To start this new year, some ideas I had based on the King's Bounty game that can be considered somehow as HoMM 0.
This can take place in a few beautiful scenarios.
I have no talent for graphics and I will not draw artifacts or portraits, but this may lead to new possibilities for the Project Ironfist modding tool.
*****
A tribute to King's Bounty. *****
The Sceptre of Order.
A: Sir Crimsaun the Knight.
B: Lord Palmer the Paladin.
C: Tynnestra the Sorceress.
D: Mad Moham the Barbarian.
King Maximus.
*****
King's Bounty artifacts adapted for Heroes 2. *****
I added the "Sceptre of Order", stolen by Arech Dragonbreath, and the "Talisman of Order" specially designed for King Maximus.
As the Anchor of Admiralty doesn't really fit with Heroes 2 gameplay, I changed the bonus to a more appropriate one.
And I will see well the Anchor of Admiralty as a golden object, a necklace, a broach, a pendant or a medal.
Amulet of Augmentation: +5 Spell Power.
Amplify the spell power of any class with this amulet. A boon to spell casters, especially barbarians, it is often fiercly guarded.
Anchor of Admiralty: +5 movements (500 points) on sea, +250 Gold per day.
In addition to getting a more experienced and motivated crew with the Anchor of Admiralty, you also earn revenue from maritime trade.
(Original text: When acquiring a boat, the rental price drops from 500 gold to 100 gold for the bearer of this artifact.)
Articles of Nobility: +2000 Gold per day.
The articles increase the commission per week a character receives. Handed out by King Maximus himself, the articles of nobility are a reward signifying extraordinary service to the kingdom through heroic action.
Book of Necros: +6 Knowledge.
A tome of legend, this book increases your spell memory. The exact whereabouts of the book are unknown, but a report of a minor wizard’s rapid rise to power has fingers pointing...
Crown of Command: +3 Morale, cancels the 10% chance for Ghosts to attack allied troops, etc. The Ghosts act just like a normal troop.
Originally crafted for a vanquished line of kings, the crown was lost long ago by the royal family’s last son. When worn, it doubles the leadership ability of any character class.
Ring of Heroism: +1 Morale, +1 to Luck.
A potent bauble, the Ring of Heroism increases leadership. It improves your luck by helping you beat impossible odds.
Shield of Protection: +3 Defense.
The shield protects your entire army. Only the surest of blows can harm while the shield is in your possession.
Sword of Prowess: +5 Attack.
The bearer of the Sword of Prowess can inflict more damage per blow during battle.
Sceptre of Order: +3 Attack, +3 Defense, adds available troops each week, for a value of base growth, to all creatures generators for all Necromancer towns/castles possessed by the player.
Talisman of Order: +1 Attack, +1 Defense, +1 Spell Power, +1 Knowledge, +1 Morale, +1 Luck, gives fresh troops every week, for a value of base growth, for all creatures present in the hero's army.
*****
The "Heroes" of King's Bounty. *****
At start of King's Bounty, the player can choose a character among 4 "Heroes" to help King Maximus to recover the Sceptre of Order.
To do this, he must fight Villains. Win against a Villain gives a reward in Gold.
The 4 Heroes are, Sir Crimsaun the Knight, Lord Palmer the Paladin, Tynnestra the Sorceress, and Mad Moham the Barbarian.
There is 16 Villains and Arech Dragonbreath to fight in the game.
Adapted to Heroes 2, the 4 Heroes can be recruited as "Mercenary", the 17 other Heroes (including Arech Dragonbreath) can be recruited as "Villain", and the King remains the King.
***
The Villains. ***
Each Villain appears at a specific week, from month 2 week 1 only (fifth week) for the first of them. After that, one per week.
The Villain appears randomly in the castle of one of the players.
A player may increase his chance of seeing a Villain appear if at least one Thieves' Guild is built in one of his castles.
The first Villain arrives with a small army. With the weeks passing, the new Villains arrive with a stronger army (generally).
The experience level of the Villains is also greater the more time passes, and the reward also greater.
The cost of recruiting for the Villains is based on the cost, in Gold only, of the lower possible number of creatures present in the army (ex: for 20-30 Wolves, it's based on 20 Wolves), and then divided by 4.
