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 ] |
| Total Votes : 6 |
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| H3SW: Classic Faction Lineups | |
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Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: H3SW: Classic Faction Lineups 2016-12-15, 09:10 | |
| This thread shows the creature lineups for the six classic HoMM II factions with the new creatures added in Heroes of Might and Magic III: The Succession Wars as well as the neutral creatures. You can see the stats for each creature, their abilities and their price. The thread will be updated with new sprites, stats ect. when changes are made. Feel free to write comments about the lineups below Stats updated to version v0.8.2 (WIP) - Knight lineup:
Level 1PeasantAttack: 1 Defense: 1 Damage: 1-1 Health: 3 Speed: 4 Base growth: 20 Abilities: None Cost: 30 Level 2ArcherAttack: 5 Defense: 3 Shots: 12 Damage: 2-3 Health: 10 Speed: 3 Base growth: 9 Abilities: None Cost: 100 Level 2 upgradeRangerAttack: 5 Defense: 3 Shots: 24Damage: 2-3 Health: 10 Speed: 5Base growth: 9 Abilities: Shoots twiceCost: 175 Level 3PikemanAttack: 5 Defense: 9 Damage: 3-4 Health: 15 Speed: 5 Base growth: 7 (+3) Abilities: None Cost: 160 Level 3 upgradePikeman VeteranAttack: 5 Defense: 9 Damage: 3-4 Health: 20Speed: 6Base growth: 7 (+3) Abilities: None Cost: 200 Level 4CrossbowmanAttack: 7 Defense: 7 Shots: 12 Damage: 4-8 Health: 20 Speed: 4 Base growth: 5 Abilities: None Cost: 250 Level 4 upgradeMarksmanAttack: 7 Defense: 7 Shots: 24Damage: 4-8 Health: 25Speed: 6Base growth: 5 Abilities: None Cost: 350 Level 5SwordsmanAttack: 7 Defense: 9 Damage: 6-8 Health: 35 Speed: 5 Base growth: 4 Abilities: None Cost: 350 Level 5 upgradeMaster SwordsmanAttack: 7 Defense: 9 Damage: 6-8 Health: 40Speed: 6Base growth: 4 Abilities: None Cost: 400 Level 6CavalryAttack: 10 Defense: 9 Damage: 6-12 Health: 40 Speed: 8 Base growth: 3 Abilities: Jousting Bonus Cost: 575 Level 6 upgradeChampionAttack: 10 Defense: 9 Damage: 6-12 Health: 50Speed: 9Base growth: 3 Abilities: Jousting Bonus Cost: 650 Level 7PaladinAttack: 11 Defense: 12 Damage: 12-24 Health: 60 Speed: 7 Base growth: 2 Abilities: Strikes twice Cost: 1000 Level 7 upgradeCrusaderAttack: 11 Defense: 12 Damage: 12-24 Health: 80Speed: 8Base growth: 2 Abilities: Strikes twice, Immune to Curse, Hates UndeadCost: 1300
- Sorceress lineup:
Level 1SpriteAttack: 4 Defense: 2 Damage: 1-2 Health: 3 Speed: 8 Base growth: 10 Abilities: Flying, No enemy retaliation Cost: 60 Level 2DwarfAttack: 6 Defense: 5 Damage: 2-4 Health: 20 Speed: 3 Base growth: 8 Abilities: 25% magic resistance Cost: 140 Level 2 upgradeBattle DwarfAttack: 6 Defense: 6Damage: 2-4 Health: 20 Speed: 5Base growth: 8 Abilities: 50% magic resistance Cost: 180 Level 3ElfAttack: 4 Defense: 3 Shots: 24 Damage: 2-3 Health: 15 Speed: 5 Base growth: 6 Abilities: Shoots twice Cost: 200 Level 3 upgradeGrand ElfAttack: 5Defense: 5Shots: 24 Damage: 2-3 Health: 15 Speed: 7Base growth: 6 Abilities: Shoots twice Cost: 225 Level 4SatyrAttack: 8 Defense: 7 Damage: 6-9 Health: 30 Speed: 6 Base growth: 4 Abilities: Always good morale Cost: 375 Level 5DruidAttack: 7 Defense: 5 Shots: 8 Damage: 8-11 Health: 35 Speed: 6 Base growth: 3 Abilities: None Cost: 450 Level 5 upgradeGreater DruidAttack: 7 Defense: 7Shots: 16Damage: 8-11 Health: 35 Speed: 7Base growth: 3 Abilities: None Cost: 525 Level 6UnicornAttack: 10 Defense: 9 Damage: 10-20 Health: 55 Speed: 8 Base growth: 2 Abilities: 20% chance to blind enemies Cost: 850 Level 7PhoenixAttack: 12 Defense: 10 Damage: 20-40 Health: 200 Speed: 18 Base growth: 1 Abilities: Flying, Breath attack, Immune to elemental spells Cost: 3000 1
- Wizard lineup:
Level 1HalflingAttack: 2 Defense: 1 Shots: 12 Damage: 1-3 Health: 3 Speed: 4 Base growth: 10 (+6 from horde building) Abilities: None Cost: 60 Level 2BoarAttack: 5 Defense: 4 Damage: 2-3 Health: 15 Speed: 7 Base growth: 8 Abilities: None Cost: 140 Level 3GnomeAttack: 6 Defense: 6 Damage: 4-5 Health: 15 Speed: 10 Base growth: 6 Abilities: Teleporting Cost: 230 Level 4Iron GolemAttack: 5 Defense: 10 Damage: 4-6 Health: 35 Speed: 3 Base growth: 5 Abilities: Mechanical, Damage from spells reduced by 50% Cost: 250 Level 4 upgradeSteel GolemAttack: 7Defense: 10 Damage: 4-6 Health: 40Speed: 4Base growth: 5 Abilities: Mechanical, Damage from spells reduced by 75%Cost: 325 Level 5RocAttack: 7 Defense: 7 Damage: 5-9 Health: 45 Speed: 11 Base growth: 3 Abilities: Flying Cost: 525 Level 6MageAttack: 11 Defense: 7 Shots: 12 Damage: 11-13 Health: 40 Speed: 7 Base growth: 2 Abilities: No melee penaly Cost: 800 Level 6 upgradeArch MageAttack: 12Defense: 8Shots: 24Damage: 11-13 Health: 50Speed: 8Base growth: 2 Abilities: No melee penalty, Dispel after melee attacksCost: 1000 Level 7GiantAttack: 13 Defense: 10 Damage: 20-30 Health: 150 Speed: 6 Base growth: 1 Abilities: Immune to mind spells Cost: 1250 1 Level 7 upgradeTitanAttack: 15Defense: 15Shots: 16Damage: 20-30 Health: 300Speed: 8Base growth: 1 Abilities: Immune to mind spells, No melee penaltyCost: 3000 2
- Necromancer lineup:
Level 1SkeletonAttack: 4 Defense: 3 Damage: 2-3 Health: 4 Speed: 5 Base growth: 10 (+6 from horde building) Abilities: Undead Cost: 65 Level 2ZombieAttack: 5 Defense: 2 Damage: 2-3 Health: 15 Speed: 3 Base growth: 9 Abilities: Undead Cost: 100 Level 2 upgradeMutant ZombieAttack: 5 Defense: 2 Damage: 2-3 Health: 20Speed: 5Base growth: 9 Abilities: Undead Cost: 140 Level 3MummyAttack: 6 Defense: 6 Damage: 3-4 Health: 25 Speed: 5 Base growth: 6 Abilities: Undead, 20% chance to curse enemies Cost: 200 Level 3 upgradeRoyal MummyAttack: 6 Defense: 6 Damage: 3-4 Health: 30Speed: 6Base growth: 6 Abilities: Undead, 20% chance to curse enemies Cost: 250 Level 4VampireAttack: 8 Defense: 6 Damage: 4-6 Health: 25 Speed: 6 Base growth: 4 Abilities: Undead, Flying, No enemy retaliation Cost: 325 Level 4 upgradeVampire LordAttack: 8 Defense: 6 Damage: 4-6 Health: 30Speed: 7Base growth: 4 Abilities: Undead, Flying, No enemy retaliation, Life DrainCost: 475 Level 5Death KnightAttack: 9 Defense: 10 Damage: 7-10 Health: 50 Speed: 5 Base growth: 3 Abilities: Undead, 20% chance to deal double damage Cost: 525 Level 6LichAttack: 7 Defense: 12 Shots: 12 Damage: 12-14 Health: 40 Speed: 6 Base growth: 2 Abilities: Undead, Death bomb attack Cost: 750 Level 6 upgradePower LichAttack: 7 Defense: 13Shots: 24Damage: 12-14 Health: 55Speed: 7Base growth: 2 Abilities: Undead, Death bomb attack Cost: 950 Level 7Bone DragonAttack: 11 Defense: 9 Damage: 25-45 Health: 175 Speed: 10 Base growth: 1 Abilities: Undead, Flying, Lowers enemy morale by 1 Cost: 2500
- Warlock lineup:
Level 1CentaurAttack: 3 Defense: 1 Shots: 8 Damage: 1-2 Health: 5 Speed: 5 Base growth: 10 (+6 from horde building) Abilities: None Cost: 60 Level 2GargoyleAttack: 4 Defense: 7 Damage: 2-3 Health: 15 Speed: 8 Base growth: 7 Abilities: Flying, Non-living Cost: 160 Level 3GriffinAttack: 6 Defense: 6 Damage: 3-4 Health: 20 Speed: 6 Base growth: 6 Abilities: Flying, Unlimited retaliations Cost: 225 Level 4BeholderAttack: 8 Defense: 5 Shots: 24 Damage: 6-8 Health: 25 Speed: 5 Base growth: 4 Abilities: None Cost: 350 Level 5MinotaurAttack: 9 Defense: 8 Damage: 6-12 Health: 40 Speed: 5 Base growth: 3 Abilities: Always good morale Cost: 450 Level 5 upgradeMinotaur KingAttack: 9 Defense: 8 Damage: 6-12 Health: 55Speed: 7Base growth: 3 Abilities: Always good morale Cost: 575 Level 6HydraAttack: 8 Defense: 9 Damage: 7-14 Health: 90 Speed: 3 Base growth: 2 Abilities: Attacks all adjacent enemies, No enemy retaliation Cost: 825 Level 7Green DragonAttack: 12 Defense: 12 Damage: 25-50 Health: 200 Speed: 10 Base growth: 1 Abilities: Flying, Breath attack, Immune to all spells Cost: 3000 1 Level 7 upgradeRed DragonAttack: 13Defense: 13Damage: 25-50 Health: 250Speed: 12Base growth: 1 Abilities: Flying, Breath attack, Immune to all spells Cost: 3500 1 Level 7 2nd. upgradeBlack DragonAttack: 14Defense: 14Damage: 25-50 Health: 300Speed: 14Base growth: 1 Abilities: Flying, Breath attack, Immune to all spells Cost: 4000 2
- Barbarian lineup:
Level 1GoblinAttack: 3 Defense: 1 Damage: 1-2 Health: 3 Speed: 5 Base growth: 16 (+8 from horde building) Abilities: None Cost: 40 Level 2OrcAttack: 3 Defense: 4 Shots: 8 Damage: 2-3 Health: 10 Speed: 4 Base growth: 9 Abilities: None Cost: 100 Level 2 upgradeOrc ChiefAttack: 3 Defense: 4 Shots: 16Damage: 3-4Health: 15Speed: 5Base growth: 9 Abilities: None Cost: 165 Level 3WolfAttack: 6 Defense: 2 Damage: 3-5 Health: 20 Speed: 8 Base growth: 6 Abilities: Strikes twice Cost: 240 Level 4Harpy Attack: 7 Defense: 4 Damage: 5-8 Health: 20 Speed: 9 Base growth: 5 Abilities: Flying, Strike and return Cost: 300 Level 5OgreAttack: 9 Defense: 5 Damage: 5-7 Health: 45 Speed: 3 Base growth: 4 Abilities: None Cost: 300 Level 5 upgradeOgre LordAttack: 9 Defense: 5 Damage: 6-8Health: 65Speed: 5Base growth: 4 Abilities: None Cost: 475 Level 6TrollAttack: 10 Defense: 5 Shots: 8 Damage: 7-9 Health: 50 Speed: 5 Base growth: 3 Abilities: Regenerating Cost: 500 Level 6 upgradeWar TrollAttack: 10 Defense: 5 Shots: 16Damage: 9-11Health: 50 Speed: 6Base growth: 3 Abilities: Regenerating Cost: 625 Level 7CyclopsAttack: 12 Defense: 9 Damage: 15-30 Health: 95 Speed: 7 Base growth: 2 Abilities: Breath attack, 20% chance to Paralyze enemies on attack Cost: 1000 1
- Neutral creatures:
Level 3PirateAttack: 7 Defense: 5 Damage: 3-7 Health: 25 Speed: 5 Base growth: 6 Abilities: None Cost: 300 Level 4Air ElementalAttack: 7 Defense: 7 Damage: 2-8 Health: 35 Speed: 7 Base growth: 8 Abilities: Elemental. Meteor shower immunity. Vulnerable to lightning and Armageddon. Cost: 500 Fire ElementalAttack: 8 Defense: 6 Damage: 4-6 Health: 40 Speed: 6 Base growth: 8 Abilities: Elemental. Fire immunity. Vulnerable to ice. Cost: 500 Water ElementalAttack: 6 Defense: 8 Damage: 3-7 Health: 45 Speed: 5 Base growth: 8 Abilities: Elemental. Ice immunity. Vulnerable to fire. Cost: 500 Earth ElementalAttack: 8 Defense: 8 Damage: 4-5 Health: 50 Speed: 4 Base growth: 8 Abilities: Elemental. Lightning and Armageddon immunity. Vulnerable to meteor shower. Cost: 500 Level 5GhostAttack: 8 Defense: 7 Damage: 4-6 Health: 20 Speed: 7 Base growth: 2 Abilities: Flying, Killed enemies joins the Ghosts Cost: 1000
Last edited by Sir Albe on 2023-06-07, 18:36; edited 80 times in total | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: DESIGNER'S NOTE 2016-12-15, 18:11 | |
| DESIGNER'S NOTE1. Heroes 2 Creature BasisIf we are to speak about design, Heroes 2 creature concepts demonstrate some peculiar properties. First and foremost, they all are simple. I would even say that Heroes 1-2 is a somewhat childish game. This is expressed by the fact that most of these concepts belong to the most simplified and worldwide popular visual images: Greek mythology, Anglo-Saxon knightage and European fairy tales. Unlike Heroes 3, which is heavily based on modern fantasy like Dungeons & Dragons and feature rather rare mythology concepts ( Nagas coming from Induism as an example), Heroes 2 possesses only the most well-known names, especially the first 4 factions - the Knight, the Barbarian, the Sorceress, and the Warlock - inherited from Heroes 1. The Wizard and the Necromancer factions first introduced in Heroes 2 avoid the rules a little, introducing J.R.R. Tolkien style creatures (Halfling, Roc, Mage) and a little flavor of Jewish mythology (Halfling, Golem, Giant). Yet, the Giant/Titan is again stylized under the Greek warrior concept. The Necromancer faction is in fact a hodgepodge featuring Monster Squad type of lineup, looking like a Halloween party. In this situation, if one would be to add new factions or new creatures, serious problems could be met even at the stage of concept development. The "allowed" concepts which are still well known and look more or less fitting to the fairy tale atmosphere of Heroes 2 are: Basilisk and Cockatrice (Greek Mythology) Satyr (Greek Mythology) Leprechaun (Anglo-Saxon fairy tales) Harpy (Greek Mythology) Wyvern (Anglo-Saxon mythology/fairy tales) Black Knight (Anglo-Saxon fairy tales) Werewolf (European fairy tales) The Leprechaun already exists in the game in the shape of an adventure game object, so introducing it to the game is less likely. Questionable options also exist: Any kind of giant mammal, reptile or insect (see Boar, Wolf, and Toad - the latter for Heroes 2 beta) Manticore (Arabic mythology) Any kind of Egyptian god impersonation (see Mummy) Gnome (European fairy tales) Any other kind of European dragons not presented in Heroes 2 (see MMVI Wyrm, ditto Heroes 4 King of Dragons) Finally, there are concepts which became widely known up to 2016. This is D&D and other modern fantasy concepts, including those used in Heroes 3. They are much more famous than in 1996 now, and the impression of them in the games of 2016 differs from what was in 1996. There are mature people who treat Beholders and Lizardmen as natural, because they existed all their life. 2. Why Might & Magic VI?Might and Magic VI: The Mandate of Heaven is a CRPG created by New World Computing (the creators of HoMM series if someone doesn't know that in 2016) set in the same universe as Heroes 1-2: Enroth. It is even set on the same continent and continues the story of Enroth 10 years later the War of the Enrothian Succession featured in Heroes 2. MMVI features a drastically different graphic style, but continues the same story from another point of view - the eyes of 4 adventurers called the Heroes of Enroth. Before (and during) the events of Might and Magic VI, Roland is captured by Kreegans, Archibald is freed from stone, the Kreegan Hive on the Enroth continent is destroyed along with the Kreegan Queen, and Catherine leaves Enroth for Antagarich where Nighonians allied with Kreegans started a full-scale war against Erathia. Choosing Might and Magic VI as one of the major anchors for continuation of the Enrothian storyline, I decided that some of MMVI concepts are also able to fill the manifold niches left in the Heroes 2 faction lineups. Yes, some of them don't completely fit to the Heroes 2 basis mentioned above. However, the number of vacancies and the required gameplay niches for the faction lineups force us to enter a full scale principle of a lesser evil. This is why some of the concepts introduced in the game for v0.8 beta may seem inappropriate for some users. However, they are also created with the as maximum simplicity of form as possible. Heroes 3 beholders (adjusted by Ajit, Agar's follower) feature long tentacles which became familiar to every Heroes player. However, Heroes 2 pixel style doesn't allow such complexity of form. This is why MMVI beholder (created by Agar himself according to the lore) was chosen by me as a new Warlock creature for v0.8 beta. - MMVI creatures:
3. ConclusionSome of the new creatures for the faction lineups may seem questionable for people who never played MMVI or MM games in general. That is, however, a likely feature of the project which unites "both universes" (since many players don't even know about the true story of HoMM universe and the true origin of Kreegans). Depending on how it will look in game, some of the creature concepts may change in future updates, but right now I would like to leave things as they are. ________________________
