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MMH5.5 - Heroes of Might and Magic 5.5

#1263
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dredknight


Strength of opponents grows with time.
Creature given as a prize is flat so you wont get more troops later in the game. However the quantity is randomized in a specific range so there is a bit of luck too.

This is important information for me; where can I read about the mechanics of banks and their bonuses?

dredknight

You can check all artifacts in the manual. It is currently only in English but next release will include Russian translation too.

Ok, I'll wait for the Russian manual regarding artifacts.

dredknight

Please provide a list of the heroes and description why they are IMBA. I can agree some heroes are stronger than others.
Also if you have any proposals on how to improve them without removing the specialization of the hero will be welcomed. I cant promise we can make it but we are dedicated to make the balance better as soon as it does not break the lore or make the heroes too similar.

I skimmed through some specializations, and Bart stands out for the dwarves—mega IMBA with the appearance of elementals after the death of tier 1 units; with such a specialization, he doesn't even need a tent. You encourage gameplay with summoning + light magic (which has regen and resurrection) + logistics, while the Inferno race has no light magic and a useless tent. No Inferno hero will be able to level up as quickly or break through huge armies as fast as Bart for the dwarves without significant losses. I haven't looked closely at other races yet, it's too early to say.

dredknight

This is done on purpose. Limiting gold makes resources important through the whole game not just early game like in heroes 3.  Resource deficit forces the player to choose where to invest his income, this brings a whole another set of choices. This also makes heroes with Resource/gold specializations very important.

I haven't encountered heroes who bring money; you have created significant randomness that will affect the final battle. Either the map is not suitable for PVP. I played on Jebus, which is installed with the mod. I already suggested increasing income from mills via contract, or adding buildings to the Castle, or placing 2 gold mines near every city. In the second month of the game, it is impossible to buy out all growth from all castles, and I don't think heroes with money specializations will help fix this, especially since the hero recruitment cost is 5500!
dredknight

In regards to Jebus template, any advice on how to make it more like Heroes 3 Jebus is welcomed! Our experience with Jebus in H3 is not much.
If the mill income is not increased, then more money banks should be added to the starting respawn, and full respawns should be created for other castles, containing mines, money banks, and creature banks.

dredknight

- Plague tent is a weak perk - we know that and we are working on a solution.
- First aid skill was nerfed to 3 casts but the overall healing strength was improved so currently those 3 casts heal as much as what used to be 10 casts in ToE. This change was needed as expert players used it to snowball the army potential. Even at 3 casts it is the most desired skill by Might heroes. Furthermore since RC15B2 version First Aid skill gives the hero "Medical supply bag" artifact. It revives some of the tier 1 and tier 2 creature losses after every battle for a small amount of mana.
- Ballista is a good skill but now after the RC14 change where all creatures got 25-30% more HP it has its edge reduced in terms of killing stacks.
The attempt to buff the tent with an artifact is unsuccessful, because you added many artifacts that are far stronger for creatures than this artifact, which occupies a valuable slot on the Hero's doll. Otherwise, you must significantly buff the artifact so that the player would prefer it over others.
You weakened the ballista and the tent, but these were important tools for races that do not have access to light magic to minimize losses in difficult battles in the early and mid-game, when tempo is crucial. If you gave the dark races necromancy, let the raising of the dead work as it does for the Undead. This would be an analogue for regen. Or allow the study of regen without knowledge of light magic. In any case, a good player's army in Heroes will always grow like a snowball; you need to make it so that this growth is roughly equal across all races, rather than pushing someone ahead in this metric.

dredknight

As you have a tournament background I would also want to say that we have a maps only for duels, you can read more about them here


Duel mode isn't particularly interesting, as I believe there are already several excellent mods for duels that are being actively developed. Your mod has great potential for strategic PVP on maps similar to Heroes 3.