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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1570
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Today I will publish an update regarding the humans.

Compared to the previous post, there will be a change regarding the griffins. As it turns out, the cavalry bonus does not work correctly with flying units (it predicts one value but deals another amount of damage).
Therefore, the distribution of distinctive abilities among the griffins will be different:

- Imperial Griffin: strike from the skies
- White Griffin: heavy class, frenzied retaliation
- Blood Griffin: heavy class, dive

All unit lines are "tailored" to their respective hero class.

Paladins have access to defense, but not to attack (rare skill); accordingly, the entire white unit line is tailored for defense (the most defensive upgrades).
This class plays against fighters by prolonging the battle and winning via hero buffs.

Templars have access to attack, but not to defense; accordingly, the entire red unit line is tailored for attack (the most offensive upgrades).
This class plays against mages, killing them as quickly as possible.

Knight have access to both attack and defense; accordingly, the entire blue unit line has a balanced ratio of attack and defense.
This class plays against fighters by having a protected army on one hand, and dealing good damage immediately on the other.

Added after 2 hours 32 minutes
 
Wargame Tactics 2.0 alfa pak - the mod itself, place in the data folder (file has been updated)
<time id="message-timestamp-931713027957461042" datetime="2022-01-15T00:54:56.256Z" aria-label="15 января 2022 г., 10:54">
H5 WGE exe - the executable, place in the bin folder, and launch the game through it (it hasn't changed for half a year)

Unit Table (humans)


Added after 14 hours 22 minutes
The next update is planned within a week and will affect demons (we will proceed in the order of duel presets).

Among the fundamental changes, the casts of the Hellspawn will be significantly buffed: the general Curse and Scatter will be applied for 2 rounds instead of 1.
Given that these are free level 1 spells, Hellspawn with initiative 7 will get the option to keep the entire enemy army under a permanent Curse, or under permanent Scatter, or under both 70% of the time (though both debuffs simultaneously will only start working from the 3rd round of battle — i.e., from the second turn of the Hellspawn, or 1 round earlier if the Hellspawn are accelerated by the Devils' inspiration).
Each individual debuff is weaker than the Monks' prayer, but both together are stronger, although they consume all the Hellspawn's actions to maintain them (whereas Monks still have free time to fight).
This will especially increase the effectiveness of Hellspawn under AI control, which almost never fights with them anyway, almost always preferring to refresh debuffs — now this will be their primary mode of use and in terms of efficiency.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат