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AuthorAlt upgrades - post ur own.
Angel-Guardian Angel

Attack:40
Defense:40
Damage:60-70
HP:250
Speed:6
Initiative:12
Shots:0
Mana:18
Morale:1
Luck:0
Range:0
Abilities:Flyer,Large Creature,Caster(Ice Clod,Ice Ring)

Forest Keeper-Elite Forest Keeper-Forest Guardian

Attack:10
Defense:8
Damage:8-12
HP:15
Speed:6
Initiative:16
Shots:0
Mana:0
Morale:1
Luck:0
Range:0
Abilities:Battledance,Regenaration
bandit-poisoner-gangster

Attack:8
Defense:6
Damage:6-8
hp:13
speed:5
iniative:10.5
shots:5
mana:-
morale:1
luck:-
range:-
Abilities:brutality(1 Atk),large creature,shooter.
devil-Master hell

ATK:39
DEF:34
DAMAGE:45-65
HP:320
SPEED:5
INI:10
SHOTS:5
MANA:15
MORALE:1
LUCK:-
RANGE:-
ABILITIES:SHOOTER,CASTER(FIREBALL,MAGIC ARROW,EARTHEN SPIKE,)LARGE CREATURE,
BURNING( 1 DEFENSE )
guys i think we have the alt upgrades ready any way i have one


Death Envoys-Wraiths(upgrade)-Banshee(alt upgrade)

Banshee
Atk 23
DEF 23
DAMAGE 22 - 27
INI 11
SPEED 6
HP 110
LUCK 0
MORALE 0

Large creature, undead, death wail


Death Wail :This creature can deal damage on all living enemy stacks within the range of 3 tiles from it. The damage amount depends on the particular enemy's Morale and its distance from the creature (activated ability).Base damage is equal to (10-Target_Morale)*Nb_Banshee, where Nb_Banshee is the number of Banshees in the attacking stack. Targets adjacent to the Banshee suffer their base damage, while targets one tile further suffer half of it, and targets 2 tiles further only 25% of it.
For example, with a stack of 8 Banshees, an adjacent target with Morale 2 will suffer 8*(10-2)=64 damage. A target 2 tiles further with Morale -1 will suffer 8*(10+1)/4=22 damage..
Forest keepers - Elite forest keepers
Elite forest fighter
ATT:15
DEf:25
Ini:12
Speed:10
Luck:0
Morale:3
Special : Bravery,Battledance,No retaliation,Immune skill.
ATT: 6
DEF: 5
Ini: 12
Speed: 4
Luck: 1
Morale: 1
Special:
elven bow-> grandmaster bow -> arcane hunter
A 9
D 7
INI 11
Range 6
Shots 14
damage 9-10

abilities: force arrow: ogre's knockback, knocking shot, and ignores 50% of enemy defense every shot no matter what
damn pressed ctrl + enter

ermm yea

it was elven hunter
ATT: 6
DEF: 5
Ini: 12
Speed: 4
Luck: 1
Morale: 1
shots: 10
range: 99
Special: double shot, no range penalty, Snipe, shooter, elven luck
Snipe: kills one unit in a stack instantly but it cant be less then 10%
Elven luck gives +1 luck
twilight dragon-dragon rider

ATK:45
DEF:35
INI:13
SPEED:7
LUCK:-
MORALE:-
SHOTS:-
RANGE:-
ABILITIES:LARGE CREATURE,FLYER,TELEPORTER,DRAGON CHARGE,SPRAY,UNLIMITED RETAL.
ATT: 6
DEF: 5
Ini: 12
Speed: 4
Luck: 1
Morale: 1
shots: 10
range: 99

lol,range 99
sky heater check the range of magi ;) its 100, just means no range penalty all range damage is the same and not halved after 6 squares
shrew-ultimate assasin

ATT-9
DEF-8
INI-29
SPEED-19
LUCK-7
MORALE-8
Sorry to crash ur guys party....But there are already upgrades for all creatures in HOMM and i highly doubt they will be different in this game (other than by name)
45= lol....

15 att 25 def for a tier 2 unit.

diversecity is right, but i dont think anyone cares.
i dont think anyone cares

especially about all the stupid, completely unrealistic ones.
swordmen-guardian-knights

ATT:8
DEF:6
Ini: 12
Speed: 6
Luck: -
Morale: 1
shots: -
range: -
abilities: knockback,stun.
unicorn-brilliant unicorn-enchanted unicorn
attack 87
defense 78
Ini 15
Speed 7
luck 2
morale 2
Ability:Aura of magic proof,unicorn charge,Unlimited Retaliation,Large Creature,Blinding Brillance
for diversecity:

see here: https://www.lordswm.com/forum_messages.php?tid=1832843

Here's what the Administration is preparing for players:
1. New factions (Dwarves, Steppe barbarians and other).
2. Detailed quest-adventure map with heroes moving around it.
3. Tier 7 creatures.
4. Upgrades and
altgrades (alternative upgrades) of all creatures.)
5. Experience tables extension.
6. Introduction of new Guilds and more non-war-related professions.
7. Perks (hero secondary abilities).
8. Facilities as private real estates.
9. Clan wars.
10. Introduce dwellings and warehouses as private property.
11. Introduce Magic schools of levels 4-5.
12. War machines: ballistae, first aid tents, ammo carts with their modification options.
13. Increase server power and acquiring new servers. Recruiting professional artists and designers.

The innovations listed are not sorted chronologically.
quote]

as you can see, most points have been (at least partialy) done or are already introduced as comming (such as clan wars and dwarf faction).

the probleme in this hread is that most posters don't know what altgrades are. they just make upgrades of upgrades - and even then waaaay to strong ones...

altgrades are units you get INSTEAD of the upgradet ones, having aproximately the SAME overall strenght, but DIFFERENT abilitys.

as a simple example given (not done quickly and not balanced): take Elite forest keepers, strip them of their battledance and give them unlimited retaliation instead, give them a +3 on defense and HP, -3 on attack, -1 to movement and a special ability that reduces shooting damage taken by 25% - et voila: you have an new, more defensive kind of forest keepers. less usefull in attack but beter defenders.

altgrades aren't here to make units stronger - but to asign them to new tasks on the battlefield, enabling new strategies and tactics for your army.
oops, sorry - the last part ain't a quote.

quotation end with the sentence:
The innovations listed are not sorted chronologically.
for diversecity: after reading your post a second time i realised you ment something else.... sorry! you're probably right there, altgrades will be copied from the existing ones.

i for my part post such things for the fun of making them. i neverever thought this ideas would be implemented. that's why they are in the creative part - and not in IaS.
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