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#267
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Aks_kun
Author, hey, make WGE!
I am making it, it's just taking a long time.

Regarding duels:
- a re-evaluation of ability power is needed (there are about 200 of them including spells, and about 800 tied to specific units); about 50% is done - this is the most labor-intensive part of the work
- a redistribution of unit power stats is required (planning to increase physics for all units by +20%, which will weaken strike spells, which are currently favored)
- updated descriptions for units are needed (see below)

Additionally, in parallel, I am working on development for map play, testing ideas in Heroes 3. The main vector now is the re-evaluation of the economy (emphasis during construction is placed on resources rather than gold). The essence of the idea is to increase the relevance of resources (as is known, in Heroes, gold is always in deficit, while resources only when there are too few of them). Furthermore, focusing on resources will complicate the construction of identical or allied towns, which is logical since they are more advantageous (in terms of morale and the ability to combine super-stacks).

Building dwellings (profile resources):

Castle: gold, ore, wood
Academy: ore, gems, mercury
Rampart: wood, gems, crystals
Inferno: wood, mercury, sulfur
Dungeon: ore, sulfur, crystals
Fortress: gold, sulfur, gems
Stronghold: gold, crystals, mercury
Necropolis: all resources

Principle: any pair of towns overlaps in exactly 1 profile resource, while identical towns overlap in all 3 profile resources, which complicates construction. Exception - Necropolis, which overlaps across all 3 profiles but is weaker. Its specialty is the ability to convert troops from any other towns.

Building the Mages' Guild (profile resources):

Castle: mercury + crystals
Academy: gems + sulfur
Rampart: crystals + gems
Inferno, Dungeon: mercury + sulfur
Necropolis: mercury + gems
Fortress: sulfur + crystals
Stronghold: crystals + gems

Principle: each profile school of magic corresponds to its own rare resource (orcs have war cries instead of schools of magic). Thus, building guilds with shared magic profiles is complicated (profiles are especially felt on floors 4-5).

Building the economy (municipality + market branches)

Castle, Academy, Rampart, Fortress: gold + ore
Inferno, Necropolis, Dungeon, Stronghold: gold + wood

Principle: towns of allied factions (by morale) overlap in 2 profiles, while hostile ones - only in 1. Thus, building allied towns is complicated.

Regarding creature descriptions that need updates
(help from forum members would be useful here; outdated descriptions are provided):

Field Clerics:
<>Priests of the Church of Light often take part in war, calling divine wrath upon the heads of enemies. They oppose war in principle, however, if it cannot be avoided, they prefer to fight with honor and use their powers to remove enemy charms.

(regeneration spell added, plus there is a general blessing, and removing charms has been replaced by anti-magic)

Sun Adepts:
<>They can no longer be turned from the path they have chosen. The Sun blinded them and leads them down only one road – a road full of blood. Fanatics just like crusaders, they use magic to blind others, leaving them a choice – die or follow the path of the Sun.

(changes: mass power (punishing) + holy word spells added; abilities added: shooting without penalty + half-power shooting)

Marble Gargoyles:
<>The weakest but fastest among their kind, these gargoyles are enchanted so that the stone used in their creation strengthens them at the sight of fallen allies and simultaneously protects the living from enemy charms. Mages spent a great deal of time creating this spell, but it was worth it – seemingly fragile creatures, they can become killing machines in an instant.

(additional silencing aura added as with alt-mages)

Obsidian Gargoyles:
<>Obsidian – a volcanic stone considered a powerful source of Chaos magic – has the wonderful ability for wizards to resist all four elements and most magical attacks. Because of this, obsidian gargoyles became the favorite toy of mages in arenas, magical duels, and in battle with opponents such as dwarves or elves.

(elemental immunities replaced by magic immunity, energy channel added (as with mages))

Granite Golems:
<>Granite golems are a formidable force in the armies of mages: enchanted by the same spells as marble gargoyles, protected from enemy arrows by the hard stone they are made of, and covered in spikes that punish an incautious opponent.

(spike wall replaced by arrow protection + magic protection, i.e., spikes are no longer relevant)

Guild Magi:
<>Many wizards belong to one guild or another; their magic book depends on it as well. Furthermore, in many guilds, wizards are taught the art of energy channels, allowing wizards to spend significantly less mana on creating spells.

(energy channel removed, crystal, fist, and arrow in the book)

Star Mages:
<>Excellent astrologers and seekers of secret knowledge, these mages dedicated their lives to monitoring the sky and discovering the laws that Nature itself obeys. In their quests, they mastered the forgotten art of preserving a spell's power regardless of distance, which gives their magic arrows special potency.

(focus on summoning: summoning elementals/phoenix/hive/wall of swords)

Desert Sorcerers:
<>Mages of the deserts, as they are also called, have mastered an unusual type of magic – sand magic. Imbued with the aura of their masters, the sands protect everyone near the sorcerer from magic arrows. In addition, the sand protects the mage himself and helps him in close combat, turning into sharp spikes under the enemies' feet.

(book: celestial shield, anti-magic, fire wall, chain lightning)

Oasis Marids:
<>Marids are Djinn of Water. It is thanks to them that luxurious cities of mages prosper in the middle of endless deserts. Marids provide water for the sorcerers' settlements, turning them into blooming oases; however, they can not only give life-giving moisture but also take it away, dehydrating the organism.

(death blow removed, cast sorrow and phantom, neutral by alignment, but hired in Academies as a subspecies of djinn)

Volcanic Ifrits:
<>Ifrits, Djinn of Fire, are among the most mysterious creatures of this world. They enter into alliance with no one except the sorcerers of the Haven. It is said that ifrits are fallen djinn who defected to the side of Chaos, and the reason they help mages is to corrupt them and plunge them into an abyss of sins.

(cast fireball and armageddon, demons by alignment, but hired in Academies as a subspecies of djinn)

Astral Djinn:
<>Astral djinn belong to no single element; they are the pure embodiment of magic – primal, uncontrollable by anyone, even themselves. The spells of these djinn are quite powerful, however, no one can predict exactly which charms they will apply.

(magic immunity replaced by all-element immunity, death blow added)

Gluttonous Imps:
<>Imps occupy the lowest rung in the hierarchy of Pandemonium. They are weak and timid, but their strength lies in their numbers. Among imps, mana is considered a delicacy; they devour as much as can fit inside them.

(bloodlust added, as with alt-berserkers)

Collector Devils:
<>These small creatures of Chaos generally stay close to their masters, clinging to them. They steal mana from enemies and store it in their stomachs, then vomit it into flasks and hand them over to their lords, providing them with an additional source of magical energy.

(no-response attack added)

Crimson Nightmares:
<>Sometimes the outcome of a battle was decided precisely by attacks of the same flesh-bound hidden fears of surface dwellers. Like an embodied dream, they gallop toward their creators. Few are able to withstand their onslaught, and only a few can fight while being near them.

(new distinctive abilities: panic terror (analogous to incorporeality, but with fear effect instead of miss) instead of aura of terror)

Fire-skin Nightmares:
<>Those who believe that the exiled children of Chaos fear nothing are gravely mistaken. Proof of this are the nightmares born in Gehenna itself. Taming these flaming stallions is incredibly difficult, but the demon lord who succeeds will gain a powerful weapon against which even the bravest champions of all races do not dare to stand.

(new distinctive abilities: aura of terror instead of panic terror, fire skin, immunity to fire)

Abyssal Monstrosities:
<>"Undoubtedly, this diabolical creature wanted to vent all its malice, accumulated over centuries, on me. The mindless monster responded to my every blow, my every lunge; I fear that if not for the wings, it would have certainly hit me with its sword. Fiery rage blazed in its eyes; realizing its own helplessness, the demon only became angrier and more ferocious, but its days were numbered..."

(abilities: bully + infinite retaliation, book: plague + mass beam)

Lords of Chaos:
<>"Lords of Chaos occupy the highest position in the demon hierarchy – they can only be compared to the most powerful lords of the Abyss and Gehenna, commanders of the armies of the Firstborn. Their flaming mace is a symbol of power, with which they can summon balors by sacrificing the corpses of fallen servants"

(summon ifrits instead of balors, who are usually unavailable for Inferno towns since they are hired permanently in Academies)

Grim Nosferatu:
<>Nosferatu are among the most powerful vampires, and yet, they live far from necropolises, standing under the banners of Death only for generous gifts or old friendship. They possess hypnosis, and pale, grim eyes – that is one of the typical images their victims see before death.

(infinite retaliation added)

Plague Liches:
<>Spellcasters of Darkness are skilled embalmers, warlocks, and even scientists. No one can compare to them in knowledge of rare and dangerous diseases, which they send upon the lands of mortals every year. However, their favorite remains plague – a common but effective way of painful killing.

(book: mass slow, weakness, and plague, wave of death (=unholy word))

Higher Liches:
<>Some necromancers who have mastered the higher mysteries of Death become lords of the dead. Their skills in raising undead are unmatched, and very often enemies encountering an army of the dead realize that the battle was lost long ago, for no matter how much they hacked and slashed their flesh, they rose again and again.

(book: reanimation, berserk, general distraction and curse)

Furious Goliaths:
<>Rudiarii are gladiators who have gained long-awaited freedom. They are a symbol of the victory of spirit and body. Their very presence infects others to perform feats, to strive for victory in battle. The rudiarii themselves would rather give their lives than allow an enemy to once again chain them or their friends in shackles. Underground, a quote from one knight is widespread: "To kill a rudiarius' friend is to sign a just but cruel sentence for yourself."

(name change: rudiarii to goliaths)

Twilight Witches:
<>Usually, twilight witches are a support unit in the troops of dark elves. Thanks to their magical talents, a company of minotaurs – an even more ferocious force on its own – can double in size before the opponent's eyes, and slowing charms come in very handy for beasts or raiders, allowing them to strengthen their onslaught.

(vampirism spell added)

Sturdy Rock-breakers:
<>These brave soldiers make up the dwarven militia. Before the start of battle, they diligently prepare their positions, constructing trenches and embankments. An enemy attacking them will have to fight on conditions favorable to the rock-breakers.

(arrow protection added)

Highland Defenders:
<>Elite warriors of dwarves and veterans of many subterranean battles, highlanders are well protected from both arrows and swords and spears. And yet, their armor is not as heavy as that of most other dwarven troops. They dream of the day when they will no longer have to mourn fallen comrades.

(arrow protection removed, infinite retaliation added)

Spear Throwers:
<>Beast-hunters are respected members of dwarven society, for it is they who provide the underground cities with the favorite food of the subterranean people – wild boars. If necessary, they also take part in war, goring enemies like fat beasts.

(old name change: spear-thrower beast-hunters due to length; maybe keep old description but change name to <some adjective> + beast-hunters?)

Goblin Bandits:
<>The most agile among goblins, scouts are the first to warn the orc village of an approaching enemy – and the first to switch sides if the battle is not going in the tribe's favor.

(name change, unit essence: fast-footed, high damage, cowardice + double strike (if no retaliation), betrayal)

Monstrous Cyclopes:
<>"What are we eating today:
Pigs, roasted, two dozen. Fish, boiled. Foul salad, the shamaness made it. For the chief, there are two more deer.
For the cyclops – five dozen goblins. We'll starve them before the battle."

(devouring goblins replaced by enhanced attack: ignore 50% of unit defense, analog to monsters from Heroes 3)

Tropical Cyclopes:
<>"Island orcs speak of their cyclopes with reverence. They say they are not ordinary but magical – their eye is entirely red, and fire gushes from it like from a sorcerer's palm. And allegedly they can cast the evil eye – whoever they curse with their eye immediately loses their fortune!"

(goblin devouring added)

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Additionally, descriptions for neutral units are completely missing:

Seasoned Wolves (tier 2, reserve (splitting) + double strike)
Water Elementals (tier 3, book: boulder + ring)
Air Elementals (tier 3, analog to harpies: flight+no-response attack+return)
Earth Elementals (tier 3, heavy class, infinite retaliation, magic protection)
Fire Elementals (tier 3, shooting + fire skin)
Catacomb Mummies (tier 4, magical attack, regeneration, book: reanimation, plague, sorrow, distraction)
Grotesque Manticores (tier 5, flight + numbness)
Lunar Templars (weak tier 6 (strength = knight), heavy class, death blow, cursed strike)
Preserve Phoenixes (tier 7, flight, immunity to fire, fire shield, rebirth, magic protection)
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат

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