A town idea, please read and comment

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
admira99
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A town idea, please read and comment

Unread postby admira99 » 28 Dec 2006, 11:12

My town idea, tell me if you like it, well tell me too if you don't like it. Anyway, I can't draw so if you want to know how the creature looks like I already wrote how their Images are. So what you need is a good imagination. I did the town idea during my free time :) so beats me if it is not good enough

btw, don't get confused about the 3rd upgrade. It is not a mistake, if you read carefully you will know what I mean.

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FMA and other similarities

Finally, I get myself with several first episodes on FMA thanks to my friends. OK, I don't try to defend myself but I think the differences are quite significant. So let me explain to you.

FMA Transmutation

- Worked by combining material
- Use Symbol and I don't know what to name it, "Inner Chi"? well yup that one

My imagination about Transmutation

Well, my town idea here include transmutation, and there are 3 forms of Living Creature Transmutation used by Night Disciples:

1. Mutilation and Surgery
This is the sworn method used by Night Disciples. They cut through the objects, mix them up together and remember guys, this is not your modern surgery, the objects are surged alive in conscious state, they feel the pain when their body is torn apart and mixed up. The Mutilation and Surgery method can only be done by high lvl Disciples. The difficulties lies in the Mutilation and Surgery method while keeping the objects of transmutation alive at the same time. The methods occasionally failed (some of the object creatures are dead, while the others alive but didn't reach the quality that is expected) but the result of the transmutation is much much stronger than anyone will ever thought.

2. Potion
The objects of transmutation have to drink a mixed up potion. Well the basic potion is something similar to steroid, but with much more effect. they (the Potions) mostly grow and improve someone's muscle and reflex. In some cases, Night Disciples mixed up some of animal and other creature's essence and maintain it to provide the object of transmutation with the capability similar to the considered creature(s), some capability that a man won't get using a normal potion. The potion transmutation takes longer to reach its full effect, but the succesful rate is much higher. Some (e.g: Werewolf and Howlers) will take the shape of the creature's essence used on the potion they drink that change their body structure and appearance but improves much of their skill and capability in combat.

3. The combination of both
Well, simply put, this method is much more complicated than the other two, but the result is ultimate creature. Chimeras and Forgotten Ones are made this way. Some of the Creature's body "parts" are using the ones from other realm like the one in Forgotten Ones.
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Nocturn

Worship: Nocturn don't worship any god, they are trying to be one.

Brief Description:
The nocturn is a secret order unknown and isolated by others. Nocturn armies are a series of "living" flesh mixed up using the power of the most forbidden knowledge in alchemy: living creatures Transmutation (including human transmutation) and they are known as the homonculus. Their purpose is clear: To find the secret order of the Dragon Knight and the Blind Brothers. The Nocturn believe that Dragon Knights and Blind Brother body "part" and Blood will grant them a powerful ability that will match the dragon gods or even more. They believe once they possesed that power they will make themselves an omnipotent with power that will overcome any other Gods. Because of the past event, they hold personal grudge against the wizards because the Wizards stole their knowledge in human transmutation and created orcs as shock troops. Finding the Blind Brothers and Dragon Knights while at the same time destroying the wizards are one hit for two heads.

Tileset: Ruins
A series of broken pillars, walls and broken stone tileset covering their environment with tall grass, dead trees and tear apart houses.

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

Brief History

229 YSD: 1 Year before the 1st Eclipse
Emperor Blair, leader of the Nocturn offered the wizard the knowledge of "living creature creation" in return of the wisdom left by Sar-Bandon and Sar-Antor. However, the Wizard discover their true purpose and told the Nocturn to seek the knowledge themselves and give them the false location of the orders.

250 YSD: Fallen of Blair
The location given led them to southern Barren and found themselves in war with the Triggans. The Triggans insist that they know nothing about the secret order. The war occur in result of Blair's death. The army is completely scattered.

257-400 YSD: Founding of the New Order
Being defeated, some of the Nocturn army escaped death and regrouped. This group started by building a hidden order. They build a neutral trade city to hide the secret order. The new order set up a new knowledge in human transmutation, using new method. A new army was built.

717 YSD: 3rd eclipse - Dragon Hunt
A band of demon army escapes into the world. They seek out the hidden strongholds of the Dragon Knights and begin a bloody secret war. A spy group is sent to secretly follow the demon, but the group is never return.

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

Creatures:

lvl 1: Defact -> Basic Homonculus -> Infantry Homonculus

Defact
Image: Mostly resemble human but their body part turn all over in a very odd way, they only using a small piece of clothes. a small number of long white hairs cover their head.
Ability: Living Creature, Walker
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
Description:
Not much to tell about Defact, they are mostly failure transmutation. Defacts are victims of newcomer Disciples who try their first transmutation and end up in failure but they still possesed the capability to do a battle, not great but decent to support first line of the troop.

Basic Homonculus
Image: The body parts now turn in normal way, in addition, they possesed sharp teeth, odd symbol on their head. They have a hunchback body. More of it, on their back attached a broken-wing-like.
Ability: Living Creature, Walker, Rigid Flesh (Activated)
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Rigid Flesh: In active mode, creature will gain 70% Physical resistance (both melee and range) but receive 250% damage from Magical attack.
Description:
The basic army of Nocturn army. they are able to perform transformation to their own body to make their skin as hard as the stone but in return the form is extremely fragile to magical attack.

Infantry Homonculus
Image: Still possesed a hunchback body, Infantry Homonculus is equiped with better gear for war. In addtion their back grow a pair of hands.
Ability: Living Creature, Walker, Rigid Flesh (Activated)
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Rigid Flesh: In active mode, creature will gain 70% Physical resistance (both melee and range) but receive 250% damage from Magical attack.
Description:
In the ancient time, this warrior is the backbone of the Nocturn army when they still wandering the land unguided.

lvl 2: Hag -> Witch -> Hermit

Hag
Image: Your everyday hag's image, old hunchback lady in black robe with long white hair, ugly face and bent pointy nose, don't forget the wand on their arm.
Ability: Living Creature, Walker, Range Attack, Random Spell Caster.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Range Attack: This creature able to launch range attack but suffer a melee penalty.
- Random Spell Caster: Able to use random curse on your opponent or random buff on your allies.
Description:
Many fail the art of transmutation choose this path. They learn the art of dark magic and support the army on a very different method.

Witch
Image: The same like previous one, in addition a pointy hat.
Ability: Living Creature, Walker, Range Attack, Spell Caster.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Range Attack: This creature able to launch range attack but suffer a melee penalty.
- Spell Cast: Able to cast a spell of choice in combat with limited mana. (Spell: A series of Dark Magic).
Description:
Witch has a better decission to choose the spell of their choice. With the right choice of spell, Witches are able to turn the tide of battle.

Hermit
Image: Exactly the same one, but this one hold a strange colored potion in their left hand.
Ability: Living Creature, Walker, Range Attack, Spell Caster, Strange Potion (Activate Ability).
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Range Attack: This creature able to launch range attack but suffer a melee penalty.
- Spell Cast: Able to cast a spell of choice in combat with limited mana. (Spell: A series of Dark Magic).
- Strange Potion: Sacrifice a turn to enchant this creature next attack. On the next attack, for one turn, this creature attack will have a possibility to turn their victim's stack into frogs. The succesful rate will be calculated by: Number of Hermit VS number of victim's stack and Lvl of creature in the considered stack (high lvl creature like Titan, Paladin or Angel is likely to endure the effect).
Note on Strange Potion: Basically, if you have only 10 Hermit using Strange Potion VS 10 Titan, well don't bother trying to change them into frog.

lvl 3: Howler -> Lycan -> Werewolf

Howler
Image: A man with hairy hand and face, has a pair of fang on its upper teeth, and his nails is simply a paw of a wolf. Howler still wears tear apart clothes.
Ability: Living Creature, Walker
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
Description:
A human transmutation using injected potion known as the lycan injection. Unlike the surgery methods usually used this transformation takes more time. The potion transmutation is usually the beginner method on human transmutation. Takes more time to be fully transformed but the succesful rate is much higher than the surgery method.

Lycan
Image: Now, it is more "wolf" like but still possesed a tear apart human's clothes
Ability: Living Creature, Walker, No melee Retaliation
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- No Melee Retaliation: The creature's melee attack will not be retaliated.
Description:
Lycan said to be very close to its final form, Lycan speed is ashtonishing that they can't ambush and attack their enemy before they can even realize it. Human injected at this state alredy lost its human's memory.

Werewolf:
Image: The gray hair human-wolf. the form is now perfect.
Ability: Living Creature, Walker, Leaping Attack
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Leaping Attack: an attack for 3x damage in the return of initiative penalty for its next move. When an enemy is attacked using leaping attack will not retaliate.
Description:
The full transformation, with unrivaled speed and the abilty to do powerful leaping attack on their enemy.

lvl 4: Blade Thrower -> Juggler -> Joker

Blade Thrower
Image: Appearance like a gypsy and well dressed up.
Ability: Living Creature, Walker, Range Attack
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Range Attack: This creature able to launch range attack but suffer a melee penalty.
Description:
Although many disciples choose the path of magic and become a Night Disciple, there are some who wish to take a more 'might' method to support nocturn army, this group learn to fight away from body contact rather focusing on throwing blades to where it hurts. Their appearance might look very "human" but they alredy infused themselves using tranmutation potion to support their combat ability.

Juggler
Image: Possesed the similar appearance of Blade Thrower. But their head drown with glowing weird symbol. Their eye glow a pale red light.
Ability: Living Creature, Walker, Range Attack, Observe Enemy.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Range Attack: This creature able to launch range attack but suffer a melee penalty.
- Observe Enemy: Sacrifice a turn to target a stack of enemy for no damage but in the next turn until the end of combat the attack for that unit's type will be a double attack for both range and melee.
Description:
Jugglers are the backbone of Nocturn army's range attacker. Their marksmanship and precission are ashtonishing. They are more intelect that they are able to learn the movement of their enemy and attack more efficiently. The symbol on their head shows that they have been injected with strong potion of transmutation to improve their reflex and muscle.

Joker
Image: Similar appearance, only now their skin is much more pale and they have this strange and mysterious smile on their face.
Ability: Living Creature, Walker, Range Attack, Observe Enemy, No-Melee Penalty
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Range Attack: This creature able to launch range attack but suffer a melee penalty.
- Observe Enemy: Sacrifice a turn to target a stack of enemy for no damage but in the next turn until the end of combat the attack for that unit's type will be a double attack for both range and melee.
- No-Melee Penalty: This Creature will not suffer a melee penalty in combat.
Description:
Jokers infuse themselves with even more powerful potion that improves their capability in combat. Their close combat ability is now equally match their range attack thanks to the effect of the transmutation potion.

lvl 5: Flesh Eater -> Man Eater -> Night Terror

Flesh Eater
Image: Naz'gul from the lord of the ring movies are the ones fit the description of Flesh Eater, only remove the armor and the rider.
Ability: Living Creature, Flying, Flesh Eat, Large Creature
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Flying: Flying Creature can move around everywhere without penalty.
- Flesh Eat: Units that die under this creature's attack can't be ressurected (Either by using Ressurection or Raise Dead Spell)
- Large Creature: This creature take 2x2 tile on the battlefield
Description:
The combination that no longer recognized of many flying creature, in result of a powerful flying unit to support Nocturn Army. Highly Vestile and intelect, they eat the body of their victims to prevent further manipulation of the dead body.

Man Eater
Image: Like previous one only now its razor like fins on its back are longer. The fins on its back glow a dim red light. Their eyes glows red too.
Ability: Living Creature, Flying, Flesh Eat, Drain HP, Large Creature
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Flying: Flying Creature can move around everywhere without penalty.
- Flesh Eat: Units that die under this creature's attack can't be ressurected (Either by using Ressurection or Raise Dead Spell)
- Drain HP: on every hit, the damage is converted to the creature HP, able to ressurect the fallen one (exactly the same ability on Vampire Lord)
- Large Creature: This creature take 2x2 tile on the battlefield
Description:
They are more powerful than their predecessor, in addition the flesh they eat enable them to patch their wound and cure the ones who are fallen in combat.

Night Terror
Image: Has an image of Man Eater but its teeth now grow longer.
Ability: Living Creature, Flying, Flesh Eat, Drain HP, Large Creature
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Flying: Flying Creature can move around everywhere without penalty.
- Flesh Eat: Units that die under this creature's attack can't be ressurected (Either by using Ressurection or Raise Dead Spell)
- Drain HP: on every hit, the damage is converted to the creature HP, able to ressurect the fallen one (exactly the same ability on Vampire Lord)
- Large Creature: This creature take 2x2 tile on the battlefield
Description:
Their figure is usually attached in the top of high buildings at Nocturn's capital city. People said that their appearance is more than enough to make people run in fear.

lvl 6: Forgotten One -> Faceless One -> Ancient One

Forgotten One
Image: Has an image of a very extremely tall skinny human, but its body porportion is bizzare. It as a very long legs and a very long hands almost touch the ground. Both arms hold a sickle. This creature's face covered with a strange mask. On its main body you can see human's internal Organ e.g: Heart and of course others that better not mentioned. Its stand, move and attack animation are bizzare and unusual.
Ability: Living Creature, Large Creature, Walker, Unpredictable Move.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Walker: Walker creature, can't overcome obstacle and walls.
- Large Creature: This creature take 2x2 tile on the battlefield
- Unpredictable Move: Unpredictable movement that confuse its opponent especially range attacker and make them occasionally miss their attack, provide 30% chance to totally avoid projectile attack (Range Attack), this includes: Any unit's range attack, and hero's range attack (the one with arrow icon like ranger, warlock. but won't work on melee hero attack like Knight and Demon Lord).
Description:
A masterpiece of human trasmutation. Powerful, creature with attributes that provides them with war capability. Only high level Disciples able to transmute such creature.

Faceless One
Image: Has the previous image only that now the internal organ is covered with a piece of metalic armor. Its face is now covered with a mask that looks like the one in fencing sport. Inside its mask you can take a peek of its glimmering red eye and a very odd faces almost flat one. The sickles now have bloody stain on its cresent blade.
Ablility: Living Creature, Large Creature, Great Fortitude.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Large Creature: This creature take 2x2 tile on the battlefield
- Great Fortitude: Reduced melee attack damage up to 50% (Randomized on every hit including retaliation)
Description:
A veteran of war, Faceless one glimmering will bring even the bravest warrior to fear their presence. Equiped with more gear of war make them endure more punishment.

Ancient One
Image: Has the previous image. But now, the mask is totally removed. the eye is still glimering red, the mouth is filled with very sharp and long teeth. The sickle is removed but in return, its finger now is a series of Knives attached to its arm and of course now it possesed a better armor.
Ability: Living Creature, Large Creature, Great Fortitude II
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Large Creature: This creature take 2x2 tile on the battlefield
- Great Fortitude II: Reduced melee attack damage up to 60% (Randomized on every hit including retaliation)
Description:
The transmutation on this creature uses the very ancient methods, the succesful rate is much much lower than the current tranmutation but the result is much more powerful.

lvl 7: Chimera -> Greater Chimera -> Perfect Chimera

Chimera
Image: A creature with a very large body mainly of Lions, has 2 heads a lion and a goat. It has tail of a serpent that can spit a powerful acid.
Ability: Living Creature, Large Creature, Acid Spit, Walker
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Large Creature: This creature take 2x2 tile on the battlefield
- Acid Spit: Requires 10 mana to spit a powerful acid on a unit that has the effect of Plague Spell but worked on Dead and Mechanical Creature. Chimera has 10 mana.
- Walker: Walker creature, can't overcome obstacle and walls.
Description:
An ultimate creation of Living Creatures Transmutation. Highly intelect, with a combination of other creatures feat, makes this creature a powerful killing machine. Chimera has the tail of a serpent. The serpent head equiped with powerful acid that can be spitted from a far. The fang of a Lion and Horn of the goat provides a powerful melee attack.

Greater Chimera
Image: The same Image as the previous one, except that now the tail of serpent now has 2 heads and it has a pair of wing.
Ability: Living Creature, Large Creature, Acid Spit, Flying.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Large Creature: This creature take 2x2 tile on the battlefield
- Acid Spit: Requires 10 mana to spit a powerful acid on a unit that has the effect of Plague Spell but worked on Dead and Mechanical Creature. Greater Chimera has 20 mana.
- Flying: Flying Creature can move around everywhere without penalty.
Description:

Perfect Chimera
Image: Has the same appearance like Greater Chimera, only that now the Tail of Serpent has 3 heads.
Ability: Living Creature, Large Creature, Acid Spit, Flying.
- Living Creature: This creature is a living one and able to be resurected using Ressurection Spell.
- Large Creature: This creature take 2x2 tile on the battlefield
- Acid Spit: Requires 10 mana to spit a powerful acid on a unit that has the effect of Plague Spell but worked on Dead and Mechanical Creature. Greater Chimera has 30 mana.
- Flying: Flying Creature can move around everywhere without penalty.
Description:

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Racial Ability and Skills

Skills
- Basic Transmute: Able to transform 1 creature of choice to its 3rd Upgrade, the creature's lvl is limited to 3. once transmuted, the creatures can't be moved to other Hero and can't be moved for castle Garrison. Transmutation cost:1 mana per creature (If the transmutation is done outside your castle), the cost of transmutation = 50% x Gold Cost for upgraded creature.
- Advance Transmute: Able to transform 2 creature of choice to its 3rd Upgrade, the creature's lvl is limited to 6. once transmuted, the creatures can't be moved to other Hero and can't be moved for castle Garrison. Transmutation cost:1 mana per creature (If the transmutation is done outside your castle), the cost of transmutation = 50% x Gold Cost for upgraded creature.
- Expert Transmute: Able to transform 3 creature of choice to its 3rd Upgrade. once transmuted, the creatures can't be moved to other Hero and can't be moved for castle Garrison. Transmutation cost:1 mana per creature (If the transmutation is done outside your castle), the cost of transmutation = 25% x Gold Cost for upgraded creature.
- Ultimate Transmute: Able to transform 4 creature of choice to its 3rd Upgrade. once transmuted, the creatures can't be moved to other Hero and can't be moved for castle Garrison. Transmutation cost:1 mana per creature (If the transmutation is done outside your castle), the cost of tranmutation = 50% x Gold Cost for upgraded creature.

Note: To be able to transmute, there are several requirements. First you need to build Moon Laboratory, Second, you need to set the creature of your choice inside the castle, once set, the creature of your choice can't be re-set. So choose wisely. Transmutation inside castle doesn't require mana.

Ability:
- Flesh Container: Provides the Hero with additional 1 slot of army, however the creature in the container slot is unable to participate in combat.
- Flesh Launcher: Able to sacrifice and launch 1 creature in the container slot for 10 x Creature's HP Damage. (Requires Flesh Container)
- Meat Patching: At the end of combat, able to ressurect a portion number of creature fallen in combat depend on the number of enemy's creature fallen in combat.
Formula: 15% x number of enemy's fallen in combat (each creature lvl). lvl1 enemy creature will ressurect lvl1 your stack creature, lvl2 enemy creature will ressurect lvl2 your stack creature and so on.

Notes (on Meat Patch)
Meat Patch is similar to Eternal Servitude (Necromancer Ability) the differences is that you need to choose which creature's lvl you want to ressurect, The choice is also limited by your enemy's strength. Your enemy's lvl 1 creature will only patch your army lvl 1 creature that fall in combat and so on for the next lvls. The number ressurected will not raise the number of your original army.

Example:
- Your opponent lost:
lvl 1 50 creatures
lvl 5 10 creatures
- You lost:
lvl 1 (Defact: 4 creatures)
lvl 3 (Howler: 1 creatures)
lvl 5 (Night Terror: 3 creatures)
lvl 5 (Flesh Eater: 1 creature)
- Your choice is:
1. 50 x 15% = 7.5 which means 4 creature (this one is surplus normally you can ressurect 7 but you can't ressurect exceeded the number that fallen in combat), which means you will ressurect all 4 Defacts.
or
2. 10 x 15% = 1.5 which means 1 creature, which means you will ressurect 1 Night Terror.
or
3. Same as no.2 10 x 15% = 1.5 which means 1 creature but this one is Flesh Eater. Which means you will ressurect 1 Flesh Eater when choosing this option.

You have to choose one out of the 3 possibility, the howler not included because you didn't kill any of lvl 3 creature.

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

Hero: Night Disciples (caster based hero)
Image: A man/woman with mouth mask. Their basic clothes is robe.

Heroes:

Arkan Draklor (Campaign only)
Speciality:
- Maledict: At the begining of a combat, Arkan able to infuse 1 + (lvl of hero/10) creature(s) of choice with powerful potion of tranmutation, increasing their effectiveness in combat greatly. Increasing the infused creature Initiative by 30% + (1% per hero lvl), in addition its ATK and DEF increased by 1 + (lvl of hero/4) until the end of battle.
Bio:
The Draklor family is the leading and the more powerful familiy in the nocturn society, they are well respected for their ability is beyond average compare to many other Disciples. Arkan knowledge of Potion making enable him to improve creature effectiveness in combat without hurting them.

Adrian Draklor (Campaign only)
Speciality:
- The Void: All Forgotten One, Faceless One and Ancient One will gain +1 ATK and +1 DEF for every 3 Hero lvl. In Addition, when upgrading Faceless One to its 3rd Upgrade (Ancient One), the gold cost will be reduced by 2% for every hero lvl.
Bio:
Little Brother of Arkan. Together with his brother they are on a mission to reveal the hidden location of the Dragon Knights and the Blind Brothers. At his early age, Adrian able to transmute an Ancient One and reveal its secret transmutation that have been lost for many years.
Note: The first slot of 3rd Creature upgrade for this hero alredy set to Forgotten One (even at lvl 1).

Sakaron
Speciality:
- Assylium Specialist: All Defact, Basic Homonculus and Infantry Homonculus will gain +1 ATK and +1 DEF for every hero lvl.
Bio:
A man that occasionally change its personality. A crazy man (in true meaning), his unstable condition lead many failure on his attempt to transmute creatures and creating mostly defacts, but in the end he understand the deep capability of Defacts, Basic Homonculus and Infantry Homonculus and able to lead them more efficiently.

Lisbeth
Speciality:
- Surgery Expert: Meat Patching increases its number by 1% for every hero lvl. In addition 3rd upgrade transmutation outside castle requires 50% mana of the original transmutation.

