@misiokles Yeah you’re probably right, I will change the amount of starting units. I put less lvl 1 units because they are upgraded lvl1 instead of normal but I guess I will remove peasants from the town and replace them with a new variation of rogues. I will create an alternate version of rogue tonight.
Right now I’ll follow your advice about the advAmount and then I will edits map models for units. Thanks for your help !
Edit: For some reasons I can’t use the “What’s this?” function in my H3 editor. It shows this error message and do none.
@planetavril1 It reminds me of the BlackHole grail prototype. You suggest it to replace which building? Any chance of it having more frames ? (if the animation is too slow it won’t fit well in-game)
@misiokles Oh, sadly I don’t have HotA so I guess I will take values from another VCMI town’s mod and I will later replace the value with HotA creatures references (rogue, golems, enchanter, etc.).
@zerg You can download the Townscreen (v0.2) in .PSD file format here.
Hello everyone, In the actual version (v0.3, unreleased) I wanted to remove Peasants from the town and so I added a new creatures which is a Rogue’s variant (I also changed the skins of both LVL3Upg & LVL7/LVL7U units by the way). But I’m not completly sure about the actual roster and I’d like to hear from you guys what you think. Here’s below the evolution from v0.1 to v0.3 (ps: made this picture quickly so I didn’t saw that I inverted lvl6 basic/upgrade units):
Should I make Rogue upgrade into Nomad so Trolls can join the party? It would be more coherent than seeing Boars upgrade into Nomads. But in an other hand Trolls regeneration ability would be useless since it would be tier 2 its HP would be lowered. What do you think?
By the way, here’s some progress I did for the upcoming release (see below). I created the puzzle and siege visuals and right now I’m still working on a new version of the townscreen. I want it to have more color harmony. You can see the very early version of the townscreen’s edits. There’s more stuff added in the upcoming releases but I’ll talk about them when I will release the v0.4.
Not really. But you can consider to make some alternative upgrades, like in Tides of War mod.
About Trolls - I don’k know. They don’t fit to your line-up.
I remember seeing mythology’s teleporting blue rogue and red nomad and they looked good and will fits perfectly in the town so I guess I will remove Boar from the town and add a Nomad variant. I will focus on the roster right now and try to improve it. Thank you for helping me.
About Sharpshooter I will go with a red variant to fit the new Heroes battle visual I made (see below) so I can achieve to get a more balanced colors. I will probably edit the visuals a little bit so I don’t feel like I’m just “stealing” the author’s works.
Edited Sharpshooter Veteran visuals and added new Rogue & Nomad upgrades. I will release the next update real soon with the full changelog (as usual). But before I have a last question: Should I switch tier between golems and sorceress/enchanter? I feel like it would make more sense and it would reduce the statistics gap between refugee’s units and their neutral counterparts. Since you will be able to convert neutral into refugee’s faction, it would be “weird” to recruit neutral and then halving their stats. Am I right?
Yeah it needs a good balance between stats and growth, stats shouldn’t be too different to original counterparts while should be nerfed a little at least to avoid the “OP” feeling. Individually most original stats aren’t too far from other same-tier creature while globally it gets unbalanced.
I switched the tier and now I will be doing some testing to balance Tier 4 (Golems) and Tier 5 (Sorceress/Enchanter). If feels better this way. I might change Commander’s spell as well, don’t know if I just put the “resurrection” as “until end of battle” state or if I replace it with a different spell.
Given all heroes the ability to convert true neutral creatures into Refugee’s faction (ex: Gold Golem can be upgraded into Refugee’s Gold Golem). It Shouldn’t cost anything to convert creatures.
Rebalanced every Heroes starting army to make them stronger.
Added Heroes descriptions.
Replaced Heroes Battle & Map visuals with new original ones.
Changed Keyvan’s specialty and added “Šigû” as starting spell (in addition to the new version of “Namburbi”).
Replaced Kiana’s Ballista specialty with “Resistance” and changed her starting skills.
Replaced Shayan’s specialty with a new one, changed his starting skills and added surrender discount bonus per level.
Units
Replaced creature ‘Peasant’ (ex-LVL1) with ‘Rogues’ (ex-LVL1U) and ‘Rogues’ with new creature ‘Spy’ (new LVL1U). Reduced power multiplier of Rogue’s spying ability from 3 to 2. Spies spying ability PM is set to 3. Replaced creature ‘Boar’ (ex-LVL2) with new creature ‘Vagabond’ (new LVL2).
Switched tiers between Tier 4 (ex-Sorceress/ex-Enchanter) with Tier 5 (ex-Gold & Diamond Golems).
Updated adventure map amounts of every units based on HoTA’s map editor values.
Rebalanced units statistics (Tier 1, Tier 2, Tier 4 and Tier 5) to make them more coherent with their vanilla counterparts. Units are stronger but their growths are under-average.
Edited visuals & sounds of both tier 7 units and visuals of ‘Veteran Sharpshooter’ (LvL3 Upg.).
Added an alternate music for the town. To use it, go to “/Mods/RefugeeTown/Content/music/” and copy the music from the folder “RefugeeTownAlternateMusic” and paste it in the “/music/” folder to replace the actual theme.
Spells
Old spell “Gottesbriefe” is renamed “Šigû”.
Old spell “Namburbi” (summon golems) is renamed “Emet”.
New offensive spell against all-type of golems called “Met”.
New spell “Namburbi” increase morale & luck of targeted/all ally’s troop(s).