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Autor Thema: [English] Hero Submod Announcements  (Gelesen 3905 mal)

CMG

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[English] Hero Submod Announcements
« am: 1. Mär 2022, 17:02 »
Imladris Update Nr. 1

Greetings Edain fans,

I'm happy to report that I've been able to get a handle on the problems with Imladris. The faction will be playable again with the upcoming alpha 4.5.5.3.
Today I would like to introduce you to a very special concept for a very special hero who got a major overhaul of his old HS system in the next alpha.

The Power of Memory

Meant is of course Glorfindel, the most powerful elven lord of Rivendell. This Elf is something quite unique in Tolkien's universe. It is considered confirmed that he is the same Glorfindel who once sacrificed his life in battle against a Balrog in the defense of the refugees from Gondolin in the First Age. In Aman, he was given a new body by the Valar and sent back to Middle-earth. There he was considered one of the most powerful among the Eldar east of the sea.

I have tried to wrap this background into a very unique system, which allows the Elf Lord to collect memories of the first age and thus increase his own power.

More about that later. First, let's take a look at Glorfindel's normal abilities in the Hero Submod. These are:

Asfaloth
The fast elf horse comes to the aid of Glorfindel

Aura of Power (Passiv)
''The greatest elven lord of Rivendell radiates an aura of power''.
Each strike of Glorfindel's Blade causes enemy units and heroes to deal 15% less damage for 5 seconds


This ability is the first new addition to Glorfindel's abilities. In the HS, in addition to his role as a tank, Glorfindel takes on the role of a disruptor, who can specifically weaken enemy units and heroes and fill them with fear, which fits perfectly with his appearance in the book, where even the Nazgul were afraid of him.
(Screenshot) The aura affects orcs near Glorfindel

Blade of Purity (Only on Foot)
Requires: Level 3
Glorfindel calls upon his inner strength and purity, causing a brilliant light to emanate from him which gives him a small area of effect attack, and causes him to only receive half damage from enemy abilities. Only available on foot. Not available during ‘Starlight’


Wind Rider (Only when mounted)
Requires: Level 3
Glorfindel's courage and strength inspires his mount to a great effort, giving Glorfindel +40% speed and +50% armor for a short time while mounted, but is unable to trample enemy units for the duration of the ability



Collect/Release Starlight
Requires: Level 5
Glorfindel, as a High Elf Lord, is able to enter the Shadow World and to surround himself with pure light. For 30 seconds Glorfindel is filled with a pure light, which slowly restores his hitpoints and partially repulses melee damage dealt by enemies. The collected Starlight can be released. Not available during ‘Blade of Purity’ and 'Light of Hope'

Glorfindel unfolds the accumulated starlight, creating the effect of starlight disappear prematurely. The pure light damage all surrounding enemy units. If this ability is activated after the duration of Collect Starlight has expired, it will do nothing


Prophecy of the Elf Lord
Requires: Level 6
''Glorfindel prophesies the demise of an enemy hero or unit''.
Permanently the target recharges used abilities 25% slower and loses 25% damage. Allied heroes near the target recharge their abilities 25% faster


The second new ability you will find in Glorfindel's arsenal. It is, of course, based on his prophesy about the Witch-King of Angmar, who should fall from no man's hand. It's sort of the counterpart to Eowyn's "I am no man". With this powerful spell you can weaken enemy heroes and strengthen allied heroes at the same time.
(Screenshot) Glorfindel has spoken the prophecy about Khamul, Arwen receives the bonus

Enlightenment (Passiv)
Requires: Level 7
The blessing of Vala protects Glorfindel from the influence of enemy attacks. Every 15 seconds, a very strong enemy attack or ability attack can be blocked.


Light of Hope
Requires: Level 10
Glorfindel manifests his righteous anger in a blazing light. All those who are not pure of heart are paralyzed by the blinding light. Allies are slowly healed by the Light of Hope. The Light of Hope is on the battlefield for 20 seconds


So far so good. But what about the memory system? In order to collect all memories from Glorfindel's previous life, you will need to use the following ability, which you will also find in Glorfindel's Palantir:

Power of Memory
Requires: Level 4
''The memory of Beleriand and the great deeds of the elder days awakens the power of the elven lord of Rivendell and gives him the powers he once possessed.''
Each time this ability is used, one of Glorfindel's other abilities is permanently improved. Can be used a maximum of seven times. If Glorfindel dies in battle and is subsequently revived, he loses all memories gained so far.

Each use of this ability causes a memory of his previous life to return to Glorfindel and improves one of his abilities. However, Glorfindel will lose all his memories if he dies and you will have to start all over again after reviving him. So take good care of him!
The improved abilities are:

Warrior of the Eldar (Passiv)
Requires: one memory
''Glorfindel's memory of the wars of the first age return''.
With each strike of his blades, enemies within range deal 25% less damage and are 15% slower for 5 seconds.


This improved version of the Aura of Power significantly increases the debuff that enemy units suffer when attacked by Glorfindel.
(Screenshot) The amplified aura affects Uruks in Glorfindel's vicinity

Blade of the Gondolindhrim (Only on foot)
Requires:Level 3 and two memories
''The blade of the Elven Lord of Gondolin shines with a silver light''.
Glorfindel deals low area damage for a short time and takes 50% less damage from enemy abilities. Each of his blows has a 33% chance to strike fear into enemies within range. Only available on foot. Not available during 'Starlight' and 'Light of Hope


With this powerful ability you not only make Glorfindel more robust, but you can also inflict fear effects on the enemy similar to Boromir.

Storm Rider (only when mounted)
Requires:Level 3 and two memories
Glorfindel's horse Asfaloth is affected by Glorfindel's new powers, making it far more powerful than its kind. For a short time, Asfaloth moves across the battlefield with tremendous speed. During this time it is more resistant, but cannot ride over troops.


This stronger form of wind rider ability provides an improved speed bonus.


Collect/Unfold Light of Elbereth
Requires:Level 5 and three memories
''Glorfindel is filled with the light of Elbereth''
For 60 seconds, Glorfindel is filled with a pure light that slowly restores his health and partially reflects dealt melee damage from enemies. The Light of Elbereth can be unleashed. Not available during Blade of Purity and Light of Hope.

Glorfindel unleashes the accumulated light of Elbereth, causing the effect of the light to disappear earlier. The pure light causes magical damage to all nearby enemies. If the ability is activated after the 60 seconds have elapsed, it has no effect at all


The light of Elbereth is superior to normal starlight because it lasts twice as long.

Divination of the Elf Lord
Requires:Level 6 and four memories
''Glorfindel prophesies the demise of an enemy hero or unit.''
The target permanently deals 25% less damage and recharges deployed abilities 33% slower. Near a marked target, allied Heroes recharge deployed abilities 33% faster. If the selected unit is killed, a wave of light is released, damaging enemy units.


The divination not only provides stronger bonuses and mali, but also has the additional effect of damaging nearby enemies when the prophecy is fulfilled.
(Screenshot) Glorfindel has cast the divination on the orcs. He himself benefits from the bonus

The House of the Golden Flower (Passiv)
Requires:Level 7 and five memories
''In the distant first age, Glorfindel was a knight of the House of the Golden Flower. The blessing of that ancient order is once again bestowed upon Glorfindel.''
Every 30 seconds, a very powerful enemy attack or ability attack can be blocked. Glorfindel permanently receives 25% less damage from poison, fire, frost, and magic


This powerful ability makes Glorfindel additionally more robust against elemental damage.

Light of Eldamar
Requires:Level 10 and six memories
''Even in the deepest darkness, a light is able to shine and give hope.''
Glorfindel manifests his righteous wrath in a two glistening cones of light. One of the lights is bound to the Elflord. The other can be controlled. All those who are not pure of heart are paralyzed by the glaring light. Allies are slowly healed by the Light of Hope. The lights remain on the battlefield for 20 seconds.


An old classic :D With this ability you get a controllable light of hope again, just like in previous versions.

Selfless Sacrifice
Requires:Level 8 and seven memories
''Glorfindel sacrifices himself to save his companions.''
Nearby allies are briefly invulnerable, but no longer deal damage. Glorfindel deals greatly increased damage for a short time and makes enemies fear him with every blow. However, he dies after a short time and can be revived afterwards for free. Glorfindel also keeps all of his memories after being revived.


This final ability is unlocked when you have all the memories and then replaces the "Power of Memory". Compared to the old versions, I changed it from the monster/hero killer to the ultimate tank ability. You can comfortably move all your units and heroes to safety, while Glorfindel alone can stop entire armies with his terrible sword strikes.

With this new system, you'll have the possibility to make Glorfindel stronger and stronger over the course of a game. However, you also have the risk of losing all your memories if he dies.

I hope you liked this concept. Finally, I would like to say a word about the artwork of the upcoming versions. As you may have noticed, Glorfindel's new abilities used new FX and artwork. That's one of the new goals I've set for myself. I want the submod to be able to play in the upper league graphically in the future, so I've added new special effects to many abilities since the last version. As an example, here are the FX for Glorfindel's aura abilities:



The ring inscription says:
"Fear me! For I have seen the light of the two trees"

In the middle it simply says "Wrath".

Further concepts for the Twins and Elrond are already in the works and I will present them on occasion. May the Hero Submod return to its former glory!

CMG
« Letzte Änderung: 1. Mär 2022, 17:06 von CMG »
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Re: [English] Hero Submod Announcements
« Antwort #1 am: 30. Mär 2022, 14:09 »
Imladris Update Nr. 2

Greetings,

Today I would like to introduce you to another concept involving a hero of the Imladris faction that will await you in the upcoming alpha.

Revenge for Celebrían

As the name suggests, today's topic is about Elrond's sons, Elladan and Elrohir. In earlier versions, the two already had their own concept, which made parts of their arsenal of abilities dependent on Elrond's chosen leadership.
On the one hand, this was a unique mechanic, but on the other hand, it required too much micromanagement and made the twins too dependent on Elrond. Therefore, I discarded this concept.

However, the Edain team has introduced an interesting new mechanic for the twins since version 4.4. Starting from level 5, the twins can follow either the path of the Grey Company or the path of the Warriors of Rivendell and receive new passive abilities accordingly.

Generally, I found this new concept in the base mod very nice, but still expandable. In the Hero submod, the decision you make about the fate of the twins has more far-reaching consequences. Each path now unlocks additional abilities.

Path: Warriors of Rivendell
The twins are trained to become warriors of Rivendell. They receive heavy battle armor and are thus more effective in duels.
If you follow the path of the Warriors of Rivendell, the twins will become more resilient and the new abilities added by the Hero Submod will reward a more defensive play style.
The focus of the new abilities is to defend your own territory against enemy heroes. To this end, the twins take the following abilities into battle:

Revenge for Celebrían (Passive)
Prerequisite: Level 5
''In memory of their mother, who was captured and tortured by orcs, the twins are filled with raging fury at the sight of the agents of evil.''
If the twins attack an enemy hero, nearby enemy units also receive damage and are thrown back. Deactivated when the ''Critical Hits'' ability is activated.


This powerful passive ability targets enemy heroes who are accompanied by troops. If the twins attack troops, they do not cause AoE damage.

Defenders of Rivendell
Prerequisite: Level 6
''Following their father's instructions, Elladan and Elrohir return to Rivendell to aid in its defense.''
The chosen building is briefly defended by Rivendell units, which give allies nearby an armor bonus against damage by enemy heroes. Can also be applied to the Twins themselves to summon defenders directly to the battlefield. Turns into ''Princes of the Eldar'' at level 9.


This ability is ideal for temporarily providing settlements and outposts with powerful protection.

Spell of Protection
Prerequisite: Level 8
''The twins cleanse the chosen location of all evil, so the servants of darkness are no longer welcome there.''
Enemy heroes take passive damage for 90 seconds if they are near the chosen allied building.


With this ability you can effectively protect your territory against enemy heroes. The damage that enemy heroes suffer is minor and similar to poisoning, but it can still be useful in deciding the battle for a settlement building in your favor.
An elf farm is under the protection spell

Lords of the Eldar
Prerequisite: Level 9
''Among the inhabitants of Rivendell are the last great lords of the Eldar.''
The selected building is briefly defended by Rivendell units and two Great Elven Lords, who grant an armor bonus to nearby allies against damage from enemy heroes. Can also be applied to the twins themselves to summon defenders directly to the battlefield.


The boosted version of the ability brings the Elven Lords back into the game as creeps.
An elf lord fights with the defenders

Path: Members of the Grey Company
The twins follow the paths of the Grey Company. They are given light and agile armor and are effective at ambushes and stealth. The twins are now recruited and revived at the Dúnedain Outpost
If you follow the path of the Grey Company, the twins' new abilities reward aggressive play and cooperation with the Dúnedain of the North.
The following skills are unlocked through the Path of the Grey Company:

Orc Hunt (Passive)
Prerequisite: Level 5
''Together with the Dunedain of the North, the Twins hunt orcs and other dark creatures in the lands of Eriador.''
If Halbarad or other allied Dunedain are nearby, they join the twins in gathering high amounts of resources from defeated enemies.


This ability rewards players who rely more heavily on Dúnedain units. It allows you to accumulate resources for the expensive units of the Imladris Elves.

Descendants of the Númenorians
Prerequisite: Level 6
''The Twins join the Dunedain on their campaign''.
Briefly summons several Dunedain to the side of the Twins, dealing double damage against enemy heroes. Automatically activates the Orc Hunt.


This ability serves two purposes. First, it provides an offensive counter to Rivendell's defenders. Second, it allows you to activate the Orc Hunt even if you don't have any Dúnedain outposts.
The Dúnedain fight together with the twins

Spellbreaker
Prerequisite: Level 8
''The twins cleanse the chosen location of all evil, so that the servants of darkness are no longer welcome there.''
Enemy heroes take passive damage for 60 seconds if they are near the chosen enemy building.


This spell is inspired by the computer game "War in the North", in which the twins break the spell on the gate of the Citadel of Fornost. It is also the aggressive counterpart of the protection spell.
A Cirith Ungol barracks is under the spell of the twins

That brings us to the end of this short update. I hope you enjoyed this glimpse into the next Alpha.
Elrond is also as good as finished. There are still a few small changes missing, as well as the alternative ring system for Imladris.

Yours,

CMG
« Letzte Änderung: 30. Mär 2022, 15:28 von CMG »
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