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Thread: War-overlord's Faction Rewrite for HoMM VI | |
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted April 14, 2009 04:02 PM |
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War-overlord's Faction Rewrite for HoMM VI
I would like to propose what kind of factions I would like to see in Heroes VI. Which is again purely based on my opinions and expectations. But before I start I would like to thank Admira for letting me work on this in your thread and not getting angry with me for using your thread again for a discussion I had.
I have rewritten a part of the events of Dark Messaih.
Faction in general:
1 Haven; Human Faction, slight adaption of V faction.
2 Inferno; Demon Faction, slight adaption of V faction.
3 Stronghold; Orc Faction; slight adaption of V faction.
4 Academy; Wizard Faction; slight adaption of V faction.
5 Necropolis; Undead Faction; slight adaption of V faction.
6 Sylvan; Elf Faction, slight adaption of V faction.
7 Fortress; Dwarf Faction, medium adaption of V faction, background change.
8 Dungeon; Minotaur Faction, large adaption of V faction, but with the same core idea.
9 Naga Faction, inspired by the Far-East, worships Shalassa; Prototype-name: Keep.
10 Lizardman Faction, Jungle-savages who train dinosaurs, worships the sun; Prototype-name: Ziggurat.
11 New Human Faction, inspired by Roman/Greek Antiquity, worships Sylath; Prototype-name: Acropolis.
I know 11 is kinda a weird number, but this leaves room for expansions and I don't think one should add to more than 3 factions at once.
I shall elaborate a bit more on my views. Having browsed through the various concepts here on the fora, I have found a view that suits me quite well. It does not differ much from V, however it does inlcude a increase of the number of tiers, from 7 to 8. (Thanks to Alcibiades, for his inspiration) I will however (unlike Alcibiades) keep the upgrades like they are in TotE; meaing "Basic creature" => Upgrade 1 | Upgrade 2. Do not ask me how this would be ballanced though, because I have only a very slight grasp of balance.
The only change I would propose is to enlarge the battlefield by 2 tiles in width and again 2 tile in length, to accomodate the new creatures and to give heroes an 8th army-slot.
=> means upgrades to, | means the devision between the two alternatives. (just to be clear if it wasn't already)
I will also elaborate on new or changed units, if present. Skills may change but I haven't decided on this yet on all the units. I have some time on my hands ATM, so I'm gonna add some skills. I'll explain new skills at the bottom of the post. Chances are many old units will not change
Now Adding story as far as I have worked it out. Both General and specific per faction.
General Story:
Post Tribes of the East
After the fall of Biara, most factions agree retreat to their own borders to recover from the war. Exception to this are the nomadic Orcs, who have unfinished business to take care of before they return to Ranaar. The Orcs are generally tolerated if they are able to controll their rage and refrain from plundering their surroundings.
Only the Griffin Empire is without a leader, with the entire house of Griffin killed and Isabel going into voluntary exile.
Dark Messiah
Sareth fails to release Kha-Beleth from Sheogh, unknown to Sareth, the eclipse during which the ritual was supposed to take place had already ended and Sareth manages to lock himself and Kha-Beleth beyond Sheogh in Ahsan's core, along with Urgash. The Skull of Shadows is presumed lost but ritual weakens Sheogh severly. Arantir was never killed, Sareth only managed to have him collapses into a state of suspended animation and is returned to Heresh by what little remains of his army. The Prophecy of the Demon Messiah still stands as Sheogh still has not stood for a thousand years.
Stonehelm is destroyed during it's second seige by Arantir and with this removes a large player in the East, leaving the region of the Free Cities of the East weakened.
Revolt
After the wars, the Dark Elf-clans, which had their numbers greatly decimated, were loosing their grip on their holdings in Ygg-Chall. After seeking aid from the Orcs, the Minotaurs rise up from slavery and attempt to usurp the Dark Elves. Catching wind of the revolts, the Dwarves dispatch diplomats to the Minotaur leaders. With mediation from the Orcs, the Dwarves and Minotaurs reach an agreement: In exchange of helping to overthrow the Dark Elves, the Minotaurs will not contest the current holdings of the Dwarves.
The Minotaurs succeed in their revolt and the Dark Elves are routed from Ygg-Chall, which is henceforth know as the Republic of Knoss. The surviving Dark Elves, under Ylaya, seek asylum with their Sylvan relatives adn are granted this if they forsake Malassa and return to their rightfull worship of Sylanna.
Expansion
After the War, many, mostly humans but not exclusively, try their luck and cross the oceans and the steppes of Ranaar, which are virtually without Orcs. On the Southern Continent, beyond the Savage Sea the expanders find verdant jungles, inhabited by a race of Lizardmen. On the Islands in the Jade Ocean, the race of Naga thought long lost are found again. Beyond Ranaar, the expanders find only barren lands and a steady stream of Humans who are leaving those lands.
Haven (Good)
1 Peasant{Taxpayer} => Conscript{Taxpayer, Bash} | Brute{Taxpayer, Assault}
2 Archer{Shooter, Scattershot} => Marksman{Shooter, Precise Shot} | Crossbowman{Shooter, Force Arrow}
3 Footman{Enraged, Large Shield, Bash} => Squire{Enraged, Large Shield, Bash, Shield Allies} | Vindicator{Enraged, Large Shield, Cleave, Bravery}
4 Griffin{Large Creature, Flyer, Unlimited Retaliation} => Imperial Griffin{Large Creature, Flyer, Unlimited Retaliation, Battle Dive} | Battle Griffin{Large Creature, Flyer, Unlimited Retaliation, Strike and Return}
5 Monk{Shooter, No Melee Penalty} => Abbot{Shooter, No Melee Penalty, Caster, Purge} (old Inquisitor) | Inquisitor{Shooter, No Melee Penalty, Caster, Zeal} (old Zealot)
6 Hussar{Large Creature, Wheeling Attack} (Light Cavalry) => Crusader{Large Creature, Wheeling Attack, Zeal} (Light Cavalry) | Templar{Large Creature, Wheeling Attack, Holy Attack} ( Holy Light Cavalry)
7 Cavalier{Large Creature, Jousting} => Paladin{Large Creature, Jousting, Lay Hands} | Champion{Large Creature, Jousting, Champion Charge}
8 Angel{Large Creature, Flyer, Holy Attack} => Archangel{Large Creature, Flyer, Holy Attack, Ressurect Allies} | Seraph{Large Creature, Flyer, Holy Attack, Caster}
Story:
After the downfall of the False Church of Isabel, the Griffin Empire, with no heir to the throne, looks for a new monarch to bring the empire back to stability. Eventually Duke Duncan of the Stag Duchy is proposed to take the throne as he is the last who is traceable the famed house of Falcon. Duncan assumes the Throne as Duncan Falcon I, weds Freyda and reproclaims the Falcon Empire. Emperor Duncan succesfully unites all different political faction in his empire and redefines the old borders of the duchies. However much of the old lands of the empire are now in hands of illigitimate owners and Duncan sends his best Knight, Theobald of the Wolf Duchy, to seize the lands that is rightfully theirs.
Inferno (Evil)
1 Imp{Demonic, Mana Destroyer} => Familiar{Demonic, Mana Stealer} | Vermin{Demonic, Mana Syphon}
2 Horned Demon{Demonic, Enraged} => Horned Overseer{Demonic, Enraged, Assault} | Horned Grunt{Demonic, Enraged, Leap}(I'm thinking of renaming but havent found reasonable alternative)
3 Winged Demon{Demonic, Flyer} (Less muscular version of the Horned Demon, but with wings) => Hellwing{Demonic, Flyer, Rush Dive} | Doomkite{Demonic, Flyer, Sorrow Strike}
4 Succubus{Demonic, Shooter, Ranged Retaliation} => Succubus Mistress{Demonic, Shooter, Ranged Retaliation, Chain Shot} | Succubus Seductress {Demonic, Shooter, Ranged Retaliation, Seduction}(Proper feminin form)
5 Hell Hound{Demonic, Large Creature, No Enemy Retalliation} => Cerberus{Demonic, Large Creature, No Enemy Retalliation, Three-headed Attack} | Hell Warg{Demonic, Large Creature, No Enemy Retalliation, Fire Breath}
6 Hell Charger{Demonic, Large Creature, Fear Attack} => Night Mare{Demonic, Large Creature, Fear Attack, Searing Aura} | Hell Stallion{Demonic, Large Creature, Fear Attack, Frightfull Aura}
7 Pit Spawn{Demonic, Large Creature, Caster} (old Pit Fiend) => Pit Lord{Demonic, Large Creature, Caster, Vorpal Sword} | Pit Fiend{Demonic, Large Creature, Vorpal Sword, Blade of Slaughter} (old Pit Spawn)
8 Devil{Demonic, Large Creature, Flyer} => Archdevil{Demonic, Large Creature, Flyer, Summon Pit Spawns} | Abyss Lord{Demonic, Large Creature, Flyer, Summon Hell Hounds} (old Archdemon, Heroes are called Demon Viceroys)
Story:
With Sheogh severly weakend and without Kha-Beleth, Sareth, Biara or Agreal to lead them, the Demon Viceroys try to eliminate eachother to seize power. The brutal but simple Veyer leads the most of Kha-Beleth's former host and seems to be the most powerfull faction amongst the Demons. Unknown to most, one Demon Viceroy, Fenris, who was the left hand to both Agreal and Orlando before they were sent out on their respective missions, is researching ways to allow Sareth to escape Ashan's core and reside in Sheogh. However, to preform this ritual Fenris must first escape Sheogh and seize multiple artefacts from the inhabitants of Ashan
Stronghold (Neutral)
1 Goblin{Raging Blood, Cowardice, Treachery} => Goblin Trapper{Raging Blood, Cowardice, Set Snares} | Goblin Witchdoctor{Raging Blood, Cowardice, Defile Magic}
2 Centaur{Raging Blood, Large Creature, Shooter, Maneuver} => Centaur Nomad{Raging Blood, Large Creature, Shooter, Maneuver} | Centaur Marauder{Raging Blood, Large Creature, Shooter, No Melee Penalty}
3 Warrior{Raging Blood, Enraged} => Mauler{Raging Blood, Enraged, Assault, Battle Rage} | Warmonger{Raging Blood, Enraged, Taunt, Fierce Retaliation}
4 Shamaness{Raging Blood, Caster} (Propper feminin form) => Earth Daughter{Raging Blood, Caster, Sacrifice Goblin, Swift Attack} | Sky Daughter{Raging Blood, Caster, Sacrifice Goblin, Hexing Attack}
5 Slayer{Raging Blood, Cleave} => Executioner{Raging Blood, Cleave, Bravery, Frightfull Aura} | Chieftain{Raging Blood, Commanding Presence, Order of the Chief}
6 Auroch Rider{Raging Blood, Large Creature, Rider Charge} (Auroch Cavalry, bovine the Barberian is riding on) => Auroch Stampeder{Raging Blood, Large Creature, Rider Charge, Stampede} | Auroch Wrangler{Raging Blood, Large Creature, Rider Charge, Heaving Attack}
7 Wyvern{Large Creature, Flyer, Regeneration} => Drake{Large Creature, Flyer, Regeneration, Venom} (old Foul Wyvern) | Paokai{Large Creature, Flyer, Lightning Breath, Scavenger, Immune to Blind}
8 Cyclops{Raging Blood, Large Creature, Swallow Goblin} => Bloodeyed Cyclops{Raging Blood, Large Creature, Swallow Goblin, Goblin Thrower, Range Penalty, Crushing Blow} | Untamed Cyclops{Raging Blood, Large Creature, Swallow Goblin, Goblin Thrower, Range Penalty, Evil Eye}
Story:
With their push into the mainland, the Orcs left their homes in Ranaar. After eredicating the Demons and having aided the Minotaurs and adopting them as their cousins. The Orcs have finally decided that their role has been played. When Khan Gotai tries to return to Ranaar, he finds it populated by the Imperials, who have come from beyond Ranaar. The Orcs, again without lands to call their own, feel their blood boil to retake their homelands.
Academy (Good)
1 Gremlin{Shooter} => Gremlin Engineer{Shooter, Repair} (old Master Gremlin) | Gremlin Sapper{Shooter, Sabotage} (old Gremlin Saboteur)
2 Stone Gargoyle{Flyer, Elemental, Enraged} => Obsidian Gargoyle{Flyer, Elemental, Enraged, Immune to Fire, Immune to Water, Immune to Air} | Porphyry Gargoyle{Flyer, Elemental, Enraged, Crystal Hide} (Old Elemental Gargoyle, but now in a red stone)
3 Iron Golem{Mechanical, Immune to Slow, Magic Proof 50%} => Steel Golem{Mechanical, Immune to Slow, Magic Proof 75%, Unlimited Retalliation} | Wroughtiron Golem{Mechanical, Immune to Slow, Magic Proof 50%, Shield Wall} ( A darker golem )
4 Brewer{Large Creature, Shooter, Immobile, Immune to Water} (Human with a large cauldron, shooter belive it or not) => Alchemist{Large Creature, Shooter, Immobile, Acid Attack, Immune to Water} | Potion Master{Large Creature, Shooter, Immobile, Healing Attack, Immune to Water}
5 Mage{Shooter, Caster, No Range Penalty, Magic Attack} => Archmage{Shooter, Caster, No Range Penalty, Magic Attack, Energy Channel} | Warmage{Shooter, Caster, No Range Penalty, Magic Attack, Dampen Magic} (Old Battle Mage)
6 Djinn{Large Creature, Flyer, Random Curse, Magic Proof 50%} => Djinn Sultan{Large Creature, Flyer, Random Curse, Magic Proof 50%, Random Blessing} | Ifrit{Large Creature, Flyer, Flamewave, Immune to Fire, Flame Strike}(guess what, it's not a demon)
7 Rakshasa Rani{Large Creature, No Enemy Retaliation} => Rakshasa Radja{Large Creature, No Enemy Retaliation, Dash} | Rakshasa Khsatra{Large Creature, Dash, Whirlwind}
8 Colossus{Large Creature, Immune to Mindcontrol} => Titan{Large Creature, Immune to Mindcontrol, Shooter, No Melee Penalty, Call Lightning} | Stormgiant{Large Creature, Immune to Mindcontrol, Shooter, No Melee Penalty, Stormcaller} (old Storm Titan)
Zehir was not destined to be First of the Circle for long. He was assasinated not long after the end of the War. The Silver League nontheless prospered after the War and continued their studies as they had for years. Recently a new Wizardess has started making name for herself, Elora. Elora, though originally an alchemist by trade, now has to prove herself to the Circle of Mages to become one of them.
Necropolis (Evil)
1 Skeleton Archer{Undead, Shooter} => Skeleton Longbow{Undead, Shooter, Scattershot} | Skeleton Marksman{Undead, Shooter, Fire Arrow} (Is explenation realy necesary here ?)
2 Skeleton Infantrist{Undead, Enraged} => Skeleton Warrior{Undead, Enraged, Large Shield, Bash, Shield Allies} | Skeleton Swordsman{Undead, Enraged, Cleave, Large Shield} (Is explenation realy necesary here ?)
3 Ghost{Undead, Flyer, Incorporeal} => Spectre{Undead, Flyer, Incorporeal, Mana Drain, Mana Destroyer} | Revenant{Undead, Flyer, Incorporeal, Fear Attack} (old Poltergeist)
4 Vampire{Undead, Life Drain, No Enemy Retaliation} => Vampire Lord{Undead, Life Drain, No Enemy Retaliation, Flyer} | Vampire Count{Undead, Life Drain, Torpor, Flyer} (old Vampire Prince)
5 Lich{Undead, Large Creature, Shooter, Deathcloud} => Archlich{Undead, Large Creature, Shooter, Deathcloud, Caster} | Master Lich{Undead, Large Creature, Shooter, Caster, Aura of Necromancy} (Seems beter this way around somehow, old Lich Master)
6 Black Knight{Undead, Large Creature, Regeneration, Jousting} (Yay, it's back) => Death Knight{Undead, Large Creature, Regeneration, Jousting, Frightfull Aura} | Unholy Champion{Undead, Large Creature, Regeneration, Jousting, Cursing Attack}
7 Wight{Undead, Large Creature} => Wraith{Undead, Large Creature, Harmfull Touch} | Banshee{Undead, Large Creature, Death Wail}
8 Bone Dragon{Undead, Large Creature, Flyer} => Lich Dragon{Undead, Large Creature, Flyer, Festering Aura, Death Stare} (Old Spectral Dragon) | Plague Dragon{Undead, Large Creature, Flyer, Festering Aura, Weakening Strike} (Zombie Dragon)
Story.
The Necromancer are nothing if not patient and they all waited untill Arantir lost his firm grip on Heresh. Now subjected to whim of the most powerfull among the Necromancers, Heresh is nowhere as united as it had been. Very few know that Arantir has not died his final death, Chief among them is, Salvestre, who has been Arantir's most talented and faithfull aprentice since the final death of Lady Ornella. It befalls on Lorenzo to restore unlife back to his Master.
Sylvan (Good)
1 Pixie{Flyer, No Enemy Retaliation, Spray Attack} => Sprite{Flyer, No Enemy Retaliation, Spray Attack, Caster} | Dryad{Flyer, No Enemy Retaliation, Spray Attack, Symbiosis}
2 Scout{Agility} => Glade Runner{Agility, Invisibility} | Mohawk{Agility, Dash, Fierce Retaliation} (New form of infantry)
3 Hunter{Shooter, Elves Double Shot} => Master Hunter{Shooter, Elves Double Shot, Warding Arrows} | Sharpshooter{Shooter, Elves Double Shot, Crippling Wound} (Old Arcane Archer)
4 Druid{Shooter, Caster} => Druid Elder{Shooter, Caster, Mana Feed} | High Druid{Shooter, Caster, Channeling}
5 Faun{Large Creature, Headbutt} => Ibex Faun{Large Creature, Headbutt, Wheel of Fortune} | Feral Faun{Large Creature, Headbutt, Rage of the Forrest} (Half Elf, Half Goats)
6 Unicorn{Large Creature, Aura of Magic Resistance} => Silver Unicorn{Large Creature, Aura of Magic Resistance, Blinding Attack} | Ivory Unicorn{Large Creature, Blinding Attack, Child of the Light} (old Pristine Unicorn)
7 Treant{Large Creature, Enraged, Entangling Roots} => Ancient Treant{Large Creature, Enraged, Entangling Roots, Take Roots} | Savage Treant{Large Creature, Enraged, Entangling Roots, Rage of the Forrest}
8 Green Dragon{Large Creature, Flyer, Acid Breath} => Emerald Dragon{Large Creature, Flyer, Acid Breath, Immune to Earth} | Fearie Dragon {Large Creature, Flyer, Caster, Enchanted Armor}(Yep, them's back to)
Story:
After the war the Elves retreated back to their forrests to heal and restore as they always had. With Findan leading them, the Elves did exactly that, though, unlike so often had happend in history, the Elves did not break contact with their allies of the War. After the Minotaur Uprising, the few Dark Elves that survived sought a new home and did so with their cousins. Though they were reluctantly accepted by the Elves, the Dark Elves now live in peace among them. Untill recently, Dark Elf Insurgants have incited the Elves against the Dwarves, and now the former leader of the Dark Elves Ylaya must quell the quarreling and prove to the Elves and the Dwarves that the Former Dark Elves can be trusted and do not wish to make war with the Dwarves. (Some Dark Elf units have remained for campaign and neutral purposes)
Fortress (Neutral)
1 Defender{Enraged, Large Shield, Armoured} => Shieldguard{Enraged, Large Shield, Armoured, Shield Wall} | Glen Defender{Enraged, Large Shield, Armoured, Hold Ground(New)}
2 Spearwielder{Shooter, Crippling Wound} => Skirmisher{Shooter, Crippling Wound, No Melee Penalty} | Harpooner {Shooter, No Melee Penalty, Harpoon Strike(New)}
3 Brawler{Immune to Mindcontrol, Battle Rage} => Battlerager{Immune to Mindcontrol, Battle Rage, Bash, Giant Slayer} | Highlander{Immune to Mindcontrol, Battle Rage, Battle Frenzy, Unlimited Retaliation} (Similar idea, but not sure of changes just yet)
4 Bear Rider{Large Creature, Enraged} => Blackbear Rider{Large Creature, Enraged, Armoured, Paw Strike} | Whitebear Rider{Large Creature, Enraged, Armoured, Bear Roar}
5 Rune Priest{Shooter, Caster, Fire Proof 50%, Mark of Fire} => Rune Patriarch{Shooter, Caster, Immune to Fire, Mark of Fire, Crossfire} | Rune Mason{Shooter, Caster, Immune to Fire, Mark of Fire, Ranged Retaltiation} (Old Rune Keeper)
6 Steward{Large Creature, Flyer, Storm Strike} => Thane{Large Creature, Flyer, Storm Strike, Stormbolt} | Clanfather{Large Creature, Flyer, Storm Strike, Aura of Bravery} (something similar to the current thanes, but not focused on elements)
7 Wooly Rhino{Large Creature, Rhino Charge} => Battle Rhino{Large Creature, Rhino Charge, Horn Strike} | Charger Rhino{Large Creature, Rhino Charge, Champion Charge} (Rhino cavalry)
8 Fire Dragon{Large Creature, Elemental, Immune to Fire, Fire Shield, Firebreath} => Magma Dragon{Large Creature, Elemental, Immune to Fire, Magma Shield, Firebreath}} | Lava Dragon{Large Creature, Elemental, Immune to Fire, Cinder Shield, Liquid Flame Breath}}
Story:
Under King Wulfstan the Dwarves have made many changes and are now starting to come out from under the mountains more. Desiring peace under the Mountains, the Dwarves aided the Minotaurs to rise up against the Dark Elves and did so succesfully. Now having a strong bond of mutual friendship and hard borders with the Minotaurs, the Dwarves thought to finally have found peace. Until their old Enemies the Dark Elves found a way to encite the Elves against them. Now Wulfstan must send his favored cousin Mallach to defend the Borders of Grimheim.
Dungeon (Evil)
1 Cave Spider {Poisonous Attack, Limited Intelligence} => Cave Tarantula{Poisonous Attack, Weakening Strike, Limited Intelligence} | Cave Widow{Poisonous Attack, Spray Attack, Limited Intelligence} (Big Spiders)
2 Arbalist{Shooter, Force Arrow} => Bowgunner{Shooter, Force Arrow, Repeater} | Windlass Arbalist{Shooter, Force Arrow, Defensive Stance} (Minotaurs with big crossbows)
3 Guard{Bravery, Enraged} => Taskmaster{Bravery, Enraged, No Enemy Retaliation} | Overlord{Bravery, Enraged, Double Attack} (Current Minotaurs)
4 Cave Raider{Large Creature, Rider Charge} => Grim Raider{Large Creature, Rider Charge, Lizard Bite} | Dark Raider{Large Creature, Rider Charge, Swift Attack} (Same lizard, Minotaurs riding them)
5 Salamander{Large Creature, Flyer} => Frenzy Salamander{Large Creature, Flyer, Rush Dive, Berserker Rage} | Mutant Salamander{Large Creature, Flyer, Rush Dive, Acid Breath} (Flying Halfdragonwith Minotaurs riding them)
6 Shadow Priest{Shooter, Caster} => Shadow Sorcerrer{Shooter, Caster, Manafunnel} | Shadow Avatar{Shooter, Caster, Shadow Aura} (Minotaur Casters)
7 Hydra{Large Creature, Three-headed Attack, Regeneration, No Enemy Retaliation} => Deep Hydra{Large Creature, Six-headed Attack, Regeneration, No Enemy Retaliation} | Vile Hydra{Large Creature Six-headed Attack, Acid Blood, No Enemy Retaliation} (Old Foul Hydra)
8 Shadow Dragon{Large Creature, Flyer, Fire Breath} => Black Dragon{Large Creature, Flyer, Fire Breath, Immune to Magic} | Red Dragon{Large Creature, Flyer, Fire Breath, Incinerate}
Story:
Having risen up against the Dark Elves with help of the Dwarves and the Orcs and established the First Minotaur Republic of Knoss, the Minotaurs have finally found a place to be free. Having accepted a pact with de children of Malassa, the Minotaurs have completely replaced the Dark Elves in the old lands of Ygg-Chall. However with the weakening of Sheogh, more and more Demons are escaping their infernal plain and are trying to gain a foothold in Knoss. It falls onto the High Chancelor and Warlock Marox to drive the Demons back into the Abyss.
Keep (Good) (Prototype name, Naga Faction)(Naga are devided into two camps the East- and the West-Naga. The camps are on friendly terms with eachother and share the same ancestry, but they do not have much contact with eachother(The upgrade represent the East- and the West-Naga respectively))[Hero is a Shogun, might]
1 Kappa{Large Shield} => Kappa Trickster{Large Shield, Trick} | Kappa Lurker{Large Shield, No Enemy Retaliation} (turtle-like Water imp)
2 Tengu{Flyer, Enraged} => Tengu Plunderer{Flyer, Enraged, Agility} | Tengu Avenger{Flyer, Enraged, Armoured}(Bird-spirits of vengance/Flying demons)
3 Composite Bowman{Shooter} => Gungdo Bowman{Shooter, Ranged Retaliation} | Kyudo Bowman{Shooter, Maneuver} (Naga Archers)
4 Ronin{Unlimited Retaliation, Assault} => Samurai{Unlimited Retaliation, Double Attack, Aura of Bravery} | Blademaster{Unlimited Retaliation, Cleave, Frightful Aura} (Naga Samurai-like infantry)
5 Aquamancer{Large Creature, Shooter, Water Proof 50%} => Hydromancer{Large Creature, Shooter, Water Shield, Mark of Ice} | Cryomancer{Large Creature, Shooter, Water Proof 50%, Caster} (Naga Shooter/Spellcasters, riding a torrent of water)
6 War Tortoise{Large Creature, Snapping, Armoured} => Tarrasque{Large Creature, Snapping, Armoured, Shield Allies} | Basilisk{Large Creature, Snapping, Stone Hide, Death Stare} (Great Armoured reptiles, with Naga Handlers (Tarrasque & Basilisk))
7 Kirin{Large Creature, Caster} => Kirin Sage{Large Creature, Caster, Mana Feed} | Kirin Peacekeeper{Large Creature, Caster, Holy Attack}{Chimeric Halfdragon, know for there wisdom)
8 Blue Dragon{Large Creature, Flying, Ice Breath} > Azure Dragon{Large Creature, Flying, Ice Breath, Freezing Attack} | Cobalt Dragon{Large Creature, Flying, Ice Breath, Tsunami} (Asian Dragons, with the aspect of water/ice obviously)
Story:
The Naga Islands are threatened by Necromancers. When the Orcs lost lost the island temple of Asha to Arantir, other Necromancer got emboldened and they have seized a large portion of the Islands. Now both the East-Naga as the West-Naga must drive the Necromancers from their lands. As the East-Naga send Shogun Taramodo, the West-Naga send Shogun Huan-Do. (Both Shoguns will eventually unite and form the Keep Faction)
[Tell me of I am saying anything in an actual language with the names[not Shogun obviously]]
Ziggurat (Evil) (Prototype name, Lizardman Faction)[Hero is Voodoo-King/Voodoo-Queen, magic]
1 Cockatrice{Hawking} => Cockatrice Monitor{Hawking, Lizard Bite} | Cockatrice Buzzard{Hawking, Flutter}(Rooster-Lizard Hybrid)
2 Darter{Shooter, Venom} => Acid Darter{Shooter, Venom, Acid Attack} | Guerrilla{Shooter, Venom, No Melee Penalty} (Lizardman with Blowpipe(Guerilla has Machete to))
3 Clubman{Enraged, Bash} => Smasher{Enraged, Bash, Crushing Blow(2 tile instead of 4)} | Maceman{Enraged, Bash, Assault} (Lizardman with clubs/maces)
4 Pterosaur Rider{Large Creature, Flyer} => Pterosaur Ravager{Large Creature, Flyer, Gaping Wound} | Pterosaur Reaver{Large Creature, Flyer, Crippling Wound} (Lizardman riding Pterosaurs(Pterosaur))
5 Sun Worshipper{Caster, Cowardice} => Sun Dancer{Caster, War Dance Combo} | Sun Diviner{Caster, Searing Aura} (Lizardman Casters)
6 Packlizard Bolter{Large Creature, Shooter, Ranged Retaliation} => Packlizard Javalineer{Large Creature, Shooter, Ranged Retaliation, No Range Penalty, Force Arrow} | Siege Lizard{Large Creature, Shooter, Ranged Retaliation, No Range Penalty, Artillery} (Large Lizzards with a (manned) Balista-construction on it's back(Packlizard))
7 Dragoon{Large Creature, Jousting} => Heavy Dragoon{Large Creature, Jousting, Armoured, Heaving Attack} | Cuirassier{Large Creature, Jousting, Armoured, Champion Charge} (Lizarman riding on Triceratops)
8 Suchosaur{Large Creature, Battle Rage, Scavenger} => Suchosaur Alpha{Large Creature, Battle Rage, Scavenger, Gaint Slayer, Frightfull Aura} (Large carnivorous dinosaur} | Savage Suchosaur{Large Creature, Battle Rage, Scavenger, Fear Attack, Frightfull Aura} (Large carnivorous dinosaur(Suchosaur))
Story:
The Lizardmen have always had the Southern Continent to themselves. Untill recently, now Human Settlers have been trying to colonise the lands that belong to the Lizardmen. The Highpriest of the Sun has chosen Voodoo-King SShuastalin to retalliate against the Humans and show why the Southern Continent belongs to the Lizardmen.
Acropolis (Neutral) (Prototype name, new Human Faction)(Known as the Imperials) [Hero is Theocrat, magic]
1 Poacher{Shooter} => Toxotes{Shooter, Warding Arrows} | Sagitarius{Shooter, Precise Shot} (Archer)
2 Hoplite{Enraged, Large Shield, Polearm} => Hoplite Mercenary{Enraged, Large Shield, Polearm, Mercenary} | Legionary{Enraged, Large Shield, Polearm, Taxpayer} (Infantry)
3 Harpy{Flyer, Strike and Return} => Harpy Raptor{Flyer, Strike and Return, No Enemy Retaliation} | Raptor Matriarch{Flyer, Strike and Return, Double Attack}
4 Equites{Large Creature, Agility, Bravery} => Equites Noble{Large Creature, Agility, Bravery, Cleave} | Hetairoi{Large Creature, Agility, Bravery, Enchanted Armor} (Cavalry on Bipedal Birds(Chocobo Idea))
5 Scholar{Shooter, Flash Arch} => Strom Prophet{Shooter, Flash Arch, Caster, Call Lightning} | Gale Mystic{Shooter, Flash Arch, Caster, Storm Wind} (Caster)
6 Roc{Large Creature, Flyer} => Kings Roc{Large Creature, Flyer, Battle Dive, Commanding Presence} | Bald Roc{Large Creature, Flyer, Battle Dive, Scavenger} (Huge Birds of Prey(Roc))
7 Chimera{Large Creature, Fear Attack, Flutter} => Chimera Tyrant{Large Creature, Fear Attack, Flutter, Incinerate} | Chimera Behemoth{Large Creature, Fear Attack, Flutter, Blinding Attack} (Chimera)
8 Grey Dragon{Large Creature, Flyer, Lightning Breath, Immune to Air} => Silver Dragon{Large Creature, Flyer, Storm Breath, Storm Bolt, Immune to Air} | Platinum Dragon{Large Creature, Flyer, Storm Breath, Discharge, Immune to Air} (Dragon of lightning/air aspect)
Story:
Having been droven from their homeland in the East by natural disasters, the Imperials had settled in the steppes of Ranaar. Now again the Imperials are driven away by the Orcs who are retaking their homeland. Now the Emperor Aurelian IV has set his sights on the lands occupied by the weakened Free Cities of the East and the eastern savages. Aurelian must crush them in order to establish a new empire for his people.
New Abilities
Acid Attack: Creatures recieve unskilled Vulnrability on top of caused damage.
Artillery: This unit may attack Walls and Towers.
Aura of Necromancy: Friendly Units that die next to unit, some may be raised from the dead.
Cinder Shield: Like Fire Shield, but only 10% damage.
Crystal Hide: Only recieves 80% of Damage.
Discharge: Upon retaliation, all enemies within a 2 tile range recieve 25% air damage. (This comes on top of retaliation damage)
Healing Attack: Unit can attack Friendly units and heal them for the ammount of damage they can cause. (Enemy units are still hurt)
Fire Arrow: Attack may deal additional fire Damage. Mechanical units are always affected by this.
Flash Arch: Shots have a 33.3% chance to arch to an adjecent stack and cause half damage.
Flutter: Unit may pas small obstacles on the battlefield.
Freezing Attack: Dragons have an X% chance of freezing unit into place upon attack.
Gaping Wound: Attacks may cause the target to loose speed and attack.
Harpoon Strike(New): Janks out the Harpoon, doing max Damage. Only usable if enemy is already hit by Harpooner.
Hawking: The units needs to target an enemy unit. The unit will then attack this unit on its own accord and will keep attacking until the enemy is dead, after which it will return to its starting position.
Headbutt: Unit May stun the enemy upon attack.
Heaving Attack: Attacked unit is flung to an unoccupied tile on the battlefield.
Hold Ground(New): Unit's Defense doubles when while Defending.
Holy Attack: Unit ignores Defense completly when Attacking Evil creatures.
Horn Strike: Exactly like Paw Strike.
Ice Breath: Same as Acid and Fire Breath.
Immobile: Once Placed on the battlefield, unit cannot be moved.
Limited Intelligence: Creautre is uncontrollable, it will execute the wait command if there is no enemy in their movement range and will always attack the weakest enemy in their movement range.
Manafunnel: Creature drains mana from enemy heroes and casters into it's own manapool.
Mark of Ice:When attacking, this creature has a chance of damning the target, resulting in all Water damage suffered by it being doubled within a certain period of time.
Mercenary: For every creature this unit kills, the hero recieves a certain amount of gold.
Polearm: Unit can attack enemies from 1 tile away.
Repeater: Shooting only uses half of unit's initiative.
Rhino Charge: For every tile covered before attack, Damage and Attack rises by 5%.
Shadow Aura: Unit and all surrounding units have a chance of being missed during a (ranged) attack.
Snapping: Creature has an X% chance of ignoring Defence.
Stampede: Unit attack all units in a straight line with bonus, the line ends at the end of the battlefield or a wall. Units occuping the tile where the unit stops are knocke aside.
Stone Hide: Creautures defence cannot be decreased and it will absorb earth Damage.
Strom Breath: This creature deals damage on all enemies that stand near its target, the damage dealt by such an attack is shared equally between the targets, with exeption of the target which gets affected with normal attack damage.
Storm Wind: Exactly like the Hero skill by that name. Units with Flutter and Leap are also affected.
Summon Pit Spawns: Once during the combat creature can summon Pit Lords to replace its killed friends. Number of Pit Spawns summoned depends on the number of creatures who use this ability.
Summon Hell Hounds: Works exactly like Summon Pit Spawn, but with Hell Hounds.
Trick: Makes an enemy unit go to a random unoccupied tile within it's movementrange.
Tsunami: Creature can affect a 3x3 area doing Water damage and grounding Flyin Units.
Water Shield: All waterbased damage is bouced back at the attacker, if a hero uses a water spell, it is reflected at a random enemy unit.
Zeal: Morale of creature rises after attacking.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted April 14, 2009 07:36 PM |
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Don't you think it's a bit anticlimactic to kill Sareth and keep Arantir alive? Doing so totally negates the events of Dark Messiah and much of the Heroes V campaign.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted April 14, 2009 08:56 PM |
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Quote: Don't you think it's a bit anticlimactic to kill Sareth and keep Arantir alive? Doing so totally negates the events of Dark Messiah and much of the Heroes V campaign.
Yes, it is verry anticlimactic. And that is what I aim for, because as much fun it was to play DM, I hated the endings, all of them. Either the world gets destroyed or it doesn't and Sareth lives happily ever after. On top of that I didn't find Sareth that great a main-character. I found him shallow, emotionless and clueless. I personally am far more fond of Arantir, which is why I made him survive.
Though I disagree with you that it negates the events of DMoMM and the Campaign. This is more-or-less the ending you would have gotten if you died in the end-battle. Everything else still happend, Stonehelm gets overrun and destroyed by Undead and Sareth kills the lot of them. The Orcs still get their ass handed to them on Asha's Temple Island. As far as Leanna and Xana go, they're both dead, since Arantir kills them if Sareth did not already. (Good riddance, says I). The only reason this does not happen in the game is because player do not enjoy endings in which they lose.
As for the Heroes campaign, it does not change much, Biara's ass is still kicked and the Demons still got defeated. But even in the Campaign, they know that they only killes a small portion of the Demons and most are still in Sheogh. However in the setting I dreamed up, the Demons do not need an eclips anymore to come into Ashan, they just need to make a lot of effort to rupture their greatly weakened prison. This makes the plot-holes that are Eclipses virtually superfluous. If anything, my ending would make the Demons a greater threat than before if they managed to unite, since they can stage their own escape.
I'd like to hear where I negated the campaign other than that I made the Prophecy of the Demon Messiah not come true and had Arantir not killed and succeed in his effort.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted April 14, 2009 09:27 PM |
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Okay, you'll hear it. So you have a personal dislike of the main character of Dark Messiah, and you'd like to write him out of existence while reaccomodating the main villain. Seems fair in this environment since it's your own concept, but it won't wash with the real Heroes VI.
Aside from all the indications that he died in DM (Xana's taunts, his submission speech), it's also actually prophecied in Heroes V's Necro campaign that Arantir will be killed by the Dark Messiah. Arantir brushes this off, but it happens nonetheless. The Messiah is Sareth, so if you plan to revive Arantir at least keep Sareth alive so he can kill him later. Otherwise you're bending the continuity in a bad way.
By negating, I mean that you're basically "cancelling out" the player's achievements in DM for the purposes of your own story, which is something I don't agree with. "Hooray, I've managed to prevail against Arantir at last, now I get to decide the fate of the world - oh wait. Looks like I'm dead in the sequel, Sovereign's still half-imprisoned, and Arantir's not dead. All that plot exposition and all those hours of gameplay for nothing. I'll try another franchise."
(I know you could say Ubi has done this themselves by making Arantir a playable character in Heroes, but that was a prequel anyway, shown after we killed him off.)
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted April 15, 2009 10:42 AM |
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Quote: Aside from all the indications that he died in DM (Xana's taunts, his submission speech), it's also actually prophecied in Heroes V's Necro campaign that Arantir will be killed by the Dark Messiah. Arantir brushes this off, but it happens nonetheless.
I'll give you that much, yes it has been prophecised that the Dark Messiah would kill Arantir. But it is not certain that the Sareth is THE Dark Messiah, he is a possible Dark Messiah. Yes he might be the first human of Demon Blood, yes he had the power to unleash the Demons. But there are a few inconsistancies with the events of DM.
First of all, it was to early. Sheogh was created in 40 YSD at the end of the Wars of Fire. It was prophecised that it would stand for 1000 years, making it 1040 or there abouts. Isabel got impregnated by Kha-Beleth in 969 YSD and Sareth was a man in his early twenties making the events of DM take place somewhere around 990-995 YSD. This gives a gap of a good 40 years and if this was actually meant to happen it would be prophesised that Sheogh would stand for 9,5 centuries.
Second it never specified that Sareth actually is the child of Isabel and Kha-Beleth. The fact that Sareth portraits Demon charecteristics may be the result of the fusing of this soul with Xana. It is true that Kha-Beleth refers to Sareth as "My son", but that may have been a ploy to have Sareth believe that he is the the Dark Messiah, so he would shatter Sheogh early. This may very wel be the reason that Sareth refers to Kha-Beleth as father and that Isabel is refered to as Sareth's mother. This only happens when Sareth has convinced himself that he is the Dark Messiah, this does not make it true necesarily. We know that Kha-Beleth would go to many lengths to be freed.
Thirdly, the Prophecy of the Demon Messiah, is not complete. It is stated clearly that only the first 3 verses of the translation of Prophecy are remembered. This could very well mean that the prophecy is remembered incorrectly.
Quote: Looks like I'm dead in the sequel, Sovereign's still half-imprisoned, and Arantir's not dead. All that plot exposition and all those hours of gameplay for nothing. I'll try another franchise."
I doubt very much that people would not buy Heroes VI is it would not continue on the ending of Dark Messiah of their choosing. This because there were 4 endings and they could never encorporate them all. Also because many games have negated the player's achievements is prequels and have done nothing but thrive. Blizzard has done this with Warcraft over and over again.
Quote: The Messiah could be Sareth, so if you plan to revive Arantir at least keep Sareth alive so he can kill him later.
This is something I will consider. I could have the ritual fail because it wasn't the proper time to break Sheogh and have both Kha-Beleth and Sareth locked somewhere in half transition.
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