#102 Secondary Skills an Artifacts Suggestions

Next_Release
open
nobody
None
1
2014-03-07
2012-10-10
No

Hello,

Some new suggestions.

Archery:

Increases the damage of range striking units in hero's army.
Removes 50% penalty for shooting past objects (castle walls).

Basic: +10% damage.
Advanced: +25% damage.
Expert: +50% damage.

No change for Archery skill.

Golden Bow: eliminates the 50% penalty for your troops shooting past obstacles.

If you have Archery secondary skill, the Golden Bow is useless. Need some boost.

The Golden Bow artifact should also do +25% damage for shooters.

So with Expert Archery and Golden Bow: Total damage = Base damage + 50% base damage (from Expert Archery) + 25% base damage (from Golden Bow artifact) = 175% Base damage.

Ammo Cart: provides endless ammunition for all your shooters.

The Ammo Cart is useless, except in some rare combats in early game. Need some boost.

The Ammo Cart artifact should also do +10% damage for shooters.

So with Expert Archery and Ammo Cart: Total damage = Base damage + 50% base damage (from Expert Archery) + 10% base damage (from Ammo Cart artifact) = 160% Base damage.

Damage are also added by Golden Bow and Ammo Cart to the turrets and ballista damage during siege.

Tweak in xml file:

siege artifact archery add damage turret ballista: 1
(default 1, 1 for the artifacts that increase the damage of archery skill adds damage from the turrets and ballista during siege, 0 for the artifacts that increase the damage of archery skill does not add damage from the turrets and ballista during siege)

I don't know how it's managed in original Heroes 2, Archery secondary skill should affect damage from turrets and ballista during siege.
And Shield spell should also reduce damage from turrets and ballista.

Tweak in xml file:

siege skill archery add damage turret ballista: 1
(default 1, 1 for the archery skill adds damage from the turrets and ballista during siege, 0 for the archery skill does not add damage from the turrets and ballista during siege)

siege spell shield reduce damage turret ballista: 1
(default 1, 1 for the shield spell reduces damage from the turrets and ballista during siege, 0 for the shield spell does not reduce damage from the turrets and ballista during siege)

All values can be changed in xml file.

Diplomacy:

With Diplomacy skill army camps will sometimes offer to join your army.
Percentage shown is the percentage of monsters in the stack.

Basic: +25% will join.
Advanced: +50% will join.
Expert: +100% will join.

Always frustrating not to be able to recruit all creatures.

This should be:

Basic: +100% will join, cost 200%.
Advanced: +100% will join, cost 150%.
Expert: +100% will join, cost 100%.

So all the creatures will always join your army but you pay different cost for each Diplomacy level.

Statesman's Quill: reduces the cost of surrender to 10% of the total cost of your army.
The Statesman's Quill should also reduce the cost by 10% when the creatures will join, and increases the likelihood that creatures will join.

So with Expert Diplomacy and Statesman's Quill: Total cost = Base cost without penalty (cost 100% from Expert Diplomacy) - 10% (from Statesman's Quill artifact) = 90% Base cost.

All values can be changed in xml file.

Eagle Eye:

Your hero gets a chance to learn spells that have been cast against him in combat.

Basic: +20% 2nd level max.
Advanced: +30% 3rd level max.
Expert: +40% 4th level max.

(percentage value can already be tweaked in xml file, level max spell should also be changed)

Sometimes useful in the early game, skill becomes increasingly useless as the game progresses. Need some boost.

This should be:

Basic: +50% 2nd level max, your hero restores 1 magic point each time the opponent hero cast a spell.
Advanced: +75% 3rd level max, your hero restores 2 magic points each time the opponent hero cast a spell.
Expert: +100% 4th level max, your hero restores 3 magic points each time the opponent hero cast a spell.

(The Dispel Magic spell animation can be used on the hero to show this.)

Your hero can use the learned spell during the current combat (a window is displayed during combat to show that the hero learned the spell and he can use it during current combat).

Tweak in xml file:

combat hero learned spell current combat: 1
(default 1, 1 for the hero can use the learned spell during current combat, 0 for the hero cannot use the learned spell during current combat)

On the adventure map, your hero also gets a chance to learn spells that have been cast by opponents heroes located in his viewable area.

So your hero has Expert Eagle Eye. If a opponent hero is located in your hero viewable are and casts Town Gate spell, there are 100% change your hero learns Town Gate spell.

Tweak in xml file:

adventure hero learn spell: 1
(default 1, the hero can learn spells on the adventure map, 0 the hero cannot learn spells on adventure map)

All values can be changed in xml file.

Pathfinding:

Reduces the movement penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert).

Basic: -25% movement penalty.
Advanced: -50% movement penalty.
Expert: -100% movement penalty.

If map has no rough terrains, the skill is useless. Need some boost.

This should be:

Reduces the movement penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert), and adds an additional land movement.

Basic: -25% movement penalty, +5% movement.
Advanced: -50% movement penalty, +10% movement.
Expert: -100% movement penalty, +15% movement.

All values can be changed in xml file.

Logistics:

Hero gets an additional land movement.

Basic: +10% movement.
Advanced: +20% movement.
Expert: +30% movement.

