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#69
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elves' druids 2 is just crazy, the druids there aren't even that strong
Not strong at all, my foot—with casts like those, and their shooting isn't bad either. Try dueling against elves and imagine what happens if there are 12 druids in a stack instead of 8 (which corresponds to growth 3 instead of 2).

Added after 18 minutes
Mod Update - WGE-Duel 8 Beta. Changes:

1) Perfectly even statistical distribution of attack/defense. Previously there were gaps—for example, a deficit in the 35-41 defense range—which made units with 0-10 attack (tuned against ultra-high defense) weaker. Now the difference mechanism (one of WGE's main features) and counter-units based on it work 100%! It is now almost always possible to force powerful units to deal significantly lower damage by correctly positioning the receivers.

2) Fixed hyper-vulnerability to blast magic. Minimum stack HP in duels = 360 (previously: apsaras 300, angels 280, witches 240), except for units with 50% magic resistance (from 300 HP), which was granted to: cherubs, seraphs, witches, apsaras, rakshasas.

3) Optimization of racial style features. Statistical racial characteristics such as initiative, power, and survivability have been adjusted. Some units changed significantly: warmongers from 4-8 (speed-init) to 3-12, magnetic golems from 3-11 to 4-8; atlantes from 5-13 to 6-8, knights from 6-8 to 5-13, champions from 6-7 to 6-10. The difference between cavalry has increased significantly, and atlantes have become dangerous heavyweights (powerful strike + assault + speed 6). Overall, dwarves became more powerful, elves more durable, humans and orcs gained in initiative (where they were lagging), while mages' initiative was lowered to an average level.

4) Increased speeds for large shooters. Now all large units have a single feature compensating for their size: +25% damage and +1 speed. Previously, large ranged units and those equated to them had no speed bonus (a survivability bonus instead). Now large shooters have a speed range of 4-6 instead of 3-5 (the only shooters with speed 6 are nomadic centaurs).

5) Correction of abilities that occasionally caused obvious imbalance. Bonus damage from the sign of fire and vulnerability auras has been cut in half, from +100% to +50% (to compensate, "Liquid Fire" damage was raised from 30 to 40 per dragon). The explosion from nimble spawns' "Hellfire" has also been halved. Marids' mana reduced from 15 to 5 (only 1 cast instead of 3).

6) Rearrangement of growth and strength for some creatures. Swordsmen growth increased from 5 to 6 (their number in a duel stack—from 25 to 30). Orc growth increased from 4 to 5, while their production level dropped from 4 to 3 (their number in a duel stack grew from 16 to 25). Shaman growth dropped from 6 to 4, and their production level rose from 3 to 4 (their number in a duel stack dropped from 30 to 16). The strength of an individual swordsman, orc, and shaman was changed proportionally so that the total stack strength remained the same. This fixed situations where: a swordsman dealt more damage than a minotaur; an orc seemed stronger than a minotaur; a more muscular shaman was weaker than a fragile beast.

7) Addition of ice dragon visuals. An acceleration visual effect is used instead of ice breath; it looks unusual at first, but you get used to it. This visual effect may be replaced in the future when (and if) a proper ice breath effect becomes available.

8) Modification of the animation speed scale in game options. Previously there was a gradation: x1, x1.2, x1.5, x2, x3. I suspect many had the default x3 setting, while x1.2 and x1.5 were never used. Even at x3, the game looks quite slow in terms of animation speed compared to Three. Therefore, new gradations have been introduced: x1 (slow), x2 (normal), x3 (fast), x6 (ultra fast), and x100 (instant). I personally play (and strongly recommend others) at x6; it saves a significant amount of time (about a minute per battle, which is crucial for grinding). Speed x100 is used by some Heroes 5 tournament players (for example, promoted by sir moz), but they have to manually edit the settings file. Now, everything you need is right in the game options.

9) Previously announced changes:
- Twilight and elemental witches received an electric attack; arrow protection remains only for twilight ones.
- Priests took the cross-attack from veterans; elders received stun (works even when shooting).
- Mountain thanes received a wide attack instead of rage.
- Riders received crippling wound + infinite retaliation instead of stun and rage; grizzlies received rage.
- Rockbreakers lost defense, gained initiative; the upgrade gained defense, lost initiative, and received rage, becoming known as grim highlanders; the alt swapped rage for an activity aura, becoming known as mine warriors.
- Atlantes received assault instead of stun.
- Granite golems received wall of swords (50% damage from arrows/magic and 50% melee damage return) instead of rage; steel golems received rage; magnetic golems regained "enchanted armor" in the form of ethereal immunity, meaning they can be healed by pads as in the original.
- Ice dragon received northern breath instead of infinite retaliation, as well as fire immunity (along with water immunity).
- Bonebreakers received stun, and berserkers received rage (in addition to frenzy).
- Astral djinn received magic immunity instead of ethereal immunity, which returned to magnetic golems.
- Marble gargoyles received a magic deflection aura instead of stun; obsidian gargoyles received a muffling aura; onyx gargoyles received stun (combo with elemental vulnerability auras).
- Rage from crusaders moved to knights-at-arms (becoming a distinguishing feature from bone warriors).
- Spider amazons lost stun and regained magic attack; they are now called cursed amazons.

Additionally:
- Initiative for gremlin demolitionists increased from 9 to 15, while for gremlin pests it dropped from 15 to 9 (a balance requirement related to abilities).

Please note the forced changes in ability descriptions: sacrifice now gives only a +1 bonus to attack and defense (instead of 3); electric attack splits direct damage but does not split retaliation, which nevertheless remains area-of-effect.

Thanks to points 1 and 3, units and races overall now function exactly as they should (based on stats), according to the conceptual scheme. And point 9 completed the work on distributing creature abilities. Now, the remaining part of the duel section is to adjust ability strength (fine-tuning balance) and fix logs and descriptions. There are also plans to speed up individual animations for some slow creatures—therefore, suggestions on which creatures need speeding up are welcome.

Additionally, with the update, you can download a special map - WGE Army Arena. Each player has eight level-16 heroes of various factions with basic troops. After the player forms the desired army from these (selecting and mixing squads), the chosen hero jumps through a portal into the waiting area and ends their turn. Then the opponent does the same. Once both players have seen each other, the first player jumps through a portal to an area with a fort, where they make necessary upgrades to adapt to the enemy, then jump through a portal into the combat zone. The second player repeats this and attacks the first. Thus, it all comes down to the same duel, but with combined upgrades and troops. Unlike duels, the "evasion" spell is available (via a corresponding object near the fort). Map author - Haosfortum.

Added after 1 hour 27 minutes
Unit characteristic tables (updated automatically).
Castle

Academy

Rampart

Fortress

Inferno

Necropolis

Dungeon

Stronghold

Statistics

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