===============================================
How the Racial will work (step by step explaination)
Sorry haven't found any good idea to replace the racial skill, so this is the best I can do, explain the concept:
1. Normally your Hero will start with basic transmutation. Which means, you have 1 slot available in transmutation.
2. Build the Moon Laboratory in your castle.
3. Enter the castle, click on the building or racial Icon.
4. A new Window will open, you may now fill the first slot that is available for you.
5. Since this is the basic Transmutation, you will have only 3 choice: Infantry Homonculus, Hermit, or Werewolf for the considered slot. You will unlock more options once you lvl-ing your Transmutation skill.
6. You can ignore this option and lvl-ing your Transmutation and choose Ancient One and Joker for your first and second slots. but for this example let's choose Infantry Homonculus.
7. The new Message will appear "Once you set this slot you will not be able to change it? Proceed or Cancel"
8. Click on Proceed and you will able to upgrade your Basic Homonculus to Infantry Homonculus. When you upgrade them inside your castle, the creature's will cost gold only, but if you do the upgrade outside your castle you will need mana as well which cost you 1 mana per creature.
9. Remember, you can't move your 3rd upgrade creature to Castle Garrison or other hero (Except the Hero with the same Creature of choice in his/her Transmutation slot(s)).
10. You can Downgrade your creature at castle in moon laboratory window, it will cost 0 mana and 0 gold. After the Downgrade, the creature can be moved to castle Garrison freely again. Only 3rd Upgrade Creature can be downgraded.
11. Moreover, the 3rd Upgrade Creature will not appear as Neutral, even when they do, they will never join an army.

Looks complicated but believe me, it is much simpler in-game. My feeling though :p

===============================================
Synergy:
1. Flesh Container and the Racial Skills: there will be times when you will not have enough gold or mana for transmutation. You may split your army and put a part of them on flesh container. Well the one in the container slot can't participate in combat, but give you more strategic decission.
2. Flesh Launcher: Sometime you will encounter a creature that willing to join your army but they come from different faction. Well you don't need to waste them and put them on container slot. Here, they will not disturb you with moral penalty and you may sacrifice them to do powerful attack.
3. Creatures 3rd Upgrade: Some of the creature's 3rd upgrade will provide with new skills, or replace some skill with another or only a simple Stat buff. A strategic decission will be needed here. A simple Buff can be optimal and powerful if put in the right combination.
Last edited by admira99 on 07 Jan 2007, 15:02, edited 4 times in total.

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winterfate
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Unread postby winterfate » 29 Dec 2006, 04:07

That's very well done admira99! ;)

So how does the upgrading work (you have three creatures per level instead of two)?
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Unread postby Mantas » 29 Dec 2006, 10:32

Arent you Full Metal Alchemist fan? Even main heroes are similar to Ed and Al. Its nice idea of town but its similar to Necromanecer. The transmutation here is similar to Necromancy the difference is that you dont ressurect skellies/undead but transmute.
Btw my first post here. Howdy ;|

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Unread postby Veldrynus » 29 Dec 2006, 11:57

Well... It sucks.
This is the only honest thing I can say about it. The idea lacks of originality, and the creatures are just horrible. Try again.
Veldryn 15:15 And Vel found a dirty old jawbone of a walrus and put forth his hand, and took it, and in his unholy rage, he slew thirty four thousand men and children therewith.

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Unread postby Pol » 29 Dec 2006, 16:18

I'm positive about it. Patching sounds so cool, especially Nival will probably love it :devious:

Also I can imagine it with dark horrorous atmosphere, like alternative way to necro: Living eternal, (for any cost) :D

In sum I like it + ;)
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Unread postby Akul » 29 Dec 2006, 17:38

Don't take Vels comment too seriously. Just work on the idea a bit more or create another town.
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Unread postby Agnus Dei » 29 Dec 2006, 19:39

Actually, I think it's rather interesting, if you are refering to the Faceless Ones we know nothing about from the Ashan history. I for one would very much like to see them as a faction. I think the creature lineup is quite good in general, but needs improvement. My suggestion - loose the 3rd upgrade, and think harder on the abilities. I like the story where they search for Dragon Knights, it might add a little excitement to the whole campaign. I have no doubt that we will some day hear from the Faceless and the Dragon Knights, I just don't know how many expansions or even Heroes titles have to pass first.

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Unread postby winterfate » 29 Dec 2006, 19:54

Welcome to the forums Mantas! ;)

Howdy to you too! :D
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Unread postby Veldrynus » 29 Dec 2006, 20:06

Don't take Sauron's comments too seriously. Positive comments won't make your ideas any better, and you will also fail to realize their weakness. You get a false illusion. Most people use comments like:"It is good, but there are minor problems..." I say, that's bullshit. They are just trying to be nice and diplomatic.
Positive feedback is like drugs. They make you feel better, but in the end it does not help the imporvement.
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Unread postby gregthanatos » 29 Dec 2006, 22:46

I like the idea. Transmutation seems more evil than necromancy in a lot of ways. Its worse to mess someone up and let them live with the damage (depending on the severity) than to kill them outright. It also seems more real, due to rampant plastic surgery, cloning, stem cell research, and genetic engineering in the world around us.

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Unread postby Elvin » 29 Dec 2006, 22:59

Some ideas are funny but I doubt this has any place with the other factions.It just doesn't fit in and would be weird for the setting.
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Unread postby Caradoc » 29 Dec 2006, 23:31

You probably wanted more detailed feedback than 'good job'/'that sucks', so here goes.

Your dual upgrade scheme is not supported and seems unnecessary. In trying to differentiate the creatures, you have made many of them too powerful. Let me suggest a way to correct this:

1. Infantry homonculous – not well differentiated from ‘Basic’ and ‘Basic’ is a bad name. Drop this creature.

2. Hag – too powerful for a level 2. Drop spellcaster. Strange potion too powerful. Drop Hermit.

3. Werewolf – 3x damage is excessive. Drop it. Rename Howler=Lycan and Lycan=Werewof=lf

4. Already have ‘Blade Dancer’. Drop Juggler and Observe Enemy

5. Drop Man Eater. Have Flesh Eat take a turn.

6. Drop Ancient One

7. Drop Perfect Chimera
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Unread postby Pol » 29 Dec 2006, 23:55

Don't take the Pol's comment too seriously. He likes probably everything what is new and fleshy but in the end he wouldn't get for it. After all always decide if you can realize your ideas completely and if they aren't perfect, concentrate on strong points. - Such as best ideas without skills to make them live are empty too. The ideas will stay however ;)

So I count them, therefore plus for it.
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Unread postby Elvin » 30 Dec 2006, 02:07

Cold-blooded serpents tend to spew poisonous words occasionally :) But yes,as long as you are creative and try to improve your good points you can achieve better results!
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Unread postby admira99 » 30 Dec 2006, 03:26

winterfate: well at expert transmutation you may choose 3 creature and set them in moon lab, the 3 creature is able to upgraded to its 2nd upgrade (while normaly you only get only 1 upgrade per creature). Thanks

Mantas: what is Full Metal Alchemist?? well, I got the idea when reading about chimera, u know, there are many definition and story behind it, the background story of Chimera creation is the inspiration actually.

Veldrynus: well... thanks I guess, but don't take this idea too seriously ok. And if you said it is suck, well that's ok :D believe me it is not break my heart a bit :)

Pol: I know :D the way of patch :D :D :D

Sauron: nah, don't worry, in any idea there will be some who like it and some who dislike it. It's pretty normal. Thanks for the reply.

Agnus Dei: 3rd Upgrade is a crazy idea indeed, well I'll try something else. Run out of ideas at the moment

gregthanatos: thanks, well actually it is a form of Mutilation rather than genetic engineering.

Elvin: read the history ;) well it has nothing to do with the real story actually :D it is only a town idea.

Caradoc:
1. Ok, better think up another idea then.
2. what's wrong with lvl2 spellcaster? are they too weak or too strong.
3. Imperial Griffin's Battle Dive has 3x damage, and while it 'fly' they are invulnerable. This one is similar but well... you can always attack them.
4. Juggler is range attacker, and I don't think observe enemy is that powerful.
5. Flesh Eat take turn will be extremely weak don't you think??
6. simply put drop all upgrade(s) and make the tier upgrade back to its original upgrade?
7. Hasn't thought a better name really :D I hate the word "perfect" and "basic" as well

ALL: sorry, I know I rarely post anything or Replying on anything, well I don't have an internet connection myself, so I did this on my spare time at the nearest cybercafe.

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Unread postby Wildbear » 30 Dec 2006, 06:21

Every time I read about another lineup I come to the same conclusion: Seven levels is too many.

Just in case you would knew its original title, Fullmetal Alchemist is a manga/game/anime serie released under the title "Hagane no Renkinjutsushi" in Japan. It shares several similarities with what you describe, especially the glutton type of creature which is the most obvious, homonculi which are part of the plot, and chimeras made mixing living creatures.

Now about the idea. The base idea, that of alchemists of a spagyric school, is interesting and I actually thought at first that's what the warlocks in H2 were all about.

The homonculus is the best base for it, the chimera being a close second. Unfortunately there's little more about it. Such alignment should either mix the living or corpses, but not both at the same time, that would be illogical since one would either want to make living creatures or animated Frankenstein-like ones.

The werewolves don't fit, in my opinion, and anyway they could be used a better way. I think werewolves should be available without any evolution in the game. They should be mutating depending on the moons. Since there are 3 moons in H5, that could be really interesting, each moon could have a different influence on them. The base creature would be tough enough, but moons would change their attack, defense and health instead, or such stats. That would make them interesting to play against, and planning attacks with or against them could add to the gameplay.

I won't even talk about witches and blade throwers, they don't fit at all. Since I'm the only supporter of a circus faction in this world, I'll say blade throwers and jokers are good, but they have nothing to do with alchemists and chimeras.

As I hinted, in my opinion, a close to perfect version of your town would be an evolution of the H2 warlock, a mad guy in his tower in a foggy swamp creating all kinds of chimeras using the rests of his experiments as food to attract dragons. It would probably be much darker than in H2, especially with such background and homonculi running around. Too bad some people made such things impossible by messing with alignments... :disagree:
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Unread postby ThunderTitan » 03 Jan 2007, 16:22

Interesting concept... most of the creatures need better names.

And V, none of the other towns have any originality, so why is that a problem? :devil:
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Unread postby admira99 » 07 Jan 2007, 14:59

ThunderTitan: Has any suggestion :)

Made some addition: You may read it at page 1 or here:
How the Racial will work (step by step explaination)
Sorry haven't found any good idea to replace the racial skill, so this is the best I can do, explain the concept:
1. Normally your Hero will start with basic transmutation. Which means, you have 1 slot available in transmutation.
2. Build the Moon Laboratory in your castle.
3. Enter the castle, click on the building or racial Icon.
4. A new Window will open, you may now fill the first slot that is available for you.
5. Since this is the basic Transmutation, you will have only 3 choice: Infantry Homonculus, Hermit, or Werewolf for the considered slot. You will unlock more options once you lvl-ing your Transmutation skill.
6. You can ignore this option and lvl-ing your Transmutation and choose Ancient One and Joker for your first and second slots. but for this example let's choose Infantry Homonculus.
7. The new Message will appear "Once you set this slot you will not be able to change it? Proceed or Cancel"
8. Click on Proceed and you will able to upgrade your Basic Homonculus to Infantry Homonculus. When you upgrade them inside your castle, the creature's will cost gold only, but if you do the upgrade outside your castle you will need mana as well which cost you 1 mana per creature.
9. Remember, you can't move your 3rd upgrade creature to Castle Garrison or other hero (Except the Hero with the same Creature of choice in his/her Transmutation slot(s)).
10. You can Downgrade your creature at castle in moon laboratory window, it will cost 0 mana and 0 gold. After the Downgrade, the creature can be moved to castle Garrison freely again. Only 3rd Upgrade Creature can be downgraded.
11. Moreover, the 3rd Upgrade Creature will not appear as Neutral, even when they do, they will never join an army.

Looks complicated but believe me, it is much simpler in-game. My feeling though :p

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

Synergy:
1. Flesh Container and the Racial Skills: there will be times when you will not have enough gold or mana for transmutation. You may split your army and put a part of them on flesh container. Well the one in the container slot can't participate in combat, but give you more strategic decission.
2. Flesh Launcher: Sometime you will encounter a creature that willing to join your army but they come from different faction. Well you don't need to waste them and put them on container slot. Here, they will not disturb you with moral penalty and you may sacrifice them to do powerful attack.
3. Creatures 3rd Upgrade: Some of the creature's 3rd upgrade will provide with new skills, or replace some skill with another or only a simple Stat buff. A strategic decission will be needed here. A simple Buff can be optimal and powerful if put in the right combination.

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Unread postby ThunderTitan » 07 Jan 2007, 16:24

admira99 wrote:ThunderTitan: Has any suggestion :)
Not at the moment, too bored to think of something good. Maybe when i'm not sick anymore.
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Unread postby DaemianLucifer » 07 Jan 2007, 20:27

I like the idea of third upgrade,but it should be irrevarsable.Also,how come expert transmutation costs 25%*cots,and ultimate 50%*cost?It should be the other way round.

As Wildbear said,7 tiers is to much.And upgrade for each is over the top.But hey,thats what HV gives us,so good effort at trying to work with it.Although better names would be needed.But dont ask me what,Im drained now :D


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