Last edited by Orzie on 2017-02-23, 02:31; edited 3 times in total | |
| | | Abekat Gargoyle
Messages : 10 Quality Points : 1 Registration Date : 2016-11-07
| Subject: Re: H3SW: Classic Faction Lineups 2016-12-16, 00:38 | |
| I get your point with the beholder, at first i just thought it was a little out of place. but yea, i did only play the heroes games just some questions: - will the harpy get an upgrade (so it will gain the no retaliation ability)? - and what about the fortress and 'dessert' castle, are they still too early in progress to be a part of 0.8? it just seemed in some of the threads, that (at least) the creatures were nearly done - and lastly, didn't you used to have a upgraded skeleton, or a new model, with the red feather on? it was pretty sweet. I hope you don't scrap your work, and put cancelled units out as neutrals but holy s*** your work is awesome, cant wait till it comes out! | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: Classic Faction Lineups 2016-12-16, 03:17 | |
| - Quote :
- - will the harpy get an upgrade (so it will gain the no retaliation ability)?
Currently I think that this is too much for the Barbarian who has Attack skill as a primary focus. Having a Harpy which receives a full retaliation is more atmospheric and more in the spirit of H2 Barbarian gameplay, as I think. Also, there may not be an upgrade for the Harpy ever. Personally, I see Harpies as low-conscience creatures (because they dwell in water nests and not in pyramids or skyscrapers) collecting various trinkets in their lairs and hunting on their prey like some birds do. For such type of creatures Heroes 2 doesn't intend upgrades. They are simply not "civilized" enough. The only exception from this rule is Dragons, but from another point of view they may have a developed consciousness (in some universes Dragons are way smarter than humans). - Quote :
- - and what about the fortress and 'dessert' castle, are they still too early in progress to be a part of 0.8?
The respective threads will appear a little later. You can see that these factions have specific sections here in the Development Board. - Quote :
- - and lastly, didn't you used to have a upgraded skeleton, or a new model, with the red feather on? it was pretty sweet. I hope you don't scrap your work, and put cancelled units out as neutrals Smile
v0.8 should have only H2 upgrades except the case of the Rogue who now belongs to a faction. If there would be an upgrade to Skeleton (which is unlikely, Peasant has more chances to receive an upgrade and we already have a draft for it), it would be something more than a Skeleton with a little accessory worn. It would be more like a Skeleton wearing some kind of armor like it's implemented in Heroes 3. So no, that graphics may be considered scrapped. If someone wants to use it, why not. I hope Kivo would be not against that since it's generally a frankensteined creature. ________________________ | |
| | | Abekat Gargoyle
Messages : 10 Quality Points : 1 Registration Date : 2016-11-07
| Subject: Re: H3SW: Classic Faction Lineups 2016-12-16, 03:59 | |
| alright, thanks for the anwsers! and yea i saw the seperate threads for the factions - i just hope they will make it to the 0.8 release. I can imagine how hard it is to make the townscreens to fit the original style | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: Classic Faction Lineups 2016-12-16, 04:22 | |
| It is hell of a work, yes. The Witch won't have an updated townscreen as well as the majority of other factions. For now only the Knight and Dervish are in the works, and probably, a somewhat reworked versions of the Barbarian (worked out by Uhm) and Sorceress (somehow touched by Agar) may also be seen in v0.8 beta.
The specified townscreen threads will be also created in respective subforums. I see it in the shape of threads with full townscreens and detailed info on each building (icon, cost, requirements). Yet, we didn't change the requirements yet. ________________________ | |
| | | AdrianGorseta Peasant
Messages : 2 Quality Points : 2 Registration Date : 2016-12-30
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-19, 03:19 | |
| Hello, this is my first post and I don't want to sound too cocky, but I would like to express my opinion. First and foremost: your work far exceeds that of anyone who has ever tried to revitalize the Heroes of Might and Magic, period. Second: You (Orzie) come from Russia, a great Slavic land whose folklore is enriched by many authors and who still takes credit for every other Slavic folklore tale. I know this because I hail from the land of Croatia and am often confused when I see that some tales from my country are classified under Russian. USE THAT! I know that it might be too much of a job, but you managed to pull off something amazing... Third: Wouldn't it be fair if all of the units got a second upgrade, and if you removed the third upgrade from Dark Dragon? Also, wouldn't it be fair if you tried to make all the level 7 units a bit more equal in sense of HP and weekly growth? | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-19, 06:07 | |
| Hello! Nice to meet new persons here, please feel yourself at home. The thing about Russian mythology is that Heroes 1-2 (and subsequent NWC games) are built on the concept of western folklore + Dungeons&Dragons (for the latter games). My primary design ideas didn't include anything from the Slavic mythology because it is in fact more of an eastern thing. It just doesn't feel right for me personally; perhaps any other designer would have another vision on it. There was even a set of ideas for a might-oriented class which might use such kind of concepts, along with some previously unused Nordic mythology assets like Yeti. Thread on Forums of EnrothThread on the Russian forum branch However in my personal vision this class doesn't fit because of the things said above. Yes, the game might benefit from the third might class (but we plan to make the Heretic anyway), but slavic mythology just doesn't feel too HoMM, and no HoMM asset really utilizes it (unlike some Arabian concepts like Genie and Manticore). So, in fact we didn't have a precedent from NWC and thus we are risking ourselves in breaking the game's atmosphere. But of course like I said before, another designer might seem it fine, and there are even people who don't care about HoMM concept, playing with 20+ different towns at once (see VCMI community for Heroes 3) and feeling the game better when there are a lot of factions to choose from. If there was such thing as optional factions for H3SW, I probably would not be against it, but clearly I wouldn't include it because the idea of the mod is to connect NWC games and develop a plot which is primarily based on NWC ideas (Might and Magic VI in the case of H3SW where we are supposed to meet Roland, Archibald and other guys once again, and tell their story further). So, even the Forge faction and Cyborg class feel more right to me, although it would be really difficult to design them to convince people that they really belong to the game, since not all Heroes fans played Might&Magic rpg games and thus don't know the background lore of the games. - Quote :
- Wouldn't it be fair if all of the units got a second upgrade, and if you removed the third upgrade from Dark Dragon?
You know, when we design a game which have traits of both H2 and H3, we often have a side to choose. Personally, I think that Heroes 2 upgrade system is more interesting. Also, we should mention that Heroes 2 creatures are even designed in that way so that they cannot be upgraded, like the Boar or the Wolf. There are "conscious" and "relatively unconscious" creatures. Fiddling with this might really break the game atmosphere. Don't know what Dark Dragon you do talk about, we don't have anything like this in the game (anymore). We will have Heroes 2 creatures plus our own designed ones, and no WoG rudiments are present. Concerning the upgrades and growth - we will try the concept of +2 creatures (Paladin, Cyclops) and see what comes out. It's no surprise that the balance is a matter of REALLY BIG playing time and A LOT of statistics. If we succeed (more or less), it will be much more interesting than in H3. Not even mentioning the different magic system, etc. ________________________ | |
| | | AdrianGorseta Peasant
Messages : 2 Quality Points : 2 Registration Date : 2016-12-30
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-20, 05:01 | |
| - Orzie wrote:
- It just doesn't feel right for me personally; perhaps any other designer would have another vision on it.
And you have every right to do what feels right by you, and I respect that and you to the fullest - Orzie wrote:
- Don't know what Dark Dragon you do talk about, we don't have anything like this in the game (anymore). We will have Heroes 2 creatures plus our own designed ones, and no WoG rudiments are present.
My apologies, I wrote that wrong. I was asking about the Green-Red-Black Dragon upgrades that Warlock has, but by reading your answer I understood what the answer would have looked like. I am very excited to see that this mod is still alive, as I am following it since 2013. Then I managed to get my hands on it and I saw that there were many other units (as well as upgrades for those units) such as Cyclops King or upgraded Hydra, and the Witch Faction. Did those ideas got scrapped or am I on the wrong forum? Thank you for the reply! | |
| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-20, 05:25 | |
| These creatures were scrapped because the whole concept of upgrades was revisited. (And they looked really poor anyway, because someone who made them clearly misunderstood how the Photoshop's Hue operation should be properly used).
We do not guarantee that some new upgrades won't appear in future, but upgrading every creature for sure is against Heroes 2 graphical concept like I said above. The creatures simply don't support that because they are meant to look simple. ________________________ | |
| | | Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-24, 09:43 | |
| Hello, I've got a message from our fellow Kivo about the prices of units: - Kivo wrote:
- Hey dude, so I just noticed the statistic changes, I forgot my login to the forum so would be awesome if you could just write my opinion: I really dislike how the costs have been changed to for example Orc: 105, Wolf: 245 Harpy: 305, like why cant they be 100, 250, and 300? It makes it so much easier to remember plus looks a lot neater I really dont think 5 gold is gonna make many differences. HoMM2 and HoMM3 mainly kept the prices rounded to 200, 250, 300, 350, 400, rarely was it 380 etc...
I believe Sir Albe worked on the stats
I really dislike seeing costs like 105, 245, etc
3600 for Titans? Looks so much better as 3500
It just looks very confusing, more difficult to remember, unappealing etc, the factions can still be balanced with more rounded figures that HoMM2 and HoMM3 kept to
I understand for lvl 1 creatures having number like 45, 55, 60, because the ratio is smaller but for larger figures its a mess. So these are just the points that Id love if you could write up there, so Sir Albe could hopefully make changes before release. ________________________ https://www.facebook.com/ragoongraphics/
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| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-25, 00:48 | |
| Nice to hear from good old fellar Kivo again I thought about this myself and I couldn't quite decide between "as close as true numbers" (the balance is not perfect) or more rounded numbers, but I would like to hear what you guys think. I am open to both options | |
| | | Ragoon Minotaur
Messages : 358 Quality Points : 352 Registration Date : 2016-05-30 Age : 27 Location : Wrocław, Poland
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-25, 02:49 | |
| I agree with Kivo here, to a certain degree. Maybe not as much as 100gold in titans, but for example 795 gold for a Mage is triggering me xd Or 980 gold for an archmage.
I would do it like that: Price 0-99: rounded to 5 Price 100-499: rounded to 10 Price 500-1999: rounded to 50 Price >2000: rounded to 100 ________________________ https://www.facebook.com/ragoongraphics/
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| | | Orzie Master Modder
Messages : 2166 Quality Points : 843 Registration Date : 2014-12-12 Age : 32 Location : Turkey
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-25, 03:42 | |
| I suppose we can do that anyway, because such small difference won't matter for the game. Only if we speak about far future, there might be a dilemma or two with some of the creatures or buildings, but generally it's a matter of long online testing, while we don't have an army of testers (having enough skill to play effectively) right now.
So let the aesthetics rule for now. ________________________ | |
| | | Sir Albe Mage
Messages : 874 Quality Points : 459 Registration Date : 2015-07-16 Age : 29 Location : Aalborg, Denmark
| Subject: Re: H3SW: Classic Faction Lineups 2017-11-28, 23:14 | |
| Creature prices have now been rounded to more neat looking numbers. I decided on an acceptable rounding error of 2,5% of the exact creature price, but I broke it sometimes to get some nicer looking numbers. Take a look here and at the creature balance thread and tell me what you think. I of course also did the rounding of the witch and dervish creatures that are not shown here | |
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