Recruiting a Villain gives -1 to Morale for all heroes of the player as long as the player has at least one Villain in his ranks. This is not cumulative, if the player has 2 or 3 Villains in his ranks, the penalty is only -1 to Morale, not -2 or -3.
In the hero's screen, the info window for Morale displays:
Current Morale Modifiers:
Villain recruited -1
The cost of recruiting a Villain and the accompanying army is only valid for the first time he is recruited, after that the Villain can emerge at a cost of 2500 Gold and with a standard army according to his Class. He keeps the morale penalty, but it can be interesting to recruit him anyway because he can have a great experience (Hero of high level).
***
The Mercenaries. ***
As soon as a player has recruited a Villain, the Mercenaries appear randomly the following week in the castles of the players, with the exception of the one who first recruited a Villain.
The Mercenaries comes with a small army, at a standard cost of 2500 Gold but with some experience.
Recruiting a Mercenary gives +1 to Morale for all heroes of the player as long as the player has at least one Mercenary in his ranks. This is not cumulative, if the player has 2 or 3 Mercenaries in his ranks, the bonus is only +1 to Morale, not +2 or +3.
In the hero's screen, the info window for Morale displays:
Current Morale Modifiers:
Mercenary recruited +1
Unlike Villains, Mercenaries are always recruited with their respective starting army.
***
King Maximus. ***
As soon as a Hero (standard Hero, Mercenary or even Villain) has won a combat against a Villain, King Maximus appears the following week in the castle of the player whose hero won against a Villain.
King Maximus have a (relatively) nice army, some experience and the Talisman of Order which gives him good benefits, and all this for a cost of 0 Gold.
Recruiting King Maximus gives +1 to Morale for all heroes of the player as long as the player has King Maximus in his ranks.
In the hero's screen, the info window for Morale displays:
Current Morale Modifiers:
King Maximus +1
The cost of recruiting King Maximus and the accompanying army is only valid for the first time he is recruited, after that King Maximus can emerge at a cost of 2500 Gold and with a standard army according to his Class.
*
Each time a Hero (standard Hero, Mercenary, King Maximus or even Villain) wins a combat against a Villain, he wins the reward in Gold associated to the Villain.
The reward can be received several times for the same Villain.
There may only be one Villain or Mercenary or King Maximus available for recruitment at the beginning of the week per player (can only occupies one recruting slot in the castle).
The Villain who must appear for the week to follow always has priority over the other Villains.
The numbers and types of troops were kept as far as possible in relation to the King's Bounty values.
For all armies, the upgraded version of the creatures is chosen to avoid the player from needing to upgrade them.
Original Militia is replaced by Rogue.
Original Knight is replaced by Crusader.
Original Barbarian is replaced by Ogre Lord.
Original Gnome is replaced by Goblin.
Original Giant is replaced by Cyclops.
Original Demon is replaced by Genie.
*****
The Mercenaries. *****
Name:
Sir CrimsaunType: Mercenary
Class: Knight
Level: 3
Skills: Leadership Basic, Ballistics Basic, Estates Basic, Mercenaries Basic, +random skill(s)
Starting army: 2 Rangers, 20 Rogues
Available: As soon as a player has recruited a Villain.
Cost: 2500 Gold
Name:
Lord PalmerType: Mercenary
Class: Knight (originally Paladin)
Level: 3
Skills: Leadership Basic, Ballistics Basic, Wisdom Basic, Mercenaries Basic, +random skill(s)
Starting army: 20 Peasants, 20 Rogues
Available: As soon as a player has recruited a Villain.
Cost: 2500 Gold
Name:
TynnestraType: Mercenary
Class: Sorceress
Level: 3
Skills: Navigation Advanced, Wisdom Advanced, Mercenaries Advanced, +random skill(s)
Starting army: 30 Peasants, 10 Sprites
Available: As soon as a player has recruited a Villain.
Cost: 2500 Gold
Name:
Mad MohamType: Mercenary
Class: Barbarian
Level: 3
Skills: Pathfinding Advanced, Learning Basic, Mercenaries Basic, +random skill(s)
Starting army: 20 Wolves
Available: As soon as a player has recruited a Villain.