As Pathfinding secondary skill is changed, Logitics secondary skill must be adjusted, or not, to be tested (can already be easily changed in xml file).

This should be:

Basic: +20% movement.
Advanced: +30% movement.
Expert: +40% movement.

Mysticism:

Increases rate per turn in which hero regenerates spell point.

The text information of the Mysticism secondary skill is misleading.

"Basic Mysticism regenerates two of your's hero spell points per day."

In fact, Basic Mysticism only regenerates one hero spell power point per day.
The second hero spell point is automaticaly generated by the hero himself (this hero spell point is generated even if the hero does not has learned Mysticism secondary skill).
So the hero regenerates one spell point per day and the Basic Mysticism regenerates one spell point, thus two spell points in total.

Basic: 1 spell point per day.
Advanced: 2 spell points per day.
Expert: 3 spell points per day.

Useful on some maps, useless on other. Need some boost.

This should be:

Basic: your hero regenerates 1 spell point per day on the adventure map, your hero regenerates 1 spell points per turn during combat.
Advanced: your hero regenerates 2 spell points per day on the adventure map, your hero regenerates 2 spell points per turn during combat.
Expert: your hero regenerates 3 spell points per day on the adventure map, your hero regenerates 3 spell points per turn during combat.

(The Dispel Magic spell animation can be used on the hero to show this.)

Navigation:

Hero gets an extra movement on water.

Basic: +50% movement.
Advanced: +100% movement.
Expert: +150% movement.

If map has no water, the skill is useless. Need some boost.

This should be:

Hero gets an extra movement on water and generates gold each turn.

Basic: +50% movement on water, 25 gold per day.
Advanced: +100% movement on water, 50 gold per day.
Expert: +150% movement on water, 100 gold per day.

Scouting:

Increases hero's viewable area on adventure map.

Basic: +1 square.
Advanced: +2 squares.
Expert: +3 squares.

Very useful in the early game, skill becomes less useful endgame. Need some boost.

This should be:

Increases hero's viewable area on adventure map, and adds additional land movement.

Basic: +1 square, +5% movement.
Advanced: +2 squares, +10% movement.
Expert: +3 squares, +15% movement.

All values can be changed in xml file.

An easy way to add new secondary skills (new spells (frequency of apparition of spells), etc.) without the hassle to change the differents percentages each time a new skill is added.
Instead of directly using the percentage, use a value first, and then calculate the percentage.

Percentage method:

There is 4 skills with the same percentage of appariton.

Skill A: 25, Skill B: 25, Skill C: 25, Skill D: 25

25% + 25% + 25% + 25% = 100%

A new skill is added, it's necessary to change all percentages.

Skill A: 20, Skill B: 20, Skill C: 20, Skill D: 20, Skill E: 20

20% + 20% + 20% + 20% + 20% = 100%

Value method:

There is 4 skills with the same percentage of appariton.

Skill A: 10, Skill B: 10, Skill C: 10, Skill D: 10

Add all the values.

10 + 10 + 10 + 10 = 40

Calculate the coefficient.

100% / 40 = 2.5

Calculate the percentages.

10 x 2.5 = 25%, 10 x 2.5 = 25%, 10 x 2.5 = 25%, 10 x 2.5 = 25%, total = 100%

A new skill is added, add only the new skill with his value.

Skill A: 10, Skill B: 10, Skill C: 10, Skill D: 10, Skill E: 10

Add all the values.

10 + 10 + 10 + 10 + 10 = 50

Calculate the coefficient.

100% / 50 = 2

Calculate the percentages.

10 x 2 = 20%, 10 x 2 = 20%, 10 x 2 = 20%, 10 x 2 = 20%, 10 x 2 = 20%, total = 100%

It's necessary to change the percentage of appariton for the last skill.

The last skill need tweaking to appear more often, change only the last skill value.

Skill A: 10, Skill B: 10, Skill C: 10, Skill D: 10, Skill E: 40

Add all the values.

10 + 10 + 10 + 10 + 40 = 80

Calculate the coefficient.

100% / 80 = 1.25

Calculate the percentages.

10 x 1.25 = 12.5%, 10 x 1.25 = 12.5%, 10 x 1.25 = 12.5%, 10 x 1.25 = 12.5%, 40 x 1.25 = 50%, total = 100%

This can facilitate modding, tweaking for testing, and reduce crashes by misuse of players.

E.g. Skill A: 3, Skill B: 21, Skill C: 17, Skill D: 100, Skill E: 8

Add all the values.

3 + 21 + 17 + 100 + 8 = 149

Calculate the coefficient.

100% / 149 = 0.6711409395973154

Calculate the percentages (coefficient badly rounded at 0.67 for the demonstration, thanks ;-) ).

3 x 0.67 = 2.01%, 21 x 0.67 = 14.07%, 17 x 0.67 = 11.39%, 100 x 0.67 = 67%, 8 x 0.67 = 5.36%, total = 99.83%
almost 100% ;-)
149 x 0.67 = 99.83%
149 x 0,6711409395973154 = 99.99999999999999%
better to leave the computer to do the job ;-)

That's all for this time.

Greetings.

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