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Version 1.3 is already in the works.
Regarding spells, the decision has been made to make them even cheaper:
Tier 1: 1 mana (previously 1-2)
Tier 2: 2-3 mana (previously 3-5)
Tier 3: 4-6 mana (previously 6-8)
Tier 4: 8-12 mana (previously 10-15)
Tier 5: 15-25 mana (previously 20-30)
The amount of mana for heroes in duels will be 15, 25, 35, and 45, respectively.
The prices have been adjusted so that Tier 5 spells can be used in duels. Tier 1-3 spells will become 1.5 times cheaper, and Tier 4-5 spells will be 1.25 times cheaper. When playing on a map, the assumption is that a hero's knowledge will not exceed 15-20, so the amount of mana will remain around 75-100, which is ideal for actively using top-tier spells. If the most expensive spells for a hero cost less than 20-25% of their maximum mana, then in most cases, there is an obvious excess of mana, and knowledge begins to lose its value. This is what we see in the original game (mages' 45% knowledge is justified solely by mini-artifacts; for others, knowledge is 30% or less), and especially in MMH5.5 (where, as far as I know, no one has knowledge above 30%, even mages with mini-artifacts, and this is despite the fact that knowledge is enhanced by additional bonuses). I am in favor of knowledge being relevant and fully utilized.
The effectiveness of "Tactical Knowledge" will increase even more for low-level spells due to rounding (Tactical Knowledge, -20% to spell cost).
With Tactical Knowledge:
Tier 1: 0 mana (free)
Tier 2: 1-2 mana (60% of the price)
Tier 3: 3-4 mana (60% of the price)
Tier 4: 6-9 mana (75% of the price)
Tier 5: 12-20 mana (80% of the price)
This perk provides an answer to the question of how magical classes with low knowledge will be played – the focus will be on very cheap Tier 1-3 spells and a high tempo (spellcasting).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат