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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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15 years ago
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About the Project

This is a global modification dedicated to establishing a new balance and unlocking the tactical potential inherent in Heroes 5.

The mod is divided into 3 parts:

1) Duels (Wargame Tactics - WGT) - a complete rework of creatures, spells, and heroes (duel mode)
2) Arena (Wargame Arena - WGA) - a rework of hero skills, artifacts, and town layouts (special map mode for final battles)
3) Standard (Wargame Standard - WGS) - development of new map templates and changes to global mechanics

Currently, active development is focused on the duels part (Wargame Tactics); several versions have already been released, with each subsequent one featuring fundamental improvements based on previous experience.

Files for download:

Heroes 5+ executable, place in the bin folder (launch the game through this)
Wargame Tactics 2.0 mod, place in the data folder
Tactical Interface 1.0 tactical interface for HD monitors with a long ATB bar (20 elements) and other goodies

General Concept

Key Aspects:
- balance
- variety
- tactics
- dynamics

Combat Part:
- updated units (3 equivalent upgrades each + a special combat role system)
- updated abilities (strengthening old ones + adding new ones)
- updated magic (strengthening + special mana balance)
- updated combat mechanics (10% parameters, 50% defense, 50% luck, 5 mana per unit of knowledge, balanced hero attack)
- addition of heavy-class units (positional gameplay)
- reduced speeds (indirect increase in field size)
- low troop numbers (in duels, 1 stack = 1 dragon)

RPG Part:
- developed hero class system (24 classes: 3 classes per faction, 3 heroes per class)
- developed level 1 heroes with distinct class differences (total of 10 parameter units instead of 5)
- unified leveling scheme (the difference between classes lies in available skills and parameter distribution)
- simple and flexible leveling scheme without links between skills (all links remain only between abilities within a skill)
- super-ability requires only the mastery pendant and a leveled racial skill, and is not tied to rigid progression of other skills or hero level
- high uniqueness of classes and heroes (even within one class)
- rework of skills and abilities, removal of redundant ones
- developed racial skills (all unique racial perks are placed here, meaning there is a choice)

Strategic Part (planned changes):
- cancellation of chains (when meeting outside a town for an exchange, both heroes' turns are equalized to the minimum)
- high hero mobility (movement distance +60%)
- limit on the number of battles per army per day, as in Disciples 2 (after a battle, the hero loses 50% of their turn during auto-battle and the entire turn during manual battle)
- unique town layouts, as in Heroes 3 (connections + construction dynamics)
- alternatives instead of unit upgrades, as in Heroes 4 (when building an upgraded dwelling, units can be freely re-equipped into any of the 3 versions)
- emphasized (accelerated) growth (upgrading production buildings increases their growth)
- powerful artifacts at an affordable price
- freedom of movement on the map: absence of neutrals guarding passages between zones (or weak passage guards)
- restriction on "hit-and-runs": when fleeing/surrendering, a hero becomes available for hire only after 3 days (not immediately)

Tactical Gameplay:
If we imagine Heroes 5 battles as positioning in the tactical phase followed by an exchange of blows in the combat phase (which is how most battles are conducted), WGE battles are characterized by constant repositioning throughout the entire fight, creating and reflecting threats, while exchanging blows is merely the realization of these. In other words, combat here is chess written in the language of Heroes. In essence, the battles are most similar to modern Kings Bounty, while having many differences in detail.

General Gameplay:
- high dynamics: adapted for open maps (with a sufficient level of "freebies") with an approximate game duration of 2-3 weeks and turn time up to 5 minutes
- fast clearing: automatic clearing of light guards is incentivized (manual battle takes the hero's entire turn), which significantly speeds up the routine process
- mobility: increased hero movement distance accelerates the game, strengthens the role of "scouts," and emphasizes inter-zonal play instead of lingering in one zone
- free expansion: active opening of zones (weak passage guards), early capture and development of several towns, mixing of troops
- variable development: due to short game durations, selective town development is supported instead of total construction (as in Heroes 4)
- troop distribution: the limit on the number of battles and cancellation of chains incentivize using multiple armies for scouting, clearing, and attacking

Combat Mechanics

Key Changes:

- rescaling speeds of non-flying units to 75% (small units have speeds 3-5, large 4-6); equivalent to a linear field expansion of +33%
- 10% damage bonuses and penalties for the difference between attack and defense (instead of 5%): significant increase in the role of hero physical parameters (as in Heroes 2)
- rescaling unit attack and defense from 1-40 to 1-20 (similar to Heroes 2)
- strengthening magic and reducing the mana limit to 5 per unit of knowledge: significant increase in the role of hero magical parameters (including mana scarcity)
- implementation and proliferation of heavy-class units (damage to them is reduced to 50% if the attacker moved 1 or more cells)
- strengthening defense, which gives a +50% bonus to protection (instead of 30%), reducing physical damage by an average of 40% (from 100% to 60%)
- reduction of ranged units' ammo (on average to 75%): making ammo, straight-line shooting, shot conservation, archer movement, and carts relevant
- more powerful creature abilities (e.g., cavalry bonus +50% for each cell moved): significant emphasis on ability-based play
- developed tactical randomness (wide ranges, low unit numbers, and high discreteness of creatures)
- limited uncontrolled randomness (successful attacks give a +50% damage bonus instead of 100%)

Magic Mechanics

Key Changes:

- flexible prices: adapted for any mana pool (there are free and cheap spells, as well as expensive and super-powerful ones)
- strengthened buffs and debuffs: generally by adding an effect dependency on Spellpower (while duration is tied to the skill)
- slowed mass versions of spells: they always require 100% of the hero's turn (instead of 50%)
- limited mass versions of level 2-3 spells: they are all 4x4 area effects (unlike level 1 spells)
- increased cost for mass versions of level 2-3 spells: 4 times more expensive than target versions (except Exorcism)
- hybrid spells: 25% of spells in the Mages' Guild are not learned but granted for leveling up pairs of developed magic schools (2 spells per pair)
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15 years ago
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Spells

Pricing Policy

- Circle 1 spells cost 0 mana (infinite use, alternative to hero attacks)
- Circle 2 spells cost 1-2 mana (cheap spells)
- Circle 3 spells cost 3-5 mana (main spells)
- Circle 4 spells cost 6-10 mana (expensive spells)
- Circle 5 spells cost 12-15 mana (super-powerful spells)

1 mana in WGE is equivalent to 4 mana in the original (since Knowledge is twice as valuable and gives only 5 mana instead of 10).
This means that Circle 4-5 spells are much more expensive (24-60 original mana) and stronger, which allows for the effective use of large mana reserves.
It also means that spamming top-tier spells is simply impossible (due to mana deficit).
On the other hand, the mana deficit does not apply to low-level spells, allowing the hero to actively use magic throughout the entire battle.
A lack of mana does not forbid casting, but only limits the choice of spells to the weakest ones.

Mass (area) versions of Light and Dark spells of Circle 2-3 now cost 4 times more than target versions, with the exception of Exorcism (2 times more).
This is a fair and profitable price that reflects their immense power (effectively, target spells of Circle 2-3 perform 2 levels higher; this is now noticeable in mana as well).
Mass (general) versions of Light and Dark spells of Circle 1 remain free, just like the target ones, because despite being mass effects, they have very limited strength that does not depend on SP.
Also, mass versions of spells always consume a full 100% of the hero's turn (rather than 50%), and thus play slower than their target versions (and other spells) under Sorcery.

The most expensive general spell in the game is now area Plague - at 20 mana (which corresponds to 80 mana in the original).
Only reinforced versions of Circle 5 Chaos spells for dark elves (under Arcane wave) are more expensive: reinforced Disintegrate for 30 mana (corresponds to 120 mana in the original) and reinforced Armageddon for 24 mana (corresponds to 96 mana in the original).


Chaos Magic
:

0 Arrow = 3 x (SP + 0/2/4/6)
0 Spikes = 2 x (SP + 0/2/4/6)

1 Boulder = 6 x (SP + 0/1/2/3)
2 Fireball = 3 x (SP + 0/3/6/9)

3 Ring = 5 x (SP + 0/1/2/3)
5 Lightning = 8 x (SP + 0/2/4/6)

6 Meteor = 3 x (SP + 0/3/6/9)
10 Chain Lightning = 8 x (SP + 0/2/4/6)

15 Disintegrate = 12 x (SP + 0/2/4/6)

- Direct damage spells are scaled for a reduced number of creatures (therefore, multipliers are formally lowered).
- Skill level does not affect the damage multiplier but adds fixed damage. This allows low spellcasting to be compensated by high skill.
- Fire element spells have an increased dependence on skill (and thus a lower dependence on spellcasting), while Water element spells are the opposite.

Summoning Magic:

0 Magic Fist = 3 x (SP + 0/1/2/3)
0 Wasps = knockback 20/30/40/50%, damage = SP

1 Crystal = 3/4/5/6 x (SP + 3)
2 Wall of Swords = durability 40 x SP, for 2/4/6/8 rounds, returns 10% of melee damage back

3 Mines = 2 x (SP + 8), 4/6/8/10 mines
5 Phantom = clone tier 1 / 1-3 / 1-5 / 1-7, starting turn 40% + 2% x hero level (duels 60%)

6 Elementals = SP + 0/2/4/6 elementals
10 Celestial Shield = absorption of 25/50/75/100% damage, up to 25 x SP

15 Phoenix: Speed = 7, Initiative = 15, Damage = 20-40, Health = 100, Attack/Defense = 19 + SP

- In general, summoning depends less on spellcasting (Phoenix, Mines) and is more demanding of mana, designed for a prolonged game.
- Therefore, Wall of Swords fundamentally has high durability, returning only 10% damage.
- Ethereal ability changed: guarantees that every third hit will land (33%), meaning the phantom now withstands 3 hits regardless of chance (instead of 1-3)
- Celestial Shield allows for absolute protection from damage.
- Free Wasps allow control over remaining enemy squads in the endgame when mana runs out.

Light Magic:

0 Evasion = 75% protection from ranged attacks for 2/4/6/8 rounds (general - all, 0 mana)
0 Blessing = max damage for 2/4/6/8 rounds (general - all, 0 mana)

1 Stone Skin = +(SP + 4) to defense for 1/2/3/4 rounds (area - 4x4, 4 mana)
2 Righteous Might = +(SP + 4) to attack for 1/2/3/4 rounds (area - 4x4, 8 mana)

3 Haste = +10% x (SP + 3) to initiative for 1/2/3/4 rounds (area - 4x4, 12 mana)
5 Exorcism = 100% removal of negative effects from own squad (area - 4x4, 10 mana)

6 Teleport
10 Anti-Magic = Removal of all magical effects from any squad + Immunity to magic for 1/2/3/4 rounds

15 Resurrection = 15 x (SP + 0/2/4/6)

- A series of buffs (Stone Skin, Righteous Might, Haste) has been sharply strengthened by adding a high dependence of the effect on spellcasting.
- At the same time, only skill affects the duration of buffs, which does not affect the strength of the effect.
- Weak Circle 1 buffs are played for a long term (doubled duration), while strong Circle 2-3 buffs - for a short term.
- Mass weak Circle 1 buffs are cast on all, while mass strong Circle 2-3 buffs are cast only in a limited 4x4 area.
- Exorcism (dispel) is cast only on own units (but always works), while Anti-Magic is more universal (can be cast on enemies).
- Resurrection no longer has arbitrary health penalties (its use is limited only by its huge cost)

Dark Magic:

0 Distraction = 50% of creatures do not shoot and do not respond to attacks for 1/2/3/4 rounds (general - all, 0 mana)
0 Curse = min damage for 1/2/3/4 rounds (general - all, 0 mana)

1 Frailty = -(SP + 4) to attack for 2/4/6/8 rounds (area - 4x4, 4 mana)
2 own same as original's "Decay" / Destroying Beam = -(SP + 1/2/3/4) to defense, stacks (area - 4x4, 8 mana)

3 Slow = -60% to initiative for 2/4/6/8 rounds (area - 4x4, 12 mana)
5 Plague = 3 x (SP + 9) damage for 1/2/3/4 rounds (area - 4x4, 20 mana)

6 Blindness = 0.2 / 0.4 / 0.6 / 0.8 x SP rounds, at expert level the enemy does not respond to attack
10 Berserk = attack nearest target with 10 x SP % damage (always for 1 turn)

15 Subjugation = 10% x SP initiative (not higher than 100%) + control for 0.5 / 1 / 1.5 / 2 rounds, at expert level can target tier 7 creatures

- A series of debuffs (Frailty, Beam) has been sharply strengthened by adding a high dependence of the effect on spellcasting. Slow has also been sharply strengthened.
- At the same time, only skill affects the duration of debuffs, which does not affect the strength of the effect.
- Circle 1 debuffs are played for a short term, while strong Circle 2-3 debuffs - for a long term (doubled duration).
- Mass weak Circle 1 debuffs are cast on all, while mass strong Circle 2-3 debuffs are cast only in a limited 4x4 area.
- Distraction is weakened and moved down one circle so as not to deprive shooters of shooting completely (not turning them into melee units).
- Plague has a reduced dependence on spellcasting, making it effective for heroes with low spellcasting (unlike Chaos).
- Berserk is now always cast for 1 round, and direct damage is usually below 100% (significant weakening).
- Subjugation now has a fixed duration depending only on skill.

Chaos + Summoning:

4 Fire Wall (Chaos) = 3 x (SP + 0/3/6/9), for 2 rounds
4 Earthquake (Summoning): damage 50 x SP to all walls, damage 5 x SP to all creatures, knockback 50% to all creatures

- Earthquake now works like a mini-Armageddon and mass wasps simultaneously on all creatures (including own).
- This makes earthquake especially effective against troops with low initiative.
- Earthquake is less dangerous for troops with high initiative, which plays into the mages' hands.

Dark + Summoning:

12 Wave of Death (Dark) = 3/4/5/6 x SP
12 Raise Dead (Summoning) = 10 x (SP + 0/3/6/9)

- Raise Dead has no arbitrary health penalties (its use is limited only by its huge cost).
- Raise Dead has increased efficiency for undead in breakthroughs.
- Wave of Death is also effective for undead, as it is safe for own units in that case.

Light + Summoning:

4 Regeneration (Light) = 10% x (SP + 1) creatures, duration 1/2/3/4 rounds
8 Hive (for Light): init = 15, expert Wasps (50% knockback, SP damage), starting turn 50-100%, health = 6/9/12/15 x SP, Defense = 5 + hero level (duels 15)

- Regeneration has a high dependence on spellcasting and is especially effective for creatures with high initiative, making it particularly useful for elves
- Hive has high survivability, well-scaled by spellcasting, allowing one to rely on strong control in a prolonged game

Chaos + Dark:

8 Freezing (Chaos) = 6/8/10/12 x SP, +100% physical damage for 1 round
8 Vengeance (Dark) = 15/20/25/30 x Frags

- Freezing is useful at any spellcasting level due to the high vulnerability of the affected squad
- Vengeance does not depend on spellcasting to avoid double scaling from both frags and spellcasting

Chaos + Light:

12 Armageddon (Chaos) = 5 x (SP + 0/3/6/9)
12 Holy Word (Light) = 5 x (SP + 0/1/2/3)

- Armageddon deals the same damage to everyone as well as to the center of the field (while depending weakly on SP, having high fixed damage)

Light + Dark:

4 Sorrow (Dark) = -(SP + 3) to luck and morale for 2/4/6/8 rounds
8 Vampirism (Light) = 100% vampirism and undead for 1/2/3/4 rounds

- Vampirism does not depend on spellcasting, immediately providing a powerful resurrecting ability

Heroes

Distinctive Features:

- 24 unique hero classes (high differences between classes)
- 3 classes per faction, 3 heroes per class
- Some campaign heroes with unique specialties have been added

Hero Attack Power:
- 30% x (Hero Level) of tier 1 creatures (in duel 3 creatures)
- 20% x (Hero Level) of tier 2 creatures (in duel 2 creatures)
- 12% x (Hero Level) of tier 3 creatures (in duel 1.2 creatures)
- 8% x (Hero Level) of tier 4 creatures (in duel 80% of a creature)
- 5% x (Hero Level) of tier 5 creatures (in duel 50% of a creature)
- 3% x (Hero Level) of tier 6 creatures (in duel 30% of a creature)
- 2% x (Hero Level) of tier 7 creatures (in duel 20% of a creature)
- 1% x (Hero Level) of tier 8 creatures (summoned Phoenix and Avatar of Death)

For example, a level 1 hero attack deals damage equal to 30% health to tier 1 creatures, while a level 15 hero attack deals damage equal to 30% health to tier 7 creatures.
Thus, the hero no longer one-shots dragons and is much closer to ordinary creatures (troop numbers were reduced for this reason as well).
On average, damage from a hero attack = 2-3 per hero level.

Duel Heroes

Features:
- Hero parameters play a key role in duels: each race has a general high racial parameter, while other parameters are determined by the hero class
- Each race (except orcs) has access to two profile schools of magic, but to different degrees
- Orcs have machines with an engineering skill and corresponding abilities instead of magic schools (the emphasis on a specific war machine depends on the hero)
- Orcs also have additional compensation for the lack of spells - the "strength against magic" ability (depending on class, it lowers enemy spellcasting by 1-3)
- All hero specializations and skills (except those mentioned above) are disabled in duels, including racial skills
- Artifacts are also not used in duels

Thus, the entire focus in duel mode is placed on units and spells, rather than progression and artifacts (which will be used in the next Wargame Arena mode).

Spell Sets:

Each hero (except orcs) has either an expert school of magic + a second basic school of magic (specialist), or two developed schools of magic (universal)

1) expert school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
- 1 Circle 4 spell
- 1 Circle 5 spell

2) developed school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
- 1 Circle 4 spell
- 1 hybrid spell (depending on the second school)

3) basic school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell

Thanks to the hybrid spell mechanic, universals have more spells, and both their schools of magic work well, unlike specialists, whose profile spells are more powerful but fewer in number.

Humans: maximum Defense, profile Light + Dark

Knight (Defense + Attack) 7/9 + 3/5 (25 mana)
Universal fighter with high attack:
- Developed Light: 0 Blessing, 0 Evasion, 1 Skin, 3 Haste, 10 Anti-Magic, 8 Vampirism
- Developed Dark: 0 Curse, 0 Distraction, 2 Beam, 3 Slow, 10 Berserk, 4 Sorrow

Paladin (Defense + Knowledge) 3/9 + 5/7 (35 mana)
Light protector with low attack but good buffs and a high mana reserve:
- Expert Light: 0 Blessing, 0 Evasion, 1 Skin, 5 Exorcism, 6 Teleport, 15 Resurrection
- Basic Dark: 0 Curse, 0 Distraction, 1 Frailty, 3 Slow

Templar (Defense + Spellcasting) 5/9 + 7/3 (15 mana)
Dark caster with strong debuffs but limited mana:
- Expert Dark: 0 Curse, 0 Distraction, 2 Beam, 5 Plague, 6 Blindness, 15 Subjugation
- Basic Light: 0 Blessing, 0 Evasion, 2 Might, 3 Haste

Demons: maximum Attack, profile Chaos + Dark

Overlord (Attack + Defense) 9/7 + 5/3 (15 mana)
Universal fighter with high defense:
- Developed Chaos: 0 Arrow, 0 Spikes, 2 Fireball, 3 Ring, 6 Meteor, 8 Freezing
- Developed Dark: 0 Curse, 0 Distraction, 2 Beam, 3 Slow, 6 Blindness, 8 Vengeance

Destroyer (Attack + Spellcasting) 9/3 + 7/5 (25 mana)
Aggressive caster with destructive spells but low defense:
- Expert Chaos: 0 Arrow, 0 Spikes, 2 Fireball, 5 Lightning, 10 Chain Lightning, 15 Disintegrate
- Basic Dark: 0 Curse, 0 Distraction, 1 Frailty, 5 Plague

Outcast (Attack + Knowledge) 9/5 + 3/7 (35 mana)
Dark puppet master with a high mana reserve:
- Expert Dark: 0 Curse, 0 Distraction, 2 Beam, 5 Plague, 10 Berserk, 15 Subjugation
- Basic Chaos: 0 Arrow, 0 Spikes, 1 Boulder, 5 Lightning

Units

Humans


Demons

.

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15 years ago
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Skills

Attention! The following is design information that has not yet been implemented (or only partially implemented) in the mod itself.

ATTACK (10/20/30%)
1) Battle Frenzy -> Cold Steel
2) Marksmanship (30%) -> Attacking Style (+3 to attack, but -1/-1/-1 to other parameters)
3) Tactics -> Attacking Heird

Battle Frenzy: +1 to maximum damage (rather than total).

DEFENSE (10/20/30%)
1) Fortitude -> Endurance (+10% health)
2) Evasion (30%) -> Defensive Style (+3 to defense, but -1/-1/-1 to other parameters)
3) Turtle Defense (x2) -> Defensive Heird

LEADERSHIP (1/2/3), unavailable to undead
1) Inspiration (100%) -> Retribution
2) Troop Gathering -> Fight to the Last
3) Diplomacy -> Empathy

Troop Gathering: for every 4th hero level (including those already obtained), creatures of levels 1-3 join them (+3/+2/+1).
Diplomacy: before battle, creatures from a unit already present in the army but of a different grade join the hero until the end of the fight, up to a total of 500 gold for each hero level.

LUCK (1/2/3, 50% luck bonus)
1) Soldier's Luck -> Critical Luck (100% luck bonus)
2) Luck on the Road -> Magical Luck (when luck triggers, the hero does not spend mana)
3) Magic Resistance -> Double Resistance (Dwarven Luck)

Luck on the Road: for every 4th level (including those already obtained), the hero receives a random minor artifact.

LOGISTICS (10/20/30% bonus to hero movement on the map and to unit movement at the start of battle)
1) Path of War -> Speed Aura
2) Reconnaissance -> Fog Veil (-30% initiative for shooters)
3) Plundering -> Storm Wind

Path of War: +1 to initiative.
Reconnaissance: additional penalty to enemy hero troops -1 to initiative.
Plundering: additional penalty to enemy hero troops -1 to speed.

ENGINEERING (+100/200/300% machine health and +1/2/3 attack for shooters per wagon).
1) Ballistics -> Rate of Fire
2) First Aid -> Plague Tent
3) Artillery -> Elite Machines (Rune Machines)

Ballista damage and tent healing do not depend on the Engineering skill.
Ballistics, First Aid, and Artillery do not double the health of corresponding machines.
Artillery (Catapult): additionally kills 10% of enemy creatures in an open field before battle (rounded down).

EDUCATION (+1/2/3 random parameters), unavailable to orcs
1) Counterspell -> Distraction (30%)
2) Intelligence (40%) -> Scientific Style (+3 to knowledge, but -1/-1/-1 to other parameters)
3) Scholar -> Wisdom

Scholar: additionally the hero learns 1 random spell of level 1-2 for every 2nd level, including those already obtained.
Wisdom: additionally the hero learns 1 random spell of level 3 for every 4th level, including those already obtained.
When knowledge changes, the hero's mana always scales: NewMana = OldMana * (NewKnowledge / OldKnowledge), this also applies to Scientific Style.

RESISTANCE (+10/20/30% to creature health), available only to orcs
1) Weakening of Light (-50%) -> Corruption of Light (+100%)
2) Weakening of Darkness (-50%) -> Corruption of Darkness (+100%)
3) Weakening of Summoning (-50%) -> Corruption of Summoning (+100%)

SORCERY (10/20/30%), unavailable to orcs
1) Secret Knowledge -> Elite Sorcerers (Secrets of Light)
2) Mysticism -> Mana Burst
3) Sharp Mind (30%) -> Spellcasting Style (+3 to spellpower, but -1/-1/-1 to other parameters)

Mysticism: 2 mana is restored every turn the hero is in battle, but this bonus disappears after the fight.

WAR CRIES (10/20/30%), available only to orcs
1) Secret Knowledge -> Elite Sorcerers
2) Mysticism -> Mana Burst
3) Rage Cry -> Mighty Shout

LIGHT MAGIC (3/4/5), unavailable to orcs
1) Bestowing Wrath -> Surprise Attack
2) Bestowing Blessing -> Eternal Light
3) Bestowing Protection -> Seal of Light

DARKNESS MAGIC (3/4/5), unavailable to orcs
3) Mind Lord -> Dark Restoration
2) Curse Lord -> Weakness of Darkness
3) Pain Lord -> Seal of Darkness

CHAOS MAGIC (3/4/5), unavailable to orcs
1) Fire Master -> Pyrokinesis
2) Ice Master (40%) -> Deadly Cold
3) Lightning Master (60%) -> Magic Exhaustion

SUMMONING MAGIC (3/4/5), unavailable to orcs
1) Earth Lord -> Cursed Lands
2) Life Lord -> Shield of Immortality
3) Elemental Lord -> Elemental Balance

COUNTERSTRIKE (+50/100/150%), available only to humans
1) Double Strike -> Oversight
2) Prayer -> Guardian Angel
3) Readiness (does not work against non-retaliating attacks)

Double Strike: double damage from hero attacks.
Prayer: activatable +2 to attack, defense and morale for 2 rounds.
Guardian Angel: additionally 1 Cherub joins the hero for every 10 levels, including those already obtained.

OCCULTISM (additional +1/2/3 mana at the start of battle per hero level, this bonus disappears after the fight), available only to dark elves
1) Mark of the Cursed -> Weakening Strike
2) Fallen
3) Arcane Wave -> Elemental Sense / Sorcerous Luck

Elemental Sense: only for Warlock.
Sorcerous Luck: only for assassin and witch (lucky spells deal +50% damage).

DEMONOLOGY (50% for 1-2/4/6 levels), available only to demons
1) Fast Gates -> Wide Gates
2) Hellfire -> Withering Flame
3> Corpse Devourer

RUNES (exactly 6 of each resource are additionally provided for the battle), available only to dwarves
1) Updated Rune
2) Greatest Rune (200%) -> Rune Harmony
3) Completed Rune (discount does not work on Greatest) -> Rune Recoil

Now resources for using runes in each battle are fixed and effectively independent of the map (you can freely use racial ones in a push, and there won't be imbas in the finale).

AVENGER (double damage chance 50%, sworn enemies are tied to the whole tier - by default 1/2/3), available only to elves
1) Enchanted Arrow -> Enchanted Ballista
2) Sylvan Leader (during battle, hero level is considered +5 higher)
3) Deadly Shot -> Rain of Arrows

BLOOD RAGE (30% damage absorption), available only to orcs
1) Blood Memory -> Battle Rapture
2) Fire of Rage
3) Reinforcements -> Stun (50%)

NECROMANCY (10/15/20%), available only to undead
1) Banshee's Cry -> Deadly Failure (-2)
2) Death Lord (1 Death Knight joins the hero for every 5 levels, including those already obtained)
3) Spiritual Link -> Grave Cold (10%)

CRAFTING (additionally 1/2/3 random resources are provided for every 2 hero levels; wood and ore bonus is twice as high), available only to mages
1) Wizard's Mark
2) Artifact Absorption -> Machine Loyalty (additional +1 to morale)
3) Magic Mirror -> Unraveling the Secret

Classes

Humans + Elves

Mages + Dwarves

Demons + Shadows

Undead + Orcs
(information on orcs is outdated, magic suppressions no longer exist, they will be replaced by a single Resistance)

Skills are divided into 2 groups: profile (3 primary 20% skill + 3 secondary 10% skill) and rare (other skills 2%, sometimes 0-1%).
Each class has a unique face (set of 20% skills).
Faces of 2 classes of one race differ by at least 2 out of 3 skills.
Profiles of any 2 classes differ by at least 2 out of 6 skills.

Racial skill is always present by default, so its drop chance = 0%.
Besides the racial one, each race has 3 general profile skills that are included in the profiles of all its classes:

Humans = Leadership + Light + Darkness
Elves = Luck + Light + Summoning
Mages = Education + Chaos + Summoning
Dwarves = Defense + Light + Chaos
Demons = Attack + Darkness + Chaos
Dark Elves = Logistics + Darkness + Chaos
Undead = Sorcery + Darkness + Summoning
Orcs = Engineering + Resistance + Cries

Additionally, each race has 2-3 general rare skills that are not included in the profiles of any of its classes. Usually this is a pair of magic schools not in the guild profile with a 1% drop chance.
But there are exceptions:
- Mages, rare skills (instead of magics) - attack and defense
- Dwarves, additional rare skill - logistics
- Demons, additional rare skill - sorcery
- Undead, additional impossible skill - leadership (0% chance), rare magic schools have a 2% chance
- Orcs, impossible skills: education, sorcery, magic schools (0% chance)

Hero Specializations

Knights:
- Dugal (Archer Commander): Archers, crossbowmen and shooters in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Ellaina (People's Favorite): Militia, recruits and fanatics in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Rutger (Swiftfoot): All creatures in the hero's army receive +1 to "Speed".
Paladins:
- Nicholas (Plate Armor Commander): Swordsmen, men-at-arms and crusaders in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Frida (Captain of Knights): Knights, paladins and champions in the hero's army deal 10% more damage during a charge for each hero level.
- Godric (Ideal Knight): "Prayer" ability is enhanced: bonus increases from +2 to +3. The hero spends 1 less mana when casting Light magic spells.
Templars:
- Alaric (Archbishop): 1 monk, cleric or adept joins the hero's army (and continues to join) for every 2 hero levels.
- Valeria (Holy Hammer): Each time the hero casts a Light magic spell on a friendly unit, there is a 25% chance that "Righteous Might" will also be cast on the unit for free.
- Orlando (Mind Thief): "Distraction" spell is enhanced: in addition to the usual effect, it reduces the victim's mana pool by 1 for each hero level.

Rangers:
- Faedaen (Dragon Slayer): All level 7 creatures additionally act as the hero's original sworn enemies. At the start of each battle, all Sylvan shooters automatically fire at the unit with the lowest level in the enemy army, with a power of 20% + 2% for each hero level of their usual damage. If there are several units of the same level, the one located last in the army window is chosen.
- Ossir (Skilled Hunter): Hunters, rangers and snipers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Wingael (Swift Fighter): At the start of battle, the starting position of each unit in the hero's army on the ATB scale increases by 2% for each hero level.
Avengers:
- Anwen (Sword of Silanna): All Sylvan creatures in the hero's army deal 3% more damage to a sworn enemy with any attack (even if a critical hit did not trigger) for each hero level.
- Talanar (Blade Master): Blade, leaf and wind dancers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Vinrael (Windrunner): "Haste" spell is enhanced: effect increases by 5% for each hero level.
Druids:
- Tieru (High Druid): 1 druid, warden or archon joins the hero's army (and continues to join) for every 3 hero levels.
- Ilfina (Child of the Unicorn): Silver, forest and light unicorns in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Dirael (Queen of the Hive): 3 fairies, nymphs or dryads join the hero's army (and continue to join) for each hero level. "Wasp Swarm" spell is enhanced: damage increases by 10% for each hero level.

Alchemists:
- Razzak (Golem Creator): Granite, steel and magnetic golems in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Hafiz (Master of Gremlins): Engineers, arsonists and pests in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Narhiz (Mentor): Wizards, mages and sorcerers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
Mystics:
- Jalib (Spell Turner): 1 marid, ifrit or djinn joins the hero's army (and continues to join) for every 5 hero levels. "Magic Mirror" ability is enhanced: when triggered, it always reflects spells toward enemy units.
- Maahir (Battle Hardened): Hero starts the game at level 2. All experience the hero receives after battles increases by 2% for each of their levels. In the arena: the hero is upgraded to level 13 (not 12) for free and receives a 1000 gold discount on purchasing levels.
- Nura (Mystic): During battle, the hero restores 1 mana per turn for every 10 hero levels, starting from the first.
Archmages:
- Ora (Windspeaker): Hero's initiative increases by 1% for each hero level.
- Cyrus (Stormcaller): Air element same as the hero's spells cannot be deflected. The hero learns enhanced versions of these spells in addition to the regular ones, which deal 150% damage for 200% mana cost.
- Zehir (Master of Elementals): "Summon Elementals" and "Summon Phoenix" spells are enhanced: when used, the hero's spellpower is considered 1 higher for every 3 hero levels, starting from the first. Whenever a friendly unit dies, a group of elementals enters the battle on the hero's side (parameters not yet calculated).

Berserkers:
- Helmar (Eternal Warrior): 1 bonecrusher, berserker or viking joins the hero's army (and continues to join) for each 1 hero level.
- Ingvar (Protector): Rockbreakers, guards and shieldbearers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels.
- Karli (Sharp Blade): Pikemen, javelin throwers and harpooners in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
Veterans:
- Wulfsten (Oakshield): Units in the hero's army take 3% less damage from ranged attacks for each hero level.
- Ibba (Rider): Bear riders, armadillos and northern riders in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Rolf (Siege Engineer): Ballista receives +1 to "Attack" for each hero level. The chance of a catapult hitting a wall increases by 2% for each hero level.
Priests:
- Tolgar (Rune Artist): "Completed Rune" ability is enhanced: trigger chance increases by 5% for each hero level.
- Hangvul (Rune Lord): With each level up, there is a 50% chance the hero learns another rune spell.
- Erling (Flame Keeper): Rune priests, Flame veterans and elders in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.

Lords:
- Agrail (Lord of Terror): 1 nightmare joins the hero's army (and continues to join) for every 4 hero levels. The enemy hero cannot use "Tactics" ability in battle.
- Beleh (Spellbreaker): All creatures in the hero's army receive 2% magic resistance for each hero level.
- Grol (Master of Hounds): Hellhounds, cerberus and fire dogs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
Destroyers:
- Biara (Temptation): Succubi, demonesses and lilim in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Deleb (Iron Maiden): Ballista on hit causes an effect corresponding to "Fireball" (at zero spellpower). Enemy losses from "Artillery" abilities increase from 10 to 15%.
- Vayer (Flame Lord): "Fireball" spell is enhanced: when used, the hero's "Spellpower" is considered 1 higher for each hero level.
Monsters:
- Grok (Fanatic): 2 imps, parasites or devils join the hero's army (and continue to join) for each hero level. Before battle, the enemy hero loses 1 mana for every 10 imps, parasites or devils in the hero's army.
- Nimus (Gatekeeper): The number of creatures summoned by "Opening Gates" increases by 2% for each hero level (of the summoning unit's size).
- Gward (Destroyer): "Destructive Beam" spell is enhanced: in addition to the usual effect, it deals 3 damage to the victim for each hero level.

Assassins:
- Sorgall (Lizard Breeder): 1 predator, raider or devastator joins the hero's army (and continues to join) for every 2 hero levels.
- Vaishan (Black Hand): Scouts, assassins and trackers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first, and +1 to "Health" for every 5 hero levels.
- Letos (Poisoner): Each enemy unit has a 25% chance of entering battle already poisoned (under the spell "Plague».
Witches:
- Kifra (Slave Owner): Gladiators, punishers and goliaths in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Iranna (Blood Lady): Beasts, furies and megers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Erin (Witches' Sabbath): 1 twilight, elemental or shadow witch joins the hero's army (and continues to join) for every 4 hero levels. Witches have a chance (equal to 10% + 2% for each hero level) to fire at the target of the hero's spell.
Warlocks:
- Railag (Chosen of Chaos): At the start of each battle, the hero receives +1 luck for every 4th level.
- Shadia (Dark Mystic): "Dark Ritual" ability is enhanced: allows the hero to restore mana above its maximum value: an additional 1 mana is given for each hero level.
- Sinitar (Catalyst): The amount of mana consumed by enhanced spells decreases by 2% for each hero level, rounded down.

Reapers:
- Naadir (Soul Catcher): Whenever an enemy unit dies, it is replaced for the duration of the battle by a group of friendly ghosts (1 creature per hero level, but not exceeding the size of the fallen unit).
- Lucretia (Vampire Princess): Dhampirs, vampires and nosferatu in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Deidra (Banshee): Hero's "Banshee's Cry" ability is enhanced: penalty increases from -3 to -5.
Cultists:
- Markel (Death Lord): 1 unholy, plague or higher lich joins the hero's army (and continues to join) for every 4 hero levels.
- Ornella (Queen of the Cursed): "Curse" spell is enhanced: it additionally reduces the victim's defense by 1 for every 3 hero levels, starting from the first.
- Arantir (Avatar of Death): The hero can summon an avatar of Death onto the battlefield. If this creature dies, the hero loses all their mana.
Reanimators:
- Orson (Zombie Lord): Poisonous, plague and cursed zombies in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Kaspar (Embalmer): First aid tent heals 5 more health points per hero level. Damage from "Plague Tent" ability also increases.
- Vlad (Resurrector): "Raise Dead" spell is enhanced; when used, the hero's "Spellpower" is considered 1 higher for every 2nd hero level, starting from the first.

Barbarians:
- Haggesh (Centaur Chief): Steppe, nomadic and war centaurs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Tilsek (Khan's Fist): Thugs, marauders and provocateurs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Kigan (Goblin King): "Goblin Help" ability is enhanced: from +3 bandits, beast-catchers or defilers per hero level up to +7.
Chiefs:
- Kunyak (Khan's Blade): Stormtroopers, executioners and chiefs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Gotai (General): All war cries give 1 more unit of rage per hero level, and their cost is reduced by 1 mana.
- Garuna (Blood Drinker): Each killed enemy unit (including summoned troops) increases the "Attack" of all creatures in the hero's army by +1 for every 7 hero levels, starting from the first.
Shamans:
- Kujin (High Shaman): 1 shamaness, daughter of Heaven or amazon joins the hero's army (and continues to join) for each hero level.
- Shak (Wyvern Tamer): Vultures, asps and wyverns in the hero's army receive +4 to "Health" per hero level.
- Argat (Wolf Lord): "Pack Leader" ability is enhanced: from +3 wolves per hero level up to +5.
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15 years ago
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Cities

A new concept for fortifications.
Terminology:
Base/upgrade arrival - a one-time arrival of creatures upon the construction of a basic/upgraded dwelling/fortification.
Growth - weekly creature growth.
Both values are calculated as a percentage of the base growth.

Dwellings of tiers 1-6: arrival 50/50%, growth 100%.
Dwellings of tier 7: arrival 100/100%, growth 100%.
Fort: +50% arrival of the upgrade and +50% growth for tiers 1-2.
Stronghold: similarly for tiers 1-4.
Castle: similarly for tiers 1-6.
Forts affect the arrival from both future and past upgrades.

Thus, under a Castle:
Tiers 1-2: 50/200% arrival, 250% growth
Tiers 3-4: 50/150% arrival, 200% growth
Tiers 5-6: 50/100% arrival, 150% growth
Tier 7: 100/100% arrival, 100% growth (not boosted by the Castle)

While a Fort is in place, tiers 1-2 perform as well as tiers 3-4 in the long run (due to the boost). If a Stronghold is built, tiers 3-4 gain an advantage and perform as well as tiers 5-6 in the long run. If a Castle is built, tiers 5-6 become the best, often surpassing tier 7.
An important note about the long-term perspective: since the immediate effect of basic buildings is not boosted in any way, higher tiers always have an advantage here and now in terms of arrival (except for upgrades).

City layouts are designed to provide high variability in top-tier builds (building a city in the first week with the goal of maximizing creature production by the second week).
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15 years ago
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I haven't played it yet, but judging by the description, I'm all for this mod. More interesting features would be great. Just like in chess, where everyone plays differently, I want the same for Heroes. And as I understand it, this mod aims to achieve that.
In reply to $an4es
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15 years ago
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$an4es
I haven't played it yet, but based on the description, I'm all for this mod. It will add more interesting features. Look at how people play chess – everyone has their own style. I want the same for Heroes. And as I understand it, this mod aims to achieve that.
Yes, that's exactly what it aims for – interesting tactical battles in the first place. However, you can already try them by downloading the mod – in duel mode, 3 factions are available: humans, dark elves, and undead.
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15 years ago
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The main thing is that the heroes remain heroes. Otherwise, they'll turn into Disciples or something similar. That's not what we want.

Added after 4 hours and 46 minutes
I played Duel. I have positive impressions; it's a completely different game, and I liked it. It has a completely different approach. It's a bit difficult to get used to the "new units" because there are already about 21 of them in one castle, and they are all quite different. It's great that you really have to think during battles now.

I noticed a small inaccuracy (or rather, a small suggestion): when peasants call for reinforcements, let the icon on the attack bar flash to indicate that they have been summoned to battle (like Gating or Elemental). Otherwise, you might forget where the real one is.
In reply to $an4es
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15 years ago
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Noticed a small inaccuracy (or rather, a small remark): when peasants call for reinforcements, let the icon on the attack bar flash, indicating that they have been summoned to battle (like gating or summoning an elemental), otherwise you might forget where the real one is.
Unfortunately, the ability "howl," borrowed from wolves (renamed to "reinforcements"), looks exactly like this, and as far as I know, it cannot be edited. You'll have to remember where everyone is.
It's a bit difficult to get used to the "new units" for now, as there are already about 21 of them in one castle, and they are all quite different. It's great that you really have to think about battles now.
It is planned that there will be no similar units. :) But you get used to it over time.
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15 years ago
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Looks pretty good, yes. I started playing as Necropolis. I have a few questions.
1) I defeated a group of Goblin Trappers. With Necromancy, can I only raise them to an upgraded or ultra-upgraded state? Will this be fixed?
2) Are you currently working on a Large Expansion? This made me think so: http://img824.imageshack.us/i/49246047.png/
http://img717.imageshack.us/i/27638857.png/
In reply to LightWarrior
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15 years ago
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LightWarrior
Looks pretty good, yes. I started playing as Necromancer. I have a few questions.
1) I defeated a squad of goblin trappers. With necromancy, I can only raise them into an upgrade and an alt-upgrade. Will this be fixed?
Yes, it will be fixed over time.

First, I will implement the duel (tactical) component of the game. The global game (on the map) will be later. Since the amount of work is quite large, it is impossible to do everything at once.

Therefore, I advise you to try the mod in duels first (with 3 ready-made races).
2) Are you currently working on Elves? This made me think so: http://img824.imageshack.us/i/49246047.png/
http://img717.imageshack.us/i/27638857.png/
Yes, the next ones will be Elves.

Added after 2 hours 22 minutes
Yes, by the way, if you don't like something, write about it.
In reply to Nargott
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15 years ago
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Nargott
Yes, by the way, if you don't like something, let me know.
Actually, I'm not a fan of the changes to the growth rate. Once and done – that doesn't feel very heroic...
In reply to LightWarrior
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15 years ago
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LightWarrior
Actually, I'm concerned about the changes to the growth rate. One-time growth feels a bit un-heroic...
This hasn't been fully tested yet, and I might even reject this idea myself.

What I like about this idea is that it could significantly change the overall gameplay and increase the importance of external dwellings (which provide a constant growth rate). Also, I didn't like that you could accumulate an unlimited number of troops. 500 skeletons occupying 1 space just don't look right. Giant armies that can be accumulated (in single-player) simply by stalling also aren't appealing. The balance in Multiplayer changes drastically with unlimited growth over long periods. Finally, a more role-playing-oriented approach, where even 1 dragon in an army is a formidable force, rather than just a unit of 5-10 that a hero can easily defeat with a direct attack.

But what do we lose? Epic battles in the long run, featuring legions of creatures? Is there really a significant difference between a battle of 250 knights and 600 zombies, and a battle of 25 knights and 60 zombies?

In principle, if desired, you can still accumulate large armies: if there are many corresponding dwellings (providing a constant growth rate) and cities of the same type on the map.
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15 years ago
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I think it's a good idea, but then you'll have to somehow reduce the Necropolis's power, because Necromancy will still provide a significant boost.
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15 years ago
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Well, I personally don't like having armies with 100,500 creatures. IMHO, it's better to keep the growth rate in the castles, but reduce it.
In reply to Ple-Sen
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15 years ago
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Ple-Sen
I think it's a good idea, but then you'll have to nerf the Necromancers somehow, because Necromancy will still provide a significant boost.
We'll see, we'll test it. The balance in the mod will be primarily adjusted for Multiplayer, and the timeframe will be 3-5 weeks, as a priority. This will allow us to maximize the potential of one-time boosts, because the original game doesn't have the concept of accelerated production of specific creatures. But it will be in WGE. For example, if you want to play with Militia, you build both dwellings (base + upgrade), and you get 2 boosts at once. In a long game, as in the original, there will be favorite factions (Humans, Undead, and Academics). Although their advantage will only be noticeable in a long game from a single castle, but if there are several cities in a prolonged game, it's not certain. Regarding nerfing the Undead, they are already nerfed (in the early game). Because they won't have the built-in "Raise Dead" ability (which has been moved to level 3), which creates imbalance and kills the interest in early game rushes.

Added 1 minute ago
LightWarrior
Well, I don't like having units with 100500 creatures myself :) IMO, it's better to leave the growth in castles, but reduce it.
It's already reduced ;) For example, the base growth for Peasants is 12.

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