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TA的每日心情 | 无聊 2023-1-31 16:14 |
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签到天数: 30 天 连续签到: 1 天 [LV.5]女巫
2级 Adventuring Hero
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楼主 |
发表于 2010-8-11 00:58:53
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Take Castle for example. Here is the new lineup.
1) Pikemen -> Halberdier
2) Archers -> Marksmen
3) Griffins -> Royal Griffins OR Musketeers
4) Swordsmen -> Crusaders OR Priestesses
5) Monks -> Zealots OR Paladins
6) Cavalier -> Champions
7) Angel -> Archangel
This is how it works. When you build Griffin Tower you can recruit griffins as usual. Now, when you upgrade the building you can either: Hire griffins and then upgrade them to Royal griffins (in town screen) OR Hire Musketeers. Mind you that Musketeers are NOT an upgrade of Griffins which means that if you hire griffins but wanted Musketeers, you can? have them any more. The only setback on this is that you have to be careful because once you chose to recruit a creature, you can? recruit the other (both their numbers are decreased). When a week passes you may choose again (Griffins and Musketeers growth will be 17 again) and so on.
Same goes with barracks. When you build it you can hire swordsmen. When you build the upgrade you can upgrade your swordsmen or hire Priestesses. The great advantage of this is that you can CHOOSE the town? creatures abilities. For instance priestesses are shooters and crusaders are not. If your main hero is Orrin for instance (specialty Archery) you might wanna choose the Priestesses and Zealots (instead of Paladins which do not shoot) and so have three shooters in your army. If you had Crag Hack (specialty Offense) you might wanna keep the Paladins (for the double strike) and Crusaders as well (leaving you with only the marksmen as shooters in your army and having two creatures with double strike) and thus having a more hand to hand army.
Same goes for all towns, and so the choices are various and many. You may notice that I didn? make every one of the creatures interchangeable because a) it would take like 300 different creatures with all the upgrades and such (only a handful of creatures were left when I was done) and b) some creatures just can? be replaced (I mean you can, but you WOULDN?). I kept all the first and second level creatures not interchangeable because all Heroes start with those creatures in the army. And some others that were too powerful I didn? make them interchangeable as well (Who would choose any other level 7 creature than Archangels? None.)
Rampart lineup is as follows:
1) Pixies-> Sprites
2) Dryad -> Nymph
3) Elves-> Grand Elves
4) Pegasi -> Silver Pegasi OR Satyrs
5) Dendroid Guards-> Dendroid Soldiers
6) Unicorn -> War Unicorn
7) Green Dragon -> Gold Dragon OR Firebirds -> Phoenix
8) Fountain of Fortune will gather Leprechauns each week.
Originally a Halfling mod idea (great fan), but I kinda changed it as in Halfling mod the creature bonus (Rocs) was too powerful and removed when you built the Fountain of Fortune. Since this building is very expensive (and most players wouldn? even bother to built it) I think this gives it a new perspective. And anyway, Leprechauns should gather at a Fountain of Fortune since they are drawn to lucky things by nature...
Rampart is more like the Nature Town of Heroes IV now...
I thought that was more appropriate and I transferred the Centaurs and Dwarves to Dungeon (In most Heroes games centaurs and Dwarfs were in the side of Evil or at least neutral and anyway, an Underground site is more suitable for them).
Tower lineup is as follows:
1) Gremlins-> Master Gremlins
2) Gargoyle -> Obsidian Gargoyle
3) Stone-> Iron Golems OR Sorceresses
4) Mage-> Archmagi OR Gold Golems
5) Ginies-> Master ginies OR Diamond Golems
6) Naga-> Naga Queen OR Enchanters
7) Giant -> Titans
This is one of my favorite new changes. Now in Tower you get to choose: Should you have an army of Golems, which are strong and resilient but slow or have an army of wizards that are fast (can be resurrected which is important) but weak, to get the -1 mana cost bonus (note that all wizard creatures have a -1 cost bonus so you can have up to -3 mana cost). You can always have both of course (choosing Sorceress, Gold Golems, Diamond Golems and Enchanters for instance).
Inferno lineup is:
1) Familiar-> Imp
2) Gog -> Magog
3) Hell hound-> Cerberi OR Werewolves
4) Demon-> Horned Demon
5) Pit Lord-> Pit Fiend OR Succubus
6) Efreet-> Efreet Sultan OR Nightmares
7) Devil -> Arch Devil
No much to say here. Some creatures are now interchangeable and make the gameplay a little different. Succubuses fly and are shooters so you might wanna replace the Pit lords (although they do have a great ability) and Nightmares have Death stare which is powerfull (but Efreet fly and Have Fire shield which is also good).
Necropolis lineup is:
1)Skeleton-> Skeleton Warriors
2) Walking Dead -> Zombies OR Skeleton Magi
3) Wights-> Wraiths OR Mummies
4) Vampires-> Vampire Lords
5) Lich-> Power Lich
6)Black Knight-> Dread Knight OR Ghosts
7)Bone Dragon -> Ghost Dragon
Here is also a new twist. Now you get to choose between Skeleton magi and Zombies (which are much stronger). Note that Necromancy gives you skeleton warriors not magi. So when in town you may choose to recruit the Skeleton Magi and thus having both skeleton warriors (from Necromancy skill) and the magi, or recruit zombies to have more health. Furthermore I put Ghosts in level six because I think it? the most underrated WOG creature (definitely not a level 3 creature). It? ability to attract souls is way stronger than vampires?ability and so with a small damage bust it makes an excellent level 6 creature. However Dread knights are still the second best six level creature so the choice will be hard.
Dungeon lineup is:
1)Centaur -> Centaur Captains
2) Harpy -> Harpy Hags
3) Evil Eyes->Beholders OR Battle Dwarves
4) Medusa -> Medusa Queens
5) Minotaur-> Minotaur Kings
6)Manticore -> Scorpicore OR Spider Queens
7)Red -> Black Dragon
As stated, Centaurs and Battle Dwarfs were transferred here (Troglodytes were taken out of the game entirely but I left the Heroes portraits in remembrance) and the Scorpicores can be changed by Spider Queens which are much stronger… I didn? make any third creature interchangeable because with the summoning portal it would be redundant.
Stronghold lineup is:
1)Goblins-> Hobgoblins
2) Wolf Riders -> Wolf Raiders or Boars
3) Orcs->Orc Chieftains OR Nomads
4) Ogre -> Ogre Magi OR Trolls
5) Roc-> Thunderbirds
6) Cyclops -> Cyclops Kings
7) Behemoth -> Ancient behemoth
Here is kind of the same twist with Tower: You can decide to go for more sturdy and with greater damage creatures, or have an extra archer creature (Orcs instead of Nomad), a faster creature (wolf Raiders) etc.
Fortress lineup is:
1) Gnolls-> Gnoll Marauders
2) Lizard -> Lizard Warrior
3) Serpent Flies->Dragon Flies OR Fire Mistress
4) Bassilisk -> Greater Basilisk OR Shamans
5) Gorgon-> Mighty Gorgons OR Halcyons
6) Wyvern -> Wyvern Monarchs
7)Hydra -> Chaos Hydra
Fortress had only two flier and a (kind of weak) archer. So now it has more of them. Shamans are shooters and produce clones of themselves for protection. Halcyons are fliers and have greater stats than gorgons (although Death Stare is very strong to let go). Fire Mistresses are immune to Fire Magic (I added them as a continuation of the campaign of Adrienne the Fire Witch).
And in the end there is Conflux.
Always hated it. It was poorly made, the whole concept of this town was weak compared with the other ones and most importantly If you recruited Energy Elemental, Magma Elemental , Magic Elemental and Phoenixes you could cast Armageddon all you wanted! And the fact that Phoenixes had a growth of 4 made them the most powerful recruitable creature (If you let 20 Archangels fight 40 Phoenixes you can see the result). A bug town all in all.
So, I needed a whole new concept on this one. And I kinda found it. The town of Thieves and Bards (two major classes in D&D) and the lineup supports the pairing. Up until level 4 creatures are mostly cloack and dagger creatures (most of them are hooded) and consist of Burglars and Outlaws. But then there are also some mythical creatures whose tales the Bards would sing about, such as Hippogryphs, Valkyries, Sirens and (yes) two pairs of Dragons (an appropriate addition to have a town which Dragons would prefer).
So the lineup is:
1) Halflings-> Burglars (I would name them Hobbits but I wouldn? out of respect of Tolkien? work... Burglars however is a good reference for The Hobbit book (for those who read it)
2) Outlaws -> Rogues (Recollored the Peasants to be more roguish and be a downgrade of the Original Rogues)
3) Planeswalkers->Elementalist OR Hippogryphs (I thought that the original conflux heroes?names should be kept and have some appropriate stats. Also, since Hippogryphs and Griffins are pretty much the same I gave the Hippogryphs a magical ability so that they would be the mythical creature and Griffins the warrior creature)
4) Sharpshooter -> Night Prowlers (no comment here, Sharpshooters are all cloaked and elusive)
5) Naiads-> Sirens OR Trytons (Since this town has a Shipyard and two of the Thef heroes are Pirates I thought it would be nice to include some sea creatures as well)
6) Emerald Dragon -> Dragon Golem OR Valkyries ( The Def of Dragon Golem is that of Crystal Dragon, which I didn? replace to be OK with the Dragon Slayer campain. Think of the Dragon Golem of a second cousin twice removed of the Crystal Dragons, which are not often spotted on the map anyway)
7)Drakeling -> Gorynych ( I thought the non upgrade creature would be nice to be an under aged Dragon which will eventually morph into the Three - Headed Gorynych. It would heal fast because is evolving so quickly)
And so that? it...There were lots of other changes as well of course... Some heroes speciallities were changed accordingly, some creature stats and level... Also there was the problem with the external dwellings but it was kind of dealt with. Now, with the "Some dwellings have upgraded creatures" option some dwellings will have the interchangeable creatures to be recruited.
For instance. A Griffin dwelling always sells 7 Griffins. Now there is a change that it sells Musketeers instead. The Griffin and Musketeer growth will be increased by one anyway, but there is no knowing of which creature can be recruited in the external dwelling. That would add a new element in the game as well, since If in a game you have many external dwelling of a particular creature, you can choose THAT instead of its interchangeable. But that will be best shown in game.
As I said there will be an Update in the Future and I await your comments and suggestions. |
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