Skip to content

Posts from Heroes 5.5 WarGame Edition - Tactical Edition. Auto-translated

4.5 (8 ratings)
Open
Do you like the WarGame Edition global mod?
178 voters
Single choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
#757
Auto-translated
No more than in the original.

For example, humans. In the original: peasants, swordsmen, monks (purify). Here: peasants, swordsmen, archers (assault). Purify is no longer a chance-based ability; it works 100%. Also, the following are no longer chance-based abilities: taunt and fire sign; crippling strike (will be, but is still chance-based in the old version). Thus, for the same dwarf, the maximum number of chance-based units is 4: bears, bone crushers, priests (stun), ice dragons (stun). In the original, it was 5: pikemen (crippling), bone crushers, bears, priests (sign), jarls (wave).

Crippling strike will work as -1 to speed, with a 100% chance (and without additional initiative penalties).
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
User Avatar
#758
Auto-translated
Convinced, I didn't know that part.

Added after 59 seconds
And does the lethal strike also depend on luck?

Added after 2 minutes
And did they completely remove the exile ability?

Added after 31 seconds
And is it possible to change the icon for ethereal luck?
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
User Avatar
#759
Auto-translated
Replacing icons is a lower priority, as it only affects the visuals. I don't want to spend time on it right now.
Exile - yes, it has been removed. There is elemental balance - sufficient counter to elemental-based units. There is the earthquake spell - sufficient counter to the wall of swords. I wouldn't want duplication, especially of a situational perk. Countering an entire race with a perk is gating, and it's not very diverse to do it with just one perk.

Deadly Strike - it hasn't been tested, but it shouldn't have depended on anything.

I'm currently thinking about returning Hellfire to the demons' racial skill tree, but removing "Mark of the Cursed" and giving it to the Dungeon faction as "Assassin's Mark." From that, I'll create "Killer Blow" - applying a weakness effect when attacking a hero (taking it from the "Attack" skill). With a developed/skilled Darkness skill, the damage of the weakness stack will be approximately halved compared to a stack without weakness.
The reason is that Hellfire requires a lot of mana, and therefore it combines well with Corpse Eater, which demons already have.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#761
Auto-translated
Nargott

I'm currently considering returning the demons to the racial branch of Hellfire, but removing the "Curse Mark" and giving it to the Dungeon faction as the "Assassin's Mark." From it, I would create "Assassin's Strike" - applying a debuff on hero attack (removing it from the "Attack" skill). Under a developed/skilled Darkness, the damage of the debuffed stack will be approximately halved compared to a stack without the debuff.
The reason is that Hellfire is mana-intensive, and therefore it combines with the Corpse Eater, which demons already have.
I also think the same way - this is justified by the Darkness's tendency towards darkness, allowing for the presence of a "weakening strike," but I wanted to have the Curse Mark originate from Hellfire, and also have different names (Curse Mark = Mark of Darkness).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
User Avatar
#762
Auto-translated
Download the spellbook just to get the ability to place a mark early? That's a very strange decision, considering that the spellbook is taken for early-game powerful/top-tier spells, not for using a free (in terms of mana) ability.
"AstralLein"
Can you make the AI use summons, because without it, balance in 70% of single-player and multiplayer games with AI is useless?
No, for this, you need to edit the AI's "brain" at a deep level (in the game's code), which is needed for playing out summons. And not just change something in the game's resources.

The perk is not useless in the realities of Heroes VI, because it's for it that you get the elemental summoning spell in the spellbook. That is, you don't have to go further into the final Fire Mages, but you will still have the spell.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
User Avatar
#763
Auto-translated
Is there a skill wheel in the game?
User Avatar
#764
Auto-translated
It is planned, but not before the skills are fully implemented. The visual wheel from Heroes of Might and Magic III½ will most likely be used as a basis; that project has many very successful interface solutions.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#765
Auto-translated
Nargott
It is planned, but not before the skills are fully implemented. The visual wheel from MMH5.5 will most likely be used as a basis; that project has many very successful interface solutions.
Will the formulas for calculating the effects of old skills be revised? (in previous versions of MMH5.5) Some of them were very interesting. Also, will Super Skills be planned, or are they gone for good?
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
User Avatar
#766
Auto-translated
Which specific skills would you like to see implemented from Heroes of Might and Magic V? Super skills haven't gone anywhere yet, but they require an artifact – the Amulet of Mastery. [Added 12 hours 9 minutes ago] New ideas for skills: 1. Rename Orcish Debuffs (currently Distortions) to corresponding Powers (Might); the basic Power prevents the corresponding magic up to level 0 of the skill; and the advanced/expert Power provides the following bonuses: - Power of Light: +2/+4 to Knowledge if the enemy hero has not developed the advanced/expert Light Magic. - Power of Darkness: +2/+4 to Spell Power if the enemy hero has not developed the advanced/expert Dark Magic. - Power of Destruction: +2/+4 to Attack if the enemy hero has not developed the advanced/expert Destruction Magic. - Power of Creation: +2/+4 to Defense if the enemy hero has not developed the advanced/expert Creation Magic. 2. What is the purpose of the Spell Power bonuses: now, every day, the Orc receives a temporary bonus to a random characteristic (Attack, Defense, or Knowledge), equal to his Spell Power, until the end of the day. Thus, the parameter works as a random bonus and enhances the possible perk "Power against Magic." 3. In Powers, make the level 1 perk "Debuffs" (with a bonus of +1 to Spell Power, not Knowledge), and derive "Curses" and "Weaknesses" from them. This will allow the Orc to increase "Power against Magic" from the basic Powers perks. 4. Change the "Magic of Speed" bonus for Orcs from +3 to Attack to +1 to Initiative. 5. Move "Battle to the Last" from "Diplomacy" to "Recruitment." 6. Move "Dark Revelation" from "Scholar" (level-up branch, Scholar provides spells for level-ups), and move "Magical Reward" and "Graduate" from "Intelligence" (magic stats branch). 7. Move the "Endurance" perk to the level 1 perk in the "Summons" skill and provide bonuses of +1/+1 to Attack/Defense for each Power developed to at least the basic level (synergy with Powers). 8. Completely rework the Logistics skill: A. Attacking branch: "Operational Command" (+1 to Initiative) -> "Maneuvering" (+1 to Speed). B. Special branch: "Forced March" (in battle, -1 to the Initiative of the enemy hero's troops (does not work against neutrals); on the map, +20% to movement range at the beginning of the day if the hero did not have a battle the previous day) -> "Covert Operations" (on the map: pillaging; in battle: -1 to the Speed of the enemy hero's troops (does not work against neutrals)). C. Thief branch: "Reconnaissance" (Reconnaissance + provides the "Minor Artifact Theft" ritual; by spending a turn, the hero steals the nearest minor artifact on the map) -> "Silent Pursuit" (Pursuit + improves the ritual to "Major Artifact Theft": allows stealing major artifacts from the map). Also, "Unraveling the Secret" from Reconnaissance (a completely original effect; for the Orc, it teaches a random level 2 summon). 9. Return Hellfire to the Demons (Hellfire line – Fire Enhancement – Counterfire), but remove the Mark of the Cursed and give it to the Dark Elves ("Assassin's Mark"); derive "Killer Blow" from it (a weak attack, remove it from the "Attack" skill)
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
User Avatar
#767
Auto-translated
Can bonuses be applied from silences?
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
User Avatar
#768
Auto-translated
I don't understand the suggestion; they are already there: basic – suppresses magic, advanced/skillful – grants combat bonuses (but is suppressed by magic).
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#769
Auto-translated
Generally, I support new ideas (I did the same with dark revelation).
Regarding the skills-suppressions: I had this idea - to divide spells into elements, and represent skills in this form: let chaos magic become fire magic, and chaos suppression become water magic, since the number of schools is limited, we can grant water magic spells through perks (i.e., attach obtaining a spell to a perk). We can do the same with a couple of earth-air - the idea isn't particularly well-thought-out - it's just a concept for now - I don't know if we can get anything good out of it, but then we'll get several schools of magic with a more logical (possibly) division, and we'll eliminate the stupid suppressions.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
User Avatar
#770
Auto-translated
An Orc cannot learn spells; his spellbook is designed for battle cries.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#771
Auto-translated
Nargott
An Orc cannot learn spells; his spellbook is designed for chants.
But can't you just give them a regular spellbook?
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...