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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1627
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Updated skill styles (offensive, defensive, magical, scientific).

Previously: +3 to a parameter for both heroes (against neutrals, it was simply +3).
Now: +3 to a parameter, but -1/-1/-1 to the other parameters.

Thus, no skills now provide bonuses to parameters (except for the education skill, which I weakened from +2/+2/+2 to +1/+1/+1), and styles only redistribute less important parameters into more important ones.
Gaining parameters is now the prerogative of artifacts (or a higher-level hero, which is "created" through education).

Also, if previously the offensive and defensive styles were effectively nullified against enemy heroes (both received +3/+3 to attack and defense, which had no effect on the battle), now they will work together (+2/+2 to attack and defense for the hero, but -2/-2 to magic and knowledge).

I don't know when the next mod update will be – I've only just started working on it again after a break.

Regarding units, here are my thoughts.

Damage output – the ratio of damage to survivability, taking into account abilities:
15-25% – tanks
26-39% – warriors
40-60% – damage dealers

That is, units will be in the range of 15 to 60% damage output. Why these parameters?
In my opinion, Heroes 3 (except for peasants) approached this issue in the best way. The lowest damage output there is for zombies (12.5% without considering abilities – 2.5 damage against 20 health). The highest is for wolf riders (40% without considering double strike, and about 65% with it). These boundaries are ideal.
In Heroes 5 (original), there are units that are too tanky, such as gargoyles and ents, which have a damage output of around 6% (without considering abilities). They literally do nothing except live for a long time. In my opinion, this shouldn't be the case – it's an exaggeration (on the other hand, in WGE, there remains the option to significantly reduce damage by going into defense, which was not strong enough in the original).

Also, I had to abandon the concept of racial restrictions, in the sense that each race would not have access to 3 class slots out of 9 (we're talking about a 3x3 grid, where one dimension is high/medium/low initiative, and the second is high/medium/low damage output). In fact, these restrictions will not exist; instead, racial features will be in effect.

1. Racial initiative of units: undead 6/8/10, dwarves 6/9/12, orcs 7/9/11, demons 7/10/13, humans 8/10/12, elves 8/11/14, shadows 9/11/13, mages 10/12/14 (or 9/12/15 – I haven't decided yet).
2. Racial damage output of units: the range of permissible damage output (for example, for demons from 26 to 60%, and for humans from 15 to 39%).

Within these restrictions, all class slots will be available, so there will be no dominance of, for example, dwarves with an initiative of 6 just because 3 out of 6 permitted class slots can only be with that initiative. In other words, dwarves have access to all 9 class slots, both in terms of initiative and damage output (nevertheless, within each slot, racial properties are preserved, such as reduced initiative and reduced damage output).

That is, in the case of dwarves, the average initiative of their troops will actually be 9 (with racial initiatives of 6/9/12), and not lower than 8 due to the prevalence of an initiative of 6.

Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат