Creature Specialists

Hello Adventurers,

I discovered VCMI some time ago and was immediately stunned by the possibilities it offers. Since then, I’ve learned how to code, and recently I’ve started my own little project in VCMI. It focuses on creature specialists.

Originally, I found most of them rather weak. The few that are strong, like Valeska for example, owe their power not to their specialty but to their starting army. In HotA, this was addressed by boosting the bonus from 5% to 20%, which technically works, but feels a bit boring ;p

In my mod, I’m giving each specialist a unique talent. For example:

  • Orc specialists keep their usual bonus, but their orcs can also retaliate at range.
  • Gog specialist has no melee penalty.
  • Gremlin specialist, I made, grants ability to cast a spell similar to the Engineer from Factory.

Right now, I’m struggling with ideas for 3rd-level creatures. Can you help me, Adventurers? Please keep balance in mind—we don’t want elves with no range penalty or anything too overpowered!

That’s a nice idea. Hard part will be balance, we’ll let you work on that (haha). So for the bonus abilities, I guess we can just try to add what seems “logic” for these creatures to have. For example :

Wood Elf - Don’t know if possible, but he could cast a “spell” that’s just him reloading. Could add more shots.
Stone Golem - Add small % Magic resistance bonus (to combo with their spell dmg reduction ability).
Hell Hound - Some basic fire magic resistance bonus (10-25%?)
Wight - Could cast curse, either once (weaker curse) or on retaliation (small % chance) depending on how you’d balance your mod.
Beholder - Has a chance to cast on itself “Precision” (a weaker version of precision that add +3 and last for next turn only).
Serpent Fly - Slow immunity
Water Elemental - Some kind of freezing ability spells to custom make. Could slow down by 1 ennemies idk.