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Heroes 5.5 WarGame Edition - Tactical Edition.

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In general, here's how I think about the racial skills:

PREPARATION: Hero's units deal 50% more damage on counterattacks. The hero receives +0/1/2/3 to defense. Additionally, the Knight can train troops in the city for 200% the price, up to 10 creatures per week.

AVENGER: The hero receives +0/1/2/3 to attack and can choose 1/2/3/4 sworn enemies in the Avenger's Guild. The hero's troops have a 40% chance to deal 200% critical damage to sworn enemies. Until sworn enemies are chosen, all creatures are considered sworn enemies: level 5-6 for the Ranger, level 3-4 for the Avenger, and level 1-2 for the Druid.

CRAFT: The hero receives +1/2/3/4 to knowledge and can create level 1/2/3/ mini-artifacts in the artifact forge for 50% the price and apply them to creatures from the Academy.

RUNES: The hero can learn runes, and the hero's troops from the Clans can use level 1-2/1-4/1-5 runes without consuming wood or ore. The hero receives (and continues to receive) 1/2/3/4 random resources for each level. On the arena: the hero only receives resources for additional levels exceeding 12!

Added 6 minutes ago
OCCULTISM: The hero receives +1/2/3/4 to magic power. The hero's spells ignore 20/40/50/75% of magic resistance.

The main idea is that a racial skill shouldn't be completely tied to building a structure, just as learning a magic school isn't completely tied to building a guild. We've distributed all types of parameters among the racial skills. Humans were given defense instead of further increasing counterattack for the following reasons: it's dangerous to give too strong a counterattack due to specific strategies on defense with readiness; on the other hand, giving a small bonus to counterattack for each increase is also not good, as this is a very situational damage. For comparison, imagine that you have a new skill - archery, which gives +30% to ranged damage at each level; each individual increase is good (due to the specificity of the damage), but in total, when playing with archers, it looks too dangerous. And finally, someone had to be given defense - only humans remained.

I remind you that each unit of a parameter works as +2 in the original, in terms of its strength. Therefore, each such increase is significant.

What I didn't like very much: racial skills are available from the start, and therefore, in the case of craft/occultism, they will give bonuses to parameters already from the start, distorting the starting parameters of mages and dark elves:

Alchemist: 3/2/1/4 => 3/2/1/5 Mystic: 1/3/2/4 => 1/3/2/5 Archmage: 2/1/3/4 => 2/1/3/5

Assassin: 4/1/3/2 => 4/1/4/2 Queen: 3/1/2/4 => 3/1/3/4 Dark Priest: 2/1/4/3 => 2/1/5/3

Added 9 minutes ago
"SRD"
by the way, what about the neutrals - how many are there, what are they like, will those two IDs that are not used (Yeti and Black Knight) be used?
I haven't added any new neutrals yet (although there is such an opportunity in the executable - no worse than in NCF). This is the very last priority, because there are already a lot of creatures in the game, and it's not that important whether they are neutrals or not. Plus, usually the quality of the new creatures' artwork leaves much to be desired, or they duplicate the old ones. There must be compelling reasons for adding each new creature: a simultaneously interesting and unique combination of abilities + a high-quality, unique visual appearance.

Maybe we should remove the "forest cunning" skill from the game? The funny +10% chance for sworn enemies doesn't make any difference, and there are already enough parameter bonuses. And return native lands? By adding situational +1 to speed with a bonus of +1 to luck? That is, the general branch would look like this: Forest Fury: +1 to attack and +1 to maximum damage for native troops - Forest Leader: +1 to morale and additional dancers - Native Lands: +1 to speed on native land and +1 to luck
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат