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Heroes 5.5 WarGame Edition - Tactical Edition.

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Updated the mod in the topic header (accordingly, to the demon table above).

Added 15 hours 54 minutes ago
I will also keep a list of reworked abilities (I will add it to the topic header in a spoiler), because new and powerful abilities are one of the key features of the mod.
The list below currently concerns humans and demons; the abilities of other factions will be added as they are balanced.


Class abilities:
1) Heavy class (50% protection from attacks with movement): previously, it was only available to warriors with a different formula (-10% damage for each cell the enemy passes)
2) Flight: now, the advantage in mobility is expressed by the fact that ground troops are always slower in speed
3) Spellcasting: the spellbooks of sorceresses have been significantly reworked; in general, they contain the entire set of spells, including mass versions
4) Ranged attack: in general, ammunition has been reduced (and the speed of ground troops has also been reduced) to encourage moving forward for direct ranged attacks, rather than standing in the corner


New abilities:
1) Reserve (splitting upon the first attack): previously, it was only available to neutral wolves
2) Joint attack (they repeat their attacks nearby): previously, it was only available to neutral wolves
3) Resurrection (upon the first death of a unit, they are resurrected): previously, it was only available to neutral phoenixes
4) Bomb (upon death, 5 damage to enemies around for each creature)
5) Deadly strike (25% chance to kill 50% of the victims): previously, it was only available to neutral death knights

Enhanced abilities:
1) Rage (+1-2 to attack when your own units die): slightly enhanced due to the greater role of stats
2) Armor-piercing shot (ignores 100% protection at a distance of 2-4 cells): the range of action has been significantly increased (especially against the background of reduced speeds)
3) Interception (aura: causes attacks on itself): 100% activation (unlike the taunt in the original)
4) Cleansing (removes 1 buff upon attack): 100% activation
5) Cavalry bonus (+50% damage for each cell): enhanced 10 times!
6) Tournament strike (attack on the target behind when charging): now works with any charge (even on 1 cell), and with 100% damage
7) Frenzied counterattack (each subsequent counterattack is tripled): the bonus has been sharply increased (compared to battle frenzy in the original)
8) Pike (act: 100% damage to 2 lines): the damage has been increased, and the ability has become repeatable
9) Healing (act: heals damage, debuffs): much more relevant healing (due to low numbers), and also removes much stronger debuffs
10) Regeneration (restores 20 HP per turn): greatly enhanced (due to low numbers)
11) Vampirism (restores 100% of damage)
12) Explosion (act: 25 SP damage around): greatly enhanced, and the ability has become repeatable
13) Fiery skin (returns 50% of damage): greatly enhanced fiery shield
14) Berserk (act: unprovoked berserk, attack + protection, protection to 0 until the next turn): bonuses and penalties to physics are much higher (due to the greater role of stats)
15) Draining aura (aura: 10 damage to enemies for each creature): significantly enhanced due to the reduction in numbers
16) Slicing sword (damage +1 killed victim): much more relevant ability (due to low numbers)
17) Killing blade (damage +10 for each victim): enhanced 5 times!
18) Inspiration (act: give a turn immediately): previously, it was only available to the hero; the bonus has been increased from 30 to 100%
19) Summon Balrogs (act: +2 Balrogs from a demonic corpse): it has become repeatable and works on enemy demons as well (unlike summoning pit lords)
20) Attraction (act: pull in a radius of 7): the range of action has been increased, which makes it much more relevant

Updated abilities:
1) Battle fervor (+8 to attack if you receive damage, for 1 round): previously, there was battle rage with a different formula (3 times weaker bonus to physics, with a bonus to initiative and with a duration of 2 rounds)
2) Prayer (+2 to attack, protection, morale for 2 rounds): previously, it was only available to the hero, with a different formula (the new prayer gives 4 times stronger bonuses to physics, 2 times more to morale, but without initiative and lasts shorter)
3) Armor penetration (ignores 50% protection): previously, it was only available to forest archers; now it does not push back, but also works for melee units (and the bonus works stronger due to the greater role of stats)
4) Jump (act: 200% damage with a jump to a distance of exactly 5, 200% counterattack): there was a triple counterattack, a range of 4 to 8, but the damage bonus was lower - 10% for each cell
5) Intimidation (20-30% chance to scare): now there is also for archers, previously it was only for melee units
6) Retribution (200% counterattack): now there is also for archers, previously it was only for melee units
7) Retreat (does not respond to attacks, runs away): now there is also for melee units, previously it was only for centaurs (with a retaliatory shot): it differs from cowardice in that it runs to the minimum distance and does not run away from retaliatory attacks
8) *Mana theft (each turn steals 1 mana for every 50 creatures, rounded up): previously, it was only on the first turn, but much stronger (1 mana for every 4 creatures)

Weakened abilities:
1) *Mana absorption (on the first turn, it takes away 1 mana for every 10 creatures): it was for every 4
2) *Mana drain (act: steal 1 mana for every 20 creatures): it was for every 8

* The rare abilities that were actually weakened are marked. All these abilities affect mana and in the original worked too strongly, often completely depriving the enemy hero of mana, especially at the beginning of the battle. This is a rare case when the excessively inflated power of an ability does not increase its tactical interest, because it creates a flaw that does not require any action from the player.
In this mod, strong and very strong abilities are welcome, but in any case, they must be commensurate with the strength of the unit (1 unit should not completely cancel out all of the hero's magic).

Added 12 minutes ago
Jump also deserves a separate comment, because in general the ability has become weaker (only physics has become stronger, but the distance is significantly limited).
The fact is that:
1) a ground unit should never behave like a flyer, so the maximum jump distance is lower than flight (5 versus 6)
2) the minimum jump distance should also be higher than the movement range (so that the standard attack and jump do not overlap)
In addition, with such range settings (exactly 5), you can really defend against the jump by moving the troops closer or further away (because this is a significant threat - double damage!).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат