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MMH5.5 - Heroes of Might and Magic 5.5

#1264
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me2list
This is important information for me; where can I read about the mechanics of banks and their bonuses?
Okay, I'll wait for the Russian manual for artifacts.
Currently, there is no such information available. It is on my task list to make it available in the external manual.
me2list
I quickly read about some of the specializations for the Dwarves, and Bart stands out; he's a mega-imba with the appearance of elementals after the death of units, and he doesn't even need a tent with that specialization. You are encouraging gameplay with summoning + light magic, which includes regeneration and resurrection + logistics, but the Inferno race doesn't have light magic and has a useless tent. Any Inferno hero won't be able to gain levels and defeat large armies as quickly as Bart can for the Dwarves without significant losses. I haven't looked at the other races much yet; it's too early to say.
We are already working on Bart's specialization. For Inferno, more specific data is required to make any decision. Light (the Gatekeeper class has access to Light) does not bring that much value to them early game in terms of casualty mitigation.
me2list
I haven't encountered any heroes that bring in money; you've created a significant amount of randomness that will affect the final battle. Either the map isn't suitable for PvP. I played on Jebus, which is installed with the mod. I've already suggested increasing the income from mills through contracts or adding buildings to the castle or placing two gold mines near each city. In the second month of the game, it's impossible to buy all the upgrades from all the castles, and I don't think that heroes with a specialization in money will help fix this, especially since the cost of hiring a hero is 5500!
If the income from mills isn't increased, then more banks for money should be added to the starting map, and also create full-fledged maps for other castles, where there will be mines, banks for money, and banks for creatures.
The template will be adjusted to be more plentiful of resources.
me2list
The attempt to strengthen the tent with an artifact is unsuccessful because you have added many artifacts that are much stronger for creatures than this artifact, which takes up a valuable slot on the Hero's equipment. Otherwise, you must significantly strengthen the artifact so that the player prefers it to the others. You weakened the ballista and the tent, but these were important tools for races that don't have access to light magic to minimize losses in difficult battles in the early and mid-game when tempo is important. If you gave dark races necromancy, let raising the dead work for Undead as well. This will be an analogue of regeneration. Or allow regeneration to be learned without knowledge of light magic. In any case, the army of a good player in Heroes will always grow like a snowball; you need to make sure that this growth is approximately the same for all races and not favor anyone in this indicator.
I see now. The Tent and the artifact that comes along with it is good but only in the case of a low-resource map that leads to slower game progression. If there is a plentiful of resources, it really does not serve any purpose as there is no decision-making on resource management, and dwellings can be built at the fastest pace.