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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1593
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The "Mana Steal" ability of Imps will be changed.
As a reminder, there are 3 imp-like abilities:

- Imps: absorb 1 mana for every 10 creatures at the start of battle
- Parasites: steal 1 mana for every 10 creatures and transfer it to allied casters (activated ability)
- Imps (variant): steal 1 mana for every 10 creatures at the start of battle and transfer it to their hero

The latter ability looks like an empowered version of the basic Imp ability. To make these abilities more distinct, I have decided to weaken it but make it reusable (infinite).
For example: they steal 1 mana for every 30 creatures and transfer it to their hero every single turn.
The ability will work on every turn they take (as long as there are at least 30 Imps in the stack), but unlike the Parasites' ability, it does not require spending turns to activate.
Nevertheless, the option to use tactical wait remains to double the mana steal speed (though the ability will still be slower than that of the Parasites)

Added after 1 minute
fktifzobr@mail.ru
in ChaosTheory there is an effect with little hands coming out of the ground, it's a level 7 undead attack, I put this effect instead of divine retribution, just to see if it looks okay or not
I used your animation, thanks. Additionally, I set the correct visual damage delay (with default settings, creatures take damage first, and then the skeletal hands do their thing).

Added after 23 hours 12 minutes
I need help from animation experts:
Is it possible to set up a jump animation for all 3 demons, given that base demons also have a second activated ability — Explosion (and also, as I understand, there is a gating animation)?

Update: I figured it out myself, no longer relevant.

Added after 13 hours 15 minutes
Demons are almost ready; all that's left is to calculate the physics for all Devils.

Future changes:
Tier 1)
- Grade (Parasites) will be renamed back to Imps
- Alt (Imps) will be renamed to Parasites, as their Mana Steal will now work every turn (stealing 1 mana for every 50 creatures, rounded up)

Tier 2) All demons will receive a general ability — Jump, with a 5-5 radius, 200% damage, and 200% retaliation
- Base (Sulfur Demons) will be renamed to Horned Demons (as the grade was called in the English version), their Explosion ability will be slightly buffed + become reusable
- Fire-skin Demons will receive an empowered Fire Skin (50% damage reflection instead of 25%), as they should play as untouchables in melee combat (unfavorable trades for the opponent)
- Swift Demons will slightly buff their Bomb (death explosion)

Tier 4) All hounds will receive a general Mind Control Immunity (a vaccination against unauthorized rabies)

Tier 5)
- Crimson Nightmares will receive Assault instead of Aura of Fear (as the most aggressive species)
- Blazing Nightmares will significantly buff their Aura of Withering, which will begin to deal colossal damage
- Ash Nightmares will receive Aura of Fear instead of Assault (as a more defensive species)

Tier 6) All pits will receive a general Intercept instead of Heavy Class (an interesting combination with dangerous abilities like Deadly Strike, Shearing Sword, and Slaughter Blade)
- Hellspawn will be buffed as casters (from zero to basic Dark level), which will double the duration of their general debuffs from 1 to 2 rounds, so all enemy stacks will now be under both Curse and Confusion simultaneously
- Balrogs will also be buffed as casters (from basic to advanced Chaos level); with the support of Imps, each of their Disintegrations will kill half an enemy stack
- Fiends will sharply buff Slaughter Blade from 5 to 8 damage (they will bury almost the entire Tier 1 in one hit)

Tier 7)
- Base (Devils) will be renamed to Overlords
- Grade (Overlords) will be renamed to Devils, their Summon Balrogs ability will become reusable and will work on all demon corpses, including enemy ones
- Shaytans will increase the radius of Attraction from 6 to 7 (which sharply increases the utility of the ability)

For the most part, the focus is on strengthening characterizing abilities, even despite the high cost (the stronger the ability, the more physical parameters must be sacrificed in the name of balance).
The most expensive ability became the Spellcasting of the Hellspawn, but their mind-blowing and infinite mass spells are worth sacrificing physics for.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат