Expansion HOMM 5

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Blaspheme
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Expansion HOMM 5

Postby Blaspheme » Aug 10 2006, 13:42

My proposal for the HOMM V Expansion:
First of all to clear some (expectable) problems and misunderstandings from this post:

1 - I think its stupid to give the new creatures in this expansion stats like attack / defence ECT as they WONT copy such stats anyway, they maybe copy the creature idea + special ability but not its stats!

2 - The special abilities may be to powerful, but it’s just the main-idea I give here, they can be toned down in any way possible to balance it. (Again it’s not my work to balance things out, it’s their money I just give them my wishes and ideas)

========================================================================================================

New special abilities for creatures that are already in:
My view on the creatures that are already in homm5 is great overal (especially looks) but I think they deserve more special attacks that make each creature unique!

Creature-based skills is another idea, the hero can select this new skills to upgrade the special abilities off their upgraded-creatures. When you choose this skill when your hero levels up the creatures gain the following new special-abilities.


CONSCRIPT (Workaholic)
- When you have over 200 conscripts in your army you can build 2 new buildings in every haven town instead of only 1.

MARKSMAN (Rain of arrows)
- Hits all enemies on the battlefield for minimal damage.

SQUIRE (Fearless)
- Fear-attacks and spells won't affect the squire.

IMPERIAL GRIFFIN (Confidence)
- Everytime when the last creature of an enemy stack dies the imperial griffons gain +1 attack.

INQUISTOR (Holy aura)
- Sometimes heals a random close-allied creature stack.

PALADIN (Undead slayer)
- Extra damage to undead.

ARCHANGEL (Guardian angel)
- Protects creatures against negative-effects + resurrects atleast 1 creature when the entire group is killed.

FAMILIAR (Amnesia Aura)
- Close spellcasters receive damage when casting spells.

HORNED OVERSEER (Feed)
- Eat corpses to regain health. There is a small chance that the overseers gain the special ability from the creature they ate the corpse from. (if only for 1 round)

CERBERUS (Doom howl)
- Close enemies morale lowers. (This ability can't be controlled; the cerberi will sometimes automatically do this)

MISTRESS (Fire charm)
- Fire-based spells will heal the succubi even when they are cast upon other creatures + chance to take control of enemy fire-based creatures. (Randomly happens, the fire-based creatures won't join the succubus for the entire battle, she can sometimes control its attack (10% chance).

NIGHTMARE (Antipathy)
- Shares a small amount of damage with close enemy and allied units. The nightmare itself will receive less damage.

PIT LORD (Sacrifice)
- Can sacrifice lower-levelled demon units to regain own health and mana. (Can only sacrifice demons from its own team)

ARCHDEVIL (Demonic portal)
- Summons a portal that will release a random group of non-upgraded demons every turn. (The portal can be destroyed by the enemy to stop it from releasing more demons)

SPRITE (Flower Synthesis)
- A large magic-resistant flower must be destroyed before you can actually destroy the sprites.

WAR DANCER (Magical blades)
- Starts every battle with a different (random) effect on its blades (like fire-blades, ice-blades, cursed-blades, death-blades ECT)

MASTER HUNTER (Elemental arrows)
- Sometimes shoots a special arrow instead of a normal one. (Fire, Cold, Lightning or Poison)

ARCHDRUID (Summon nature)
- Can summon a random army of sylvan creatures. (Pixies, Sprites, Treants, and Unicorns)

SILVER UNICORN (Empathy)
- Absorbs a small amount of damage from close allied units. Every 100 HP lost in this way will be rewarded by +2 extra attack and defence points!

ANCIENT TREANT (Bark Aura)
- Gives close allied units extra defence points. (works only when using its take roots ability)

EMERALD DRAGON (Nature's embrace)
- Nature-based spells (such as wasp-swarm) do more damage to enemy troops, while they do less damage to the emerald dragons own allies.

ASSASSIN (Trap)
- Assassins can place one trap-bomb on the battlefield; enemies that step on it will receive damage.

BLOOD FURY (Fast Attack)
- Sometimes retaliates before being attacked.

MINOTAUR GUARD (Merciless)
- Minotaur guards do major damage to creatures that are poisoned, cursed ECT.

GRIM RAIDER (Aura of Swiftness)
- Close allies receive extra move-points.

DEEP HYDRA (Deep instinct)
- When fighting underground the deep hydra always has maximum morale & luck points.

SHADOW MATRIARCH (Irresistible magic)
- Their spells even effect creatures that are otherwise resistant to magic (such as the black dragon)

BLACK DRAGON (Dark fire)
- Dark fire works pretty much like poison, only the victim is on black-fire which can't be healed by any form of magic.
Creatures that are under the effect of dark fire can affect other close allied creatures with this curse as the living flames will seek out near life-sources. Undead, elementals and constructs are immune for this curse.

SKELETON ARCHER (Skeletal)
- Immune to ranged (non-magical) attacks.

PLAGUE ZOMBIE (Toughness)
- Every 4 rounds the plague zombies defence increases with 1.

SPECTRE (Infest)
- You can sacrifice your spectres and make them go inside the enemies bodies to weaken all their stats.

VAMPIRE LORD (Children of the night)
- In the cover of darkness (underground) there is a chance of 50% that the vampire lords gain a second attack as bats and rats attack the enemy for their master. + When fighting underground Vampire Lords have higher stats and are invisible for level 1 – 4 creatures.

ARCHLICH (Control undead)
- Chance to take control of enemy lower-level undead troops (Randomly happens, doesn't last the entire battle)

WRAITH (Soul slaves)
- There is a small chance that the creatures the wraiths kill will return as ghosts to fight for their killer.

SPECTRAL DRAGON (Ghost aura)
- The spectral dragons turn every friendly creature around them semi-incorporeal which means that they have 3% chance of ignoring an attack.

MASTER GREMLIN (Mechanical mind)
- Golems and war-machines gain more damage-points when they have gremlin-allies. + Gremlins do extra damage to hostile-mechanical units.

OBSIDIAN GARGOYLE (Magic mirror)
- Chance that the gargoyles reflects the spells cast on them or even on their allies. (small chance)

STEEL GOLEM (Spell thief)
- Steals positive-effects (such as bless, Stone skin, blood-lust ECT) from the enemy-creatures they attack.

ARCHMAGE (Scholar)
- Learn every spell that is cast against them.

DJINN SULTAN (Aura of wishes)
- This aura will help close allies fight against particular enemies, so when a golem fights against a fire elemental the djinn sultan will sometimes enchant the blades of golem with cold damage. This happens randomly and you can't control it.

RAKSHASA RAJA (Spirit cage)
- Everytime a creature dies on the battlefield the Raja will keep its spirit at a safe place so necromancy or resurrection is impossible while there is a Raja on the battlefield.

TITAN (Lightning rod)
- All lightning based attacks will be absorbed by titans. The titans won't be damaged by this and instead gain extra-shots, extra HP and sometimes they will release a lightning-nova attack that damages close enemy units.

========================================================================================================

As there are two new towns (my guess) in the expansion I guess the orcs will add a new evil race and the dwarves (I still dislike them) make up the good race.

*********************************************Barbaric Stronghold*********************************************

LEVEL 1- Goblin 2-Orc 3-Worc 4-Ogre 5-Roc 6-Cyclops 7-Behemoth

GOBLIN - HOBGOBLIN (Concurrence / Taunt) (ranged)
Goblins are smaller and weaker cousins of the orcs.
- The more goblins or hobgoblins on the battlefield (different groups) the better their damage is. (Concurrence / goblin / hobgoblin)
- Lures selected enemies toward the hobgoblins. (Taunt / hobgoblin)

ORC - BOAR RAIDER (Berserk / Endeavour)
Normal orcs do not ride boars, their evolution the boar raider does.
- Orcs and boar raider’s sometime attack (act) on their own. (Berserk / orc / boar raider)
- Boar Raiders do major damage when they are poisoned, cursed or when their stats are lowered by a spell. (Endeavour / boar raider)

WORC - WORG (Dark transformation / Lycanthropy)
Worcs appear as savage black-skinned orcs when fighting above ground but turn into wolf-creatures when fighting underground. Worgs always appear as werewolf-like creatures.
- When fighting underground the worc undergoes a transformation into a wolf-like creature with higher stats + gains the lycanthropy ability. (Dark transformation / worc)
- Infect other creatures with lycanthropy; infected creatures will go berserk when fighting underground and attack even their own allies. (Lycanthropy / worg)

OGRE - OGRE SHAMAN (Blood lust/ Blood barrier / Clone) (large / caster)
Ogres are half giant, half orc.
- Blood lust can be cast on allies and enemies. Enemies will become berserked creatures that attack everything that stands close to them. Allied creatures gain attack points. (Blood lust / shaman)
- Destroys a corpse and turn it into a barrier that protects the ogre shaman against 1 enemy attack. (blood barrier / shaman)
- Summons copies of the selected creature on the battlefield, the copies have less HP but have the same abilities and attack/defence points. (clone / shaman)

ROC - STORM ROC (Air ram/ Lightning storm / Storm wind) (large / flying)
- Rocs & storm rocs do extra damage to other flying creatures. (air ram / roc / storm roc)
- Sometimes a random enemy creature is hit by lightning on the battlefield. When there are titans on the battlefield they will always absorb the lightning attack. (lightning storm / storm roc)
- Sometimes the storm rocs (5% chance) bring with them a storm wind, when this occurs the enemy flying units lose ½ of their speed while the allied flying units gain more speed. (storm wind / storm roc)

CYCLOPS - ELDER CYCLOPS (No melee penalty / Area attack / Throw) (ranged / large)
- Do normal damage when fighting melee battles. (No melee penalty / cyclops / elder cyclops)
- Throws a large rock that hits all creatures around the targeted area. (area attack / cyclops / elder cyclops)
- The elder cyclops can pick-up enemies and throw them away. (throw / elder cyclops)

BEHEMOTH - ANCIENT BEHEMOTH (Brick break / Strength) (large)
Behemoths are large bear-like monsters while ancient behemoths appear as half bear, half mammoth.
- When a behemoth or ancient behemoth attacks a target it ignores its defence-factor. Also an ancient behemoth ignores all kinds of magical barriers and shields. (brick break / behemoth / ancient behemoth)
- Every 4 rounds the ancient behemoth gains +2 attack points. Ancient behemoths can't be drained of their strength. (strength / ancient behemoth)


*********************************************Mines*********************************************

LEVEL 1- Halfling 2-Flying machine 3-Faun 4-Troll Slave 5-Medusa 6-Stone Master 7-Steam Tank

HALFLING - SLINGER (No Ranged Penalty / Giant slayer) (ranged)
- No ranged penalties (no ranged penalty / halfling / slinger)
- Extra damage to level 7+ creatures. (giant slayer / slinger)

FLYING MACHINE - INVENTOR (Magic resistance / Laugh bomb / Target bomb) (flying)
- Flying machines and inventors are highly magic resistant. (magic resistance / flying machine / inventor)
- The inventor can drop a laugh bomb, this bomb won't only kill targets it will also make them careless, sometimes the affected creatures will forget to act. (laugh bomb / inventor)
- An inventor can target an area and than bide for 2 rounds, when it strikes the 3th round it will do massive damage to all creatures that stand there. (target bomb / inventor)

FAUN - SATYR (Lucky / Fortune / Mirth) (caster)
- Luck seems to be on their side at all times. (lucky / faun / satyr)
- Satyrs can cast the fortune spell on enemies and allies; when cast on enemies it will lower the chance that the creatures special ability occurs and when cast upon an ally it will increase the chance of using its special ability. (fortune / satyr)
- Gives allies extra HP-points (mirth / satyr)

TROLL SLAVE - TROLL RUNE-GUARD (Regeneration / Synchronize) (large)
Trolls are enslaved by stone & rune masters, normally trolls are the dwarves greatest enemies.
- Regenerates all lost hit points each turn. (regeneration / troll slave / troll guard)
- When poisoned or cursed the troll will share this effects with all close enemy units. When healed or blessed the troll will share these effects with all allied creatures. (synchronize / troll guard)

MEDUSA - GORGON (Stone gaze/ Stone skin / Animate stone) (caster)
While the medusa has legs, the gorgon has the lowerbody of a serpent.
Medusa's and gorgons are enslaved by the rune masters because of their power over stone.
- Chance of turning the enemy into a statue. Statues will appear next to the surviving creatures and can only be released by spells or the resurrection ability. (stone gaze / Medusa / Gorgon)
- Gives the target extra defence. (stone skin / gorgon)
- Animates the statues into stone-minions that fight for the gorgon, stone-minions lose their previous abilities and appear as grey versions of their former self. + Gorgons can attempt to take control of stone-based creatures such as gargoyles and golems. (Animate stone / gorgon)

STONE MASTER - RUNE MASTER (Summon gems / Elemental manifestation / Elemental aura)
- Stone masters provide the town with +2 gems each day. (summon gems / stone master)
- When you cast an elemental-based spell against rune masters they will turn into an elemental creature all togheter.
So when the group is hit by a fireball they will turn into a different creature (a dwarf made of fire in this case) and gain different abilities. The next time the dwarf is hit by a fireball it will be immune to the damage + its attacks do fire damage. This ability has its weakness however as when you are in this fire-form and you are attacked by water-based magic the rune masters will receive double damage + they will turn into an water-based creature that on its turn can receive double damage from electric (air) spells and attacks. (elemental manifestation / stone master / rune master)
- Rune masters have powerful aura's that give their close allies random-elemental attacks. (elemental aura / rune master)

STEAM TANK - JUGGERNOUT (Trample / Immune to magic / Transport / Siege) (large/ranged)
Steam tanks are made by the inventors from wood, metal and stone. Juggernouts are steam-tanks that were magically brought to life by rune masters
- When the steam tank travels over the battlefield it will do damage to all creatures on its way to its target-spot by just moving over them. (trample / steam tank / juggernout)
- Immune to all magical attacks and effects. (immune to magic / steam tank / juggernout)
- Steam tanks can support other small-troops inside of them to keep them safe from harm and ranged attacks, when the tanks are destroyed the creatures will be released again. (transport / steam tank / juggernout)
- Juggernouts are great siege units and can attack walls. (siege / juggernout)


**********New Neutral Creatures**********

ARACHNOID (Spider climb/ Web trail / Slow poison) (large)
A large monstrous black spider with red spots.
- Ignore walls and obstacles. (spider climb)
- Where the arachnoid walks it leaves a trail of web (3 spaces) creatures that step on the webs will be entangled for X rounds. (web trail)
- Slow poison not only drains HP every turn it also slows the victim from ½ its speed. (slow poison)

SAND RAIDER (Freedom of movement / Haste / Quicksand / Sandstorm) (caster)
A nomad riding a sand-manta or large scorpion (what you think is cooler).
- Immune to abilities that affect movement (quicksand, slow ECT) + no movement penalties for hero on adventure map. (freedom of mm)
- Gives allies extra move-points. (haste)
- Places 1 quicksand trap that ensnares creatures that step on it. (quicksand)
- Summons a sandstorm that has a chance of blinding enemy creatures + cutting them from ½ their speed. (sandstorm)

BEHOLDER (True seeing / Aura of vision / Magic eye) (large / ranged)
- Reveals invisible units, illusions and traps. (true seeing)
- The allies of the beholder are immune to blind-attacks as they can look through the eyes of the beholders when blinded. (aura of vision)
- Gives friendly units the no ranged penalty ability. + Let friendly ranged-creatures gain a second shot. (magic eye)

MUMMY (Ageing attack / Curse booster / Scorpion plague)
- Aged creatures have lower stats and speed. + When not healed in time the aged victim will age into skeletons that will fight for the mummy. (ageing attack)
- All curses have better effects when there is a mummy on the battlefield. (curse booster)
- Much like the lightning storm ability of the storm roc only with a swarm of raging scorpions, the scorpions have a chance to poison the victim. (scorpion plague)

MIMIC (Shapeshift)
- Mimics can shapeshift into anything they have killed. So when they kill an imp they change into an imp, and when they kill a titan they can shapeshift into a titan. The unique thing is that they have exact the same stats, this can hold a negative and positive effect as mimics are rare and expensive they don’t come in great numbers and so its better not to attack weaker creatures with them as they then morph into such low-level creatures and with their low number its impossible to survive or kill higher level creatures to take their shape.

BASILISK (Freedom of movement / Venom gaze / Venom master) (ranged / large)
- Immune to abilities that affect movement (quicksand, slow ECT) + no movement penalties for hero on adventure map. (freedom of mm)
- Ranged poison attack. Venom is stronger and more dangerous than normal poison. (Venom Gaze)
- When a basilisk enters the battlefield there is a small chance that some enemy units start poisoned. + All poison will turn into venom when there is a basilisk on the battlefield. Venom = more lethal than poison. (venom master)

SLAYER (Anchor / Stealth / Critical strike) (flyer / large)
A monstrous mantis-demon. (half mantis, half demon)
- The enemy can’t run away when there are slayers on the battlefield. + Teleporting is disabled when there are slayers on the field.(anchor)
- Invisible for level 1 / 5 creatures on both map and battlefield. (stealth)
- There is a chance that the slayers do three times as much damage as they normally would do. (critical strike)

SPHINX (Silence / Control magic/ Magicmagnetic sphere / Riddler) (caster / large)
- Disables the ability to cast spells. (silence)
- Attempt to steal summoned units. (control magic)
- Summons a ball of pure magnetic energy that absorbs magic from all enemy creatures on the battlefield for 4 rounds, the fifth round the ball will explode and will do massive damage to all enemies on the battlefield. (magicmagnetic sphere)
- Chance to take control of the target for X rounds. (riddler)

FAERIE DRAGON (Implant magic / Random spells / Magic mirror / Magic birth) (caster / large)
A purple/pink cat-sized dragon with fairy features.
- Faerie dragons can implant magical energy into the bodies of their victims, this works pretty much like the alien-movies. When implanted units are killed they sometimes spawn a random elemental unit or they release a powerful elemental-nova attack that hurts surrounding creatures. (implant magic)
- Cast a random (high level) spell on the targeted area. (random spells)
- Reflects spells back at caster. (magic mirror)
- Everytime an enemy spell-caster casts a spell the faerie dragons gain an extra unit as faerie dragons are born from magic. (magic birth)

FROST WYRM (Magic immunity / Breath attack/ Freeze / Winters wrath) (flying / large)
A snake-like dragon with wings.
- Immune to magic. (magic immunity)
- Like the breath-attack of the black & emerald dragons (breath attack)
- Chance to freeze the victim solid. (freeze)
- There is a chance of 5% that the frost wyrm summons a blizzard at the start of the battle, this blizzard lasts the entire battle and slows, freezes or hurts the enemies at random.

===================================================================================================


2 EXTRA TOWNS: For the fun of it!

*********************************************ATLANTIS*********************************************
All Atlantis creatures have adapted to life on land, they are willing to destroy the original land-walkers and instead of only ruling the sea they want to rule land aswel. While they lack a flying creature they have some of the best higher-level units in the game.

LEVEL 1- Triton Fisher 2- Sea Nymph 3- Coral Stalker 4- Siren 5- Sharkoid Shepherd 6- Kraken 7- Leviathan

TRITON ROGUE - TRITON PIRATE (Sea bonus / Long weapon)
Sea-creatures armed with trident weapons.
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / fisher / warrior)
- Holds a long trident-weapon that can strike creatures from afar, leaving no room for a retaliation attack. (Long weapon / warrior)

SEA DEVIL - AQUALOI (Sea Bonus / Slippery / Sailor curse)
Sea demons that pretty much look like the sahuagin from D&D.
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / sea devil / aqualoi)
- Can't be entangled (slippery / sea devil / aqualoi)
- This curse will make a creature sea-sick for the entire month (so it even lasts after the battle is over). Everytime the cursed-stack fights a ship/sea battle all its stats will half. (sailor curse / aqualoi)

CORAL STALKER / CORAL HUNTER (Sea bonus / Coral Wall / Boomerang star / Urchin trap) (ranged)
Tritons dressed in coral-armor and armed with starfish-boomerang weapons.
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / guard / hunter)
- Summons a wall of blood coral that forces the enemies to take another route. (coral wall / hunter)
- Chance of hitting multiple enemy units (on a straight line) two times. (boomerang star / guard / hunter)
- Can place two urchin-traps on the battlefield that will hurt all creatures that move near. (urchin trap / hunter)

SIREN - LORELEI (Sea Bonus / Charm / Lullaby / Dream haunting) (Caster)
Sirens are beautiful female creatures with monstrous (aquatic) features and beautiful voices, loreleis are more like mermaids.
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / siren / lorelei)
- Chance of charming the creatures they attack, they can control the charmed creatures for one round. (charm / siren / lorelei)
- Close creatures have a chance to fall asleep when hearing the song. (lullaby / lorelei)
- All sleeping creatures on the battlefield will receive damage every turn as loreleis haunt their dreams much like Freddy Kruger does. (dream haunting / lorelei)

SHARKOID SHEPHERD- SHARKOID RAIDER (Sea bonus / Shark bite / Tough hide / Ship horror) (large)
Triton-creatures that ride upon legged shark-mutants. (appear much as the bullette-monster from D&D)
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / shepherd / raider)
- When the leading creature of the enemy-stack has less than ½ of its original HP left there is a chance the Sharkoids will bite them when its not even their turn to move as they smell their lovely blood , the wounded creature won't survive the bite and always dies. (shark bite / shepherd / raider)
- The hide of a sharkoid is very raw and sharp so all creatures that attack it suffer a small amount of damage aswel. (tough hide / sharkoid raider)
- All enemy creatures on the ship will suffer morale and luck-penalties when there are sharkoid raiders. (ship horror / sharkoid raider)

KRAKEN - CHARYBDIS (Sea bonus / Ink / All around attack / Whirlpool barrier / Monsoon) (large)
Krakens and Charybdi are giant octopus monsters, krakens appear black/red and charybdis appears blue/black and possess powers over the waters they live in.
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / kraken / charybdis)
- Chance to blind creatures, multiple creatures can be blinded at the same time thanks to its all around attack ability. (Ink / kraken)
- Attacks all creatures that stand close to the kraken. (all around attack / kraken / charybdis)
- When you have charybdi in your army and you travel through a whirlpool you won't lose any creature in your army as the charybdi protect them. (whirlpool barrier / charybdis)
- Charybdis are masters over the seas and when fighting on ships they can summon a powerful monsoon, this monsoon robs the enemies from half their speed-points + hurts them every round, fire-based creatures suffer extra damage. (monsoon / charybdis)

LEVIATHAN - DRAGON TURTLE (Sea bonus / Devour / Withdraw / Ship terror) (Large)
Giant creatures that are half turtle half dragon.
- When fighting on ships all its stats are higher than when it fights on land. (Sea bonus / leviathan / dragon turtle)
- Leviathans and dragon turtles can devour creatures for a couple of rounds; this takes the enemy-units away from the battlefield for a couple of rounds so they can't act. (devour / leviathan / dragon turtle)
- Dragon turtles can withdraw into their armor-like shields and bide their time. In this time they gain +4 defence points and +2 attack points when they appear again. (withdraw / dragon turtle)
- When a dragon turtle attacks a ship, it will instantly devour (kill) a number of level 1 creatures based on the number of the dragon turtles attacking the ship. (ship terror / dragon turtle)


*********************************************CONFLUX*********************************************
Conflux creatures are made from the elements itself.
LEVEL 1- Ooze 2- Wisp 3- Water Elemental 4- Fire Elemental 5- Air Elemental 6- Earth Elemental 7- Fire Bird

The abilities of the normal elementals (fire/air and earth stay the same, their upgrades gain new special abilities, water elementals lose some of their spells.)
The stats of the elementals on the other hand change to match their level.


OOZE - ARGUS
Oozes resemble puddles of green slime, while argus has 4 eye-like balls inside its mass.

WISP - WILL O WISP
Balls of pure white (wisp) and blue(will o) light with snow-crystals falling beneath them.

WATER ELEMENTAL - NEREID
Nereids look like beautfiul maidens that have watery indigo hair, an almost invisible water-like skin and its underbody + legs are made from water (while they still resemble legs, pretty much like the effect of the rakshasa's), she holds a sharp shell for weapon.

FIRE ELEMENTAL - SALAMANDER
The salamander looks like a mix of the medusa and magog from homm3. Its upperbody resembles a black magog with tattoos that seem to be magma, and its lower body is that of a red/black serpent-like creature. The salamander has flames for hair and its hands are always on fire.

AIR ELEMENTAL - TEMPEST
The tempest looks like a woman that is half incorporeal(her legs, much like the rakshasa) with lightnings raging through them, she wears a silver storm-mask and her hair flows up as if the wind is coming from beneath her, she is surrounded by a almost invisible whirlwind that carries some leafs within it.

EARTH ELEMENTAL - ANTEUS
Anteus resembles a giant that is 75% made from soil, dirt, rock and earth and 25% made of flesh.

FIRE BIRD - PHOENIX (doesn't change, firebird shares most moves -rebirth)
Firebirds aren't on fire and have beautiful shining yellow, orange, gold and red feathers.



Conflux = not finished yet.

Tell me what you think of this?
BLASPHEME!!!

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Orfinn
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Postby Orfinn » Aug 10 2006, 16:41

Wohaa! 8|

Nice to see eager fans, but still...we need eager developers too, if some of that gonna be a reality...

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Echo_
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Postby Echo_ » Aug 10 2006, 17:47

... and we need balance. A lot of ideas is great but they suck without balance.
Be Without Haste
Live the Moment

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Sir_Toejam
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Postby Sir_Toejam » Aug 11 2006, 18:19

sill, that list must have taken some serious time to compile and consider.

some good ideas in there.

kudos to ya.

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omegaweix
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Postby omegaweix » Aug 11 2006, 19:52

Yes indeed, some of the neutrals sound pretty interesting!

But.... skellie archers immune to ranged attacks?.... NO WAY 8| !!!
I think they are strong enough by now..... and also some others of the upgrades should get more balance too.

But your "dwarven" proposal is the first i actually like ..... with this setup i could actually enjoy playing them (creature-wise, not necessarily abilities-wise)!
plastic people

silicone

never let them in your home

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DaemianLucifer
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Postby DaemianLucifer » Aug 13 2006, 2:29

Ive just figured out what the new race will be.It wont be orcs,nor dwarves,buuuut:

Image

Crab people,crab people!Look like crab,walk like people!!

Anyhow,nice list you have up there.Although I like just the few of them.The zombies toughness,skeletons range immunity(although it should be just ressistance),wraiths raise dead,unicorns empathy and treants bark skin.

vhilhu
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Postby vhilhu » Aug 14 2006, 21:18

FORTRESS

i want fortress(homm III swamp/reptile castle) back. with a new name, this one doesnt really describe it. medusas would fit right in.

hydras are in dungeon already, but lizardmen and dragonflies and basilisks and wyverns are still out there! if they (ubi) cant think of enough units, they could make many lizardmen. something like this:

-------------------

1) kobold (low-strength skinny fast creature with a knife. like that "my precccioussss" creature from Tolkien. with some special that will make him worth your while.)

2) lizardman (ranged)

3) dragonfly (dispels beneficial, causes weakness when upg)

4) medusa
or
4) basilisk (same special except maybe added lizard bite, i dont know which you prefer)

(come on, medusa really doesnt fit in with dwarves!) (nonranged, death stare like gorgon from HOMM III, not medusa stoning like in HOMM III or IV. it is better if it kills some creatures per number of medusas/basilisks. death stare should not be depending on victims level. that makes it more tactically interesting. and easier to calculate. and medusas should be armed with something, like spear or trident, elseway it would look dumb.)

5) lizardman shaman (with voodoo doll would be cool. casting of course)

6) wyvern (poisonous. more than assassin.)

7) Old One
(anybody has read Cthulhu mythos? anyway a Cthulhu-like creature. that means demon with humanoid body and octopus-like head. search Cthulhu in Google image search if you dont get what i mean. there are no supportive magic based level 7 creatures yet, so he could cast some mind spells, like confusion and frenzy. and maybe puppet master? anyway low low attack.)

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basically a tree-hugger faction, but more fanatic than sylvan. in campaign should be allied with sylvan, war with academy.

basically it would be a faction with a lot of weakening abilities.

HOMM III was the most successful HOMM and there were also the biggest number of factions. notice the connection?

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Postby DaemianLucifer » Aug 14 2006, 21:56

vhilhu wrote:(nonranged, death stare like gorgon from HOMM III, not medusa stoning like in HOMM III or IV. it is better if it kills some creatures per number of medusas/basilisks. death stare should not be depending on victims level. that makes it more tactically interesting. and easier to calculate. and medusas should be armed with something, like spear or trident, elseway it would look dumb.)


Isnt that how it worked in HIV?Death stare didnt depend on creature level.

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Postby vhilhu » Aug 14 2006, 23:12

no, i just checked again HOMM IV Medusa stonegaze rightclick info:

"This creature's Stone Gaze attack has a chance
(depending on the strength of the creature) of killing
enemies instantly by turning them into stone."

the strength must mean unit level or PEON(peasant equivalent opponent number, basically a unit of strength). so medusa doesnt treat group of peasants and black dragons equally. which ruins the whole point of the special, i think. it now means only that medusa has a chance of doing extra damage to those who cant resist stonegaze.

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Postby asandir » Aug 15 2006, 3:19

some interesting ideas there, but some very overpowered abilities too .... or at least potentially

but it seems you have put quite a bit of thought into this, well done

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Postby DaemianLucifer » Aug 15 2006, 4:38

vhilhu wrote:no, i just checked again HOMM IV Medusa stonegaze rightclick info:

"This creature's Stone Gaze attack has a chance
(depending on the strength of the creature) of killing
enemies instantly by turning them into stone."

the strength must mean unit level or PEON(peasant equivalent opponent number, basically a unit of strength). so medusa doesnt treat group of peasants and black dragons equally. which ruins the whole point of the special, i think. it now means only that medusa has a chance of doing extra damage to those who cant resist stonegaze.


Sorry,missed that small not word.

But I think it should depend on creature level,compared with the size of medusa stack,and creature stack(the more of any,the more die),but capped by the number of medusas.

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Postby asandir » Aug 15 2006, 4:59

i would agree with that - losing 5 titans may hurt a bit much, but losing 5 gremlins may not hurt at all (depending on medusa numbers of course)

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Postby vhilhu » Aug 15 2006, 9:18

the medusa unit itself should be weak and slow. the deathstare ability (or stonegaze) should kill a very small amount of troops, like 1 per 15 medusas. this way it makes medusas into a unit which is weak against lowertier enemies (like hordes of imps) but good against uppertier enemies (like a pack of dragons). then the enemy can reconsider the lets-just-send-dragons-on-his-archers tactic.

besides, i think higher level units dominate the game too much. like in HOMM IV. which is bad. death gaze would be a good cure for that.

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Postby asandir » Aug 15 2006, 9:42

if you happened to grab some medusa's it would .... but IMO the top tier units are supposed to dominate, that's why they are top tier
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Postby vhilhu » Aug 15 2006, 9:57

no, i think it that eg hordes of imps should later in the game make a stronger part of the army than devils. like some critic said about Emperor: battle for Dune: all tactics are replaced by the race of who can get the superunits first.

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Postby asandir » Aug 15 2006, 10:15

not necessarily, because in most cases my top tiers will be used to offset yours - if you get to them before me then i may be in a spot of bother, but that is what mp is all about ....

i agree that a bucket load of tier 1's should be able to do some damage to a top tier, but not a great deal (excepting those pesky skelly archers though, eh :D ), i disagree that they should make a stronger part of the army, why should they?? I didn't spend all that time and all those resources for my top tiers to get smashed by some lowly imps .... it's an ArchDevil for god's sake!!!!
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Postby DaemianLucifer » Aug 15 2006, 11:10

vhilhu wrote:besides, i think higher level units dominate the game too much. like in HOMM IV. which is bad. death gaze would be a good cure for that.


Really?Thats not what Ive noticed.The middle dominates now(hunters,furries,succubi),with the exception of skel archers.level 6 is very strong,true,but also expensive.Level 7 is useless,and extremly expensive.

vhilhu wrote:no, i think it that eg hordes of imps should later in the game make a stronger part of the army than devils. like some critic said about Emperor: battle for Dune: all tactics are replaced by the race of who can get the superunits first.


Just take a look at real life then:Why did romans dominate the barbarians?Because they had highly trained military(top tier),against barbarian rabble(low tier).Why did germany conquer poland so quickly?Again because it used tanks(top tier)against cavalry(middle)and infantry(low tier).So no,its not the hords that should dominate.

Or,if you want fantasy examples,in any epic battle trolls kill dozens of units before killed,and a single dragon can raze a whole city.1000 peasants should be no problem for it.

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Postby stijn » Aug 15 2006, 12:16

i thought the romans were better organized and used divide and conquer tactics. but you cant compare homm to real life. though the romans' logistics played a important role in conquering the world...

and it's a good thing that lower tier creatures remain important during the entire game imho. in homm2 the boars and halflings didn't matter at all anymore as soon as the titans came into your army.

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Postby DaemianLucifer » Aug 15 2006, 12:21

stijn wrote:i thought the romans were better organized and used divide and conquer tactics. but you cant compare homm to real life. though the romans' logistics played a important role in conquering the world...


Yes,they were better organized.And such organization needs trained generals.Both of those make roman army higher then some unorganized rabble.And why cannot you compare HoMM to real life?

stijn wrote:and it's a good thing that lower tier creatures remain important during the entire game imho. in homm2 the boars and halflings didn't matter at all anymore as soon as the titans came into your army.


Of course they should matter,but they should not be the main force.

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Postby stijn » Aug 15 2006, 12:27

ever seen 1000 people take up the same space as 1?
ever seen 1 guy on a horse carrying thousands of troops?
ever build a farm and magically found 22 peasants in it immediately?
ever seen a real dragon?

it's a fantasy game in my opinion. you can compare it to real life, but using real life as an argument for something in homm can't be done i'd say.


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