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In general, here are the latest updates on the mod's progress, including changes to the plans and overall concept, as well as an estimated completion date, based on the most optimistic projections.
There's a lot of text, and not all of it is interesting or useful, but I haven't written anything here in a while, so I'm just sharing ideas and explaining what's happening now. I apologize for wasting your time if anything.))

First, I've recently written to many mod authors for various games, asking if I could use their models in my mod. In almost every case, I received permission to use the materials, so I've accumulated a fairly large collection of resources for my mod, and I'm very grateful to these talented people. Of course, all of this will still need to be adapted for Heroes 5, but this work is nothing compared to creating everything from scratch. In terms of progress, that's basically it, because for the past few months, I've only had enough free time to correspond with the authors and experiment with scripts.

Second, the concept of the mod has changed slightly. It was decided to abandon the story map from Tantive 4 and simply adapt about half of the "native" Heroes maps to the Star Wars setting. There will be many heroes now, and the mod will include many characters from the original films (Luke, Han, Vader, Boba Fett), as well as characters from the expanded universe (Thrawn, Kyle Katarn, Kir Krenos, Captain Rex). The races are still planned to be only two (Empire, Rebels), and they will differ only in skins for now. That is, the creatures and abilities will be approximately the same.

Third, all this nonsense with the city-inventory and "re-dressing" creatures has been scrapped. Everything with creatures and the city will be approximately the same as in the original game. I also decided to abandon the idea of resurrecting troops for resources; the "medical supplies" resource will be replaced with something else.

Fourth, it has been roughly decided which creatures will be in the armies of the races, and there will be 10 of them in total (plus an upgrade and an alternative upgrade). The upgrade will, in most cases, be geared towards ranged combat, and the alternative towards melee combat. How will balance be achieved if you can assemble a full army of archers, and what chances will archers have if melee troops actually reach them?
All archers except the heavy ones will have the Maneuver ability (from centaurs) and Counterattack. All melee troops will have the Large Shield ability (reducing damage from archers by half), plus they will generally be more durable than archers. I think that, plus adjusting the overall balance, it will be possible to achieve an interesting gameplay format in which it will be interesting to play with a full army of archers or against a full army of archers. In addition, considering the range of troops, the player will be able to assemble the army that he needs at the moment. For example, a player wants to use slow, clumsy, but strong and powerful archers in conjunction with fast, agile, but weak melee warriors, or vice versa. Here, there should be room for some tactical diversity. In the original Heroes 5, I was always bothered by the fact that in the final stages of development, it was almost always clear what the army of a particular race would look like. In this mod, I will try to slightly correct this and add more functional diversity to the creatures.

So, here is the range of troops, using the Empire as an example.
Here, the idea of a new division of troops from Heroes 6-7 into "core," "elite," and "champions" will be implemented. For example, all "core" creatures will be of the same level, but with different bonuses, and all "core" buildings will be available for construction from the very beginning, and the player will have to decide for himself which army to start building.
Core
1 Scouts (weak, fast, agile soldiers)
2 Stormtroopers (average)
3 Heavy Stormtroopers (slow, clumsy, strong, with high damage)
4 Stealth Stormtroopers (can become invisible)
or 5 Probe Droids (mechanisms, can repair mechanisms)
Elite
5 Stormtroopers with jetpacks (flying units)
6 Stormtroopers with flamethrowers (melee combat: dragon's breath, ranged: casts fireball)
or 6 Large Droids - Dark Stormtroopers (large creature, mechanism)
Champions
7 Officers on AT-ST (large creature, increases the morale of surrounding allies, casts support spells)
or 7 Red Guards (cast offensive spells such as lightning and/or curse, their upgrade, Dark Guards, are armed with lightsabers)

The "or" implies that there will be two buildings available for construction, but in each city, you can only build one of them. I think I've figured out how to implement this.

Fifth, there is still an idea to bring the hero onto the battlefield as a creature, i.e., each hero has a "heroic" creature in his army. Roughly speaking, for Vader, it's Vader, etc. This creature cannot be transferred to another hero; it participates in the battle on an equal footing with everyone else, but it is resurrected after the battle if it was killed in it. In this case, his transport-headquarters stands in the "heroic" place. But I am increasingly inclined to abandon this idea and leave everything as it is in the original. I would appreciate your opinion on whether this idea should be implemented. But you need to understand that if it is implemented, then the maximum number of stackable creatures in the castle will have to be limited to 6, because one stack will always be occupied by the hero creature.

Finally, I wrote that I will approximately determine the time when all this will be ready. Let's say, based on the most optimistic projections, it will be somewhere around the new year.

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