1. Orc Mage
Initially, I was thinking it would be cool if Dwarves, like Barbarians, had no magic (one with war cries, the other with runes, but heroes provide magic resistance instead), ala Total War Warhammer 2. So, 6 races with 6 pairs of magic schools and 2 that can't cast (since Orcs are always the unique ones).
But then I decided that was overkill: firstly, Dwarves are the only ones where Light + Chaos fits well; secondly, it's too progressive (conservatives will throw sticks at it).
However, giving Orcs the ability to cast spells (e.g., Chaos + Darkness) doesn't seem so stupid. Their stats are physical, and they don't particularly want to cast, but the possibility will be there, like in Heroes 3. Removing war cries as such (saying one town type benefits from capturing another town for new spells, but Orcs are only interested in another Orc town) seems unbalanced. And is it even theoretically possible, since there's a different spell book? Your opinion?
2. Single Rare Resource
How to make one rare resource from four types, like in Heroes 6. I see this as more balanced. It will never be idle, like Sulfur for Castle. That is, leave only Crystals, for example. Generally, my opinion is that the fewer resource types, the less unnecessary randomness. What do you think?
3. Tier Shuffles
It turns out that the discussion about which tier the Griffin in Castle should be has been going on since 2016, which is nice =) I agree with its current position (Tier 6). What else I would change if asked: Demon from Tier 2 to Tier 4. For me, a Demon is a pumped-up gorilla about 3 meters tall that bench presses at least 200 kg (there was a cool Demon in Disciples 2). And it's clearly stronger than a man in armor. So, swap them with the Hell Hounds and give them 4-hex size. Hell Hounds are like small hyenas the size of a lynx that bite in a pack.
Was the possibility of making creatures analogs also considered? For example, both the Hell Hound and Demon are Tier 4 creatures (alternative upgrades of each other), and at Tier 2, give creatures from other mods. By the way, how hard is it to find a creature from other mods online for Heroes 5? I did this for Warcraft 3 myself; it's very easy to find online for any theme, but I don't know about here.
Also, with the Bear for Dwarves, I would confidently give it Tier 5. Here's a cool video on this topic: [u0]
It would also be cool if fliers walked on foot over short distances (up to 2 hexes for large creatures). A Dragon is a massive creature; it shouldn't take to the air for small needs. Although realistically showing the animation still won't work, since even for takeoff, a Dragon needs a long run-up.
Someone wrote on previous pages of the topic; I wanted to remind them of the cool idea))) suddenly new technologies appeared in 2022 =)
4. About Defense
The Defense skill in the original was a must-have. Everyone needs it: warriors and mages. I suggest making it weaker, so it has less impact (5/10/15 percent).
If you have no such desire or disagree with this change, then please pay attention to the combination of heroes with strong spellcasting and attack. If a hero takes Chaos, they will want their army to survive longer while the hero casts spells, rather than rushing with it. And that hero will still want to seek Defense rather than Offense, even if their stats favor attack. This was a problem for Dark Elves in the original. I don't know how it will be here, but in the original, it was a flaw in the game mechanics and a problem for me.
Demons = Logistics + Darkness + Chaos (all classes have very rare Light and Summoning - 1% each)
Dark = Offense + Darkness + Chaos (all classes have very rare Light and Summoning - 1% each, rare Logistics - 2%)
On some page in the topic, I moved it here. Logistics is needed more by Dark Elves, as it increases initiative at the start, which they need. And the Dark Elf has Offense and Chaos, which is what I was writing about.
Perhaps with the new game mechanics, rushing and throwing Chaos spells is beneficial, but most likely not =).
It's great, by the way, that speeds are low here: the Demon will at least have time to open gates; in the original, I found it more beneficial to run and hit than to summon. And what about giving the Demon Darkness + Summoning? He probably has low spell power, and no one will level Chaos.
5. Adding Heroes
Currently, there are nine heroes per race. Is it planned to give each class one more? 12 per race
I just noticed - Inferno and Dungeon have Agrael and Raelag - imho, it's better to avoid this duplication - they are essentially the same character
I wrote that from somewhere in the topic) Don't touch Agrael - his avatar is top-tier =) And who cares that it's the same guy; it's a different world; they are different people ))))
6. About Creature Specializations and "+" to Creatures
I noticed that some heroes buff existing troop types, like Elana strengthens Peasants, and someone gives new creatures per level, like Alaric: + 2 Monks for every 2 levels conditionally (additional creatures). I suggest merging this into one specialty. Like, you both get them per level and give them upgrades A and B. I see it as more logical (if my specialty is + 2 Monks per level, and my level is 24, and I lost my Monks in battle, then to hell with them) I can already create a new army without Monks, and it doesn't matter that my specialty is tied to them. I lost the old ones, I'm unlikely to level up soon; let the Swordsmen be split into 2 stacks; I don't lose anything anymore. That is, the point of a Monk specialty is lost if you accidentally lose them.
7. Grave Cold
That's the one that returns 5 percent of damage. Why was it removed? Doesn't the number change? If it changes, something cool could be chosen
8. For the Future
This is purely a question for myself: is it possible to add a 9th town to the game? Like, I want to add a Naga town. Is it theoretically possible without replacing an old town, i.e., adding a new one? Or is it theoretically impossible due to game mechanics?
9. Holy and Unholy
Well, it's very situational (damages specific races). So, what are the options: Unholy always damages all enemy targets (even if they're Undead), and Holy slightly resurrects all your stacks if your stack isn't completely dead. Or eliminate Holy altogether. Or, as a last resort, make them equal by the number of races that take damage (Humans-Elves-Dwarves-Wizards take damage from Unholy, and Orcs-Demons-Undead-Dark Elves from Holy).
10. Attack and Defense Perks
3) Tactics -> Haste (Orcs get +1 to initiative) and 3) Readiness -> Stone Skin (Orcs get +2 to defense)
Well, I note that it's not very equal: I understand Haste is like in the original when you cast Haste on your troops, and an Orc just gets +1 to initiative, which is unimpressive). Same with Stone Skin. I would remove these 2 perks altogether. If you want to cast Mass Stone Skin, learn Light.
11. CHAOS MAGIC
1) Master of Fire -> Pyrokinesis (additionally +Wall of Fire) / Mana Explosion
2) Master of Ice -> Deadly Cold (additionally +Stopping Cold)
3) Master of Lightning
Why are Lightning spells so neglected =) I definitely wouldn't level them; the great power of Chaos is in the perks. I would give each element 3 strong perks, so a hero could be a specialized master in one of them. Say, Fire's third perk heavily reduces defense, and Lightning's third perk heavily stuns, and you can't take both.
12. Idea
What if we made starting heroes with an expert racial skill and all its perks maxed out? Plus a standard skill and its perk, and a total of 10 stats instead of 5. This would essentially give a development boost of +5 levels from the start. But without accelerating specializations, so by level 13, you could get heroes with a perk set equivalent to standard level 18 heroes.
The decision here is fundamental, because with this approach, it's necessary to return racial perks back to bases, in addition to the 3 standard ones.
Why wasn't the idea supported? ) I would have been for it. What I want to emphasize: in the original, a strong army is considered only the one belonging to the main hero. If I have a weekly growth with the main, even a battered one, and the AI hired a new level 1 with a 2-week army, I would boldly attack him, knowing that my 4 Knights would kill 7 out of 10 Specters on attack, and his retaliation wouldn't kill even one of mine. That is, I am for the starting hero being something from the start. So that an army under his command is weaker, but not completely insignificant. Let's say, not comparing 1 and 25, but already 10 and 25. 25 seems cooler, but 10 is also dangerous, not a useless lonely 1. Especially since, in this mod, it seems advantageous to split troops. Why split them if handing them over to a level 6 hero instead of the main makes them weaklings?
13. Note on Magic
3 Righteous Might (5 mana) = +(Spellpower+4) to Attack for 1/2/3/4 rounds. Mass Righteous Might (10 mana) works in a 4x4 area.
3 Exorcism (6 mana) = removes spells with a 100% chance, but only works on allied targets (i.e., doesn't remove buffs from the enemy). Mass Exorcism (12 mana) works in a 4x4 area.
1 Forgetfulness (1 mana) = only 1/3 of enemy creatures can shoot and retaliate, for 1/2/3/4 rounds. Mass Forgetfulness (2 mana) works on all enemies.
1 Curse (2 mana) = minimum damage, for 1/2/3/4 rounds. Mass Curse (4 mana) works on all enemies.
Forgetfulness and Curse are equivalent spells to me; I'd be happy with either.
But Righteous Might seems significantly stronger than Exorcism in my opinion. And I would consider it bad luck if I didn't get Might. With the new formula, it boosts the damage of a top stack very, very strongly. But dispelling might not be beneficial (or not always beneficial), because dispelling means skipping your turn to protect against the enemy's turn. So I'd rather let my stack get hit under Berserk, but another under Righteous Might deals top damage. In short, I see these two spells as not equivalent (Might is always good, but Exorcism is situational and sometimes useless)
I also noticed that Disrupting Ray removes a lot of defense permanently. Would it be better if it removed even more but for 3-4 turns, like Light? It's just that with Light, you have to give a buff before the burst and fit it in the time, but with Darkness, you have a guaranteed endlessly useful effect. Your opinion?
And I note that for 2 magic schools, new spells are given. They all need to be guaranteed good. So there aren't specific ties like Light and Darkness are cool, there's Vampirism, but Chaos and Light can never be leveled, because Holy Word is relatively useless. And only "certain" combinations will appear.
We are waiting for the project in any form =) Good wishes to all! https://www.youtube.com/watch?v=MiscPK9YeeQ&t=1s