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

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In reply to Nargott
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#787
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Yeah, I solved the problem by calculating percentages as 20*3 + 10*3 + 2*4 + 2*1 = 100. Hmm... maybe this is actually better. Essentially, it differs from the previous version in how one "two" (2%) is broken down into units, with one of them being transferred to a previously discarded skill (education for Orcs, darkness for Elves, etc.).

Added 3 minutes later
I just noticed that Inferno and Dungeon both have Agrail and Railag – in my opinion, it's better to avoid this duplication, as they are essentially the same character.
... 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...
In reply to SRD
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#788
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SRD
Yeah, I solved the percentage problem as 20*3+10*3+2*4+2*1=100. Hmm... - maybe this is actually better; essentially, it differs from the previous version in that one "two" (2%) is broken down into units, with one of them being transferred to a previously discarded skill (education for Orcs, darkness for Elves, etc.)

Added 3 minutes ago
I just noticed - Inferno and Dungeon both have Agrail and Railag - IMHO, it's better to avoid this duplication - they are essentially the same character.
I also don't like Agrail, but for now, there are no other suitable icons (maybe I'll find something in NHF, but it's not certain).
essentially, it differs from the previous version in that one "two" (2%) is broken down into units, with one of them being transferred to a previously discarded skill (education for Orcs, darkness for Elves, etc.)
Only non-core Magic schools for the entire race fall into 1% (in the case of mages - non-core Might schools, i.e., attack and defense).
Exception - Necromancer (all rare skills are 2%, leadership is 0%).
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#789
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For me, Templars are an order on planet Earth, and Disciples got something mixed up. Then, a Reanimator is a Reaper, a Reaper is a Necromancer. Agroila can be replaced with Wayer or Erazial (or was he killed off?). Instead of Shadia, use Ilay. Dwarves: Wolfsten as the engineer, Brand instead of Erlin, Erlin instead of Wolfsten. Tolgar can be replaced with some dwarf from 5.5. Necropolis: Arnel can be replaced with Anastasia's daughter from the sixth game. Humans: Isabel is alive, and Duncan is there, and there are a couple of other red heroes; you can take the guy from "The Mandate." Also, I would review all the cutscenes. For example, in the "Duncan" mission, a captain of the Knights is mentioned, and Zehir is always talking to some mage (maybe Narhiz). In the original mission for the Necromancer, Lich Ishkibal is mentioned. On the maps, you can see that Erlin is a Warrior.
У меча предназначения два острия, одно из них ты.

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#790
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"Interested"
Then the reanimator is a reaper, the reaper is a necromancer.
The Reaper is the most combat-oriented class, analogous to the Death Knight, the opposite of the human Knight (but instead of leadership, it's magic, and instead of light, it's summoning). The word "necromancer" doesn't fit here.
The Reaper kills enemies (reaps the harvest of death), the reanimator revives allies, the cultist/necromancer turns defeated enemies into undead.
In general, I don't use the word "necromancer" for a specific class, based on the fact that they are all necromancers (they all use this skill).
Agroila can be replaced with Wayer or Erazial (or did he kill him?)
Wayer duplicates the icon of Nibros, and Erazial is not in the manual at all; most likely, he also duplicates someone, or he simply isn't in the game.
On the maps, it is clear that Erling is a warrior.
A warrior specializing in magical units?
Necropolis: Arnel can be replaced with Anastasia's daughter from the sixth.
What's wrong with Ornella?
Instead of Shadia, Ilaya,
I like Ilaya, but she is fair-haired, which doesn't fit in with the Warlock theme.
Dwarves: Erling instead of Wulfsten.
We try to avoid transferring standard heroes to other specializations (from priests to ballista). Especially when the old specialization is not removed from the game, but is given to another hero (this would create additional confusion).
Humans: Isabel is alive, and Duncan, and another couple of red heroes; we can take the guy from "The Messenger."
We need specific suggestions for replacements here, because we have already reviewed all the campaign heroes. And we are not adding new heroes (more than 9 - 3 per class) in principle, so as not to multiply them for the sake of quantity, leaving only the best.
Duncan was even considered for Rutger's position.
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#791
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My comments (not about how to redo things, but about what seems unsuccessful). Temple Guard. There are machines, but no education. It doesn't make sense; education should be a must-have for servants of the cult, and they are unlikely to be very good engineers (if you take medieval monks and priests as a basis). Dark magic is also confusing, but I know about the author's concept, so I'll keep quiet. Although, perhaps, if the concepts of magic are changed a little (at least in the names, to move away from "chaos," "light," and "darkness"), it would be better. Let me explain. The original idea of the schools of magic in the fifth game was specialization in a specific mechanic. But as a result, a considerable amount of lore was added to this, so now these names are strongly associated with the dragon elements. This limits the possibilities of the game mechanics (logically, followers of certain dragons should have a strict priority in magic). In addition, there are seven elements in this world. It is not even possible to implement seven elements in four schools. I see a simple solution: no one said that magic without reference to elemental dragons is impossible. The corresponding hints of elemental affiliation of the schools can simply be removed. Light magic = magic of blessings (for example, rename the "blessing" spell to "steady hand" or something like that). Dark magic = magic of curses. Chaos magic = elemental magic. There are no problems with summoning. The original mechanics of the schools are preserved, and the lore is respected. Next, about the heroes. Archmage. A good idea for a class with pure magic, but... It's still too rigid, without any combat skills at all. Will there be any bonuses to compensate? I think the Berserker shouldn't have machines. He shouldn't have to think with his head. Demonologist. I agree with the opinion above. The main thing in this word is "log," meaning a person with a claim to knowledge. He is not a leader, but rather a mage with a corresponding specialization. By the way, it would be logical if, by race, he is not an Infernal. This is how it was in the new King's Bounty game, for example. Lady. I think tying an entire class to gender is not a good decision. Who knows how the mod will develop further... You could have something like "overseer." Something like that.
 

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#792
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"Ment"
Temple Guard. They have machines, but no education. It's illogical; education should be a must-have for servants of the cult, and they are unlikely to be very good engineers (if you take medieval monks and priests as a basis).
In Age of Wonders 3, there is a class called "Theocrat," and the highest-tier unit there is the "Sanctuary of Punishment," which is a machine. The Theocrat class is quite close in spirit to the Temple Guard.
Other human classes are much less suited to machines, simply because there is nothing to discard.
By the way, the racial machine of humans (the one with a discount in the forge) is a tent.

Fanatics of faith don't necessarily need to be educated; in fact, faith often hinders education. Here, I followed the idea that the combination of education + magic is already common for most mages, so it's interesting to play with exceptions to this rule to avoid repetition. And of all the mages, the Temple Guard is the number one candidate for lacking education.
Besides, I proceeded from the fact that in the original game, education is not typical for humans (2% skill), and if the Temple Guard becomes educated, then humans will immediately have 2 out of 3 educated classes (in fact, one of the profile skills), and this is despite the fact that knowledge is only 10% for everyone!
In general, there are actually grounds both for an educated Temple Guard (because he is a wizard) and against an educated one (because he is a religious fanatic, and also with minimal knowledge). In one of the old versions, the Temple Guard had education (but not the Paladin).
Dark magic is also confusing, but I know about that author's concept, so I'll keep quiet.
I'm just consistent with the ideology that was established in the game, because I fundamentally don't want to change it; it's cool (Light + Dark). If the Temple Guard can't be dark, the Paladin can't be dark, and the Knight can only be dark by accident (he stumbled), then where does Light + Dark come into play?
I see a simple solution like this: no one said that magic without reference to elemental dragons is impossible. The corresponding hints of elemental affiliation of schools can simply be removed. Light magic = magic of blessings (for example, rename the "blessing" spell to "firm hand" or something like that). Dark magic = magic of curses. Chaos magic = elemental magic. There are no problems with summoning. The original mechanics of schools are preserved, and the lore is respected.
Maybe, but is it worth the effort? I even abandoned the old idea of renaming Chaos to Destruction and Summoning to Creation, because these terms are simply inconvenient to use.
In general, the mod was not intended to bring the game into line with the official lore; in this case, the convenience of the players is a higher priority, so I wouldn't want to disrupt it.
But as for the overall logic and conceptual integrity, i.e., the absence of contradictions and inconsistencies, I consider this aspect to be quite important.
Moving on to the heroes. Archmage. A good idea for a class with pure magic, but... It's still too harsh, with no combat skills at all. Will there be any bonuses to compensate?
The Archmage is the quintessence of a mage; combat skills are definitely not needed for him. Many magical schools have one problem: they don't enhance each other, because we only use one of the schools at a time, while combat skills can be combined. But this problem is solved by the "spell mastery" (+2x to magic) and "graduate" (+2x to knowledge) skills from the general racial education. By leveling up both skills and all 4 schools of magic, the Archmage can get +8/+8 to magic and knowledge for them, in addition to a wide range of spells. True, he will be without magic (it doesn't fit). Or with 3 schools with magic (+6/+6 from both skills). In any case, the Archmage already receives good bonuses to magic starting with 2 schools of magic (with education), and even more if he levels up new schools, because, unlike other classes, he can easily do this.
I think the Berserker has machines for no reason. He shouldn't have to think with his head.
The Berserker has machines because he is a gnome warrior, and engineering (machines) is a profile for gnomes (although defense is an even bigger profile). If you remove machines from the Berserker, engineering will become a useless skill that no race likes (and only 1 class out of 3 uses it).
In addition, if you give the Berserker leadership instead of engineering, then all the demons will fly to hell, because the demonologist will become too similar to the Berserker (5 skills out of 6 coincide).
Leadership is also bad for the Berserker, if you compare it with the Veteran. Gnomes have a pronounced patriarchy, hence leadership is only for Veterans.
Initially, the Berserker was called the Warlord; maybe it's worth returning to the old name?
Demonologist. I agree with the opinion above. In this word, the main thing is "log," it's a comrade with a claim to scholarship. He is not a leader, but rather a mage with a corresponding specialization. By the way, it would be logical if, by race, he was not an infernal. This is how it was in the new King's Bounty game, for example.
Here, perhaps, it is worth thinking about an alternative name that is suitable for a demon-fighter. I don't like the word "demonologist" because it contains the word "demon"; it's like putting an "elfologist" on elves.
Suggest other options.
Mistress. I find tying an entire class to a gender to be an unsuccessful decision. Who knows how the mod will develop further... You could have something like "overseer."
I definitely don't plan on more than 3 heroes per class. And even if new ones appear, almost half of the High Elf characters are female, so there shouldn't be any problems even in theory.
High Elves clearly have a matriarchy, so the ruling class is witches, priestesses of love, i.e., Malass. Hence, all 3 facial features of the class: magic (witchcraft), education (ruling class), leadership (charisma).
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#793
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Nargott
I don't like Agrail either, but there aren't any other suitable icons right now (maybe I'll find something in NHF, but it's not certain).
Well, then bring back Alastor!

Added 3 minutes later
Nargott

The Tribes of the East clearly have a matriarchy, so the ruling class is made up of witches, priestesses of love, that is, Malass. This is where all three facial features of the class come from: magic (witchcraft), education (ruling class), leadership (charisma).
Well, firstly, they are not priestesses of love, but of darkness (confused a witch with a representative of the oldest profession :D), and secondly, their profile should be darkness because they are priestesses of Malass - the dragon of Darkness - that is, the three profiles are: darkness, leadership, and ... (here you can either have magic or education).
... 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...
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#794
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Erazeal can take Alastor’s icon. According to the lore, he is still alive.
У меча предназначения два острия, одно из них ты.

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#795
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Other human classes are much less suited to machines, simply because they have nothing to sacrifice.
I disagree. A Knight can sacrifice defense and gain machines. This would make the class focus on an aggressive playstyle. A Templar can sacrifice machines and gain defense.
By the way, the human racial machine (the one with a discount in the forge) is a tent.
Hmm...
Fanatics of faith don't necessarily need to be educated; in fact, faith often hinders education.
So, are they Templars or fanatics? ;) If the emphasis is on devotion in a religious sense, rather than on being clergy, then it would be better to call them fanatics, as suggested above. If the essence is in the profession, not the worldview, then education is relevant.
And of all the Wizards, the Templar is the number one candidate for lacking education.
But does he really need wizardry? He still has poor synergy with darkness and light.
And if the Templar becomes educated, then humans will immediately have 2 out of 3 educated classes (in fact, one of the core skills), and this is despite the fact that knowledge is only 10%!
That is a valid point... But we could consider removing education from the Paladin, perhaps.
By maxing out both skills and all 4 schools of magic, the Archmage can get +8/+8 to magic and knowledge for them, in addition to a wide range of spells. However, he will be without wizardry (it won't fit). Or with 3 schools with wizardry (+6/+6 from both skills).
The point is that having more than two schools of magic is pointless. It doesn't give much tactical variability or direct bonuses.
If I were playing as mages in the current state, I would 100% choose a different class. And I would have one or two magical schools and something from combat; in terms of magic, it's almost the same, with slightly lower efficiency. In everything else, the efficiency is much higher.
And if the game also retains the "arcane knowledge" skill, then the Archmage will have negative synergy with it... Which looks even stranger.
Therefore, my idea is to give the class a bonus that compensates for these shortcomings compared to other classes in the faction.
Initially, the Berserker was called the Warrior; maybe we should revert to the old name?
I support this option.
Suggest other options.
"Heretic"? "Centurion" (leader of the "legion")?
More than 3 heroes per class are definitely not planned. And even if new ones appeared, almost half of the T&E characters are female, so there should be no problems even in theory.
Okay.
 

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#796
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Currently, the demons look like this (I will update the classes later):

Alastor doesn't fit in visually.
Personally, I don't have such a strong sense of style, but one of the other developers does, and therefore it is important that there are no glaring inconsistencies in the class's style.
In its current form, for example, it is very easy to determine which class a demon belongs to, even from its icon.
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#797
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It would be better to replace the Demonologist with a Warlock, and the Chaos Mage with a Destroyer. Erin is also fair-haired. Arnella is dead.
У меча предназначения два острия, одно из них ты.

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#798
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"SRD"
First of all, they are not priestesses of love, but of darkness (you confused a witch with a representative of the oldest profession). Secondly, their profile should be darkness, because they are priestesses of Malassa, the Dragon of Darkness. Thus, their three profiles are: darkness, leadership, and... (here you can choose either magic or education).
Visually, I see priestesses of love, and darkness is just an addition according to the lore.
In reality, darkness cannot be their class profile, because darkness is a common racial profile (darkness, chaos, and logistics).
Darkness could be among their 20% facial skills, but it is already taken by the Assassins (while Chaos is taken by the Warlocks). Witches are a balanced class in this regard.

Regarding logistics, let me clarify: this skill encompasses all sorts of speed bonuses and penalties (+/- to speed and initiative). Moreover, the race (troops) stands out for its mobility, and, more importantly, the "scouting-camouflage" branch will allow them to steal artifacts on the map, similar to stealth in Heroes 4. And stealth is also a racial trait of the Elves.
"Interested"

It's better to replace the Demonologist with a Lord, and the Chaos Mage with a Destroyer.
Erin is also fair-haired.
Arnella is dead.
But demons already have a class with 20% facial Chaos called Destroyer.
Erin is not a Warlock; she is a Lord (in the old version, she was a Witch). I considered replacing Erin with Ilay, as I like her more (simply because she is more beautiful), but Erin fits the visual style better. Nevertheless, it's 50/50, and I might add Ilay (currently, Erin has an advantage here, as she is the standard hero).
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#799
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Centurion
Or maybe "legate" would be better. Actually, you could assign Agrail, the Overlord, and Grol to the warrior class, and Grok, Marbas, and Nimues to the inferno class. Visually, that would be a better fit. And it would fit the Roman theme. I'm not sure about how well the specializations match up, though...
 

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#800
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The thing is, Nimue's specialization is "gating," meaning overwhelming with sheer numbers. It's the most combat-focused specialization of them all. Although, if it weren't for the standards, visually, I'd like to see him leading demons (imps).

Added 3 minutes later
"Interested"
Arnel is dead.
Erazial could take Alastor's icon. According to the lore, he is alive.
Honestly, this is absolutely not important. If we follow the tradition of continuing the campaign, then Godric should have been killed as well. Otherwise, we won't have enough new heroes.
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#801
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The thing is, Nimue's specialization is gating, i.e., overwhelming with brute force. It's the most combat-oriented specialization of all.
What about Agrael's initiative?
Gating is magic, if you think about it. And it's no longer just for brute force, in my opinion (you need to level it up a lot to be effective in that way), but for tactical possibilities. Blocking enemy archers, preventing your main force from being exposed, removing debuffs... I think this setup is suitable for a hero with a focus on magic.
 

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