Defend The Hill v4.0 [beta]
by Artilheiro
-
- File Size:
- 185.3 MB
-
- Type:
- Coops
-
- Author:
- Artilheiro
-
- Rating:
-
- Downloads:
- 79
More by this author →
Hi, this is my first plugin made.
Defend The Hill
Many units have been modified significantly when more armor wear and some have changed movement speed (depending on the unit's weight and amount of armor).
Units that affect the morale of other units have daggers!
1 dagger increases allied team morale by 1
2 daggers increases friendly team morale by 1 and decreases enemy team morale by -1
3 daggers increases the allied team's morale by 2 and decreases enemy team morale by -1
4 daggers increases the allied team's morale by 2 and decreases enemy team morale by -3
Update Version 4.0 balancing
Now 3-dagger units, in addition to increasing the allied team's morale by 2 (already had that), now decrease the morale of enemy units by -1.
Myrkiridian pack Mage - increased damage (but still lower than the fetch), max attack range decreased, no longer carries roots.
Wolf under influence of dark magic - health decreased, movement speed increased, now has experience proportional to damage.
Ghol brute - Changed look, had an increase in life.
Elite trhall - decreased movement speed
Now all dwarves can use melee attack except mortar dwarf.
Alpine archer - accuracy has been improved, time between attacks has been increased (i.e. it takes a little longer to fire between one attack and the next)
Myrkiridian Hunter - Added two claw attack animation, decreased chance of not being flinched.
Myrkiridian Warrior - Added two claw attack animation.
Warrior captain - special will now have area damage that causes great damage to the selected unit and the damage will decrease as it covers the special area, now the special causes confusion, reduced special damage, be careful not to hit your own units with the special, increased life.
Berserk captain - increased health, increased amount of maximum mana, increased mana cooldown, cost to use electric sword increased.
Archer captain - increased health, increased mana cooldown, increased damage from your normal arrows, removed the mana special from a Wight push arrow and added a rain of arrows special instead (remember to change the specials using the i key).
Knight - skill mana cost decreased.
Spider and spider queen - spiders appearance changed, 2 units movement speed reduced, now they run when they get close to attack an enemy unit.
Skrael and wolfs - the only map they appeared was Defend The Village, but I replaced them with the fir bog Warrior and the fir bolg archer because they fit better in the myth's story, since the skrael live in a very distant place where the events take place from my plugin, but don't worry they appeared in other maps :)
Maps .New Map: Defend The Dam
.Defend The Hill - added dwarven mortar hero in first reinforcements.
Also added 2 Heron guard heroes in the first reinforcements but only in heroic and legendary difficulty.
Second reinforcements - deleted dwarven mortar and placed 2 dwarfs in its place.
Last reinforcements - the dwarf was removed and placed dwarven hero in its place.
Added new waves of enemies.
Many other changes made.
It doesn't rain anymore, now it's possible to set fire to the ground.
maximum zoom increased.
.Defend The Library - Added more archers
1 dwarf has been replaced by 1 dwarven hero
1 more Heron guard added
Library Reinforcements - The 2 fighting Villagers has been replaced by 2 Heron guard heroes, also 4 warrior heroes have been added.
World knot reinforcements - added 6 Heron guards, added 6 Knight warriors, added 2 more Alpine bowman.
Added New Secret Way to Get Reinforcements (Not So Secret)
Removed the skeleton trap when any unit leaves the hill.
New Wave of enemies added.
Some enemy waves had their unit replaced by other units.
Many other changes made.
maximum zoom increased.
.Defend The Village - added 8 hearthguards,2 archer hero in small village.
Added 1 dwarven hero in the small village, but only in legendary difficulty.
Small village reinforcements have been replaced by 8 Alpine Warrior on horseman.
Main village - all archers have been replaced by hearth guard, 4 beserk heroes have been added.
Added 1 Warlock hero in main village, but only in legendary difficulty
Reinforcements as soon as you reach the main village - warriors were replaced by Alpine warriors ,archers were replaced by Alpine bowman, added 5 Heron guards and 2 Heron guard heroes, Added Knight, added 1 dwarven hero, added 1 dwarven mortar hero but only on heroic or legendary difficulty.
Last reinforcements (reinforcements of nature) the skrael and wolves have been replaced by firbolg archers and firbolg Warriors.
New enemy waves added.
maximum zoom increased.
Many other changes made.
Added new units
Bre'unor - carries 4-8 bone projectiles to launch, increased movement speed
Bre'unor Shaman - no changes
Changling - no changes
Hero Guard Hero
Warlock
Warlock Hero
Warrior Hero
Alpine Warrior on horseman - great movement speed, has weakness to kitnect damage (arrows etc..)
Alpine Warrior Hero
Berserk Hero
Knight Warrior - wears heavy armor, slow movement speed, withstands a lot of damage, can throw a spear, when running out of a spear has a slight increase in movement speed (almost not noticeable), has a 30% chance to absorb damage.
Dwarven Mortar Hero
Dwarven Smith - uses melee attacks, has little chance of causing stunning when attacking, has a special flamethrower.
Dwarven Hero
Firbolg Warrior - They aren't good at melee combat, but the firbolgs saw the need for their race to have melee units to better defend themselves.
Firbolg Archer - are the "elves" of the myth world, shoot faster, shoot from farther, carry 2 poison arrows and 2 flaming arrows, have more health than human archer, more movement speed compared to human archer and more accuracy also.
Ghol Priest - throws tornado, carries roots (I thought it made more sense for the ghol Priest to hold roots and be able to heal than the myrkiridian pack Mage, since ghols work with wights)
Climbing ghol - can climb steep terrain, movement speed cut by almost half when walking steep terrain, has slightly higher speed than the standard ghol due to not holding any weapons, throws rocks that have a 30% chance of causing confusion, charges 4 to 6 stones, can attack the target with punches if they get too close or run out of stone ammunition, low punch damage.
Stone trhall - can take a lot of damage, but is susceptible to damage from explosions, has a 10% chance to absorb attacks, reduced movement speed.
Stone elite trhall - this is a true undead tank, in addition to the armor that guarantees protection against damage, even parts of the body being made of stone, making it gain even more resistance, very resistant, but it is more susceptible to damage from explosions, speed of very slow movement, has 10% chance to absorb attacks.
Update Version 3.8
.Various changes mainly made to the Defend The Hill map and Defend The Village.
.Several new units introduced
.Trows now your kicks have a chance to cause 70% confusion,Myrk Giant now your attacks have a chance to cause 40% confusion,Forest Giant now your attacks have a chance to causa 45% confusion.
.Warrior Veteran was changed
Facts about some units
Light
Warrior: has a lot of armor and can take a lot of damage.
Berserk: is susceptible to damage due to not having armor, they do small area damage due to their huge sword, deal big damage run fast and have a lot of health due to their BESERK lifestyle!
Heron guard: it has similar armor to the warriors a little less due to not using a shield, good for having a little less armor than the warriors they run slightly faster, and for having a weapon in each hand it has a repetition of 2 attacks.
Alpine warrior: they are much faster than warriors because they have light armor, they have a slight increase in health for the region they had to adapt to, as they get low health they get furious attacking faster.
Alpine bowman: they shoot 3 arrows at once, but the accuracy of the arrows is bad, they are slower bo and in the cooldown of each attack of arrows, their daggers attack chance error has been decreased as well as the cooldown between attacks.
Forest giant: Good "Forest" has a special that summons 6 bees into battle.
Bees: Small, fast and ready to defend their home atop the forest giant's foliage.
dwarven mortar: very light armor, a slight health boost, slightly reduced movement speed
skrael: they attack from afar, they are fast and they attack melee too, not bad!
wolf: very fast!! hunting partners of the skrael, they combine a lot in battle, the projects thrown by the skrael go over the wolves and catch the enemies.
Heartguard: the fact that they use spears to throw causes a lot of damage to the enemy, but they take longer to recharge, and they can't attack as far away as archers, they have light armor, they are slow, in melee they have a good maximum distance of attack due to spears.
Fighting villager: they are weak, but they can have a good maximum attack range due to the spears, great to keep in the back line.
Archer villager: They have much less health and are much weaker in general compared to standard archers.
Shaman: they have medium armor, the armor of thick animal skins ensures that it has a chance to block blows, can heal and heal itself, carries 8 heals initially, up to a maximum of 10, when attacking it has 20% to stun the enemy leaving it confused.
Dwarf Axe: It has high resistance to explosions, has scary damage due to its axes, dwarves are known to be professional blacksmiths and good at handling metals very well, making their armor have a chance to block some blows
Darkness
All Skeletons in general: have resistance to arrows (kinetc), have extreme resistance to fire and electricity, have weakness to explosions
Myrmirdon: has a lot of weakness to fire, has a slight weakness to explosions, has a lot of resistance to electricity, because they have a weapon in each hand they have 2 repeated attacks just like the heronguard.
Ghol Brute: Higher health, higher damage compared to the ghol brothers, but they have slightly reduced movement speed, can throw objects from further away.
Ghasts: More life and faster.
Stygians knight: they have a lot of armor, they have weakness to explosions, their thick armor makes sure they block some hits (units that have heavy armor have a higher block rate than other units that don't have heavy armor such as the shamam and the axe dwarf), the fact that they are souls inside the armor makes them have high speed for the heavy armor they wear, but also not having a flesh and blood body cuts their health in half.
Myrkiridian Hunter: The Life of Prey easy humans and a sedentary life made them having very little health, their blows do much less damage compared to the myrkiridian warrior, but they are very fast, great for attacking dwarves and archers, hehehehe.
. Myrkiridian pack mage, deals damage when attacking with lightning and summons skeletons in the radius, can heal, when it attacks its rays in very close enemies summons 3 skeletons thieves.
Trhall elite: they have armor equivalent to that of the warriors, their attacks have a 25% chance to stun the enemy and make them confused.
Maul: These are tough because you ever imagined facing a giant "ogre" like that in real life? they have light armor and when attacking with superhuman strength they have a 30% chance to stun and confuse the enemy (Hulk Smash!!).
trhalls: They have very light armor.
soulles: damage has been increased due to using wooden stakes instead of arrows, but the maximum attack range has been reduced.
Spider: good spiders, what can I say... well I think this unit deserved more importance in the myth, since a fantasy world like this needs to have giant spiders, it reminds me of lord of the rings, anyway, more life and more speed, a lot of weakness to fire and a slight weakness to explosions.
heartfelt thanks to all the creators of units and other things that made it available for free on website: https://soulblaster.webs.com/
Thanks to DarthRevan555 for letting use his Myth III Public Beta plugin units.
My special thanks to Jon God helped me a lot by putting water in my plugin. And to all of the discord myth2 mapmaking channel.
It is possible that the final version has 10 maps or more.
© 2005 - 2023 the tain