So here are my comments on the proposals for the "Beyond 1.0" version on the Github page.
- Quote :
- Artifacts
Shackles: Decreases your movement over land.
I myself have a lot of ideas about artifacts.
For the cursed artifacts related to the hero's movement, I thought of these artifacts:
Hat of Landlubber: Halves the movement on ocean (base hero movement).
Obstruction Chains: -1 movement point (100 points) on adventure map.
Too Small Boots: -2 movement points (200 points) on adventure map.
- Quote :
- Spells
Mass Bloodlust (Level 3): Adds +3 to the creature's Attack skill. Combat spell, costs 10 spell points and affects all allies for one round per spellpower.
Mass Stoneskin (Level 3): Adds +3 to the creature’s Defense Skill. Combat spell, costs 10 spell points and affects all allies for one round per spellpower.
Mass Dragon Slayer (Level 4): Creature gains +5 to Attack skill against Dragons. Combat spell, costs 20 spell points and affects all allies for one round per spellpower.
As you can imagine, I also have a lot of ideas regarding spells.
In the case of mass spells, I thought of a lot of versions of spells already present in the original game.
From my perspective, these mass spells should not be available in mage guilds, nor in shrines.
So I made them accessible only with artifacts.
The hero must assemble different artifacts for the spell to become available.
This works like the "Battle Garb of Anduran" artifact which has to be assembled from three artifacts.
The spell is not permanently registered in the hero's magic book, the hero must equip the artifact for the spell to be accessible, it works the same way as the spell scroll of the PoL expansion.
Artifacts Sets.1) Thunder Mace of Dominion: Attack +1.
2) Defender Helm of Protection: Defense +1.
3) Stealth Shield of Protection: Defense +2.
1 + 2 + 3)
Armor of Bloodthirster: Attack +1, Defense +3, Knowledge +2, gives the ability to cast Mass Bloodlust spell (the hero must have a Magic Book).
Mass Bloodlust
Level: 3
Cost: 12
Type: Combat
Target: All allies
Duration: 3 turns (same duration as the Bloodlust spell in the original game)
Effect: Adds +3 to all allied creature’s Attack skill.
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1) Giant Flail of Dominion: Attack +1.
2) Armored Gauntlets of Protection: Defense +2.
3) Power Axe of Dominion: Attack +2.
1 + 2 + 3)
Breastplate of Defender: Attack +3, Defense +2, Knowledge +1, gives the ability to cast Mass Stoneskin spell (the hero must have a Magic Book).
Mass Stoneskin
Level: 3
Cost: 12
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: Adds +3 to all allied creature’s Defense Skill.
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1) Dragon Sword of Dominion: Attack +3.
2) Enchanted Hourglass: Spell Power +1, extends duration of all spells by 5 turns (tweak).
3) Magic Broach: Spell Power +1, Knowledge +2.
1 + 2 + 3)
Sword of Annihilation: Attack +3, Spell Power +2, Knowledge +2, extends the duration of all spells by 5 turns, gives the ability to cast Mass Dragon Slayer spell (the hero must have a Magic Book).
Mass Dragon Slayer
Level: 4
Cost: 24
Type: Combat
Target: All allies
Duration: 1 turn/Power
Effect: All allied creatures gains +5 to Attack skill against Dragons.
- Quote :
- Great Luck (Level 3): Creature gains a Good Luck for next attack or counter-attack. Combat spell, costs 9 spell points and affects one ally.
Regarding luck and morale, having spells that can act on them easily does not seem like a good idea to me, the mechanisms of luck and morale would become a little too exploitable.
However, it could also be fun.
That's why, I also have versions of spells that can act on luck and morale, but the player will have to gather several artifacts to use these spells.
The spell is therefore only accessible with the combined artifact.
1) Lucky Rabbit's Foot: Luck +1
2) Gambler's Lucky Coin: Luck +1
3) Four-Leaf Clover: Luck +1
4) Golden Horseshoe: Luck +1
1 + 2 + 3 + 4)
Broach of Luck: Always maximum Luck (+3) for all your troops, gives the ability to cast Forced Luck spell (the hero must have a Magic Book).
Forced Luck
Level: 3
Cost: 8
Type: Combat
Target: 1 ally
Duration: 1 attack
Effect: doubles the maximum damage of the troop.
- Quote :
- Elixir of Life (Level 4): Creature gains extra HP based on its Level. Combat spell, costs 12 spell points and affects one ally for one round per spellpower.
I also have some ideas for artifacts and spells to affect creature HP but nothing thoughtful about yet.
This is difficult because it can easily upset the "balance" of forces during combat.
For the spell "Elixir of Life", I also recommend that it is only available with an artifact (an artifact alone, that's okay) and not in mage guilds or shrines.
I also recommend that it is possible to activate/deactivate the new artifacts and spells on a case-by-case basis in an .xml file for example.
- Quote :
- Vampirism (Level 5): Creature gains the ability of Vampires. Combat spell, costs 25 spell points and affects one ally for one round per spellpower.
Regarding creature abilities, regeneration of trolls, resurrection of vampires, etc., I think creature abilities should not be accessible with spells or the like and should be exclusively reserved for those creatures, otherwise this takes away their particularities in the game.
If all creatures can regenerate like trolls or resurrect like vampires, it's going to shatter something in the mood of the game.
However, then again, this could be fun.
But for the Vampirism spell, I'll only reserve it for a few undead creatures.
Useless for skeletons, they don't have enough HP.
Really too powerful for bone dragons, they don't need this, and it will break the balance of power during combat.
It would therefore only be usable on zombies and mutant zombies, mummies and royal mummies, liches and power liches.
I will also advise limiting the duration of the spell to three turns (the same duration as the bloodlust spell) and the spell should also only be available in a specific artifact and may even only be usable by a necromancer hero.
- Quote :
- Ball lighting (Level 5): Inflicts 75x Power in damage to a creature. Combat spell, costs 45 spell points and affects one enemy.
I think Heroes 2 doesn't need other high level damage spells.
The Armageddon spell must remain the king of the battlefield with its advantages and disadvantages.
This spell would be too powerful for my taste.
The spell could also possibly be available in an artifact, but I would give it a really very low percentage of appearance on the adventure map.
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All the values indicated are not necessarily definitive and could possibly be modified.
Well, that's all for today.