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DF2 :: ФОРУМЫ > Игровые форумы > Heroes of Might & Magic III > The Succession Wars > Фракции The Succession Wars
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Foster
Цитата(feanor @ 02 Mar 2015, 22:36) *
Никаких позитивных эмоций утрата абилки при грейде вызвать не способна.

То-то гремлинов в тройке никто не грейдит - потеря возможности лупасить на полную в ближнем бою так критична, так критична!
Orzie
Это не щитается абилкой.

Алсо, обсуждаемый случай с ворами, когда они имеют безответку, а при грейде - всего лишь шпионскую абилку, явный рак и костыль, вынуждающий людей таскать единички грейда.
feanor
Цитата
То-то гремлинов в тройке никто не грейдит - потеря возможности лупасить на полную в ближнем бою так критична, так критична!
Отсутствие абилки - абилка, атеизм - религия, вода - наркотик.
Cthulhu_55
У меня еще есть такая мысль, как чтобы абилка разведки срабатывала лишь при определенном кол-ве существ в стеке. То есть, если есть у тебя 100 апнутых воров - то абилка работает. Если 99 - уже не работает.
Orzie
Костыль же. 100 воров в 1-1-1 и 100 воров в 1-3-2 - это две большие разницы.

У нас будет артефакт Кристальный Шар, заклинание Видений и возможно, какие-то настройки Разведки.
Ethereal
Проще уже совсем воров из замка выкинуть. Недаром они и в двушке, и в трёшке нейтральны и вне замков. Заменить их на хоббитов и дело с концом. А можно и вовсе без грейда оставить. В качестве грейда - улучшение прироста.
Orzie
Глупости какие. Никто никого выкидывать не будет. Грейдить пока нет желания.
Orzie
Началась работа по анимации скорпиона, пока у нас с Агаром висит анубит.
Пока что делаются анимации ножек, часть кадров пока вырезана для более-менее последовательной анимации.
Напомню, что в грядущей бете именно класс Дервиша получит огромное количество новой графики.

Orzie
Моё лицо, когда я девять часов копаюсь во вроде бы готовой анимашке ранения, и по-прежнему недоволен результатом.

Orzie
Фавыфаофаывфроавррпавт. clinic.gif



Почему решил оставить мув таким, какой он есть (за исключением мелких косяков в масштабах 1px):

1) Недостаток времени. В ближайшие два месяца мне предстоит запилить диплом и отчёт по гранту.
2) Стоит заметить интересную особенность анимации перемещения двушных существ. Все существа, даже скопированные Минотавр и Огр, анимированы по абсолютно разным схемам, далеко не всегда реалистичным и адекватным. Это даёт нам возможность допустить подобные девиации и с анубитом, который во время первой половины анимации движения резковато дёргает торсом. Это вполне может стать фишкой, а при значительном ускорении анимации видно, что никаких особых различий с анимированными оригинальными существами нет, и имеет место аутентичность в рамках двоечного стиля.
3) В тройке имеются дополнительные анимашки Start Moving и Stop Moving, ответственные за плавный переход с любой фазы анимации в статику (что обеспечивает плавную анимацию движения на любые расстояния на поле боя). На данном гифе они не представлены, но сделать их довольно просто.
4) Богомерзкий фотошоп не даёт делать больше 30 кадров, или это у меня лыжи не едут.

Конечно, анимация не до конца двушная, поскольку те подразумевают отсутствие описанных в п.3 "подготовительных фаз" в начале и конце движения. Аналогичным требованиям не соответствует ведьмина Жаба (возможно, это было одной из причин вырезания её из двушного лайнапа). Но ввиду того, что мы попросту вынуждены обогащать концептуальную базу существ из-за гораздо большего количества вакансий в тройке, и того, что в тройке в любом случае поддерживается система "подготовительных анимаций", мы обладаем исключительным правом на внедрение подобных анимационных схем. Их нельзя будет бескровно портировать в Герои 2, но такой установки для команды проекта никогда не было.
Orzie
Первый тестовый вариант передвижения скорпиона. Требуется консультация от знатокоў. Цветопереходы поправим, интересует именно правдоподобность механики.

DrSlash
Малаца, хорошо зделали (с)
Orzie


Вообще, конечно, меня всё равно смущают движения. Но как уже обсуждалось, в двойке действительно могут присутствовать странноватые решения для мува.
DrSlash
Orzie, как показывает практика, если анимация ходьбы выглядит адекватно в статике, то при движении будет и подавно.
Orzie
Ну тут всё равно есть небольшие сомнения. Думаю, мы ещё маленько пошурудим, и можно будет утверждать на релиз. Таким макаром и для СНГ скоро материал соберём. smile.gif
Agar
Ноги по другую сторону туловища я условно тога нарисовал, второй клешни не хватает.. ну, вроде, жить будет.
Orzie
Ну ноги дальние, думаю, можно слегка утяжелить, и таки да, забыли совсем о клешне. Ещё мне кажется, что хвост движется слишком плавно.
Agar
Ну, может, можно попробовать взять имеющиеся конечности и расположить их на заднем плане в противофазе) Что-то нижний сегмент второй ноги слева плющится не очень приятно)
Orzie
Ну да, он разворачивается слишком сильно. Это надо учесть - вообще добавить фаз для нижнего сегмента не повредит, раз уж мы анубиту сделали весьма богато.
Cthulhu_55
Кстати сказать, не исключено, что без второй клешни он будет выглядеть лучше, нежели с ней.
Orzie
Скорее всего, но тут слишком заметно.
Cthulhu_55
Цитата(Orzie @ 17 Apr 2015, 00:45) *
Скорее всего, но тут слишком заметно.

Знаешь, не слишком. Лично я заметил, что скорпион то инвалид, только после того как зашла речь про это дело. А до того как-то особо и не бросалось в глаза
Orzie
Ну видишь, кто-то и грудь у Лучницы не замечает. b_smoke.gif

Посмотрим, может быть, получится адекватно. Цель-то у нас в любом случае - красота.
Cthulhu_55
Цитата(Orzie @ 17 Apr 2015, 01:55) *
Ну видишь, кто-то и грудь у Лучницы не замечает.


А я всегда знал, что лучница и тролль женского пола. До сих пор вспоминаю, как я это в детстве пытался доказать одноклассникам)
Orzie
Бояре, на официальном вебсайте мода я вбросил важное обсуждение по результатам наших форумных консилиумов. Для русской локализации, конечно, уже всё решено, но англоязычное название фракции остаётся очень важным (и пока неутрясённым) вопросом, который необходимо провентилировать с остальными нерусскоязычными участниками команды.

http://heroes3mod.webs.com/apps/blog/show/...ny-of-the-gipsy

Всех желающих приглашаю подтягиваться для оставления мотивирующих комментариев. Порой достаточно лишь парочки дополнительных мнений, чтобы сдвинуть гору. Единогласие (и единоначалие) в проекте вещь очень важная, от которой зависит в том числе и скорость производственного процесса.
feanor
Вместо кражи коней абилкой будет уничтожение башен замка при атаке с "Полета"?
Orzie
Дак дервиши не обязательно связаны с исламом. Плюс, у нас энротская вариация, не подходящая под общее определение.
Orzie
За неимением возражений на официальном вебсайте фракция торжественно и бесповоротно переименована в Dervish.
Это большая победа, потому что за два года работы над проектом я устал получать смешки и ужимки в адрес многих неаккуратных решений команды Мистера Калу.
Theodor
Где можно посмотреть актуальный лайн-ап Дервиша?
Orzie
Пока нигде, но в ближайшем будущем переработаю первый пост темы.

1. Вор/Мародёр (Rogue/Marauder)
2. Паломник (Acolyte)
3. Кочевник (Nomad)
4. Скорпион (Scorpion)
5. Медуза/Королева Медуза (Medusa/Medusa Queen)
6. Анубит (Anubite)
7. Джинн/Мастер Джинн (Genie/Master Genie)
Orzie
Полный концепт фракции Дервиша теперь прописан на официальном англоязычном форуме.
Не знаю, найдётся ли время для его перевода - нужно уже приниматься за графику.
Дизайн-документ будет со временем дополняться по ходу разработки.



The Dervish faction for Heroes of Might and Magic III: The Succession Wars
This is a constantly updated version of the faction design document summarizing all faction info. The ongoing development, including lineup details, playing style and graphical appearance is supposed to be featured in separate threads in the Dervish Faction subforum of the H3SW Development Board.


The Dervish - Background Information


The Dervish is a new desert-styled faction for H3SW, partially based on HoMM2 neutrals and intended to be a new neutral spellcaster concept. The general alignment of the faction is Neutral, but there are some noticeable shifts towards the Evil ideology. Like all H3SW factions, it features 7 creatures for the lineup, 16 heroes, its own castle and 7 dwellings, one for each type of un-upgraded creature. Native terrain for the Dervish is Desert. Like other faction concepts planned for H3SW - the Witch and the Heretic - the Dervish faction is heavily modeled over Might and Magic VI: The Mandate of Heaven concepts, which will be noticeable both in faction graphic assets and background lore.
The Desert Mages of the west of Enroth (mainly Dragonsands and Blackshire) are in fact one more mystery of Enroth. Wandering from one oasis to another in their search for the lost secrets of the past, they can form their company with a wide range of various outcasts and native dwellers of the desert. Sometimes they even can assault the nearby settlements, but they do it as if they are not so interested in this like manifold greedy and bloodlusty Enrothian lords who remember old insults secretly from the Crown. Generally the Dervish settlements are composed of tents which can be fastly removed to continue the travel. However, the castles of this faction are too much in contrast with them, being built around a large Oasis and possessing rich architecture and wealth. The castles of the Western people are really hard to find because of the magical mirages confusing even the experienced pathfinders from the East.

The Dervishes are basically outcast wizards from other areas of Enroth, or self-posed hermits attracted by the incredible amount of mysteries in the Western Enroth. They are often desperate enough to be not afraid of various dangers lurking in ancient tombs and the other objects of the Ancients' legacy.

The participation of the Dervishes in The Succession Wars on any of the sides (Roland/Archibald) is undocumented and most probably the massive Dervish faction activity in the areas of Enroth rather than Dragonsand Desert was not present until the Night of the Shooting Stars and subsequent events of Might and Magic VI: The Mandate of Heaven storyline.




Цитата("Might and Magic VI: The Mandate of Heaven")
"I've heard that Abdul has his resort in the south of Dragonsand. Some resort! It's probably filled with dragons."
"I've heard that you can get really nifty things from Abdul's Desert Resort if you pay with golden pyramids. I'm hoping to go there one day, and I want to stock up on the pyramids now. I'll take any golden pyramids you have for 1000 gold."


Abdul is a genius economist and major trickster at the same time. His espionage network is spread all over Enroth, and it is especially strong in Free Haven, the biggest town of Enroth. His discount centers specialized in every kind of trade goods are not to compete with for any other Enrothian trade company thanks to the cunning price politics, and Abdul, most probably, can be considered the richest man of Enroth. No one knows what he has in mind, but it is becoming more and more clear that the current level of Abdul's influence over Enroth is not enough for him. Some discerning intellectuals already have some guessings about Abdul's involvement in the happening chaos, political unstability and lurking monsters which never left their native areas before.


Цитата("Might and Magic VI: The Mandate of Heaven")
The fabulous Circus of the Sun usually sets up a few day's travel down the trade road leading north from Castle Ironfist. They are always there in December of each year.
The Circus of the Sun likes to set up alongside the road between Blackshire and Star Lake. They're around here every year during April. It's a good show– well worth the money to go see it!
The Circus of the Sun usually sets up a few days south of Castle Temper on the west side of the Crescent River. They stay there during August of every year.


Another Abdul's successful project is the Circus of the Sun. The agents of the Circus, alongside their daily duties, perform unreported activity in many regions of Enroth, spreading Abdul's sphere of influence. The money gained from the Circus' performance is no match for other Abdul's enterprises, so there is no doubt that the Circus is created for another purpose. It is also should be noted that Enrothians are very fond of the Circus and many children wait eagerly during the whole year for the arrival of the Circus.


Цитата("Might and Magic VI: The Mandate of Heaven")
"A day's travel west of here is a new Temple dedicated to Baa. I've heard that bad things happen to rich people that travel near there."
"Some people are saying the Temple of Baa and the devils are in league! It makes sense– the temple first appeared a few months after the Night of Shooting Stars, and we all know the devils and that night are related!"
"Though the Temple of Baa may offer free healing, it seems to me that more things go wrong, and more people get hurt, when one of their temples is nearby. Could it be they are cursing the people near them, and then healing them for some bizarre reason?"


Finally, the newest Abdul's enterpise is the ominous Cult of Baa. After the Night of the Shooting Stars which became the sign of the Kreegan arrival on Enroth their temples grew all over Enroth like mushrooms. Abdul was risky enough to arrange a pact with the Kreegans concerning the subversive activities in the Enrothian community so that the Kreegans will be able to reap its resources easily while Abdul will get his cut. The temples of Baa provided free healing services (thanks to Abdul's wealth) and quickly became popular among almost all population groups. What should be noted is that in case of the Cult's destruction Abdul would be not to blame and behind suspection because there were not any clues leading to him, except the comic name "The Sandman" in the letter possessed by the Heroes of Enroth (the protagonists of Might and Magic VI: The Mandate of Heaven - editor) where Xenofex (or Abdul as him) wrote to the traitor Sulman. See full quote in "The Cult of Baa">"Background".





Цитата("Might and Magic VI: The Mandate of Heaven")
"Damian,

Congratulations on your new assignment. The Shadow Guild wants you to ambush caravans passing from New Sorpigal to Ironfist or Free Haven. Under no circumstances are you to divulge that you have any connection to us, or the deal is off and you will find out what happens to those who betray us. Do as you are told and there won’t be any problems.

Prince of Thieves"


Prince of Thieves is an Abdul's ally, who is in charge of the Enrothian underworld. He has his own interests in collaborating with Abdul, but in comparison with the latter he is not that cautious. Prince's organization is called the Shadow Guild having an agenda in robbery, blackmail, thievery and the like. See more info in "The Cult of Baa">"Affiliated organizations".


Цитата("Might and Magic VI: The Mandate of Heaven")
"Prince,

Anthony Stone has decided to remove you once and for all. I’m sure you will be seeing his men soon. For your safety, I’ve prepared a place in the sewers underneath Free Haven for you. Leave the Guildhall immediately and come to the sewers. Once the heat has cleared you will be free to return to the Guildhall.

Fetzil"


Цитата("Might and Magic VI: The Mandate of Heaven (Anthony Stone)")
"Mine is the traditional duty to oversee the, um, less than upright business in the Kingdom. My House has done this for centuries under the philosophy that such business will always exist and is better watched and regulated than not. Recently, a man styling himself the 'Prince of Thieves' has begun to usurp my authority in Free Haven. Not only does he challenge my authority, he cooperates with that loathsome new cult that’s sprung up recently…what’s it called? Moo, or Yak, or Bark…no…whatever. Some sort of animal sound. Anyway, my sources tell me that this cult plots to overthrow the King and assume power in Enroth. This is a bad business, and needs to be stopped. You can start by arresting the Prince of Thieves and returning him to me in chains. I will, of course, reward you richly."



The Prince of Thieves is constantly wanted for his crimes by the rulers of Enroth regions, and his carelessness may lead him to prison.





Цитата("Might and Magic VI: The Mandate of Heaven")
"Silvertongue,

My spies report there is a small group of would-be heroes traveling about the land trying to put an end to our little Plan for a New World. They are reportedly seeking permission to visit the Oracle in Free Haven. You must not permit this to happen--If the Guardian awakens before our plan has matured it will spell the end for both of us. Deny them permission to visit the Oracle, even if it reveals you to be a traitor. We need the time your delay will buy us. Oh yeah...Praise Baa.

Zenofex"


Slicker Silvertongue is one of the most valuable agents of the Cult of Baa, receiving orders from Kreegan warlord Xenofex directly. Being a proficient spy in the High Council of Enroth he rose up to a very powerful position and the Kreegan army has a brilliant success in battles even against elite Roland's troops thanks to Silvertongue's covert activity. Slicker is an ambitious and self-righteous person who has a pragmatic view on things, and it is he who caused a lot of problems to the Heroes of Enroth in the Might and Magic VI storyline.


Цитата("Might and Magic VI: The Mandate of Heaven")
"Slicker Silvertongue refused my order? This must be treason! Still, I've known him so long, and he's never disobeyed an order before…perhaps he is suffering from delusions. Yes, that's it. He's been spending so much time investigating that horrible Baa cult that it's affected his mind– I even found one of their cloaks in his room. Perhaps you can find a cure for him. They must surely know what they've done to him! I would start at their headquarters east of Castle Kriegspire. Here, take the cloak– perhaps you can find some use for it."


Silvertongue is officially the most known expert on the cults of Enroth, and he has worked on the Cult of Baa for a very long time undiscovered although various items related to the cult were often found in his rooms. He has a bad temper and skeptic glance.





Sulman is an Air mage formerly serving to Roland but turning into a double agent later. Roland's army was destroyed and Roland got imprisoned by Kreegans, being later transfered to Colony Zod in Antagarich because of Sulman's treachery during the events of Might and Magic VI: The Mandate of Heaven. See more info in "The Cult of Baa">"True activity"


For the basic info about the Cult, see "Known persons">"Abdul"

Цитата("Might and Magic VI: The Mandate of Heaven")
"My Dear Sulman, Sep 17, 1152

You have done well, and I hereby promote you to High Priest of the Second Circle. There is a sum of gold waiting for you in the hands of Andover Portbello in New Sorpigal that he will turn over to you if you tell him the Sandman sent you and show him the Seal on this letter. Sandman…I like that.

The handling of the Roland affair was masterful, and I especially liked the snowstorm touch—it really put the Fear in him, didn’t it? Superstitious fool! His removal has moved our timetable ahead by at least two years and has spared us the trouble of assassinating him at a more delicate time. All arrangements are in place.

My minions have engineered the recall of Queen Catherine to her homeland in Erathia to attend the funeral of her father. She will not return this year, and that only leaves her worthless brat Nicolai and that idiot Regent Wilbur Humphrey running things at the palace.

The people have begun to sense that something is wrong, that perhaps the gods are angry. That perhaps…the Ironfists have lost the Mandate of Heaven. Just a few more disasters and there may well be a full-scale rebellion!

And we will be waiting at the breach, ready to step in and tell the sheep what to do and when to do it. Already our temples spread across the land, offering aid to those displaced by disasters, and comfort to the bereaved...

Yes. Remain in New Sorpigal and stay out of sight. When the time is right you will be contacted and given further instructions. So take heart, and know that our plan proceeds smoothly and we will be ruling this world soon. Your position in our hierarchy will be very high!

--Zenofex"


After the Cult becoming powerful and popular in the Enrothian masses, its activity has become destructive, with some of the cases being performed by the newfound adepts. Most frequently they are gypsies, poor people, bandits and other society elements being the part of the lowest category of Enrothian society. Having no idea about the true origin and purposes of the Cult, many follow the temple propaganda and bring their brand new faith calling for rebellious and terroristic ideas to familiars and relatives.


Цитата("Might and Magic VI: The Mandate of Heaven")
"A wizard friend of mine told me the Temple of Baa was laying curses on our town from the abandoned temple just outside town. One day they tried to lay the Curse of Endless Vermin on us, only they did something wrong and it backfired, infesting their own temple instead. They moved righty-o quick once that happened."

"Could you do the Temple of Baa a favor? It appears that my brethren left the old temple to the northwest of here in a little too much of a hurry, and a candelabra necessary for some of our rituals was left behind. None of the Baa priests want to go back because they’re afraid of whatever curse has been placed on the temple. If you were to bring back the candelabra to me, however, I could reward you in their place."

"Have you noticed how Temples of Baa have been sprouting up throughout the kingdom? They're everywhere, and I for one think it's an ominous development. Although they offer free healing, they don't seem to be doing it out of kindness– there must be a method to their madness!"

"I don't know if you've noticed, but those creepy followers of Baa keep popping in and out of buildings around town in the strangest manner. Could be that they've located one of their temples in the city sewer system."
"Followers of Baa and a band of cutpurses have been raiding Mist from the islands to the north. They come to Mist through a teleporter on the northwest of the island. I'll activate the teleporter so that you can get to their islands and get rid of them. I'm sure they have all the things they've stolen on those islands, and you can get back from their teleporter."



The main purpose of the Cult of Baa is to deal maximum damage and arrange maximum chaos on the territory of Enroth, and persuade people that Roland Ironfist and his family lost the so-called "Mandate of Heaven", an abstract theological asset associated with the mandatory right to rule. Ideally, the Cult must bring rebel sentiment and infrastructure chaos so that the road for the "new masters" - the Kreegans - is cleared. The Kreegans promised their allies big treasures and power left after the destruction of the current kingdom, and only the few have already guessed that the real purpose of Kreegans is complete destruction and assimilation of native population to their kind. The head priests of the Cult of Baa figure out the situation but they hope to leave the place until it's hot to other continents after getting their share of the Enrothian treasures. Abdul as the Cult founder gets the biggest profit of its destructive activity over Enroth because of a more tight control over the Enrothian trade companies and unnecessity to support the huge army of scoundrels working for the idea.


Цитата("Might and Magic VI: The Mandate of Heaven")
"Gerrard has an ankh inscribed with his name given to him by the priests of Baa. I’m not sure exactly what the ankh is used for, but he may use it to identify himself as a friend of Baa."




The ankh is the symbol used by the Cult to identify its adepts. Used as an alternative to standard Cult of Baa emblem of the sword in the globe (New World Computing logo - editor) for the special Cult members. Possesses magical properties.



Цитата("Might and Magic VI: The Mandate of Heaven")
"If tales told be true, the Shadow Guild and the Temple of Baa are in cahoots to ruin the Kingdom. I hear the Temple has been magically extending winter in these parts, and the ritual materials they need are being supplied by the Shadow Guild."
"Maybe there really is something to the notion that evil is down, while good is up. Both the followers of Baa and members of the Shadow Guild can be found in the city sewers. Would that we have a big flood one day to wash all that trash out to sea!"


The Shadow Guild - An illegal organization led by the Prince of Thieves infamous for its activity in all Enroth. It is partially decentralized, but the huge sewer system of Free Haven still serves as the main hideout place for antisocial elements. The organization is involved in the Cult of Baa's destructive activity on the north of Enroth.


Цитата("Might and Magic VI: The Mandate of Heaven")
"Gerrard,

Congratulations on your new promotion. Now, with the Fraternal Order of Silver under your control, you will have greater freedom in seeking out those not hard enough on evil in Enroth. Eventually, we hope to assist you in removing the most lax of all in the fight against evil, the Ironfists. Continue to do your work, and your dreams shall be realized.

Zenofex"

"Who would have thought that the evil I sought to fight all across Enroth would be found so close to my own home? Gerrard Blackames was once my second in command. Not long before he murdered me he began corresponding with the Temple of Baa, and they began to feed him targets for our Order. I ended up being one of the targets, and Gerrard took control of the Order. Now, the Silver Helms are as evil as the people they hunt. I’m certain the Temple of Baa is responsible for the corruption of our Order. At the same time, Gerrard’s brother, Marcus the Sorcerer, has been supplying the Silver Helms with high quality equipment. The last I heard, Marcus was assisting someone in a forge on an island to the southeast."


Order of the Silver Helms - Once a noble organization created to protect traders and mere townsmen from the bandits, now this organization has turned to a bunch of scoundrels and thugs like their former enemies. After the assassination of the head of the Order by a traitor affiliated with the Cult of Baa the name "Silver Helms" now only brings fear.


Цитата("Might and Magic VI: The Mandate of Heaven")
"Near here is a temple dedicated to the Order of the Fist. I once belonged to that order, but recently they uncovered a powerful evil crystal. They hope to use the crystal as a bargaining chip to be accepted into the Temple of Baa. I don’t want to see the crystal fall into Baa’s hands– it must be destroyed. Please infiltrate the temple and destroy the crystal."

"Near here is a temple dedicated to the Order of the Fist. I once belonged to that order, but recently they uncovered a powerful evil crystal. They hope to use the crystal as a bargaining chip to be accepted into the Temple of Baa. I don’t want to see the crystal fall into Baa’s hands– it must be destroyed. Please infiltrate the temple and destroy the crystal."



Order of the Fist - A heretic order led by fanatics, this foundation urges to incorporate into the Cult of Baa and is responsible for minor tasks given by the priests of Baa. Located in the Bootleg Bay, the territory also characteristic for the Witches presence.



The Dervish - Gameplay Aspects



 
Level 1. Rogue CLASSIC HEROES 2 CREATURE
Stats: (to be assigned)
Abilities: No enemy retaliation
Base Growth: +14

Upgrade: Bandit currently in draft stage
Stats: (to be assigned)
Abilities: No enemy retaliation


Level 2. Acolyte CURRENTLY IN DRAFT STAGE concept
Stats: (to be assigned)
Abilities: Shooter
Base Growth: +11


Level 3. Nomad CLASSIC HEROES 2 CREATURE
Stats: (to be assigned)
Abilities: Speed bonus on Desert terrain.
Base Growth: +8


Level 4. Scorpion CURRENTLY IN PRE-FINAL STAGE
Stats: (to be assigned)
Abilities: none
Base Growth: +6


Level 5. Medusa CLASSIC HEROES 2 CREATURE
Stats: (to be assigned)
Abilities: 20% chance to turn enemy into stone in melee.
Base Growth: +4

Upgrade: Medusa Queen currently in draft stage
Stats: (to be assigned)
Abilities: Shooter, No melee penalty, 30% chance to turn enemy into stone in melee.


Level 6. Anubite CURRENTLY IN PRE-FINAL STAGE
Stats: (to be assigned)
Abilities: Immune to Mind-affecting spells.
Base Growth: +3


Level 7. Genie CLASSIC HEROES 2 CREATURE
Stats: (to be assigned)
Abilities: Flyer, (to be assigned)
Base Growth: +2

Upgrade: Master Genie currently in draft stage
Stats: (to be assigned)
Abilities: Flyer, (to be assigned)

CURRENTLY IN PROGRESS


2D TREATMENT QUICK EXAMPLE (THE CASTLE ITSELF)


CONCEPT ARTS





The Dervish hero on the battle screen CURRENTLY IN PROGRESS


The Dervish hero on the adventure map CURRENTLY IN PROGRESS


The Dervish hero portrait roster CURRENTLY IN DRAFT STAGE
---------- ----------

The following info currently has IN PROGRESS stage.
Many portraits are to be improved (see Hero exteriors), and all of the biographies are to be made.

Primary Skills: Attack 1, Defense 1, Spell Power 1, Knowledge 2.
Primary Skill growth percentages: 25-15-25-35 until level 15, 25-25-25-25 starting from level 16.


1. Joseph
Bio: (to be assigned)
Specialty: Fireball
Secondary Skills: Earnings, Fire Magic
Starting Army: (to be assigned)
Starting Spell: Fireball


2. Elderian
Bio: (to be assigned)
Specialty: Haste
Secondary Skills: Earnings, Air Magic
Starting Army: (to be assigned)
Starting Spell: Haste


3. Draconia
Bio: (to be assigned)
Specialty: Medusas
Secondary Skills: Earnings, Archery
Starting Spell: Precision


4. Martine
Bio: (to be assigned)
Specialty: Rogues
Secondary Skills: Earnings, Scouting
Starting Army: (to be assigned)
Starting Spell: Visions


5. Jarkonas
Bio: (to be assigned)
Specialty: Nomads
Secondary Skills: Earnings, Pathfinding
Starting Army: (to be assigned)
Starting Spell: Bloodlust


6. Ibn Fadlan
Bio: (to be assigned)
Specialty: Mysticism
Secondary Skills: Earnings, Mysticism
Starting Army: (to be assigned)
Starting Spell: Resurrect


7. Ivan
Bio: (to be assigned)
Specialty: Magic Resistance
Secondary Skills: Earnings, Magic Resistance
Starting Army: (to be assigned)
Starting Spell: -none-


8. Solmyr
Bio: (to be assigned)
Specialty: Sorcery
Secondary Skills: Earnings, Sorcery
Starting Army: (to be assigned)
Starting Spell: Lightning Bolt


9. Marcus
Bio: (to be assigned)
Specialty: Intellect
Secondary Skills: Earnings, Intellect
Starting Army: (to be assigned)
Starting Spell: Dispel Magic


10. (name to be assigned)
Bio: (to be assigned)
Specialty: Anubites
Secondary Skills: Earnings, Magic Resistance
Starting Army: (to be assigned)
Starting Spell: Shield


11. Sulman
Bio: (to be assigned)
Specialty: Acolytes
Secondary Skills: Earnings, Wisdom
Starting Army: (to be assigned)
Starting Spell: Curse


12. Alberon
Bio: (to be assigned)
Specialty: Ballista
Secondary Skills: Earnings, Artillery
Starting Army: (to be assigned)
Starting Spell: -none-


13. Dalia
Bio: (to be assigned)
Specialty: Scorpions
Secondary Skills: Earnings, Defense
Starting Army: (to be assigned)
Starting Spell: Protection from Fire


14. Tumur
Bio: (to be assigned)
Specialty: Offense
Secondary Skills: Earnings, Offense
Starting Army: (to be assigned)
Starting Spell: -none-


15. Ethania
Bio: (to be assigned)
Specialty: Cure
Secondary Skills: Earnings, Luck
Starting Army: (to be assigned)
Starting Spell: Cure

(portrait to be assigned)
16. Orzie
Bio: (to be assigned)
Specialty: Earnings
Secondary Skills: Advanced Earnings
Starting Army: (to be assigned)
Starting Spell: -none-

The Dervish is supposed to be useful for fast assault on the earlier stages of the game. In the middle game the player will be forced to build upgraded Medusas (Medusa Queens) to obtain second shooter, Ammo Cart will be likely since Medusa Queens will not be capable of shooting too much. Tanky units like Scorpion and Anubite could be used for effective castle defense, but taking castles in the late game could become a problem for a Dervish with the standard army without a good spellbook and Ballistics skill, so Wisdom skill will come in handy.



The Dervish - Plot Developments



The Dervish faction will be featured in the new campaign section "The Mandate of Heaven" (to be released in Heroes of Might and Magic III: The Succession Wars v2.0). Its campaign will be second in the list, after the Heretic's campaign "Night of the Shooting Stars". The campaign will feature 4-6 scenarios with some key points like the invasion on the Blackshire and Paradise Valley regions, search for the Ancients' treasure on the Hermit's Island, and assault on Free Haven.

The campaign name is to be decided.
Orzie
Как-то мы с Агаром совсем забыли запостить последний экспериментальный рендер экрана) А ведь в нём, между прочим, уже практически незаметна проблема заполнения правой половины. Только с тентами что-то придумать.

DRONыч
Укрупнить их?
Orzie
Ну должна быть мера. Наш Торговец Артефактами (базированный на тенте Цирка Солнца) должен быть ощутимо больше тента кочевника. Сейчас у него оптимальный размер.
Тут ещё, возможно, потребуется небольшая смена перспективы тентов, и костерок между ними. Но насчёт перспективы не уверен.
WarZealot
Цитата(Orzie @ 29 Jul 2015, 19:55) *

Эх, чет навеяло...

Orzie
Дак да, и на него ориентировались в том числе.
Поскольку у нас двойка, требуется использовать более общие и однозначно отсылающие концепты. В принципе, экран Дервиша немного троечный (из-за того, что некоторые здания расположены рандомно, тройка-стайл - и некоторые здания имеют сложный концепт, например Алтарь Желаний), но я думаю, это не страшно - ещё не было 2д-обработки.
gamehuntera
Просто арт на тему пустынного города.

Orzie
И зачем он здесь? smile.gif
gamehuntera
Я к тому, что, может быть, имеет смысл слегка подправить концепт вора. К примеру, сделать головной убор такой же, как у картинки сверху. И немного осветлить цвет одежды (с апгрейдом?). Если это житель пустыни, то его вид должен ассоциироваться с ней, так ведь?

Нынешний вариант больше похож на этот:


И одежда этого человека никак не говорит о том, что он живет в пустыне.

Я знаю, что вы за предельную простоту в образах. Просто подумал, что возможно стоит сделать больше привязок к пустыне, больше соответствия лайнапу. Потому что если бы я не был знаком с этим городом и мне показали бы вора, я был бы уверен, что это преступный элемент замка рыцарей, а вовсе и не кочевник\бедуин\пустынник или что-то в этом роде.
Orzie
Вор из оригинальной двойки, кому не нравится - всех прощаем. В двойке Грифоны необязательно живут на болоте, это лишь наилучший вариант для изображения жилища варлока и его элайнмента в целом.

Какие-то адаптации под пустыню будут у апгрейда и я их уже придумал.
Cthulhu_55
Цитата(Orzie @ 19 Aug 2015, 21:10) *
У нас и так существ анимировать некому в регулярных лайнапах, а нам тут ещё внезапно и нейтралы зачем-то понадобились.

Кстати, можешь мне скинуть статику апа Джинна? А то не комильфо дервишу без апов жить, так что могу попробовать хоть часть анимаций запилить.
Orzie
Лучше Медузу статику сделай, она мастхэв, в отличие от джинна.

В релиз 0.8 мы положим статику всего нового, чтобы люди сразу могли играть в правильный геймплей. Анубита, может, успеем ещё.
Cthulhu_55
Цитата(Orzie @ 19 Aug 2015, 21:32) *
Лучше Медузу статику сделай, она мастхэв, в отличие от джинна.


Окей. Вопрос тогда - обязательно ли её лук? Имхо, пусть лучше магией стреляет.
Orzie
Да не обязательно, лучников полно. Припоминается стреляющая из глаз Медуза в Геракле. Может быть, сделаем так же, технически это будет аналогично бехолдеру.
Предпочтительно гамма должна съезжать в золото и коричневый - наверное, какие-то украшения и может быть даже золотой нагрудник придутся кстати.
feanor
Цитата
А тут раз - и нет нейтралов.
На самом деле, нейтралов тут ровно столько же, сколько и в единице и чуть меньше чем в RoE.
Или даже столько же, не помню, чо там с третьим големом.
Orzie
Не пилен пока, и на 0.8 всё равно как-нить пока обождёт.
hippocamus
Цитата(Orzie @ 19 Aug 2015, 16:10) *
Кого я ни спросил из тех, кто интересовался судьбой нейтралов, никто не смог ответить, зачем они им нужны.
Нейтралы, принадлежащие фракции с номером -1 - действительно не нужны! Либо ну уж сверхмощные, как убердраконы в тройке.
Но нейтралы, принадлежащие фракции, но не входящие в её лайнап (здравствуй, 4-ка!) - вполне полезны, как побочные войска, позволяющие варьировать стандартную тактику фракции (как алтернативы, да).
Vade Parvis
Не вфракционности дело, отнюдь не в ней.
Orzie
Онлайнодрочеры имеют на нейтралов свои виды, лороложцы - свои. Но "привычка" и/или "интересность геймплея" - это что-то в ещё меньшем приоритете. Абилка по уполовиниванию стека не сказать, чтобы шибко балансная, поэтому горевать о ней не хочется.
hippocamus
Ну, можно ж и не половинить. Другой коэффициент взять - опять же - 4-ка - Морские чудища.
А можно в процентах от нанесённого урона - сколько процентов от стека срубили физуроном - столько же снимается от остатка магическим. По сути просто шанс нанести 150% урона - но атмосферность, преемственность.
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