Cost: 2500 Gold
*****
King Maximus. *****
Name:
King MaximusType: King
Class: Knight
Level: 7
Skills: Leadership Basic, Ballistics Basic, Estates Advanced, Mercenaries Basic, Resistance Basic, Endurance Basic, Healing Basic, +random skill(s)
Starting army: 16 Rangers, 8 Master Swordsmen, 4 Crusaders, 6 Champions, 10 Veteran Pikemen
Artifact: Talisman of Order
Available: As soon as a hero has won a combat against a Villain.
Cost: 0 Gold
*****
The Villains. *****
The Short Name is used in game for the Villains.
Name:
Murray the MiserShort Name: Murray
Alias: None
Type: Villain
Class: Knight
Level: 4
Reward: 5000 Gold
Features: Threadbare clothes, bald patch with hair combed to cover it, incessant cough.
Crimes: Murray is wanted for various petty crimes as well as for treason. He allowed a group of pirates to enter the castle and free criminals.
Skills: Leadership Advanced, Ballistics Basic, +random skill(s)
Starting army: 180-210 Peasants, 30-40 Rogues, 20-30 Wolves
Available: Month 2 Week 1
Cost: 2275 Gold
Name:
Hack the RogueShort Name: Hack
Alias: The spitter
Type: Villain
Class: Barbarian
Level: 5
Reward: 6000 gold
Features: Bushy ebony beard stained with tobacco juice, numerous battle scars, brash, arrogant behaviour.
Crimes: Along with many minor infractions, Hack is wanted for conspiracy against the crown and grave-robbing.
Skills: Pathfinding Advanced, Leadership Advanced, +random skill(s)
Starting army: 170-190 Peasants, 60-80 Rogues, 10-20 Nomads
Available: Month 2 Week 2
Cost: 2100 Gold
Name:
Princess AlmolaShort Name: Almola
Alias: Lady Deciet
Type: Villain
Class: Sorceress
Level: 6
Reward: 7000 Gold
Features: Excessive use of make-up to hide aging features, ever-present lace handkerchief.
Crimes: The princess violated her status as a visiting dignitary by encouraging a murder and joining the conspiracy against the crown.
Skills: Navigation Advanced, Wisdom Basic, Leadership Expert, +random skill(s)
Starting army: 120-140 Sprites, 20-30 Skeletons, 20-30 Mutant Zombies, 5-10 Ogre Lords
Available: Month 2 Week 3
Cost: 3500 Gold
Name:
Baron Johnno MakahlShort Name: Johnno
Alias: Johnno
Type: Villain
Class: Knight
Level: 7
Reward: 8000 Gold
Features: Expensive and gaudy clothes, overweight, and a scruffy beard.
Crimes: Johnno is wanted for various crimes against the kingdom, including leading a direct assault against the crown and conspiracy.
Skills: Leadership Advanced, Ballistics Basic, Estates Basic, +random skill(s)
Starting army: 10-20 Rangers, 10-20 Battle Dwarves, 20-30 Orc Chiefs, 30-40 Wolves, 5-10 War Trolls
Available: Month 2 Week 4
Cost: 4375 Gold
Name:
Dread Pirate RobShort Name: Rob
Alias: Terror of the Sea
Type: Villain
Class: Barbarian
Level: 8
Reward: 9000 Gold
Features: Pencil thin mustache and elegantly trimmed beard never without a rapier.
Crimes: Rob is wanted for piracy as well as for breaking out five traitors sentenced to death in the royal dungeons.
Skills: Pathfinding Advanced, Navigation Expert, Leadership Expert, +random skill(s)
Starting army: 10-20 Rangers, 5-10 Ogre Lords, 10-20 Grand Elves, 120-140 Rogues
Available: Month 3 Week 1
Cost: 3375 Gold
Name:
Caneghor the MysticShort Name: Caneghor
Alias: The Majestic Sage
Type: Villain
Class: Wizard
Level: 9
Reward: 10000 Gold
Features: Voluminous robes, bald head, magic symbols engraved on body, levitating ability.
Crimes: Caneghor is wanted for grave robbing, conspiracy against the crown and for plundering the royal library.
Skills: Wisdom Advanced, Leadership Expert, +random skill(s)
Starting army: 10-20 Archmages, 10-15 Crusaders, 250-270 Sprites, 10-20 Ghosts
Available: Month 3 Week 2
Cost: 9875 Gold
Name:
Sir Moradon the CruelShort Name: Sir Moradon
Alias: None
Type: Villain
Class: Knight
Level: 10
Reward: 12000 Gold
Features: Always wearing armor and concealed weapons, has two prominent front teeth and an unkempt beard.
Crimes: Sir Moradon, from another land is wanted for his part in a conspiracy to topple the kingdom.
Skills: Leadership Advanced, Ballistics Basic, +random skill(s)
Starting army: 20-30 Rangers, 20-30 Veteran Pikemen, 15-20 Champions, 15-20 Crusaders, 100-120 Rogues
Available: Month 3 Week 3
Cost: 8657 Gold
Name:
Prince BarrowpineShort Name: Barrowpine
Alias: The Elf Lord
Type: Villain
Class: Wizard
Level: 11
Reward: 14000 gold
Features: Pointed ears, sharp elfin features, pale blue eyes with no whites, glimmering enchanted coin.
Crimes: The prince is one of the leaders of the conspiracy against the crown. He also traffics stolen artifacts.
Skills: Wisdom Advanced, Leadership Advanced, Estates Advanced, +random skill(s)
Starting army: 30-35 Archmages, 30-40 Veteran Pikemen, 10-15 Greater Druids, 300-320 Sprites, 30-40 Grand Elves
Available: Month 3 Week 4
Cost: 14125 Gold
Name:
Bargash EyesoreShort Name: Bargash
Alias: Old One Eye
Type: Villain
Class: Barbarian
Level: 12
Reward: 16000 Gold
Features: Single eye in center of head, over ten feet tall, only hair on body is beard.
Crimes: Bargash is wanted for conspiracy against the crown and for leading an outright attack against the king.
Skills: Pathfinding Advanced, Leadership Advanced, +random skill(s)
Starting army: 10-15 War Trolls, 5-10 Cyclopes, 90-100 Wolves, 20-25 Ogre Lords, 150-160 Orc Chiefs
Available: Month 4 Week 1
Cost: 16250 Gold
Name:
Rinaldus DryboneShort Name: Rinaldus
Alias: The Death Lord
Type: Villain
Class: Necromancer
Level: 13
Reward: 18000 Gold
Features: Rinaldus is a magically animated skeleton, an undead, he is easily identified by the crown he wears.
Crimes: Rinaldus is wanted for leading a conspiracy against the crown and leading a rebellion on the continent of Saharia.
Skills: Wisdom Expert, Necromancy Expert, Guerilla Expert, +random skill(s)
Starting army: 500-520 Skeletons, 110-120 Mutant Zombies, 30-35 Ghosts, 10-15 Vampire Lords, 5-10 Genies
Available: Month 4 Week 2
Cost: 24813 Gold
Name:
RagfaceShort Name: Ragface
Alias: none
Type: Villain
Class: Necromancer
Level: 14
Reward: 20000 Gold
Features: Ragface is an undead, he is covered from head to toe in moldering green strips of cloth, a rotting smell follows him.
Crimes: Conspiracy against the crown and leading an insurrection in Saharia.
Skills: Wisdom Expert, Necromancy Expert, Guerilla Expert, +random skill(s)
Starting army: 640-660 Skeletons, 220-230 Mutant Zombies, 50-55 Ghosts, 30-35 Vampire Lords, 10-15 Genies
Available: Month 4 Week 3
Cost: 42000 Gold
Name:
Mahk BellowspeakShort Name: Mahk
Alias: Bruiser
Type: Villain
Class: Barbarian
Level: 15
Reward: 25000 Gold
Features: Bright orange body hair on a fluorescent green body. A tendency to shout for no apparent reason.
Crimes: Mahk is wanted for the conspiracy against the crown, leading a jail break and for piracy on the open seas.
Skills: Pathfinding Advanced, Leadership Advanced, Navigation Expert, +random skill(s)
Starting army: 210-220 Orc Chiefs, 200-220 Goblins, 30-35 Ogre Lords, 30-35 Cyclopes, 5-10 Black Dragons
Available: Month 4 Week 4
Cost: 25563 Gold
Name:
Auric WhiteskinShort Name: Auric
Alias: The Barbarian
Type: Villain
Class: Barbarian
Level: 16
Reward: 30000 Gold
Features: Auric is heavily muscled and wears a protective skin made from the hides of baby lambs.
Crimes: Auric is wanted for conspiracy and for leading the rebellion of the continent Saharia.
Skills: Pathfinding Advanced, Leadership Expert, Guerilla Expert, +random skill(s)
Starting army: 750-780 Peasants, 45-50 Ogre Lords, 300-320 Goblins, 20-25 Cyclopes, 110-120 Nomads
Available: Month 5 Week 1
Cost: 21625 Gold
Name:
Czar Nikolai the MadShort Name: Czar Nikolai
Alias: The Mad Czar
Type: Villain
Class: Knight
Level: 17
Reward: 35000 Gold
Features: The czar has eyes which change colour constantly, he also has a sulphur smell emmanating from his body.
Crimes: The czar is wanted for leading a conspiracy against the crown for violating diplomatic immunity and for murder.
Skills: Leadership Advanced, Ballistics Basic, Diplomacy Expert, Estates Advanced, +random skill(s)
Starting army: 40-50 Rangers, 110-120 Veteran Pikemen, 85-90 Champions, 60-65 Crusaders, 5-10 Black Dragons
Available: Month 5 Week 2
Cost: 36844 Gold
Name:
Magus DeathspellShort Name: Magus
Alias: None
Type: Villain
Class: Warlock
Level: 18
Reward: 40000 Gold
Features: Pupil-less eyes, white beard, always wears crimson robes and a matching skull cap.
Crimes: Magus is wanted for conspiracy against the crown and for practising forbidden magics.
Skills: Scouting Expert, Wisdom Expert, Sorcery Expert, Disruption Expert, Leadership Expert, +random skill(s)
Starting army: 100-105 Archmages, 5000-5200 Peasants, 540-560 Goblins, 60-65 Vampire Lords, 30-35 Genies
Available: Month 5 Week 3
Cost: 62525 Gold
Name:
Urthrax KillspiteShort Name: Urthrax
Alias: The Demon King
Type: Villain
Class: Barbarian
Level: 19
Reward: 45000 Gold
Features: Green, scaly skin, over 7 feet tall, horns protruding.
Crimes: Urthrax is wanted for conspiracy against the crown.
Skills: Pathfinding Expert, Leadership Expert, Wisdom Expert, +random skill(s)
Starting army: 60-65 Archmages, 260-265 Crusaders, 200-205 Champions, 10-15 Black Dragons, 50-55 Genies
Available: Month 5 Week 4
Cost: 112375 Gold
Name:
Arech DragonbreathShort Name: Arech
Alias: Mastermind
Type: Villain
Class: Warlock
Level: 20
Reward: 50000 Gold
Features: Arech is an immense dragon with a green body and blue wings, he breathes fire.
Crimes: Arech is wanted for the conspiracy against the crown, arranging jailbreaks, formenting rebellion, stealing the Sceptre of Order.
Skills: Scouting Expert, Wisdom Expert, Guerilla Expert, Terror Expert, Leadership Expert, +random skill(s)
Starting army: 150-160 Black Dragons, 105-110 Vampire Lords, 105-110 Genies
Artifact: Sceptre of Order
Available: Month 6 Week 1
Cost: 184125 Gold
**
So, for all the above, new possibilities would be welcome in the Project Ironfist:
Add (and not replace) new heroes with new portraits.
Set the availability for the heroes (month week), and with conditions.
Set the values for the troops in the army with minimum and maximum values (ex: 5-10 Cyclopes), thus random quantity of creatures.
Set (or automaticaly calculate) the cost for recruitment of heroes based on the troops in the army.
Random availability of heroes with conditions (ex: increase the chance of appearance of a hero if at least one Thieves' Guild is built).
Set global bonus and malus with conditions (ex: Current Morale Modifiers: Mercenary recruited +1).
Special attributes for artifacts (ex: Crown of Command (cancels a creature attribute), Sceptre of Order (additional growth of creatures in town/castle depending the type), Talisman of Order (gives creatures depending the ones in army)).