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Heroes VII

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#446
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Ment
Is it definitely on primary? Maybe it's segmented there for you?)
Oh, the game is buggy. You equip an artifact, and the new parameter values aren't displayed. This is just one example. I also encountered enhanced defenders (a neutral unit from Haven), and they wouldn't give me any trouble... That is, they would attack according to their ability when targeting a "neighbor." But not when attacking themselves. An unbelievable situation :D At the same time, in my army, I have the same unenhanced units, and they can defend.
I equipped a shield to a hero. A few days later, I look in the inventory – where did the shield go?! It disappeared... Some kind of magic.)
The cavalry specialization that’s supposed to increase speed doesn't seem to be working. Flanking attacks work, but damage doesn't seem to depend on movement range... In any case, no changes in damage are visible in the tooltip.
The AI is interesting. In the sense that it clearly prioritizes attacking the creatures closest to itself. This is especially noticeable with ranged units: if you bring single-unit creatures close to them, the archers will definitely shoot those single units. Or maybe they simply have a high priority for killing a squad due to bonuses to hit… If so, then +10% chance (or even less?) of dying shouldn't be the dominant factor in decision-making.
Specializations are somewhat ambiguous. Instead of specializations like “Increases such-and-such creature by so much per level,” they made it “increases the growth rate of such-and-such creature, regardless of level.” Well, I already wrote about this. As far as I'm concerned, it's an ambiguous option. People will buy cockroaches with these specs, and ultimately the game will come down to finding/not finding the right hero in the tavern :) Didn't find one – didn't get enough growth – the game went badly – lost. Well, maybe I'm exaggerating... But in NHF (a mod for the fifth part), there are similar specs, but they depend on the level to avoid cockroach builds. And yes, there it’s mainly done because of technical limitations... Why it's done this way here is unclear.
And yes. I just realized that I hadn't mentioned before, but the log also records the actions of the enemy.) I don't know, maybe it was designed this way for testing.) But for now, it looks like cheating.
By the way, I think that nation flags on objects and neutral units, which can be seen even through the fog of war, are at least a questionable decision, if not a bug.)
Here's something else. I didn't really like the large map. I only started playing the small map a little bit, but it seemed to me that it has more densely placed objects and no obvious drawbacks (maybe I would have found them later). The large map is still somewhat empty, plus resources lie around here and there that you can't take. And the neutrals seem to be too strong... On normal difficulty, by the end of the second week, it's quite difficult to capture mines with rare resources and gold (especially gold) without suffering significant losses. On the small map, however, a gold mine can be easily captured on the very first day in a quick attack.
That’s all for now. But, surprisingly, I find myself getting hooked on the game. The skill wheel – it's something… For now, I even like it more than in the fifth part. Combat is enjoyable; there's plenty of room for experimentation... Units are interesting too. Building up the city is nice (too bad about the poor icons in the building screen!). Overall, so far, I have more positive impressions than negative ones.)

The artifact disappearing is a known BUG! :smile09:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1