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Thread: [MOD TotE, NCF Based] new alternative upgrades | This thread is pages long: 1 2 3 4 5 6 7 · NEXT» |
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Fauch
Responsible
Undefeatable Hero
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posted April 01, 2008 07:33 PM |
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Edited by Fauch at 18:47, 12 Jun 2008.
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[MOD TotE, NCF Based] new alternative upgrades
download link for the beta
the aim of this mod is to add a 3rd alternative upgrade for each creature available in a town. the interesting part is you can only get these new creatures from a hill fort.
Abilities : Demonic, power feed, aura of fire vulnerability, fire proof 50%
HP : 6, ini : 13
Abilities : Demonic, double attack, cleave, brutality
att : 3, def : 0, speed : 4
Abilities : Demonic, no retaliation, whip strike, 3 headed attack, taunt, pack hunter
HP : 17, Dam : 2-5
Abilities : Demonic, shooter, range retaliation, no melee penalty, cursing attack
Abilities : Demonic, fear, caster (sorrow expert)
Abilities : Demonic, immune to fire, no retaliation, incendiary attack (strikes everything in a line)
HP : 113, att : 21, def : 21, ini : 8
Abilities : Demonic, teleport, caster (earthquake advanced, summon the sovereign)
I also modified some existing creatures :
horned demon : avenging flame (5 damage per demon. triggers when the whole stack is dead). explosion deals 0+14*power damage.
the balor has empowered meteor shower advanced
archdevil : speed 9
archdemon : speed 8
(remove 2 to the attack to get the real stats)
(I haven't translated texts in english yet)
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Wulfstan8182
Famous Hero
, eh?
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posted April 02, 2008 11:41 PM |
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thats too many upgrades. seeing how people got all "2 upgrades is too much" after TotE came out, i think thats not such a good idea. besides, it would cause confusion and people would have to learn how to play with/against 56 new creatures(7[tiers]x8[towns]=56). but give it a go anyway. we'll see how it turns out.
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Fauch
Responsible
Undefeatable Hero
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posted April 03, 2008 03:57 PM |
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Edited by Fauch at 20:06, 25 Apr 2008.
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Quote: thats too many upgrades. seeing how people got all "2 upgrades is too much"
seriously, they did?
btw, my ideas for the level 5 :
Quote:
Zealot
HP 70 Dam 11-13 Att 19 Def 13 Ini 10 Speed 4
Shooter, no melee penalty, spellcaster (magic fist expert, words of light advanced)
Unicorn of pureness
HP 90 Dam 10-20 Att 13 Def 17 Ini 12 Speed 7
Large creature, blinding attack, spellcaster (mass cleansing)
Genie
HP 40 Dam 12-16 Att Att 12 Def 12 Ini 12 Speed 8 mana 35
Large creature, flyer, spellcaster (phantom forces, summon elementals)
Dreadful horse
HP 66 Dam 10-17 Att 19 Def 19 Ini 14 Speed 8
Large creature, demonic, fear, spellcaster (sorrow expert)
Chaos hydra
HP 90 Dam 9-12 Att 15 Def 13 Ini 9 Speed 5
Large creature, three-headed attack, no retaliation, liquid flame breath
Electric Lich
HP 55 Dam 17-20 Att 19 Def 19 Ini 10 Speed 3 mana 10
Large creature, undead, shooter, blinding shot, spellcaster (curse expert, blind no mastery)
Runes master
HP 60 Dam 14-17 Att 9 Def 10 Ini 10 Speed 3
Shooter, fire immunity, mark of fire, incinerate, spellcaster (deflect arrows advanced, fire chain)
Giants slayer
HP 50 Dam 7-10 Att 13 Def 13 Ini 12 Speed 7
Cleave, Bravery, anti-giant, blood rage (+1 speed +1 att +1 def, +3 dam, vorpal blade)
I have a problem with the genie, should I give it 34, 35 or 36 mana points? (phantom forces costs 18 and summon elementals costs 17)
and what statistics would you give for the chaos hydra (in order to make it more offensive than the 2 other hydras) ?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 10, 2008 07:12 AM |
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Quote: I have a problem with the genie, should I give it 34, 35 or 36 mana points? (phantom forces costs 18 and summon elementals costs 17)
I would give him 34, as double summons will be quite overpowered. Other creatures are quite fine.
I would like to see Shadow Mistress to be reincarnation of Evil Sorceress from H4. So powerful spells like mass slow or implosion and poor combat stats.
Or better ask someone to make it as a new Tier7?
Also, I opt for the Devil from H4 with speed which will now be around 12 I think... and no odd specials.
What is so new in your Rune Priest? I'd rather go for something different, like Blade Barrier and Arcane Armour.
The Boone DFragon upgrade is already here and I like it no matter how powerful it is ^^
My proposal fro dwarven Plasma Dragon:
HP 250 Dam 44-55 Att 30 Def 31 Ini 7 Speed 7
Teleport, liquid flame breath, searing aura, regeneration
Real tank or just mobile wall.
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Fauch
Responsible
Undefeatable Hero
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posted April 10, 2008 02:20 PM |
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Edited by Fauch at 14:21, 10 Apr 2008.
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Quote: I would give him 34, as double summons will be quite overpowered. Other creatures are quite fine.
actually, with 34 mana, you will be able to summon twice, but to clone only once.
Quote: I would like to see Shadow Mistress to be reincarnation of Evil Sorceress from H4. So powerful spells like mass slow or implosion and poor combat stats.
Or better ask someone to make it as a new Tier7?
that would probably be better as neutral creature.
Quote: Also, I opt for the Devil from H4 with speed which will now be around 12 I think... and no odd specials.
my devil has speed 7, archdemon and alphadevil have speed 8 and archdevil has speed 9. I could give them more, but I suppose I would have to make them weaker. at least it allows them to cross the battlefield in one turn. hum, you said no other abilities? that may be a good idea, but I also think additionnal abilities are fun.
Quote: What is so new in your Rune Priest? I'd rather go for something different, like Blade Barrier and Arcane Armour.
avenging flame + incinerate.
I think I will give the blade barrier spell to the spearwielder upgrade. arcane armour is too powerful imo, but the idea is interesting, maybe I can find a way...
Quote: The Boone DFragon upgrade is already here and I like it no matter how powerful it is ^^
I'm afraid they may be too powerful, but I'm thinking of statiscally improving them too.
Quote: My proposal fro dwarven Plasma Dragon:
HP 250 Dam 44-55 Att 30 Def 31 Ini 7 Speed 7
Teleport, liquid flame breath, searing aura, regeneration
Real tank or just mobile wall.
I don't know, the teleporting ability is weird. why would they be able to teleport?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 10, 2008 03:25 PM |
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Quote: actually, with 34 mana, you will be able to summon twice, but to clone only once.
remember you can't have two stacks of elemnentals at the same time - so you have to choose either summon or illusion.
Quote: at least it allows them to cross the battlefield in one turn
Exactly. It is already some kind of special skill.
Quote: I'm afraid they may be too powerful, but I'm thinking of statiscally improving them too.
Life Drain is already powerful enough, but the stats don't need to be changed as the weekly growth of them is already 3.
Quote: the teleporting ability is weird. why would they be able to teleport?
The burning air is very mobile
Also, if we're using Hill Fort, we can think about the third level of upgrade Something like Tier8 in WoG.
BTW, how is it going? It's a lot of work to do.
Quote: besides, it would cause confusion and people would have to learn how to play with/against 56 new creatures
Once you figure out how to play, the game becomes boring
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted April 10, 2008 03:48 PM |
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Quote: (deathcloud and scattershot at the same time is weird yes, I want them to poison multiple stacks while shooting)
I've tried it once and it seems only the unit in the middle is poisoned.
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Fauch
Responsible
Undefeatable Hero
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posted April 10, 2008 05:32 PM |
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Edited by Fauch at 21:31, 10 Apr 2008.
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same here, and imbue arrow seems to crash the game when used with a creature. shoot + mass plague could have worked.
Quote:
Quote: actually, with 34 mana, you will be able to summon twice, but to clone only once.
remember you can't have two stacks of elemnentals at the same time - so you have to choose either summon or illusion.
didn't know that
Quote:
Quote: at least it allows them to cross the battlefield in one turn
Exactly. It is already some kind of special skill.
I like my devil with earthquake, but the idea is good. maybe for evil sorceress?
Quote:
Quote: I'm afraid they may be too powerful, but I'm thinking of statiscally improving them too.
Life Drain is already powerful enough, but the stats don't need to be changed as the weekly growth of them is already 3.
actually I don't want to change their abilities, only their stats
Quote:
Quote: the teleporting ability is weird. why would they be able to teleport?
The burning air is very mobile
that means incorporeal + flying?
Quote: Also, if we're using Hill Fort, we can think about the third level of upgrade Something like Tier8 in WoG.
it's not what I'm doing but I plan on adding some new neutral dreadful level 7 creatures too.
Quote: BTW, how is it going? It's a lot of work to do.
I'm making a pause currently because I'm searching a way to create new abilities for creatures without replacing the existing ones. most of the work is done for levels 5, 6 and 7.
warmonger : I think I can remake the evil sorceress from H4 (with almost the same abilities and powers) the only thing I don't know is how to give her the magic mirror.
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 10, 2008 10:09 PM |
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New abilities for creatures? How on earth do you plan to do that?!
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Fauch
Responsible
Undefeatable Hero
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posted April 10, 2008 10:15 PM |
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there's a few thing I can do, but I can't call them "new abilities"
also the defaulstats file allows us to do some interesting things, but the problem is all we can do is replace existing abilities and not add. I would like to find a way to have something like one defaultstats file per creature.
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 10, 2008 10:40 PM |
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Ooh, sounds interesting, any examples?
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Fauch
Responsible
Undefeatable Hero
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posted April 11, 2008 12:04 PM |
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I may post a topic, unless one already exists.
do you know if it exists a link between the main creature file and the default stats file? (direct or not, doesn't matter I think)
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 11, 2008 01:27 PM |
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I'm not entirely sure, but I doubt it - I thought the defaultstats stuff applied to all sorts of general stuff in the game, and not to specific creatures, so I can't see why there would be a link... but then I've never really looked.
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Fauch
Responsible
Undefeatable Hero
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posted April 11, 2008 01:43 PM |
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actually the link would be useful for modding, allowing us to have a defaultstats file per creature. that means (I think) that we will be able to create new abilities by modifying the existing ones, but without replacing them.
(I've discovered the fire shield description text file is named "FrostBreathDescription"...
and I thought it was an unused ability...)
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted April 11, 2008 03:23 PM |
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There's no way to add new abilities.
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Fauch
Responsible
Undefeatable Hero
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posted April 11, 2008 07:00 PM |
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Edited by Fauch at 03:07, 12 Apr 2008.
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it's funny how you can give some abilities to creatures, but it won't work. like imbue arrow, unsummon or counter-spell...
btw, it seems that haven creatures don't wan't to be recolored
I gave expert sorrow to the horse since I can't give it fear my roar, and the spell ability fear seems to do nothing.
I gave the spell "fire chain" (modified uber-chain lightning) to the runes master instead of avenging flames. it makes him more similar to the 2 other runes mages but fits him well I think. and I know who will have the avenging flame ability...
I'm searching an idea for the lich, since multiple poisonning doesn't work...
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 12, 2008 06:50 AM |
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At the end you can give him Mass Decay. The effect would be quite similar.
I would like to see just one of these creatures finished
I caneven help as I can
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Fauch
Responsible
Undefeatable Hero
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posted April 12, 2008 08:15 PM |
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Edited by Fauch at 00:57, 03 May 2008.
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yeah, mass decay. but I don't know, I would like him to attack and cast the spell at the same time.
i've found that something awesome could be the hexing attack. it looks like you can choose any spell, it's probably the most flexible ability in the game, infortunately you can only replace it
and, what are you able to do in modding?
level 4 is done (except retexturing, because I'm lazy lol)
Quote:
War griffin
HP 40 Dam 5-15 Att 9 Def 9 Ini 13 Speed 7
Flying, immune to blind, strike and return, paw strike
Druid Guardian
HP 39 Dam 8-12 Att 10 Def 10 Ini 10 Speed 4
Shooter, spellcaster (stoneskin advanced, summon hive basic)
Greater Mage
HP 33 Dam 7 Att 10 Def 11 Ini 10 Speed 4
Shooter, magical attack, no range penalty, purge, spellcaster (magic fist advanced, dispel expert, rune of exorcism, rune of magic control)
Vengeful Succube
HP 35 Dam 6-13 Att 6 Def 6 Ini 10 Speed 4
Demonic, shooter, range retaliation, no melee penalty, cursing attack
berserker raider
HP 60 Dam 9-14 Att 10 Def 12 Ini 11 Speed 8
Unlimited retaliations, lizard bite (I may add taunt)
Vampire Knight
HP 50 Dam 7-11 Att 9 Def 11 Ini 9 Speed 5
Undead, drain life, taunt, cleave
Fighter (Boxer)
HP 25 Dam 2-6 Att 7 Def 7 Ini 10 Speed 5
Mind immunity, fierce retaliation, shield wall, unlimited retaliations
Battle Doctor
HP 35 Dam 6-9 Att 7 Def 10 Ini 12 Speed 5
Blood raged (+3 ini +1 speed, +8 HP, +15 Def), lay hands, spellcaster (haste, slow)
I changed some of the previously made creatures, I will edit my posts...
the level 3 is almost done, but do someone has an idea for the hunter?
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Drako_the_noob
Known Hero
Banned
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posted May 03, 2008 07:28 AM |
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I don't like the idea of 3rd alternative uqrade.
I prefer 2 alternative uqrades.
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NiKitA
Famous Hero
Meepo is underrated
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posted May 03, 2008 07:50 AM |
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i agree with the Drako_the_noob,3 alternate upgrades wouldn't be as interesting and dealing with 7 more creatures per town would become hard
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