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A collection of mods and mini-patches for Heroes V!

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#48
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Irdys Evalle

2. Ballista Archers:
a) Reduced maximum damage from 8 to 4
b) Added abilities “Double Shot”, “Retaliation”, and “Maneuvering”
c) Removed penalty in melee combat
d) Increased range of the “Accurate Shot” ability from 3 to 4
e) Increased initiative from 8 to 10
I don’t understand the purpose of these changes: either the ballista archer is good at long range (double shot, retaliation), or at close range (accurate shot, no penalty in melee combat). It’s neither fish nor fowl. In general, the combination of double shot and the absence of a penalty in melee combat is exactly the same as the absence of these abilities, with double the damage.
Although increasing the range of the accurate shot is good.
Irdys Evalle

3. Archers:
a) Added abilities “Arc Shot” and “Maneuvering”
b) Increased initiative from 8 to 10
Are we buffing the already overpowered archers? I wouldn’t give maneuvering to just anyone, because it’s buggy: when the arrows run out, the unit runs away and shoots without arrows, dealing 0 damage.
Irdys Evalle

8. Fanatics:
a) Added spells “Blind” and “Holy Word”
So, this is to make the 90% chance of choosing Fanatics become 100% (blindness), as well as to kill undead with ease.
Irdys Evalle

3. Fire Hounds:
a) Now attack with fire breath, also hitting their own
The idea is logical, but it doesn’t quite fit with the fact that demons are generally immune to fire.
Irdys Evalle

4. Temptresses:
a) Added ability “Explosive Strike” (shoot a fireball in a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; does not hit allies)
This is probably to finally end the choice between upgrades.
Irdys Evalle

5. Devils and their upgrades:
a) Now teleport across the battlefield (speed=30)
Interestingly, after this, the “teleport” ability of Archdevils will finally work properly ;)
Irdys Evalle

2. Spirits:
a) Removed the range restriction on the “Ammunition Steal” ability
It’s about time ;)
Irdys Evalle

4. Vampire Princes:
a) Given 19 mana points
a) Added spells “Dominate” and “Confusion”
b) Increased maximum damage from 5 to 6
So, we’re buffing the already overpowered level 4 unit? Vampire Lords were nowhere near as good as Princes (in the original), and now they’re even less relevant.
Irdys Evalle

9. Ghost Dragons:
a) Added abilities “Ethereal” and “Grief Strike”
10. Astral Dragons:
a) Added abilities “Ethereal”, “Death Gaze”, and “Fear”
b) Removed ability “Grief Strike”
The changes are correct, but incomplete. You also need to reduce the mercury requirements for building, because it’s impossible to build.
Irdys Evalle

1. Stalkers:
a) Removed the limit on the number of uses of the “Invisibility” ability
Really? I would have believed in increasing the limit to, say, 100 or 1000 activations.
Irdys Evalle

2. Furies:
a) Increased growth from 5 to 6
How can you buff Furies even more?
Irdys Evalle

5. Minotaur Overseers:
a) Added ability “Stunning Strike”
They weren’t bad even without it.
Irdys Evalle

10. Night Hags:
c) Made them archers with a penalty for shooting and 3 shots
I don’t like the violation of the concept.
Irdys Evalle

3. Wind Dancers:
a) Added ability “Stunning Strike”
Seriously! Are you going to buff the Wind Dancers? Even so, experienced players rarely choose them.
Irdys Evalle

4. Master Archers:
a) Removed penalty in melee combat
What’s the point of that? You could have achieved the same effect by simply doubling the damage and removing the double shot.
And we’re not talking about the most terrible overpowered unit – the forest archers, which are many times stronger?
Irdys Evalle

7. Ents and their upgrades:
a) Added abilities “Fire Resistance Aura” and “Magic Resistance to Earth”
Fire resistance would be normal, but the aura is not quite right.
Irdys Evalle

9. Emerald Dragons:
a) Added ability “Magic Resistance Aura”
b) Given 18 mana points
c) Added spells “Earth Shock”, “Earthquake”, “Fireball”, and “Chain Lightning”
I don’t like the change of concept.
Irdys Evalle

2. Master Gremlins:
a) Removed the limit on the number of uses of the “Repair” ability
b) The strength of the “Repair” ability is reduced by a factor of five
So, the ability is effectively killed.
Irdys Evalle

3. Pest Gremlins:
a) Increased maximum damage from 2 to 3
But the already preferred Pest Gremlins are buffed even more.
Irdys Evalle

4. Gargoyles:
a) Now they are mechanisms, not elementals
b) Damage increased from 1-1 to 1-2
c) Removed ability “Immunity to Air”
5. Obsidian Gargoyles:
a) Now they are mechanisms, not elementals
b) Damage increased from 1-2 to 2-3
c) Added ability “Magic Resistance Aura”
6. Elemental Gargoyles:
a) Now they are mechanisms, not elementals
b) Damage increased from 1-2 to 2-3
c) Now “Resistance Aura” for all elements
Are we turning normal gargoyles into overpowered gargoyles?
Irdys Evalle

7. Steel Golems:
a) Added ability “Taunt”
An interesting addition, but illogical.
Irdys Evalle

14. Thunderbirds:
a) “Thunderstorm” now lasts until the end of the battle
Yeah, it was just a useless thing for 3 turns, and now it’s a useless thing until the end of the battle.
Irdys Evalle

27) Increased the retaliatory attack of creatures under the effect of the Knight’s “Preparation” skill
Basic – from 5% to 15%
Advanced – from 10% to 25%
Expert – from 15% to 35%
Master – from 25% to 50%
I support this, but I would make the bonuses 25/50/75/100 and weaken troop training accordingly.
Irdys Evalle

V. Cities:
1. Inferno:
a) Experience gained in the “Sacrifice Pit” building increased from 3 to 5 per hit point
Can you tell me how this was technically implemented? :)
Irdys Evalle

5) The number of uses of the first aid tent has been increased to 100
I wouldn’t give the tent an infinite supply, because it’s an imbalance in healing (long, tedious waiting/running until fully healed).
Irdys Evalle

7) The bonus to defense when a creature goes into defense has been increased from 30% to 50%. Accordingly, with the “Stalwart Defense” skill, the bonus to defense increases from 60% to 100%
The trends are correct, but the bonuses are still laughable. Increase them from 50 to 100%