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MMH5.5 - Heroes of Might and Magic 5.5

#1282
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So far, here are my observations:

- The idea of a summonable dragon for Markel is excellent. A similar mechanic to the phoenix summon has been needed for a long time.

- The balance isn't working properly when choosing the difficulty level: the computer receives too many creatures as compensation for losses in auto-battles, I think. Because when building a castle, constructing one building per turn, buying all creatures from it, and clearing all dungeons with creatures by the end of the first month, the computer arrives with armies 3-4 times larger than the player's. This creates a situation as if it had a triple creature growth rate. As a result, even with early contact, it simply overwhelms with sheer numbers, making it impossible to defend, even in the castle. 2-3 heroes can come in succession, meaning that in 1 turn, the player's troops in the castle during defense can face up to 9 times their number of enemy troops, but they inevitably die because the same number arrives on the next turn.

And this is on the easiest level with the "Warrior" game settings.

- It would be great to bring back the function of combining players into a team by selecting more than one player as "human." Currently, I have to create maps with fixed teams, which is inconvenient.

I'm still exploring the rest. Today, I'll install RC15B5.

Adding to this.

Changes to hero characteristics in RC15-5; I don't understand English very well, so I apologize if I'm wrong, because the text from the game cannot be copied into the translator.

Elaine's bonus to income from peasants has been removed, but the number of peasants arriving per week has been increased: this is a completely unequal replacement. It's difficult to raise more than 10 levels per week, resulting in +10 peasants AFTER A WEEK. And on the NEXT week, there will be +10 gold per day accordingly. Initially, it was up to +50 per day immediately, if you were lucky with the peasants. Considering that artifacts that provide resources, such as the Dwarven Pickaxe, no longer give gold even once a week, the knight is left with nothing. Because peasants only provide income. They are just meat in battle. And with this setup, any faction will overwhelm the knight in a couple of weeks.

Heroes with additional attack have had their attack removed, but their turn frequency has been increased. BAD. Because mages can speed up with Enchantment, and a magic attack at the same hero level is stronger than a melee attack from a knight or orc.

Regarding Faiza from the mages, in RC13, he had the "Time Warp" skill. It wasn't overpowered, but it was very useful and unique. I think it would be worth bringing back a hero with this skill into the game.

There are still balance issues. In general, there is a trend towards automating it; but with such imbalances, it is better to leave manual settings. Otherwise, all players are forced to play on the author's terms, which is extremely inconvenient.

Separate note:

Is it possible to make it so that the player chooses the color of the flag, and the city is assigned randomly from those available on the map? This would make the game more varied and encourage playing multiple times on the same map.