Good afternoon, are there any streams of the current version of the mod?
Good afternoon!
No, there are no streams yet; everything will be after the release of the duels in the next version.
I'll bump the topic, maybe the author will wake up.
I played with a friend in this mod on a map, and we noticed bugs:
1) As far as I understand, upgrading buildings should increase the growth rate (there is a clear description about this), but in reality, it does not increase, but immediately gives the maximum number upon construction.
2) The "sacrifice" button for the Shadow League does not work; the game crashes when clicked.
3) Some strange skills sometimes appear in attack, for example, +1 to maximum damage for the Forest faction (I thought it might work for everyone, but no, it didn't give me anything for the Necromancer), and other things like Necromantic resistance for the Shadow League, Dwarven defense, etc.
4) If you don't buy an army in the castle, it won't increase next week, but will be replenished to the growth rate; maybe this is a feature so that you always buy armies)
Regarding the balance:
I think skeletons (the first units for Necromancers) are slightly over-buffed in terms of attack; they one-shot almost everyone, even the last-tier units, even in the archer spec.
Also, liches require too much quartz; without a mine, it is impossible to collect so much on the map. As a result, I made dragons a week earlier than liches, which seems a bit strange to me.
1) It's not a bug; growth rates do not increase when upgrading; instead, it gives a one-time number of creatures plus the ability to change grades.
2-3) I will take note of it; I haven't looked at it yet.
4) This is a feature to increase the role of the economy.
5) Tier 5-6 undead are top-tier in strength, while tier 7 is less powerful, so the building is cheaper.
Is there any news?
There will be. I don't want to promise anything yet; development is spontaneous. The immediate goal is to release the duels with very significant changes (essentially, a reboot).
Can this mod be combined with the NHF mod?
No. The balance is fundamentally different here. In fact, WGE can only be compatible with interface or graphical mods; everything else requires special adaptation. But individual ideas for implementation are welcome; feel free to suggest them.
Could the author share the source code?
I want to do one interesting thing, and I need the source code for this (both the original game and 5.5 for comparison) + a description and parameters of the DLL functions called from the game.
I don't have the game's source code; I don't modify the executable myself; I only use the tools already available for this (the same ones used in 5.5).
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I am currently working on spells; I think I will not add 5th-level spells to the duels (with the exception of creatures). I will make them epic and powerful, with such prices:
Level 1) 1-2 mana
Level 2) 3-5 mana
Level 3) 6-10 mana
Level 4) 12-20 mana
Level 5) 30-50 mana
To compare with the original prices, you need to multiply the mana prices by 3 (since in WGE, you only get 5 mana per unit of knowledge, and heroes formally have lower parameters).
That is, in fact, 5th-level spells will cost as much as 90-150 mana in the original. Not to mention the enhanced Armageddon, the most expensive spell in the game (300 mana!).
The main point is that 5th-level spells should only be available to a select few (with very high knowledge) and should be used normally no more than 1-2 times per battle, and not spammed every turn in the final. In fact, the presence of such spells makes Knowledge relevant in a VERY wide range, no less than Magic (mana will never be excessive). I think this implementation is especially interesting when a 5th-level spell can cost 50 times more than a 1st-level spell; you immediately feel the scale of high-level magic. Moreover, in WGE, each race has heroes with high knowledge who can afford them.
In the duels, you can indirectly evaluate 5th-level spells (as well as mass versions of buffs/debuffs) through some creatures (with special weakened versions of these spells).