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 [Unknown Mod] Changes to the Castles

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Unknown_Hero
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[Unknown Mod] Changes to the Castles Empty
PostSubject: [Unknown Mod] Changes to the Castles   [Unknown Mod] Changes to the Castles Icon_minitime2016-04-13, 10:33

Changes to the Castles.

Common changes to all castles types:

Damage added for all the upgraded structures in a castle during combat (+1 Archer), and +1 to the Archers attack skill for the Captain's Quarters.

How it works currently:

Each structure built adds 1 Archer to the strength of the Ballista and Each Mage Guild level built adds +1 bonus to the Archers attack skill.

Ex. with standard Knight Castle:

Captain's Quarters, +1 Archer.
Mage Guild level 1, +1 Archer.
Tatched Hut, +1 Archer.
Etc.

Mage Guild level 1, +1 to the Archers attack skill.
Mage Guild level 2, +2 to the Archers attack skill.
Etc.

So, 20 Archers with all the base structures built (with Shipyard), and +5 to the Archers attack skill with Mage Guild level 5 built.
"The Ballista fires with a strength of 20 Archers, each with a +5 bonus to their attack skill. etc."

Now, with adding Archers for all upgraded structures and +1 to the Archers attack skill for the Captain's Quarters:

Ex. with changed Knight Castle:

Captain's Quarters, +1 Archer.
Mage Guild level 1, +1 Archer.
Mage Guild level 2, +1 Archer.
Mage Guild level 3, +1 Archer.
Mage Guild level 4, +1 Archer.
Mage Guild level 5, +1 Archer.

Tatched Hut, +1 Archer.
Archery Range, + 1 Archer.
Archery Range Upgrade, + 1 Archer.
Etc.

Captain's Quarters, +1 to the Archers attack skill.
Mage Guild level 1, +1 to the Archers attack skill.
Mage Guild level 2, +2 to the Archers attack skill.
Etc.

So, 29 Archers with all the base structures and the upgraded structures built (with Shipyard), and +6 bonus to the Archers attack skill with Mage Guild level 5 and Captain's Quarters built.

Bonus added to Attack skill for hero/captain during siege.

The dwellings level 4, 5 and 6 each give +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Bonus added to Defense skill for hero/captain during siege.

The Left Turret, the Right Turret and the Moat each give +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Bonus added to Spell Power and Knowledge skills for hero/captain during siege.

The different levels of the Mage Guild each give bonus to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge.
Mage Guild level 2: +1 Spell Power.
Mage Guild level 3: +1 Knowledge.
Mage Guild level 4: +1 Spell Power.
Mage Guild level 5: +1 Knowledge and +1 Spell Power.

Special: the Captain can cast all the spells present in the Mage Guild, no matter the level, during a siege, only the Captain, not the hero if he is the Defender, and this even if the Captain's Quarters is built when the hero fights.

***** Edited 2016/04/14 - Start:

Some changes for this. Smile

The spell points given by the temporary Knowledge (for the visiting hero) are automatically assigned at the beginning of the combat(s), even if the hero does not spend the night in the castle (to get the extra spell points), during the combat(s) the extra spell points are used first, and the extra spell points not used during combat(s) are removed at the end of the combat(s) (at the end of the last combat if there is more than one combat during the turn of the other players), and only the extra spell points not used are removed at the end of the combat(s).

Ex:

Say the hero has to fight two combats.

The Hero has 30 spell points for his regular Knowledge skill (3 points), and he gets 20 extra spell points with the bonus of the Mage Guild (Mage Guild level 3, +2 Knowledge) at the beginning of the first combat,
he has now 50 spell points at the start of the first combat,
he uses 10 spell points during this combat, and he wins the combat,
he has now 40 spell points at the end of the first combat,
the second combat begins,
he doesn't get extra spell points for this new combat as it's the "same turn" for him (the turn of the other players),
he gets again the extra spell points for this new combat, and the regular spell points are not restored (as usual),
so, he still has 40 spell points at the start of the second combat,
so, he has again 50 spell points at the start of the second combat (and not 60 spell points),
he uses 5 spell points during this combat, and he wins the combat,
he has now 35 spell points at the end of the second combat,
he has now 45 spell points at the end of the second combat,
there is no more combat, and the extra spell points given by the temporary Knowledge and not used during combat(s) must be removed,
the hero has used only 15 spell points out of the 20 spell points he received, so 5 spell points are removed (and not 20 spell points),
the remaining extra spell points over his regular limit of 30 spell points are removed,
the hero has 30 spell points at start of the new turn.

***** Edited 2016/04/14 - End.

Bonus added to the growth of creature when the upgrade of dwelling is built.

When a dwelling can be upgraded, it gives supplementary creatures to recruit each week.

This can already be done with changes in the creatures.xml file, and it works correctly, great. Smile

Bonus added to the growth of creature for creatures level 1 and 2 when Captain's Quarters is built.

The Captain's Quarters gives supplementary creatures to recruit each week, +4 to the growth of creature level 1, and +2 to the growth of creature level 2 (base and upgraded creatures (if possible, depending the castle type)).

Bonus added to some buildings to increase the town's income per day.

The Tavern, the Thieves Guild, the Marketplace and the Shipyard now give some Gold every day (except in the Necromancer's Castle where there is no Tavern).

The Tavern gives 50 Gold per day.
The Thieves Guild gives 75 Gold per day.
The Marketplace gives 50 Gold per day.
The Shipyard gives 200 Gold per day.

*

Changes for buildings in the Knight's Castle only:

The Farm adds +8 to the growth of Peasant each week and generates 100 gold per day.

The Fortifications allow to upgrade Peasants to Archers or Rangers or Pikemen or Veteran Pikemen, at the player choice, this requires the correspondent dwelling and the Captain's Quarters to be already built.

The player has to pay the difference in cost to upgrade the Peasants to the desired creatures.

Peasant (cost: 20) to Archer (cost: 150), upgrade cost: 130 Gold per creature.
Peasant (cost: 20) to Ranger (cost: 200), upgrade cost: 180 Gold per creature.
Peasant (cost: 20) to Pikeman (cost: 200), upgrade cost: 180 Gold per creature.
Peasant (cost: 20) to Veteran Pikeman (cost: 250), upgrade cost: 230 Gold per creature.

To be able to upgrade Peasants to Archers, the Archery Range, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town (garrison or visiting hero).
To be able to upgrade Peasants to Rangers, the Upg. Archery Range, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town (garrison or visiting hero).
To be able to upgrade Peasants to Pikemen, the Blacksmith, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town (garrison or visiting hero).
To be able to upgrade Peasants to Veteran Pikemen, the Upg. Blacksmith, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town (garrison or visiting hero).

*

Changes for the Knight's Castle (summary):

Tweaks for Buildings.

Upg. Archery Range: +1 Archer during siege, +5 to the growth of Ranger.
Upg. Blacksmith: +1 Archer during siege, +3 to the growth of Veteran Pikeman.
Upg. Armory: +1 Archer during siege, +3 to the growth of Master Swordsman.
Upg. Jousting Arena: +1 Archer during siege, +2 to the growth of Champion.
Upg. Cathedral: +1 Archer during siege, +2 to the growth of Crusader.

Captain's Quarters, +1 to the Archers attack skill during siege, +4 to the growth of Peasant, and +2 to the growth of Archer/Ranger (base and upgraded creatures).

Armory : +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Jousting Arena: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Cathedral: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Left Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Right Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Moat: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 2: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 3: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 4: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 5: +1 Knowledge and +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Tavern: +50 Gold per day.
Thieves Guild: +75 Gold per day.
Marketplace: +50 Gold per day.
Shipyard: +200 Gold per day.

Farm: +8 to the growth of Peasant, +100 Gold per day.
Fortifications: allow to upgrade, at a cost, the Peasants to Archers or Rangers or Pikemen or Veteran Pikemen, at the player choice.

*

Note: all of this could eventually change, especially the stated values.  Smile

*

I will add the changes to the other castles in this thread later. Very Happy

***** Edited 2016/04/14 - Start:

Note: all changes are for what is added to buildings, what the buildings already provide is unchanged and is not specified.

Changes for the Barbarian's Castle:

***** Edited 2016/04/14 - End.

***** Edited 2016/04/15 - Start:

Changes for the Sorceress' Castle:

Changes for the Necromancer's Castle:

***** Edited 2016/04/15 - End.

***** Edited 2016/04/16 - Start:

Changes for the Wizard's Castle:

Changes for the Warlock's Castle:

***** Edited 2016/04/16 - End.


Last edited by Unknown_Hero on 2018-09-09, 03:05; edited 7 times in total
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[Unknown Mod] Changes to the Castles Empty
PostSubject: Re: [Unknown Mod] Changes to the Castles   [Unknown Mod] Changes to the Castles Icon_minitime2016-04-15, 06:30

The following. Smile

Changes for buildings in the Barbarian's Castle only:

The Marketplace allows to sell creatures, at full base cost (resources and Gold).
Ex: the base cost of the Titan is 5000 Gold and 2 Gems, the player can sell the Titan for 5000 Gold and 2 Gems at the Marketplace.

The Captain's Quarters gives supplementary Wolves to recruit each week, +3 to the growth of Wolf.

The Coliseum gives supplementary Goblins, Orcs/Orc Chiefs and Ogres/Ogre Lords to recruit each week, +6 to the growth of Goblin, +5 to the growth of Orc/Orc Chief (base and upgraded creatures), and +3 to the growth of Ogre/Ogre Lord (base and upgraded creatures).

*

Changes for the Barbarian's Castle (summary):

Tweaks for Buildings.

Upg. Stick Hut: +1 Archer during siege, +5 to the growth of Orc Chief.
Upg. Adobe: +1 Archer during siege, +3 to the growth of Ogre Lord.
Upg. Bridge: +1 Archer during siege, +2 to the growth of War Troll.

Captain's Quarters, +1 to the Archers attack skill during siege, +4 to the growth of Goblin, and +2 to the growth of Orc/Orc Chief (base and upgraded creatures), and +3 to the growth of Wolf.

Adobe: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Bridge: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Pyramid: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Left Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Right Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Moat: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 2: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 3: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 4: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 5: +1 Knowledge and +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Tavern: +50 Gold per day.
Thieves Guild: +75 Gold per day.
Marketplace: +50 Gold per day.
Shipyard: +200 Gold per day.

Coliseum: +6 to the growth of Goblin, +5 to the growth of Orc/Orc Chief (base and upgraded creatures), and +3 to the growth of Ogre/Ogre Lord (base and upgraded creatures).
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[Unknown Mod] Changes to the Castles Empty
PostSubject: Re: [Unknown Mod] Changes to the Castles   [Unknown Mod] Changes to the Castles Icon_minitime2016-04-16, 07:08

Two next castles. Smile

Changes for buildings in the Sorceress' Castle only:

The Rainbow generates from 2 to 5 different random resources each week (ex: 50% for 2 resources, 30% for 3, 15% for 4, 5% for 5), and gives supplementary Sprites and Dwarves/Battle Dwarves to recruit each week, +5 to the growth of Sprite, and +4 to the growth of Dwarf/Battle Dwarf (base and upgraded creatures).

The Enchanted Stonehenge (new building) allows to magically craft artifacts, and gives supplementary Druids/Greater Druids to recruit each week, +2 to the growth of Druid/Greater Druid (base and upgraded creatures).
In the Castle buildings screen, the Enchanted Stonehenge is located over the Upg. Stonehenge sprite (in the same case in the screen).

To being able to built the Enchanted Stonehenge, the Marketplace + the Upg. Stonehenge + the Rainbow + the Mage Guild level 3 must already be built in the town.

To magically craft artifacts, the player simply accesses the Marketplace; a button is added in the Marketplace window to access the window to allow to craft artifacts.
The player can choose the artifact he wants to craft, and he has to pay, in resources and Gold, the cost of crafting.
Each artifact can be "magically crafted" only once per player in the same scenario (ex: each player can "magically craft" the Armored Gauntlets of Protection one time).

*

Changes for the Sorceress' Castle (summary):

Tweaks for Buildings.

Upg. Cottage: +1 Archer during siege, +4 to the growth of Battle Dwarf.
Upg. Archery Range: +1 Archer during siege, +3 to the growth of Grand Elf.
Upg. Stonehenge: +1 Archer during siege, +2 to the growth of Greater Druid.

Captain's Quarters, +1 to the Archers attack skill during siege, +4 to the growth of Sprite, and +2 to the growth of Dwarf/Battle Dwarf (base and upgraded creatures).

Stonehenge: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Fenced Meadow: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Red Tower: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Left Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Right Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Moat: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 2: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 3: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 4: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 5: +1 Knowledge and +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Tavern: +50 Gold per day.
Thieves Guild: +75 Gold per day.
Marketplace: +50 Gold per day.
Shipyard: +200 Gold per day.

Rainbow: generates from 2 to 5 different random resources each week, +5 to the growth of Sprite, and +4 to the growth of Dwarf/Battle Dwarf (base and upgraded creatures).
Enchanted Stonehenge: +2 to the growth of Druid/Greater Druid (base and upgraded creatures).
Enchanted Stonehenge: allows to magically craft artifacts at the player choice, at a cost in resources and Gold.


*****
*****


Changes for buildings in the Necromancer's Castle only:

The Storm gives supplementary Liches/Power Liches to recruit each week, +2 to the growth of Lich/Power Lich (base and upgraded creatures).

The Shrine (POL) gives supplementary Skeletons and Zombies/Mutant Zombies to recruit each week in the local town, +5 to the growth of Skeleton, and +4 to the growth of Zombie/Mutant Zombie (base and upgraded creatures).
The Shrine also gives supplementary Skeletons and Zombies/Mutant Zombies to recruit each week in every town where a Shrine is built (local town included), +5 to the growth of Skeleton, and +4 to the growth of Zombie/Mutant Zombie (base and upgraded creatures)(example: with 3 Shrines built, the bonus becomes +15 to the growth of Skeleton, and +12 to the growth of Zombie/Mutant Zombie in every town where a Shrine is built).

The Cursed Skull Pile (new building) allows to magically craft artifacts, and gives supplementary Skeletons to recruit each week , +5 to the growth of Skeleton.
In the Castle buildings screen, the Cursed Skull Pile is located over the Skull Pile sprite (in the same case in the screen).

To being able to built the Cursed Skull Pile, the Marketplace + the Skull Pile + the Upg. Mausoleum + the Storm + the Mage Guild level 3 must already be built in the town.

To magically craft artifacts, the player simply accesses the Marketplace; a button is added in the Marketplace window to access the window to allow to craft artifacts.
The player can choose the artifact he wants to craft, and he has to pay, in resources and Gold or in Skeletons, at the player choice, the cost of crafting.
Each artifact can be "magically crafted" only once per player in the same scenario (ex: each player can "magically craft" the Armored Gauntlets of Protection one time).

The Cursed Skull Pile allows to transform "alive" creatures, present in the local town (in the hero's army or in the garrison), to undead creatures.

To being able to transform an "alive" creature to a specific type of undead creature, the corresponding building must be built in the local town.
Examples: to transform a Veteran Pikeman to a Zombie, the Graveyard must be built, to transform a Swordman to a Royal Mummy, the Upg. Pyramid must be built, etc.

To transform an "alive" creature to an undead creature, the player simply makes a double click on the creature sprite in the Town Screen, the UPGRADE button is available in the creature window, after a click on the UPGRADE button the player can select the desired type of creature (some creatures can be transformed in different creatures) and the number of creatures he wants to transform, this is free of cost.

Reference for transformation of creatures (Cursed Skull Pile):

KNIGHT CASTLE

Peasant: Skeleton
Archer: Skeleton, Zombie/Mutant Zombie
Ranger: Skeleton, Zombie/Mutant Zombie
Pikeman: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Veteran Pikeman: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Swordsman: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Master Swordsman: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Cavalry: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Champion: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Paladin: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Crusader: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy

BARBARIAN CASTLE

Goblin: Skeleton
Orc: Skeleton, Zombie/Mutant Zombie
Orc Chieftain: Skeleton, Zombie/Mutant Zombie
Wolf: Skeleton
Ogre: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Ogre Lord: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Troll: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
War Trol: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Cyclops: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy

SORCERESS CASTLE

Sprite: Skeleton
Dwarf: Skeleton, Zombie/Mutant Zombie
Battle Dwarf: Skeleton, Zombie/Mutant Zombie
Elf: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Grand Elf: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Druid: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy, Lich/Power Lich
Greater Druid: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy, Lich/Power Lich
Unicorn: Skeleton
Phoenix: Skeleton

WARLOCK CASTLE

Centaur: Skeleton
Gargoyle: Skeleton
Griffin: Skeleton
Minotaur: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Minotaur King: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Hydra: Skeleton, Bone Dragon
Green Dragon: Skeleton, Bone Dragon
Red Dragon: Skeleton, Bone Dragon
Black Dragon: Skeleton, Bone Dragon

WIZARD CASTLE

Halfling: Skeleton
Boar: Skeleton
Iron Golem: Skeleton
Steel Golem: Skeleton
Roc: Skeleton
Mage: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy, Lich/Power Lich
Archmage: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy, Lich/Power Lich
Giant: Skeleton
Titan: Skeleton

NECROMANCER CASTLE

Skeleton: none
Zombie: none
Mutant Zombie: none
Mummy: none
Royal Mummy: none
Vampire: none
Vampire Lord: none
Lich: none
Power Lich: none
Bone Dragon: none

NEUTRAL

Rogue: Skeleton
Nomad: Skeleton, Zombie/Mutant Zombie
Ghost: Skeleton
Genie: Skeleton
Medusa: Skeleton, Zombie/Mutant Zombie, Mummy/Royal Mummy
Earth Elemental: Skeleton
Air Elemental: Skeleton
Fire Elemental: Skeleton
Water Elemental: Skeleton

*

Changes for the Necromancer's Castle (summary):

Tweaks for Buildings.

Upg. Graveyard: +1 Archer during siege, +4 to the growth of Mutant Zombie.
Upg. Pyramid: +1 Archer during siege, +3 to the growth of Royal Mummy.
Upg. Mansion: +1 Archer during siege, +2 to the growth of Vampire Lord.
Upg. Mausoleum: +1 Archer during siege, +2 to the growth of Power Lich.

Captain's Quarters, +1 to the Archers attack skill during siege, +4 to the growth of Skeleton, and +2 to the growth of Zombie/Mutant Zombie (base and upgraded creatures).

Mansion: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mausoleum: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Laboratory: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Left Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Right Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Moat: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 2: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 3: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 4: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 5: +1 Knowledge and +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Thieves Guild: +75 Gold per day.
Marketplace: +50 Gold per day.
Shipyard: +200 Gold per day.

Storm: +2 to the growth of Lich/Power Lich (base and upgraded creatures).
Shrine (POL) (local town): +5 to the growth of Skeleton, +4 to the growth of Zombie/Mutant Zombie (base and upgraded creatures).
Shrine (global towns, for each Shrine built): +5 to the growth of Skeleton, +4 to the growth of Zombie/Mutant Zombie (base and upgraded creatures).
Cursed Skull Pile: +5 to the growth of Skeleton.
Cursed Skull Pile: allows to magically craft artifacts at the player choice, at a cost in resources and Gold or in Skeletons, at the player choice.
Cursed Skull Pile: allows to transform "alive" creatures, present in the local town (in the hero's army or in the garrison), to undead creatures.

*

Note: as usual, all of this could eventually change, especially and certainly the stated values. Smile


Last edited by Unknown_Hero on 2016-04-17, 04:38; edited 1 time in total
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[Unknown Mod] Changes to the Castles Empty
PostSubject: Re: [Unknown Mod] Changes to the Castles   [Unknown Mod] Changes to the Castles Icon_minitime2016-04-17, 04:27

Two last castles. Smile

Changes for buildings in the Wizard's Castle only:

The Enchanted Market (new building) allows to buy and sell artifacts, and generates 100 Gold per day.
In the Castle buildings screen, the Enchanted Market is located over the Marketplace sprite (in the same case in the screen).

To being able to built the Enchanted Market, the Marketplace + the Library + the Mage Guild level 2 must already be built in the town.

To buy and sell artifacts, the player simply accesses the Marketplace; a button is added in the Marketplace window to access the window to buy and sell artifacts.

The artifacts available in the Enchanted Market are randomly generated at start of the scenario.
The artifacts available in the Enchanted Market are different for each Wizard's Castle present on the map.
The artifacts available in the Enchanted Market are removed and replaced every new month.
The player can always buy and sell the artifacts at their full cost (ex: if the cost of the artifact is 1000 Gold, the player can buy and sell the artifact at this same price, there is no bonus/malus if the player has more/less Enchanted Markets).

How it works for the random artifacts:
The artifacts available in the Enchanted Market are randomly generated at start of the scenario for a period of 12 months.
If the game is not over at the end of the tenth month, a new set of random artifacts is generated at start of the eleventh month for the next 12 months (for after the twelfth month).

The Enchanted Foundry (new building) allows to magically craft artifacts, and gives supplementary Iron Golems/Steel Golems to recruit each week, +3 to the growth of Iron Golem/Steel Golem (base and upgraded creatures).
In the Castle buildings screen, the Enchanted Foundry is located over the Upg. Foundry sprite (in the same case in the screen).

To being able to built the Enchanted Foundry, the Enchanted Market + the Upg. Foundry + the Mage Guild level 3 must already be built in the town.

To magically craft artifacts, the player simply accesses the Marketplace; a button is added in the Marketplace window to access the window to allow to craft artifacts.
The player can choose the artifact he wants to craft, and he has to pay, in resources and Gold, the cost of crafting.
Each artifact can be "magically crafted" only once per player in the same scenario (ex: each player can "magically craft" the Armored Gauntlets of Protection one time).

*

Changes for the Wizard's Castle (summary):

Tweaks for Buildings.

Upg. Foundry: +1 Archer during siege, +3 to the growth of Steel Golem.
Upg. Ivory Tower: +1 Archer during siege, +2 to the growth of Archmage.
Upg. Cloud Castle: +1 Archer during siege, +1 to the growth of Titan.

Captain's Quarters, +1 to the Archers attack skill during siege, +4 to the growth of Halfling, and +2 to the growth of Boar.

Cliff Nest: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Ivory Tower: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Cloud Castle: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Left Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Right Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Moat: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 2: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 3: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 4: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 5: +1 Knowledge and +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Tavern: +50 Gold per day.
Thieves Guild: +75 Gold per day.
Marketplace: +50 Gold per day.
Shipyard: +200 Gold per day.

Enchanted Market: allows to buy and sell artifacts, +100 Gold per day.
Enchanted Foundry: +3 to the growth of Iron Golem/Steel Golem (base and upgraded creatures).
Enchanted Foundry: allows to magically craft artifacts at the player choice, at a cost in resources and Gold.


*****
*****


Changes for buildings in the Warlock's Castle only:

The Enchanted Market (new building) allows to buy and sell artifacts, and generates 100 Gold per day.
In the Castle buildings screen, the Enchanted Market is located over the Marketplace sprite (in the same case in the screen).

To being able to built the Enchanted Market, the Marketplace + the Dungeon + the Mage Guild level 2 must already be built in the town.

To buy and sell artifacts, the player simply accesses the Marketplace; a button is added in the Marketplace window to access the window to buy and sell artifacts.

The artifacts available in the Enchanted Market are randomly generated at start of the scenario.
The artifacts available in the Enchanted Market are different for each Warlock's Castle present on the map.
The artifacts available in the Enchanted Market are removed and replaced every new month.
The player can always buy and sell the artifacts at their full cost (ex: if the cost of the artifact is 1000 Gold, the player can buy and sell the artifact at this same price, there is no bonus/malus if the player has more/less Enchanted Markets).

How it works for the random artifacts:
The artifacts available in the Enchanted Market are randomly generated at start of the scenario for a period of 12 months.
If the game is not over at the end of the tenth month, a new set of random artifacts is generated at start of the eleventh month for the next 12 months (for after the twelfth month).

The Enchanted Dungeon (new building) allows to magically craft artifacts, and generates 250 Gold per day.
In the Castle buildings screen, the Enchanted Dungeon is located over the Dungeon sprite (in the same case in the screen).

To being able to built the Enchanted Dungeon, the Enchanted Market + the Black Tower + the Mage Guild level 3 must already be built in the town.

To magically craft artifacts, the player simply accesses the Marketplace; a button is added in the Marketplace window to access the window to allow to craft artifacts.
The player can choose the artifact he wants to craft, and he has to pay, in resources and Gold, the cost of crafting.
Each artifact can be "magically crafted" only once per player in the same scenario (ex: each player can "magically craft" the Armored Gauntlets of Protection one time).

*

Changes for the Warlock's Castle (summary):

Tweaks for Buildings.

Upg. Maze: +1 Archer during siege, +2 to the growth of Minotaur King.
Red Tower: +1 Archer during siege, +1 to the growth of Red Dragon.
Black Tower: +1 Archer during siege, +1 to the growth of Black Dragon.

Captain's Quarters, +1 to the Archers attack skill during siege, +4 to the growth of Centaur, and +2 to the growth of Gargoyle.

Maze: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Swamp: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Green Tower: +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Left Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Right Turret: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Moat: +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 2: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 3: +1 Knowledge to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 4: +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.
Mage Guild level 5: +1 Knowledge and +1 Spell Power to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Tavern: +50 Gold per day.
Thieves Guild: +75 Gold per day.
Marketplace: +50 Gold per day.
Shipyard: +200 Gold per day.

Enchanted Market: allows to buy and sell artifacts, +100 Gold per day.
Enchanted Dungeon: allows to magically craft artifacts at the player choice, at a cost in resources and Gold, +250 Gold per day.

*

Note: as usual, all of this could eventually change, especially and certainly the stated values. Smile

*

With these changes, it's certainly a good start to notice and determine what should be accessible in the game, to being able to make the changes.
What do you think about it?
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[Unknown Mod] Changes to the Castles Empty
PostSubject: Re: [Unknown Mod] Changes to the Castles   [Unknown Mod] Changes to the Castles Icon_minitime

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