Realms Beyond Forum

Full Version: My hero mod
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
So, I've felt like rebalancing heroes for a while. Four goals: heroes at a similar fame level should be competitive with one another. Heroes shouldn't feel quite so hapless at level 1, or quite so overwhelming when big. Kiting with caster heroes with massive numbers of shots should die in a fire (currently, I've simply removed ranged magic attacks, and given all caster heroes esoteric bonuses). I've also removed random hero skills, they get constant abilities. We'll start by looking at the fame 0 heroes, and how they changed. Almost every one has been buffed.
  • Brax the Dwarf: Melee 6, Armor 4, Resist 10, Hits 9, Armsmasater, Constitution, Noble, Mountaineer, Wall Crusher.
    +2 to melee, two extra skills, and wall crusher. Despite that, he's still not much of a fighter, but Armsmaster is one of those abilities that makes a hero useful all by itself.
    • Level 1 damage: 6(+0) = 1.8
    • Level 3 damage: 8(+1) = 3.2
    • Level 6 damage: 11(+2) = 5.5
    • Level 9 damage: 14(+3) = 8.4 (level 9 is unlikely, but equivalent stats with magic items are probable)
  • Gunther the Barbarian: Melee 7, Armor 3, Resist 7, Hits 9, Constitution, Thrown 4.
    +1 to melee and thrown, and replaced Might with Constitution. Overall offense drops at level 3+, but he's less likely to get instagibbed, so probably net neutral.
    • Level 1 damage: 7+4(+0) = 2.1, 3.3 attacking.
    • Level 3 damage: 9+6(+1) = 3.6, 6.0 attacking.
    • Level 6 damage: 12+9(+2) = 6.0, 10.5 attacking.
    • Level 9 damage: 15+12(+3) = 9.0, 16.2 attacking.
  • Zaldron the Sage: Melee 3, Armor 4, Resist 6, Hits 6, Sage, Caster 10mp, Scouting III, Illusion Immunity.
    He's pretty useless in a fight (though the bump to magic points is nice), but he's an expert on information.
    • Level 1 damage: 3(+0) = 0.9
    • Level 3 damage: 5(+1) = 1.0
    • Level 6 damage: 8(+2) = 4.0
    • Level 9 damage: 11(+3) = 6.6
  • B'Shan the Dervish: Melee 5, Ranged 5, Armor 4, Resist 6, Hits 6, Constitution, Noble.
    +1 to melee and ranged, and Constitution. Not a big change, but still a net gain. Race now Nomad.
    • Level 1 damage: 5(+0) = 1.5
    • Level 3 damage: 7(+1) = 2.8
    • Level 6 damage: 10(+2) = 5.0
    • Level 9 damage: 13(+3) = 7.8
  • Rakir the Beastmaster: Melee 8, Armor 4, Resist 6, Hits 7, Blademaster, Constitution, Caster 5, Scouting III, Forester.
    Rakir always kinda sucked, and this is a fairly large buff. Attacking he does slightly less than Gunther, and he lacks the first strike and attack air granted by thrown weapons, but caster and incidental bonuses probably make up for it.
    • Level 1 damage: 8(+0) = 2.4
    • Level 3 damage: 10(+2) = 5.0
    • Level 6 damage: 13(+5) = 10.4
    • Level 9 damage: 16(+7) = 16.0
  • Valana the Bard: Melee 3, Armor 3, Resist 6, Hits 6, Leadership, Legendary, Caster 5, Inspiring (I renamed Holy Bonus)
    The trouble with leadership is that it's totally useless until level 3. Inspiring, which grants +1 melee, armor, and resistance, means she's a meaningful leader at level. Effective melee is 4 at level 1, since inspiring works on self.
    • Level 1 damage: 4(+0) = 1.2
    • Level 3 damage: 6(+1) = 1.2
    • Level 6 damage: 9(+2) = 4.5
    • Level 9 damage: 12(+3) = 7.2
  • Bahgtru the Orc: Melee 6, Armor 4, Resist 6, Hits 8, Leadership, Mountaineer, Thrown 3.
    All he gained is Leadership, but that's not terrible. Leadership counted in his damage stats.
    • Level 1 damage: 6+3(+0) = 1.8, 2.7 attacking.
    • Level 3 damage: 9+5(+1) = 3.6, 5.6 attacking.
    • Level 6 damage: 13+8(+2) = 6.5, 10.5 attacking.
    • Level 9 damage: 17+11(+3) = 10.2, 16.8 attacking.
  • Serena the Healer: Melee 7, Armor 5, Resist 7, Hits 7, Prayermaster, Caster 7.5 mp, Healer.
    Serena was always iffy as a ranged damage caster anyway, since she can't use staves. Now she's an adequate if unremarkable melee character, with a nice support power, and one of the few ways to get healing if you aren't playing White.
    • Level 1 damage: 7(+0) = 2.1.
    • Level 3 damage: 9(+1) = 3.6.
    • Level 6 damage: 12(+2) = 6.0.
    • Level 9 damage: 15(+3) = 9.0.
  • Shuri the Huntress: Melee 4, Range 4, Armor 3, Resist 7, Hits 6, +1 to hit, Agility, Forester, Long Range.
    She does more damage at level 1; higher level it's actually a nerf. Shuri is good to awesome in vanilla, depending on her random (Luck FTW). Race now High Elf.
    • Level 1 damage: 4(+1) = 1.6.
    • Level 3 damage: 6(+2) = 3.0.
    • Level 6 damage: 9(+3) = 5.4.
    • Level 9 damage: 12(+4) = 8.4.
  • Theria the Thief: Melee 6, Armor 3, Resist 7, Hits 6, Agility, Lucky, Invisibility
    Race changed to Halfling. Not a hard hitter, but abusable much the way Shin Bo traditionally was, and hard to kill. Overall easily better than she used to be.
    • Level 1 damage: 6(+1) = 2.4.
    • Level 3 damage: 8(+2) = 4.0.
    • Level 6 damage: 11(+3) = 6.6.
    • Level 9 damage: 14(+4) = 9.8.
Now for the list of fame 5 Heroes. A number of these have been replaced, in part because they were always boring, in part because I had new heroes I wanted to add.
  • Greyfairer the Druid: Melee 4, Ranged 5 (Rocks x4), Armor 5, Resist 7, Hits 6, caster 10 mp, Scouting III, Pathfinding, Purify.
    I'm not too thrilled by my choice of bonus for him, and it's got a bug where shots don't show up. A different thematic bonus would be nice. I don't believe rocks get buffed by any weapon he can use.
    • Level 1 damage: 5(+0) = 1.5
    • Level 3 damage: 7(+1) = 2.8
    • Level 6 damage: 10(+2) = 5.0
    • Level 9 damage: 13(+3) = 7.8
  • Janus the Twins: Melee 6, Armor 5, Resist 6, Hits 6. Two counters, unlike all other heroes.
    Being able to double up on bonuses is pretty awesome, so Janus has no skills. Replaces Taki.
    • Level 1 damage: 6(+0) = 1.8, twice.
    • Level 3 damage: 8(+1) = 3.2, twice.
    • Level 6 damage: 11(+2) = 5.5, twice.
    • Level 9 damage: 14(+3) = 8.4, twice.
  • Malleus the Magician: Melee 3, Armor 4, Resist 8, Hits 6, Caster 10, Fire Immunity, Fire Breath 6, Immolation.
    Removing ranged magical attacks sort of did in his reason for existing, so I gave a bunch of weird attacking powers. Since he can't buff his attacks with weapons, and they go against armor twice, he's nothing like the offense of major melee heroes, but he's not useless.
    • Level 1 damage: 3+6(+0) = 0.9 + 1.8.
    • Level 3 damage: 5+8(+1) = 1.0 + 1.6.
    • Level 6 damage: 8+11(+2) = 4.0 + 5.5.
    • Level 9 damage: 11+14(+3) = 6.6 + 8.4.
  • Aureus the Golden One: Melee 7, Armor 6, Resist 6, Hits 6, Legendary, Constitution, Charmed, Caster 5
    Moved down from 10 fame. Quite tanky, offensively questionable.
    • Level 1 damage: 7(+0) = 2.1.
    • Level 3 damage: 9(+1) = 3.6.
    • Level 6 damage: 12(+2) = 6.0.
    • Level 9 damage: 15(+3) = 9.0.
  • Grawl the Packlord: Melee 7, Armor 5, Resist 6, Hits 8, Move 3, Leadership, Blademaster, Agility, Cause Fear.
    He looks like a wolfrider. Actually replaces Spyder the Rogue, but appears at Fame 5.
    • Level 1 damage: 7(+0) = 2.1
    • Level 3 damage: 10(+2) = 5.0
    • Level 6 damage: 14(+5) = 11.2
    • Level 9 damage: 18(+7) = 18.0
The list of fame 10 heroes is trimmed due to me adding a set of fame 15 heroes.
  • Jaer the Wind Mage: Melee 3, Armor 4, Resist 6, Hits 6, Caster 10, Missile Immunity, Lightning, Flight.
    He's got flight instead of wind walk; Wind Walk was absurdly useful.
    • Level 1 damage: 3+6(+0) = 0.9 + 1.8.
    • Level 3 damage: 5+8(+1) = 1.0 + 1.6.
    • Level 6 damage: 8+11(+2) = 4.0 + 5.5.
    • Level 9 damage: 11+14(+3) = 6.6 + 8.4.
  • Chiron the Centaur: Melee 5, Ranged 5, Armor 4, Resist 7, Hits 8, Constitution, Caster, Scouting II, Healer
    Replaces Marcus the Ranger. I always felt betrayed by Might on an archer. Race is Beastman, of course.
    • Level 1 damage: 5(+0) = 1.5
    • Level 3 damage: 7(+1) = 2.8
    • Level 6 damage: 10(+2) = 5.0
    • Level 9 damage: 13(+3) = 7.8
  • Fang the Draconian: Melee 6, Armor 3, Resist 7, Hits 10, Might, Agility, Fire Breath 5, Flight.
    This is a fairly significant reduction; Fang is another hero who tends to be super.
    • Level 1 damage: 7+5(+0) = 2.1 + 1.5.
    • Level 3 damage: 11+7(+1) = 4.4 + 2.8.
    • Level 6 damage: 17+10(+2) = 8.5 + 5.0.
    • Level 9 damage: 23+13(+3) = 13.8 + 7.8.
  • Morgana the Witch: Melee 3, Armor 4, Resist 6, Hits 6, Charmed, Caster 10, Missile Immunity, Stoning Gaze -1.
    Stoning gaze is a somewhat odd choice, but transformations seem witchy.
    • Level 1 damage: 3(+0) = 0.9
    • Level 3 damage: 5(+1) = 1.0
    • Level 6 damage: 8(+2) = 4.0
    • Level 9 damage: 11(+3) = 6.6
The fame 15 heroes are mostly new, though I moved Shalla in here.
  • Ixitixl the Hive Queen: Melee 8, Armor 7, Resist 7, Hits 9, Armsmaster, Constitution, Might, Web Spell.
    This is the klackon; I decided on web over flame breath, just because it seemed more interesting. Uses a modified stag beetle. Actually replaces Reywind, though at a different fame level.
    • Level 1 damage: 9(+0) = 2.7
    • Level 3 damage: 13(+1) = 6.5
    • Level 6 damage: 19(+2) = 9.5
    • Level 9 damage: 25(+3) = 15.0
  • Saurak the Turtle: Melee 8, Armor 9, Resist 8, Hits 9, Constitution, Might, Fire Breath 5, Swims.
    This is the lizardman; icon is a modified dragon turtle. A hard hitting, tanky hero, though fire breath does not scale as well as thrown due to different armor interactions and not getting weapon bonuses. Actually replaces Tumu, though at a different fame level.
    • Level 1 damage: 9+5(+0) = 2.7 + 1.5.
    • Level 3 damage: 13+7(+1) = 5.2 + 2.8.
    • Level 6 damage: 19+10(+2) = 9.5 + 5.0.
    • Level 9 damage: 25+13(+3) = 15.0 + 7.8.
  • Shalla the Amazon: Melee 7, Armor 4, Resist 6, Hits 10, Agility, Charmed, Thrown 4, +1 to hit.
    Shalla is another significant nerf, though she's typically better at level 1 due to the static +1 to hit.
    • Level 1 damage: 7+4(+1) = 2.8, 4.4 attacking.
    • Level 3 damage: 9+6(+2) = 4.5, 7.5 attacking.
    • Level 6 damage: 12+9(+3) = 7.2, 12.6 attacking.
    • Level 9 damage: 15+12(+4) = 10.5, 18.9 attacking.
Fame 20 heroes are reduced to a count of 3, and due to a bug the Mystic X the Unknown can't appear to summon hero (I don't know if he can appear randomly). All fame 20 heroes have a bunch of odd abilities.
  • Svadar the Nightblade: Melee 7, Armor 6, Resist 9, Hits 7, Blademaster, Agility, Invisibility, Armor Piercing, First Strike, Poison 2.
    This is Shin Bo, just changed to fit the theme of MoM (which has no oriental units or theme, and does have nightblades). Doesn't hit that hard, but AP is worth around 0.6 damage against early game chaff, 1.2 against late game foes, and while poison is irrelevant against anything late game, it has some value against chaff.
    • Level 1 damage: 7(+0) = 2.1
    • Level 3 damage: 9(+2) = 4.5
    • Level 6 damage: 12(+5) = 9.6
    • Level 9 damage: 15(+7) = 15.0
  • Yramrag the Warlock: Melee 7, Armor 4, Resist 8, Hits 10, Caster 10, Cause Fear, Fire Breath 6, Flying.
    Yramrag is now a Nightmare rider, and a dark elf. He's also reclassified as a fighter-mage.
    • Level 1 damage: 7+6(+0) = 2.1 + 1.8.
    • Level 3 damage: 9+8(+1) = 3.6 + 3.2.
    • Level 6 damage: 12+11(+2) = 6.0 + 5.5.
    • Level 9 damage: 15+14(+3) = 7.5 + 7.0.
  • Mystic X the Unknown: Melee 8, Armor 8, Resist 10, Hits 9, Constitution, Caster 5, Non-Corporeal, Weapon Immunity, Illusion, Plane Shift.
    He's now a wraith (weapon immunity is amazingly irrelevant on him; it's just appropriate to wraithform). Illusory attacks are worth around 1 damage early game, 2-3 late game.
    • Level 1 damage: 8(+0) = 2.4
    • Level 3 damage: 10(+1) = 4.0
    • Level 6 damage: 13(+2) = 6.5
    • Level 9 damage: 16(+3) = 9.6
Using a second post, because it's not possible to put more than 5 images on one post:
  • Aerie the Illusionist: Melee 8, Ranged 8 (Rock), Armor 4, Resist 8, Hits 6, Caster 10, Invisibility, Illusion Immune, Illusion.
    He's got illusory rocks (x4) instead of illusory ranged blast.
    • Level 1 damage: 8(+0) = 2.4
    • Level 3 damage: 10(+1) = 4.0
    • Level 6 damage: 13(+2) = 6.5
    • Level 9 damage: 16(+3) = 9.6
  • Deth Stryke the Swordsman: Melee 10, Armor 8, Resist 7, Hits 9, Leadership, Legendary, Blademaster, Armsmaster, Constitution, +1 to hit.
    Not really a lot of change from what he was, though he's got blademaster instead of might and no random. Never the most amazing of heroes.
    • Level 1 damage: 10(+1) = 4.0
    • Level 3 damage: 13(+3) = 7.8
    • Level 6 damage: 17(+6) = 15.3
    • Level 9 damage: 21(+8) = 21.0
  • Elana the Priestest: Melee 8, Armor 5, Resist 6, Hits 8, Prayermaster, Noble, Caster 15, Healer, Purify, Dispel Evil
    Not much to say here.
    • Level 1 damage: 8(+0) = 2.4
    • Level 3 damage: 10(+1) = 4.0
    • Level 6 damage: 13(+2) = 6.5
    • Level 9 damage: 16(+3) = 9.6
  • Roland the Paladin: Melee 9, Armor 7, Legendary*, Might, Healer, Magic Immunity, Armor Piercing, First Strike.
    He's lost prayermaster, but got a bit more armor and life.
    • Level 1 damage: 10(+0) = 3.0
    • Level 3 damage: 14(+1) = 5.6
    • Level 6 damage: 20(+2) = 10.0
    • Level 9 damage: 26(+3) = 15.6
  • Mortu the Black Knight: Melee 9, Armor 6, Resist 8, Hits 10, Legendary, Constitution, Might, Poison Immunity, Illusions Immunity, Cold Immunity, Death Immunity, Armor Piercing, First Strike, Life Steal (-2), Flying.
    Mortu is a Death Knight, not a Paladin, so he's got undead immunities, not magic immunity. He's not actually tagged as a death creature, however.
    • Level 1 damage: 10(+0) = 3.0
    • Level 3 damage: 14(+1) = 5.6
    • Level 6 damage: 20(+2) = 10.0
    • Level 9 damage: 26(+3) = 15.6
  • Alorra the Elven Archer: Melee 5, Bow 7, Armor 5, Resist 7, Hits 8, +1 to hit, Blademaster, Agility, Caster, Pathfinding, Long Range.
    Really a somewhat excessive archer.
    • Level 1 damage: 7(+1) = 2.8
    • Level 3 damage: 9(+3) = 4.5
    • Level 6 damage: 12(+6) = 10.8
    • Level 9 damage: 15(+8) = 15.0
  • Karzul the Troll: Melee 10, Armor 6, Resist 9, Hits 12, Constitution*, Might*, Wall Crusher, Regeneration, First Strike.
    The last of the new heroes (replaces Sir Harold); uses a mammoth rider counter.
    • Level 1 damage: 11(+0) = 3.3
    • Level 3 damage: 16(+1) = 6.4
    • Level 6 damage: 24(+2) = 12.0
    • Level 9 damage: 31(+3) = 18.6
  • Ravashack the Necromancer: Melee 3, Armor 4, Resist 7, Hits 6, Caster 15, Regeneration, Poison Immunity, Missiles Immunity, Illusions Immunity, Cold Immunity, Death Immunity, Life Steal (-2)
    Ravashack is a lich, and in fact is flagged as undead, meaning anti-undead spells work on him. His life drain is not amazing, but it's useful on modest resistance targets.
    • Level 1 damage: 3(+0) = 0.9
    • Level 3 damage: 5(+1) = 1.0
    • Level 6 damage: 8(+2) = 4.0
    • Level 9 damage: 11(+3) = 6.6
  • Warrax the Chaos Warrior: Melee 9, Armor 7, Resist 9, Hits 9, Blademaster, Constitution +1, Caster 10, AP, Lightning 9
    Note that weapons won't help his lightning breath. He still hits like a truck.
    • Level 1 damage: 9+9(+0) = 2.7+2.7.
    • Level 3 damage: 11+11(+2) = 5.5+5.5
    • Level 6 damage: 14+14(+5) = 11.2+11.2
    • Level 9 damage: 17+17(+7) = 17.0+17.0
Cool!!
I've always liked playing with heroes best!
When can I download your mod? cool
(February 25th, 2013, 16:45)I like Serena Wrote: [ -> ]Cool!!
I've always liked playing with heroes best!
When can I download your mod? cool
Heh. There are things I have aesthetic issues with (drawing flags on unit icons is a big pain, but the way I did non-flag icons looks...bad), and I'm tempted to tweak the random hero appearance odds so you're less dependent on Summon Hero as well as various spells, and I need to run through staves and wands since +toHit and +damage are suddenly meaningless on them unless someone wants to figure out how to make them add to breath weapons, though it's probably playable as is.
(February 25th, 2013, 17:13)Anthony Wrote: [ -> ]Heh. There are things I have aesthetic issues with (drawing flags on unit icons is a big pain, but the way I did non-flag icons looks...bad), and I'm tempted to tweak the random hero appearance odds so you're less dependent on Summon Hero as well as various spells, and I need to run through staves and wands since +toHit and +damage are suddenly meaningless on them unless someone wants to figure out how to make them add to breath weapons, though it's probably playable as is.

Are you aware that the unit flags consists of 3 or 4 specific colors?
You can find those in any existing unit icon.
Simply copying and pasting a flag from an existing icon should do the job.
(February 25th, 2013, 18:13)I like Serena Wrote: [ -> ]Are you aware that the unit flags consists of 3 or 4 specific colors?
Yes, but I'm bad at pixel art and doing it properly involves editing 192 different images (each unit has 4 different icons for each possible facing).
(February 25th, 2013, 18:45)Anthony Wrote: [ -> ]Yes, but I'm bad at pixel art and doing it properly involves editing 192 different images (each unit has 4 different icons for each possible facing).

Erm... yes, that is a lot to edit.
Each facing has 3 walking icons (the 2nd for standing still) plus 1 attacking icon.
And while you're at it, did you consider the special color of the shadow?
The tweaker treats magenta as transparent and green as shadow.
(February 25th, 2013, 19:14)I like Serena Wrote: [ -> ]Erm... yes, that is a lot to edit.
Each facing has 3 walking icons (the 2nd for standing still) plus 1 attacking icon.
And while you're at it, did you consider the special color of the shadow?
The tweaker treats magenta as transparent and green as shadow.
What I'm doing currently is taking existing art (for the Stag Beetle, Wolf Riders, Centaur, Dragon Turtle, and War Trolls; it's only 160 icons because Janus doesn't need one) and adding a star in a top corner. Unfortunately, because of limits on those icons I had to swap between different corners, which is what looks bad. I could probably put something on top of the unit, though there can be as few as 5 pixels available; something like a row of dots can be fit. Maybe [attachment=280]

Okay, here's the way an army of the 6 new counters looks. Not perfect, but livable I think. Changing base hero chance to 5% (which works out to 2% at fame 0, since only 10/25 heroes can actually be hired), and time to try playing.
cool.
(February 25th, 2013, 17:13)Anthony Wrote: [ -> ]and I need to run through staves and wands since +toHit and +damage are suddenly meaningless on them unless someone wants to figure out how to make them add to breath weapons

Interesting.
On the regular game it would have no effect at all since there are no staff wielding heroes with a breath weapon.
I could probably make it happen with only a minor rewrite of the combat code.
It does sound a bit weird though that a staff would improve a breath weapon.
Pages: 1 2 3