Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
I meant the same bonus, but one that would depend on magic.
Why add another layer to the dependency on magic? Magic is already significantly enhanced by being distributed into another random stat (temporary bonuses), plus the added ability to upgrade the "Magic Resistance" perk (50% of magic is applied as a penalty to the opponent's magic), which, combined, could lead to a situation where it would be almost beneficial for an Orc to increase their magic stat with artifacts, without any additional boosts.
We can simply receive Magic on level-ups; should we then disrupt the progression by taking unnecessary perks? It should function in some way, and these 70% of functionality are provided by random bonuses (70% rating for the randomness of the bonus).
The bonuses themselves look interesting in terms of mechanics because they change every day. For example, one day there might be a +5 Magic bonus, and the next day, a +5 Attack bonus, or a +5 Knowledge bonus, and they will function differently each time. You can adapt your tactics daily to the new bonus. But if it simply redistributed into stats on a permanent basis, there would be no interest in it.
However, if it were tied to perks, it could look something like this:
Developed/Skilled Light Power = increases Knowledge by +50%/100% of Magic
Power of Destruction/Creation = increases Attack/Defense in the same way
Power of Darkness = increases Magic by 1.5/2 times
You take the power against magic, level up many Powers to the maximum, boost Magic with artifacts, get a bunch of free stats, and you don't need anything else – you win.
Not all details have been determined yet. Question marks denote missing (for now) specializations and starting abilities. Please suggest your options.






For the Undead, shouldn't the Reanimator and Cultist have their abilities switched? The Reanimator should have summoning magic for better unit resurrection, and the Cultist should have dark magic for cultist-like abilities.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
The thing is, Helmar's visuals are a perfect fit for the class.
There are very few suitable icons to freely assign new heroes to new specializations. Especially for the Dwarves.
2) Tolgar or Hangwul can easily be replaced – you can rotate them.
3) In the end, if you're so attached to Helmar's visuals, you can simply change the name to a new one, keeping the visuals.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
1) The NHF mod has a lot of icons.
2) Tolgar or Hangwul can be easily replaced – you can rotate them.
3) Ultimately, if you really like Helmar's visual, you can just change the name to something new, keeping the visual.
2) Tolgar and Hangwul are not suitable for the role of a berserker; they are relatively young warriors, not grizzled old men.
3) I've thought about it, but I'm not sure yet.
It's better to leave the necromancer as is, rather than making him a reanimator.
“Outcast” doesn't suit a mage. It's better for a warrior, a demonologist of darkness, or a chaos destroyer.
It's better to replace the "Templar" with an "Inquisitor" or a "Fanatic." Templars aren't very holy, but "darkness" and "templar" don't go together.
Are there no more heroes left? Why revive the dead when there are living ones?
And it's better to keep the Necromancer, rather than make a Reanimator.
Heretic doesn't fit the mage class. It should be a Warrior Heretic, a Dark Demonologist, or a Chaos Destroyer.
The Templar should be replaced with an Inquisitor or a Fanatic. Templars may not be very holy, but Dark and Templar don't go together.
Whenever possible, we try to keep the old heroes, where it doesn't contradict the classes.
Regarding the Necromancer - it doesn't fit in terms of meaning. These are different specializations. A Necromancer gathers a large army from the corpses of enemies, while a Reanimator allows you to reuse dead warriors after their death. In other words, a Necromancer builds, and a Reanimator repairs.
If we are going to bring back the name "Necromancer," it should replace the Cultist, but there are significant differences from the classic Necromancer (more knowledge, no defense).
Regarding demons, note that Heretics do not have easy access to magic. This means that they are not full-fledged mages, in the classic sense.
Demonologist sounds like "one who deals with demons," i.e., a demonic commander. But there is no connection to witchcraft.
Regarding Templars, I also thought about replacing them with an Inquisitor. But I'm still not sure.
Actually, Dark fits Templars well. Take, for example, Starcraft with its High Templar and Dark Templar.
I don't know how it is in the official lore of Ashan (and I'm not interested), but based on the racial ideology (Light + Darkness), I believe that the existence of Dark Temples among humans is quite real. Darkness serves the ideology of good and evil very well: we bless the good (i.e., our own) with Light, and we punish the evil (i.e., enemies) with Darkness.
By the way, in the game Disciples, Templars are generally "holy" warriors of darkness, fighting for the undead (an analogue of human Inquisitors).