Auto-translated
Good day! After a recent game, I think these Mercenaries will not receive Upgrades. At the very least, I have frozen their further development (although in fact everything was ready).


*ps - these are old screenshots from another thread.
How did this happen? First of all, who are these mercenaries? We can obtain them through the new Diplomacy branch or via a new special ability for Irbet — "Guild Master".

The branch is available to all Factions and should increase the relevance of leveling up Leadership and especially Diplomacy! Overall, this is a good additional unit that fits well into any army composition. Those who have already managed to play them properly since release have left positive reviews about their usefulness.
Initially, it was planned that they would have grades — Infantry and Ranged. Since they are Neutrals, this could only be done in the "Fort" if such a thing even exists on the map. Currently, they do not appear anywhere in the world, meaning they are a purely perk-based unit.
So why did they turn out to be a sudden Imba?! And now they will be remembered forever in our local community.

It's all because of this Skill... Those who figured it out, figured it out.
In general, I knew that such a thing could be implemented in the Late game — specifically by using Mentor to level up many heroes and multiplying one stack of mercenaries repeatedly by transferring them (I am referring to the Mentor skill. Mentor does not work like this on the map, and repeated study gives nothing). This was an interesting adventure but difficult to implement, as rolling for a huge number of heroes from different Factions and the required perk would be very hard, and many heroes would simply be ruined. Furthermore, this might work against AI, as we did in one of the Co-op games before this. However, in PvP, a player or players can quickly suspect something is wrong when many haphazardly leveled heroes start appearing in the Tavern; and if your "Mercenary Farm" is scouted on the map, you couldn't imagine a better provocation. It's like building a nuclear bomb in plain sight of everyone, without hiding your intentions at all.
However, as one can guess, one person succeeded, and it's a great pity that I was so speechless I couldn't take a screenshot of this madness.
3rd month of the game, we have confidently entered the Late game; computers are no longer a nuisance. Previously, I had already defeated this player in the mid-game when he attacked me from the Fog. The odds were completely against me, but I pulled through with Summon and an Imba Phoenix. After that, he almost disappeared and only intercepted my scouts. A week before this battle, we crossed paths again on the border of interests, but there I gave him the initiative to attack, and he decided to simply TP into the Town. We had equal limits, so I didn't want to trade units unnecessarily. I dominated the map and growth, so time seemed to be on my side. The Tavern also showed nothing suspicious.
And then an attack from the Fog, again... literally the next week. I didn't realize it immediately, but when I opened my eyes, I understood. "This would have been better seen." Two stacks of 250k Mercenaries!
And he also had Shackles. And this was my main. Well, what can I say — GG. Brutal and beautiful. (We were both Mages, for the record)
--- --
So, what did the post-game analysis show? First, the player is truly impressive, as he worked very hard on the map and anti-scouting. His positions were never scouted throughout the entire game. Second, he specifically hid them in buildings and other places so as not to be exposed in the Tavern. And he skillfully calculated all the logistics to attack me with all of this in one turn when I was near his border. But does that cancel out the absurdity of the number? Well — the WITCH is to blame for everything! It turned out he simply had a Witch at his respawn who taught Leadership!
And starting from this point, everything else falls into place. As for the Shackles, he got them from the AI; truly, all the stars aligned.
-- -- --
*I didn't account for the Witch. But I was planning to make edits to the skills anyway. When adding a new branch, I often make it easy to unlock at first so that more of our players can access and try it, and later I add additional requirements "for balance reasons".
*After analyzing and discussing the details of this battle, it was decided not to touch the "Guild" itself. On the contrary, we now have a new game-ender, besides Mentor, "Chains", and the full Dragon set.
Considering the situation, the player here assembled 3/4 game-enders: Shackles, Mentor, and Mass Guilds.
--- -- --
In general, as a result — Mercenaries are good enough regardless of how exactly they are used. Grades might be redundant for them here. We await new games and will now scout more thoroughly!
*ps - these are old screenshots from another thread.
How did this happen? First of all, who are these mercenaries? We can obtain them through the new Diplomacy branch or via a new special ability for Irbet — "Guild Master".
The branch is available to all Factions and should increase the relevance of leveling up Leadership and especially Diplomacy! Overall, this is a good additional unit that fits well into any army composition. Those who have already managed to play them properly since release have left positive reviews about their usefulness.
Initially, it was planned that they would have grades — Infantry and Ranged. Since they are Neutrals, this could only be done in the "Fort" if such a thing even exists on the map. Currently, they do not appear anywhere in the world, meaning they are a purely perk-based unit.
So why did they turn out to be a sudden Imba?! And now they will be remembered forever in our local community.
It's all because of this Skill... Those who figured it out, figured it out.
In general, I knew that such a thing could be implemented in the Late game — specifically by using Mentor to level up many heroes and multiplying one stack of mercenaries repeatedly by transferring them (I am referring to the Mentor skill. Mentor does not work like this on the map, and repeated study gives nothing). This was an interesting adventure but difficult to implement, as rolling for a huge number of heroes from different Factions and the required perk would be very hard, and many heroes would simply be ruined. Furthermore, this might work against AI, as we did in one of the Co-op games before this. However, in PvP, a player or players can quickly suspect something is wrong when many haphazardly leveled heroes start appearing in the Tavern; and if your "Mercenary Farm" is scouted on the map, you couldn't imagine a better provocation. It's like building a nuclear bomb in plain sight of everyone, without hiding your intentions at all.
However, as one can guess, one person succeeded, and it's a great pity that I was so speechless I couldn't take a screenshot of this madness.
3rd month of the game, we have confidently entered the Late game; computers are no longer a nuisance. Previously, I had already defeated this player in the mid-game when he attacked me from the Fog. The odds were completely against me, but I pulled through with Summon and an Imba Phoenix. After that, he almost disappeared and only intercepted my scouts. A week before this battle, we crossed paths again on the border of interests, but there I gave him the initiative to attack, and he decided to simply TP into the Town. We had equal limits, so I didn't want to trade units unnecessarily. I dominated the map and growth, so time seemed to be on my side. The Tavern also showed nothing suspicious.
And then an attack from the Fog, again... literally the next week. I didn't realize it immediately, but when I opened my eyes, I understood. "This would have been better seen." Two stacks of 250k Mercenaries!

And he also had Shackles. And this was my main. Well, what can I say — GG. Brutal and beautiful. (We were both Mages, for the record)
--- --
So, what did the post-game analysis show? First, the player is truly impressive, as he worked very hard on the map and anti-scouting. His positions were never scouted throughout the entire game. Second, he specifically hid them in buildings and other places so as not to be exposed in the Tavern. And he skillfully calculated all the logistics to attack me with all of this in one turn when I was near his border. But does that cancel out the absurdity of the number? Well — the WITCH is to blame for everything! It turned out he simply had a Witch at his respawn who taught Leadership!
And starting from this point, everything else falls into place. As for the Shackles, he got them from the AI; truly, all the stars aligned.-- -- --
*I didn't account for the Witch. But I was planning to make edits to the skills anyway. When adding a new branch, I often make it easy to unlock at first so that more of our players can access and try it, and later I add additional requirements "for balance reasons".
*After analyzing and discussing the details of this battle, it was decided not to touch the "Guild" itself. On the contrary, we now have a new game-ender, besides Mentor, "Chains", and the full Dragon set.
Considering the situation, the player here assembled 3/4 game-enders: Shackles, Mentor, and Mass Guilds.

--- -- --
In general, as a result — Mercenaries are good enough regardless of how exactly they are used. Grades might be redundant for them here. We await new games and will now scout more thoroughly!
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»