Enroth rather than Dragonsand Desert was not present until the Night of the Shooting Stars and subsequent events of Might and Magic VI: The Mandate of Heaven storyline.
- Known persons:
- Abdul:
- Might and Magic VI: The Mandate of Heaven wrote:
- "I've heard that Abdul has his resort in the south of Dragonsand. Some resort! It's probably filled with dragons."
"I've heard that you can get really nifty things from Abdul's Desert Resort if you pay with golden pyramids. I'm hoping to go there one day, and I want to stock up on the pyramids now. I'll take any golden pyramids you have for 1000 gold." Abdul is a genius economist and major trickster at the same time. His espionage network is spread all over Enroth, and it is especially strong in Free Haven, the biggest town of Enroth. His discount centers specialized in every kind of trade goods are not to compete with for any other Enrothian trade company thanks to the cunning price politics, and Abdul, most probably, can be considered the richest man of Enroth. No one knows what he has in mind, but it is becoming more and more clear that the current level of Abdul's influence over Enroth is not enough for him. Some discerning intellectuals already have some guessings about Abdul's involvement in the happening chaos, political unstability and lurking monsters which never left their native areas before. - Might and Magic VI: The Mandate of Heaven wrote:
- The fabulous Circus of the Sun usually sets up a few day's travel down the trade road leading north from Castle Ironfist. They are always there in December of each year.
The Circus of the Sun likes to set up alongside the road between Blackshire and Star Lake. They're around here every year during April. It's a good show– well worth the money to go see it! The Circus of the Sun usually sets up a few days south of Castle Temper on the west side of the Crescent River. They stay there during August of every year. Another Abdul's successful project is the Circus of the Sun. The agents of the Circus, alongside their daily duties, perform unreported activity in many regions of Enroth, spreading Abdul's sphere of influence. The money gained from the Circus' performance is no match for other Abdul's enterprises, so there is no doubt that the Circus is created for another purpose. It is also should be noted that Enrothians are very fond of the Circus and many children wait eagerly during the whole year for the arrival of the Circus. - Might and Magic VI: The Mandate of Heaven wrote:
- "A day's travel west of here is a new Temple dedicated to Baa. I've heard that bad things happen to rich people that travel near there."
"Some people are saying the Temple of Baa and the devils are in league! It makes sense– the temple first appeared a few months after the Night of Shooting Stars, and we all know the devils and that night are related!" "Though the Temple of Baa may offer free healing, it seems to me that more things go wrong, and more people get hurt, when one of their temples is nearby. Could it be they are cursing the people near them, and then healing them for some bizarre reason?" Finally, the newest Abdul's enterpise is the ominous Cult of Baa. After the Night of the Shooting Stars which became the sign of the Kreegan arrival on Enroth their temples grew all over Enroth like mushrooms. Abdul was risky enough to arrange a pact with the Kreegans concerning the subversive activities in the Enrothian community so that the Kreegans will be able to reap its resources easily while Abdul will get his cut. The temples of Baa provided free healing services (thanks to Abdul's wealth) and quickly became popular among almost all population groups. What should be noted is that in case of the Cult's destruction Abdul would be not to blame and behind suspection because there were not any clues leading to him, except the comic name "The Sandman" in the letter possessed by the Heroes of Enroth (the protagonists of Might and Magic VI: The Mandate of Heaven - editor) where Xenofex (or Abdul as him) wrote to the traitor Sulman. See full quote in "The Cult of Baa">"Background".
- Prince of Thieves:
- Might and Magic VI: The Mandate of Heaven wrote:
- "Damian,
Congratulations on your new assignment. The Shadow Guild wants you to ambush caravans passing from New Sorpigal to Ironfist or Free Haven. Under no circumstances are you to divulge that you have any connection to us, or the deal is off and you will find out what happens to those who betray us. Do as you are told and there won’t be any problems.
Prince of Thieves" Prince of Thieves is an Abdul's ally, who is in charge of the Enrothian underworld. He has his own interests in collaborating with Abdul, but in comparison with the latter he is not that cautious. Prince's organization is called the Shadow Guild having an agenda in robbery, blackmail, thievery and the like. See more info in "The Cult of Baa">"Affiliated organizations". - Might and Magic VI: The Mandate of Heaven wrote:
- "Prince,
Anthony Stone has decided to remove you once and for all. I’m sure you will be seeing his men soon. For your safety, I’ve prepared a place in the sewers underneath Free Haven for you. Leave the Guildhall immediately and come to the sewers. Once the heat has cleared you will be free to return to the Guildhall.
Fetzil" - Might and Magic VI: The Mandate of Heaven (Anthony Stone) wrote:
- "Mine is the traditional duty to oversee the, um, less than upright business in the Kingdom. My House has done this for centuries under the philosophy that such business will always exist and is better watched and regulated than not. Recently, a man styling himself the 'Prince of Thieves' has begun to usurp my authority in Free Haven. Not only does he challenge my authority, he cooperates with that loathsome new cult that’s sprung up recently…what’s it called? Moo, or Yak, or Bark…no…whatever. Some sort of animal sound. Anyway, my sources tell me that this cult plots to overthrow the King and assume power in Enroth. This is a bad business, and needs to be stopped. You can start by arresting the Prince of Thieves and returning him to me in chains. I will, of course, reward you richly."
The Prince of Thieves is constantly wanted for his crimes by the rulers of Enroth regions, and his carelessness may lead him to prison.
- Slicker Silvertongue:
- Might and Magic VI: The Mandate of Heaven wrote:
- "Silvertongue,
My spies report there is a small group of would-be heroes traveling about the land trying to put an end to our little Plan for a New World. They are reportedly seeking permission to visit the Oracle in Free Haven. You must not permit this to happen--If the Guardian awakens before our plan has matured it will spell the end for both of us. Deny them permission to visit the Oracle, even if it reveals you to be a traitor. We need the time your delay will buy us. Oh yeah...Praise Baa.
Zenofex" Slicker Silvertongue is one of the most valuable agents of the Cult of Baa, receiving orders from Kreegan warlord Xenofex directly. Being a proficient spy in the High Council of Enroth he rose up to a very powerful position and the Kreegan army has a brilliant success in battles even against elite Roland's troops thanks to Silvertongue's covert activity. Slicker is an ambitious and self-righteous person who has a pragmatic view on things, and it is he who caused a lot of problems to the Heroes of Enroth in the Might and Magic VI storyline. - Might and Magic VI: The Mandate of Heaven wrote:
- "Slicker Silvertongue refused my order? This must be treason! Still, I've known him so long, and he's never disobeyed an order before…perhaps he is suffering from delusions. Yes, that's it. He's been spending so much time investigating that horrible Baa cult that it's affected his mind– I even found one of their cloaks in his room. Perhaps you can find a cure for him. They must surely know what they've done to him! I would start at their headquarters east of Castle Kriegspire. Here, take the cloak– perhaps you can find some use for it."
Silvertongue is officially the most known expert on the cults of Enroth, and he has worked on the Cult of Baa for a very long time undiscovered although various items related to the cult were often found in his rooms. He has a bad temper and skeptic glance.
- Sulman:
Sulman is an Air mage formerly serving to Roland but turning into a double agent later. Roland's army was destroyed and Roland got imprisoned by Kreegans, being later transfered to Colony Zod in Antagarich because of Sulman's treachery during the events of Might and Magic VI: The Mandate of Heaven. See more info in "The Cult of Baa">"True activity"
- The Cult of Baa:
- True activity:
For the basic info about the Cult, see "Known persons">"Abdul" - Might and Magic VI: The Mandate of Heaven wrote:
- "My Dear Sulman, Sep 17, 1152
You have done well, and I hereby promote you to High Priest of the Second Circle. There is a sum of gold waiting for you in the hands of Andover Portbello in New Sorpigal that he will turn over to you if you tell him the Sandman sent you and show him the Seal on this letter. Sandman…I like that.
The handling of the Roland affair was masterful, and I especially liked the snowstorm touch—it really put the Fear in him, didn’t it? Superstitious fool! His removal has moved our timetable ahead by at least two years and has spared us the trouble of assassinating him at a more delicate time. All arrangements are in place.
My minions have engineered the recall of Queen Catherine to her homeland in Erathia to attend the funeral of her father. She will not return this year, and that only leaves her worthless brat Nicolai and that idiot Regent Wilbur Humphrey running things at the palace.
The people have begun to sense that something is wrong, that perhaps the gods are angry. That perhaps…the Ironfists have lost the Mandate of Heaven. Just a few more disasters and there may well be a full-scale rebellion!
And we will be waiting at the breach, ready to step in and tell the sheep what to do and when to do it. Already our temples spread across the land, offering aid to those displaced by disasters, and comfort to the bereaved...
Yes. Remain in New Sorpigal and stay out of sight. When the time is right you will be contacted and given further instructions. So take heart, and know that our plan proceeds smoothly and we will be ruling this world soon. Your position in our hierarchy will be very high!
--Zenofex" After the Cult becoming powerful and popular in the Enrothian masses, its activity has become destructive, with some of the cases being performed by the newfound adepts. Most frequently they are gypsies, poor people, bandits and other society elements being the part of the lowest category of Enrothian society. Having no idea about the true origin and purposes of the Cult, many follow the temple propaganda and bring their brand new faith calling for rebellious and terroristic ideas to familiars and relatives. - Might and Magic VI: The Mandate of Heaven wrote:
- "A wizard friend of mine told me the Temple of Baa was laying curses on our town from the abandoned temple just outside town. One day they tried to lay the Curse of Endless Vermin on us, only they did something wrong and it backfired, infesting their own temple instead. They moved righty-o quick once that happened."
"Could you do the Temple of Baa a favor? It appears that my brethren left the old temple to the northwest of here in a little too much of a hurry, and a candelabra necessary for some of our rituals was left behind. None of the Baa priests want to go back because they’re afraid of whatever curse has been placed on the temple. If you were to bring back the candelabra to me, however, I could reward you in their place."
"Have you noticed how Temples of Baa have been sprouting up throughout the kingdom? They're everywhere, and I for one think it's an ominous development. Although they offer free healing, they don't seem to be doing it out of kindness– there must be a method to their madness!"
"I don't know if you've noticed, but those creepy followers of Baa keep popping in and out of buildings around town in the strangest manner. Could be that they've located one of their temples in the city sewer system." "Followers of Baa and a band of cutpurses have been raiding Mist from the islands to the north. They come to Mist through a teleporter on the northwest of the island. I'll activate the teleporter so that you can get to their islands and get rid of them. I'm sure they have all the things they've stolen on those islands, and you can get back from their teleporter." The main purpose of the Cult of Baa is to deal maximum damage and arrange maximum chaos on the territory of Enroth, and persuade people that Roland Ironfist and his family lost the so-called "Mandate of Heaven", an abstract theological asset associated with the mandatory right to rule. Ideally, the Cult must bring rebel sentiment and infrastructure chaos so that the road for the "new masters" - the Kreegans - is cleared. The Kreegans promised their allies big treasures and power left after the destruction of the current kingdom, and only the few have already guessed that the real purpose of Kreegans is complete destruction and assimilation of native population to their kind. The head priests of the Cult of Baa figure out the situation but they hope to leave the place until it's hot to other continents after getting their share of the Enrothian treasures. Abdul as the Cult founder gets the biggest profit of its destructive activity over Enroth because of a more tight control over the Enrothian trade companies and unnecessity to support the huge army of scoundrels working for the idea. - Might and Magic VI: The Mandate of Heaven wrote:
- "Gerrard has an ankh inscribed with his name given to him by the priests of Baa. I’m not sure exactly what the ankh is used for, but he may use it to identify himself as a friend of Baa."
The ankh is the symbol used by the Cult to identify its adepts. Used as an alternative to standard Cult of Baa emblem of the sword in the globe (New World Computing logo - editor) for the special Cult members. Possesses magical properties.
- Affiliated organizations:
- Might and Magic VI: The Mandate of Heaven wrote:
- "If tales told be true, the Shadow Guild and the Temple of Baa are in cahoots to ruin the Kingdom. I hear the Temple has been magically extending winter in these parts, and the ritual materials they need are being supplied by the Shadow Guild."
"Maybe there really is something to the notion that evil is down, while good is up. Both the followers of Baa and members of the Shadow Guild can be found in the city sewers. Would that we have a big flood one day to wash all that trash out to sea!" The Shadow Guild - An illegal organization led by the Prince of Thieves infamous for its activity in all Enroth. It is partially decentralized, but the huge sewer system of Free Haven still serves as the main hideout place for antisocial elements. The organization is involved in the Cult of Baa's destructive activity on the north of Enroth. - Might and Magic VI: The Mandate of Heaven wrote:
- "Gerrard,
Congratulations on your new promotion. Now, with the Fraternal Order of Silver under your control, you will have greater freedom in seeking out those not hard enough on evil in Enroth. Eventually, we hope to assist you in removing the most lax of all in the fight against evil, the Ironfists. Continue to do your work, and your dreams shall be realized.
Zenofex"
"Who would have thought that the evil I sought to fight all across Enroth would be found so close to my own home? Gerrard Blackames was once my second in command. Not long before he murdered me he began corresponding with the Temple of Baa, and they began to feed him targets for our Order. I ended up being one of the targets, and Gerrard took control of the Order. Now, the Silver Helms are as evil as the people they hunt. I’m certain the Temple of Baa is responsible for the corruption of our Order. At the same time, Gerrard’s brother, Marcus the Sorcerer, has been supplying the Silver Helms with high quality equipment. The last I heard, Marcus was assisting someone in a forge on an island to the southeast." Order of the Silver Helms - Once a noble organization created to protect traders and mere townsmen from the bandits, now this organization has turned to a bunch of scoundrels and thugs like their former enemies. After the assassination of the head of the Order by a traitor affiliated with the Cult of Baa the name "Silver Helms" now only brings fear. - Might and Magic VI: The Mandate of Heaven wrote:
- "Near here is a temple dedicated to the Order of the Fist. I once belonged to that order, but recently they uncovered a powerful evil crystal. They hope to use the crystal as a bargaining chip to be accepted into the Temple of Baa. I don’t want to see the crystal fall into Baa’s hands– it must be destroyed. Please infiltrate the temple and destroy the crystal."
"Near here is a temple dedicated to the Order of the Fist. I once belonged to that order, but recently they uncovered a powerful evil crystal. They hope to use the crystal as a bargaining chip to be accepted into the Temple of Baa. I don’t want to see the crystal fall into Baa’s hands– it must be destroyed. Please infiltrate the temple and destroy the crystal." Order of the Fist - A heretic order led by fanatics, this foundation urges to incorporate into the Cult of Baa and is responsible for minor tasks given by the priests of Baa. Located in the Bootleg Bay, the territory also characteristic for the Witches presence.
The Dervish - Gameplay Aspects- Faction lineup:
Level 1. Rogue CLASSIC HEROES 2 CREATUREStats: (to be assigned) Abilities: No enemy retaliation Base Growth: +14 Upgrade: Bandit currently in draft stageStats: (to be assigned) Abilities: No enemy retaliation Level 2. Acolyte CURRENTLY IN DRAFT STAGE concept Stats: (to be assigned) Abilities: Shooter Base Growth: +11 Level 3. Nomad CLASSIC HEROES 2 CREATUREStats: (to be assigned) Abilities: -none- Base Growth: +8 Level 4. Scorpion CURRENTLY IN PRE-FINAL STAGEStats: (to be assigned) Abilities: none Base Growth: +6 Level 5. Medusa CLASSIC HEROES 2 CREATUREStats: (to be assigned) Abilities: 20% chance to turn enemy into stone in melee. Base Growth: +4 Upgrade: Medusa Queen currently in draft stageStats: (to be assigned) Abilities: Shooter, No melee penalty, 30% chance to turn enemy into stone in melee. Level 6. Anubite CURRENTLY IN PRE-FINAL STAGEStats: (to be assigned) Abilities: Immune to Mind-affecting spells. Base Growth: +3 Level 7. Genie CLASSIC HEROES 2 CREATUREStats: (to be assigned) Abilities: Flyer, (to be assigned) Base Growth: +2 Upgrade: Master Genie currently in draft stageStats: (to be assigned) Abilities: Flyer, (to be assigned)
- Townscreen:
CURRENTLY IN PROGRESS2D TREATMENT QUICK EXAMPLE (THE CASTLE ITSELF)CONCEPT ARTS- CONCEPT ARTS:
- Hero exteriors:
- Hero information:
The following info currently has IN PROGRESS stage. Many portraits are to be improved (see Hero exteriors), and all of the biographies are to be made. Primary Skills: Attack 1, Defense 1, Spell Power 1, Knowledge 2. Primary Skill growth percentages: 25-15-25-35 until level 15, 25-25-25-25 starting from level 16. 1. Joseph Bio: (to be assigned) Specialty: Fireball Secondary Skills: Earnings, Fire Magic Starting Army: (to be assigned) Starting Spell: Fireball 2. Elderian Bio: (to be assigned) Specialty: Haste Secondary Skills: Earnings, Air Magic Starting Army: (to be assigned) Starting Spell: Haste 3. Draconia Bio: (to be assigned) Specialty: Medusas Secondary Skills: Earnings, Archery Starting Spell: Precision 4. Martine Bio: (to be assigned) Specialty: Rogues Secondary Skills: Earnings, Scouting Starting Army: (to be assigned) Starting Spell: Visions 5. Jarkonas Bio: (to be assigned) Specialty: Nomads Secondary Skills: Earnings, Pathfinding Starting Army: (to be assigned) Starting Spell: Bloodlust 6. Ibn Fadlan Bio: (to be assigned) Specialty: Mysticism Secondary Skills: Earnings, Mysticism Starting Army: (to be assigned) Starting Spell: Resurrect 7. Ivan Bio: (to be assigned) Specialty: Magic Resistance Secondary Skills: Earnings, Magic Resistance Starting Army: (to be assigned) Starting Spell: -none- 8. Solmyr Bio: (to be assigned) Specialty: Sorcery Secondary Skills: Earnings, Sorcery Starting Army: (to be assigned) Starting Spell: Lightning Bolt 9. Marcus Bio: (to be assigned) Specialty: Intellect Secondary Skills: Earnings, Intellect Starting Army: (to be assigned) Starting Spell: Dispel Magic 10. (name to be assigned) Bio: (to be assigned) Specialty: Anubites Secondary Skills: Earnings, Magic Resistance Starting Army: (to be assigned) Starting Spell: Shield 11. Sulman Bio: (to be assigned) Specialty: Acolytes Secondary Skills: Earnings, Wisdom Starting Army: (to be assigned) Starting Spell: Curse 12. Alberon Bio: (to be assigned) Specialty: Ballista Secondary Skills: Earnings, Artillery Starting Army: (to be assigned) Starting Spell: -none- 13. Dalia Bio: (to be assigned) Specialty: Scorpions Secondary Skills: Earnings, Defense Starting Army: (to be assigned) Starting Spell: Protection from Fire 14. Tumur Bio: (to be assigned) Specialty: Offense Secondary Skills: Earnings, Offense Starting Army: (to be assigned) Starting Spell: -none- 15. Ethania Bio: (to be assigned) Specialty: Cure Secondary Skills: Earnings, Luck Starting Army: (to be assigned) Starting Spell: Cure (portrait to be assigned) 16. Orzie Bio: (to be assigned) Specialty: Earnings Secondary Skills: Advanced Earnings Starting Army: (to be assigned) Starting Spell: -none-
- Playing style:
The Dervish is supposed to be useful for fast assault on the earlier stages of the game. In the middle game the player will be forced to build upgraded Medusas (Medusa Queens) to obtain second shooter, Ammo Cart will be likely since Medusa Queens will not be capable of shooting too much. Tanky units like Scorpion and Anubite could be used for effective castle defense, but taking castles in the late game could become a problem for a Dervish with the standard army without a good spellbook and Ballistics skill, so Wisdom skill will come in handy.
The Dervish - Plot Developments- Campaign story:
The Dervish faction will be featured in the new campaign section "The Mandate of Heaven" (to be released in Heroes of Might and Magic III: The Succession Wars v2.0). Its campaign will be second in the list, after the Heretic's campaign "Night of the Shooting Stars". The campaign will feature 4-6 scenarios with some key points like the invasion on the Blackshire and Paradise Valley regions, search for the Ancients' treasure on the Hermit's Island, and assault on Free Haven.
The campaign name is to be decided.
________________________
Last edited by Orzie on 2015-10-18, 09:37; edited 5 times in total | |
| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: Dervish Faction General Concept 2015-07-29, 09:21 | |
| Great thread! It is a great idea to store information about the factions/alignments (classes ) like this. It seems the lore fits pretty good with the Enroth universe, so it is actually a great faction to have in a H2 styled mod. First I would like to tell you that I am glad to see the Nomad keeping his 3rd level position. We had a pretty long discussion about it some time ago and I am just happy you made it be like that and hopefully it is as satisfying to you, as it is for me. I also really like the line-up it is much better than the 2013 line-up, which I now see has been replaced by a proper line of units, so that is good as well. I would very much like to discuss the game play and strategy for the Dervish with you if you would need any help on that. The units description sound a bit like barbarian, but I am sure it will be different when the actual stats are found. You know can always count on me regarding creature balance, I still have lots of nice formulas which could prove useful for the balance, that I care so much about | |
| | | feanor Master Modder
Messages : 55 Quality Points : 65 Registration Date : 2015-06-30 Location : Arkhangel'sk, Russia
| Subject: Re: Dervish Faction General Concept 2015-07-30, 00:04 | |
| I am in doubt on Nomad's ability. It's useless (Dervish will already have native terrai bonus) and, btw, buggy at original. | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-07-30, 00:07 | |
| Let's remove it then. It was anyway absent in H2. ________________________ | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-07-30, 05:07 | |
| Removed the Nomad's obsolete ability and updated the WIP render of the townscreen to the latest one. ________________________ | |
| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: Dervish Faction General Concept 2015-07-30, 05:56 | |
| Wauw! It seems the TS is getting closer to perfection. Still I am not sure the filter is quite like the H2 one, but it is defiantly better than before.
Last edited by Sir Albe on 2016-08-12, 00:30; edited 1 time in total | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-07-30, 06:00 | |
| Don't be misoriented by the render. It is still not 2D-treated. I already put a quick example of 2D treatment of the old version of the castle in the Townscreen section. ________________________ | |
| | | trollworkout Gargoyle
Messages : 11 Quality Points : 2 Registration Date : 2015-08-06
| Subject: Re: Dervish Faction General Concept 2015-08-06, 16:54 | |
| looks great! master genie needs to have that 5%-10% chance to half enemy units. that's a classic genie thing. you could make it less like 3% but it has to be there. also a suggestion when making unit upgrades instead of creating new art, just downgrade what you have already. for example rogue is level 2 and bandit level 1. just remove eye patch and cloak and remove no enemy retaliation and you got yourself a bandit. is much easier to remove rather than add. even if you make new art make it last upgrade first and simply remove bits. other names for bandit: robber, pirate, raider, brigand, highwayman | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-08-06, 18:57 | |
| - Quote :
- master genie needs to have that 5%-10% chance to half enemy units. that's a classic genie thing
No at any cost. It is an imbalanced feature and it will not be present for hireable creatures, regardless of the percentage. What we think of is the Magic Mirror because Genies are indeed magical creatures and they will be a high priority target for attack spells. Or, we could use the Ageing ability which was present for Ghost Dragons in Heroes 3. - Quote :
- when making unit upgrades instead of creating new art, just downgrade what you have already
It works in a few cases, but basically Heroes 2 concepts are already maximum simplified. I personally have another idea for Rogue upgrade in future based on the current version. It can be easy to remove, yes, but it won't look professional. People will always be able to recognize the workaround. Robber, Highwayman and Raider are names which are not characteristic for Heroes 2. They are too complicated and not that popular. Heroes 2 feature only simplified and most common creature names. Sometimes we have to avoid that rule when adding new creatures because Heroes 3 lineup system features too many vacancies, but in the case of Rogues we have such words as Bandits or Brigands which fit quite fine. Anyhow, thanks for suggestions! ________________________ | |
| | | revo Skeleton
Messages : 6 Quality Points : 4 Registration Date : 2015-07-29
| Subject: Re: Dervish Faction General Concept 2015-08-06, 22:11 | |
| I think it would be very nice to keep the Genie skill as it is somewhat iconic to the H2. However it would be obviously imbalanced so I came out with a few solutions.
1. Nerf it by making it dependant on Genies number.
For example: Genie unit has 5% chance of applying the following effect: Each Master Genie can kill 1% of target's squad capped at 10% with 10 Master Genies in addition to damage coming from the normal attack.
2. Nerf it by keeping the skill but moving it to the other creature, neutral obviously.
3. Create third upgrade for Genie (much like dragon). The third one should not be accessible from town but rather it should give possibility to upgrade Master Genie from an expensive adventure map object that could obviously not be placed on random maps. Only this last Genie (Elder Genie?) could use that halving skill. | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-08-06, 22:23 | |
| - revo wrote:
- Nerf it by making it dependant on Genies number.
Like I said, no at any cost. There is no sense in keeping the ability "iconic" because our Genies are not the same as H2 genies. Our genies are hired in a castle and their amount is unlimited unlike Heroes 2 where you could get a strictly limited amount of them. Moreover, the number is a farce: in one game you could have maximum 16 Genies to win, and the other game may feature legions of Genies. Heroes of Might and Magic work like that. - revo wrote:
- Nerf it by keeping the skill but moving it to the other creature, neutral obviously.
The ability still may be saved (10% chance to halve stack), but only for a neutral creature which is not available to hire or join hero army via Diplomacy. We have already decided this for Ghosts, so they will be left as neutrals, and, probably, they will be also featured in the Haunt spell if we will decide to restore it. - revo wrote:
- Create third upgrade for Genie (much like dragon).
Again the same case as in (1): the number of resources doesn't matter because games may be drastically different and the quantity of resources from one game to another may vary in a very wide range. You cannot use pre-defined numbers to regulate such kind of things in HoMM. Moreover, the 8 level upgrades are WoG style which is not a very good arranged solution. I guess we should make a separate thread for this discussion. However, it seems that this forum engine doesn't allow to transfer certain posts which sucks. ________________________ | |
| | | Rnap Peasant
Messages : 1 Quality Points : 1 Registration Date : 2015-08-08
| Subject: Amazing! 2015-08-08, 04:30 | |
| I just registered to say how great it was to read those old snippets from MM VI and to see how much care is put into this mod! Your work is appreciated! | |
| | | trollworkout Gargoyle
Messages : 11 Quality Points : 2 Registration Date : 2015-08-06
| Subject: Re: Dervish Faction General Concept 2015-08-08, 04:32 | |
| Orzie is gonna be great . So far so good. I just had an idea but don't worry I trust your skills . Is gonna be a great mod.
First time in years since we had new content for HOMM2.
Back to topic. Dervish town is great. I like all the features so far so good. And town screen looks great obvs not done yet but I see where this is going. | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-08-08, 04:39 | |
| Yes gentlemen, the project definitely has a passion towards the Might and Magic series by New World Computing. Still, MMVI is a no less part of Enroth than Heroes 1-2, and it actually provided us a lot of ideas to implement for Heroes 2.
To be honest, sometimes we have to go beyond vanilla HoMM2 concept because HoMM3 features too many vacancies for creatures and too many factions. But H3SW is not simply a "Heroes 2 on Heroes 3 engine" or "Heroes 3 with Heroes 2 graphics". It's gonna be a separate game with unique gaming impressions and continuation of the Enrothian lore so everyone shouldn't be disappointed. So that sometimes there can be seen some new creatures which don't complement to vanilla H2 atmosphere, but be sure that they are the lesser evil in 100% of cases. ________________________ | |
| | | Talanin Skeleton
Messages : 5 Quality Points : 4 Registration Date : 2015-02-01
| Subject: Re: Dervish Faction General Concept 2015-09-04, 03:58 | |
| Hello Orzie! I have read about the Heroes and their missing bios.I like it very much to do this (i have even started a long time ago a book in German, with topics of Heroes of Might and Magic 5). I also posted my bios in the other forum, but i think this one is more popular? Nevertheless i will post them here as well, but please show mercy, i am not from Britian or America, my mothertongue is German . Maybe you can use them? I would be proud if i could be a help in this great project. Joseph Joseph was long time ago a very noble lord. One day he discovered his magical potential – what sounds both, useful and powerful, become a nightmare for the once aristocrat. He burned his properties and was forced to go in exile. Luckily he claimed asylum from the dervishes. Now, years later, he is one of their mightiest mages, with an affinity to fire. Elderian Elderian always wanted to travel through the deadly deserts of Enroth to find secrets and treasures of the ancients. More than one time he escaped by hair´s breadth – maybe because of his ability to react faster than any of his enemies. This skill he also teach his armies; with great success. Draconia Draconia is rather a witch than a dervish. She prefers the putrid and foul swamps more than the hot and merciless realms of the dervishes. Nevertheless Draconias thirst for knowledge was bigger than her preferences – and her fascination for medusas should be very useful for the dervishes. No one can control these creatures better than Draconia. Martine Martine’s father was the “false” prince of thieves of Enroth. When the thieves’ guild was shattered, she was forced to flee. Now she tries to rebuild the guild, with great success. Martine is said to be the “new” prince of thieves´ - or better the new princess. Jarkonas Jarkonas built a long time ago a great empire by uniting the barbarian and nomadic tribes of Enroth. Nevertheless, even great barbarian kings have to become older and even have to die. His heir was insufficient in Jarkonas eyes to rule the kingdom instead of his father. Rumour has it that in the desert realms of the dervishes there should exist a fountain of youth, and because of this, Jarkonas is travelling with a group of faithful nomads in search for the waters of life. Ibn Fadlan Ibn Fadlan is a mage with great energy reserves. After years of studying he was even able to increase his magical skills. Now it seems that he has endless reserves of mana and he is willing to show his talents in the services of the dervishes. Ivan It is said that Ivan is stupid, more than stupid, he seems to be empty-headed. Unable to read, Ivan will never become a great mage, but maybe because of this weakness, he can resist magic better than any other one in the dervish realms. This fact has made him a great general in the dervish ranks. Solmyr Solmyrs greatest wish is to find a genie lamp. Should he ever find one, his only wish would be to become also a genie, and get magical potential beyond imagination. That he would also become immortal is a pleasant side effect. Only one problem remains – genies have master, but maybe Solmyr can find a way out. Marcus Marcus father was the leader of a nomadic tribe in the deserts of Enroth. Their concept of leading the tribe was very different. While his father was brutal and rude, Marcus prefers an intelligent and charismatic style of ruling. The elder of the tribe respects him and he can live in peace with his tribe, until war threats the desert lands, then he will fight to protect his tribe and the dervish realms. Varathak A legend of the dervish said that one time a deity will arrive. It is said that Varathak is this deity because when he arrived, the Anubites arrived with him. Mostly he is hiding somewhere in the desert, observing the dervishes, but when they pray and need his help he protects the people in the dervish realms and sometimes he is showing himself, leading the Anubites. Maybe he is really a god, or an other powerful entity. Sulman Sulman is something like the arch mage of the dervish acolytes. They worship him, and everyone tries to follow in his footsteps. Maybe Sulman is old, but not ready to die. He will teach his skills and spells to the next generation of acolytes and maybe, one day, he is willing to die, but this day seems to be far away. Alberon Alberon was once a lord, fighting the undead in Enroth with devotion that could be called fanatic. His success against the undead hordes based on his brilliant artillery. After the end of the war against the necromantic threat, he was no longer needed and Alberon searched a new task. Nowadays he is showing the dervish people how to create ballista’s like no others which brought him both, riches and respect. Dalia Dalia is a child of the desert. She grew up in the hot realms of this hostile environment. Already in her youth she loved scorpions. Dalia was able to tame these animals better than anyone other. Nowadays she is using this skill for the dervishes. Her scorpions are better than the ones of the other generals in the dervish army. Tumur Tumurs biggest pride is his armour and the sword of his great-grandfather. He trained with this sword for years and now he can break any defence easily. The sword is said to be magic but this is not the point. Tumur is one of the greatest fighters in the service of the dervishes and magic blade or not, he is a fierce enemy. Ethania Ethania never showed her face because of the countless scars. To preserve other people against her fate, she studied healing magic. Now finished with studying, Ethania is one of the greatest medic in the dervish realms and it is said that she owns “healing hands”. | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-09-07, 20:47 | |
| Thanks for this. I will give a careful read for the bios a little later - currently I've got a lot of problems with Internet. Just to warn everyone: we have already got bios for classic 6 factions, but the Dervish and the Witch (as well as the back-burner Heretic) don't have them. I will try to compose the Witch faction design document in the following days. ________________________ | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-09-24, 19:20 | |
| Further update of the Townscreen by Agar. The Temple is going to be remade. ________________________ | |
| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: Dervish Faction General Concept 2015-09-24, 21:11 | |
| Even more gorgeous than the last time. I like all the changes and I am sure the new temple will look great! | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-10-18, 09:36 | |
| Next update of the castle. Not much is left before starting the 2D treatment operations. ________________________ | |
| | | NikitaTheTanner Nomad
Messages : 55 Quality Points : 12 Registration Date : 2015-10-15 Location : Toronto
| Subject: Re: Dervish Faction General Concept 2015-10-19, 15:58 | |
| It's actually really cool, I like it a lot. The ruins are much better now, overall composition is very nice and filled. I guess temple is in progress, right? So I won't say anything about it before its done. I'll just say that the lamp design is kind of strange, especially the stairs. Will they change or stay more or less like that? Maybe it's better without them at all? Although it's nothing critical, maybe it will look better after pixelization. And lastly, what about the statue? Shouldn't there be one, just for the sake of tradition? :farao: | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-10-19, 17:30 | |
| We don't need the statue. Even in classic castles it was made part of town hall. ________________________ | |
| | | NikitaTheTanner Nomad
Messages : 55 Quality Points : 12 Registration Date : 2015-10-15 Location : Toronto
| Subject: Re: Dervish Faction General Concept 2015-10-21, 11:56 | |
| Yeah, I am not talking about a separate structure. I just think it would be a very nice easter egg kind of thing if each Town Hall added a statue, even if it isn't necessary from gameplay point of view. Original towns will have the statue as part of the scenery, right? So it would be interesting to see it consistent throughout all factions, even the new ones. Not a necessary touch, but a nice addition IMO. | |
| | | buffkaz Nomad
Messages : 75 Quality Points : 40 Registration Date : 2015-10-25 Location : Netherlands
| Subject: Re: Dervish Faction General Concept 2015-10-27, 03:55 | |
| I absolutely love this faction. The 'Arabian nights' theme fits right in, it just works.
I got some comments though, but I don't know if I'm supposed to put these here. So please tell me if you're open for suggestions. Because the last thing I want to do is mingle with you guys and be annoying. | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: Dervish Faction General Concept 2015-10-27, 04:03 | |
| Well, the lineup is not to be changed. Only the graphics are to be improved somehow. Many things fit together with specific creatures put in a certain order.
The townscreen is a little bit outdated, we are working on it. ________________________ | |
| | | buffkaz Nomad
Messages : 75 Quality Points : 40 Registration Date : 2015-10-25 Location : Netherlands
| Subject: Re: Dervish Faction General Concept 2015-10-27, 04:15 | |
| Line-up is great, no worries. And I know the town is still a concept version. Graphical-wise I have just one suggestion I'd like to share: Maybe you could make the Dervish town appear by (a starry) night(fall)? This could improve the atmosphere greatly and adds to the mystery I think. Like the beginning of the Disney-movie Aladdin: https://www.youtube.com/watch?v=VqElJnsUvtE Just my opinion, skip it if you don't like it, because from what I've seen I have lots of trust in you guys! Edit: I do realise you said earlier that you wanted this town to resemble some nomad place from M&M6(?). I haven't played the game, so maybe my suggestion doesn't make sense at all. And a final comment (not graphics orientated, but I just have to get this of my chest ). It's strange to put a poisonous creature (the scorpion) in the game and not recognize the fact that he's poisonous. Perhaps a 20% chance of paralyzing the opponent with each attack? (Like the basilisk in homm3, which is also a lvl 4 creature) https://askabiologist.asu.edu/venom/scorpion_venom | |
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