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Heroes 5.5 WarGame Edition - Tactical Edition.

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#323
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Nargott
I'll repeat once again that the current version of the mod is adapted and balanced only for duels for now. Everything else is at your own risk.

1. That's strange, I haven't played maps in a long time. Either this was already fixed, or each new map requires individual settings for the available campaign heroes.
2. It seems to be related to the rearrangement of the Bears and Vikings.
3. That's how it should be, as far as I know, they are only "mixed up" internally (or there may be conflicts with other mods). This was done so that the Overlords summon Ifrits instead of Balrogs.
4. That's how it was intended: Ifrits are demonic, and Marids are neutral in terms of alignment; that's their feature. In the next version, all 3 Djinns will be neutral (with access from the Academy).

WGE uses the 5.5 engine, which fundamentally supports not only 24 hero classes but also NCF. However, NCF spawns on the map were not implemented because, at the moment, NCF is not adapted for WGE (it does not support the class ideology adopted in WGE, + NCF creatures are not balanced, especially with the new mechanics).
Okay, I'll try to adapt the game for maps now.
1. Indeed, heroes from campaigns are prohibited on maps.
2. It's related to the parameter, where in the Dwarf city, all dwellings are recorded as Dwelling_... You replaced 3 with 4, and the buildings were replaced.
3. I thought it was a bug because in Inferno, Ifrits were recruited, and in the Academy, Abyss Demons should be recruited; we need to change that.
4. Then their morale will drop; it's better to give Ifrits bravery (they want to fight and kill :smile08:), and somehow fix the Djinns' morale at zero.
Would these changes be suitable?

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