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

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#818
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Will the version for playing on maps be released in the fall?
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#819
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But not this year.
У меча предназначения два острия, одно из них ты.

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#820
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It is likely that there will be some releases this fall. However, they will not be related to the full-fledged game. At best, they will be duels or a tactical arena.
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#821
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Added 24 minutes later
New specializations/reassignments:

Humans:
- Rutger: +1 speed (it is not yet known what bonus the "warlord" perk will give, but it's definitely not discounts)
- Frida: charge/oversight
- Alaric: monks (additional creatures)
- Valeria: punishing
- Orlando: distraction

Elves:
- Faedaen: "Dragon Slayer" spec (+7 tier in sworn enemies)
- Talanar: dancers
- Vinrael: haste
- Dirael: fairies (additional creatures + wasp swarm buff)
- Tieru: druids (additional creatures)

Mages:
- Jalib: magic mirror and +2 luck
- Maahir: experience
- Cyrus: lightning (additionally learns empowered air spells: 150% damage for 200% cost)

Dwarves:
- Helmar: berserkers (additional creatures)
- Wulfsten: evasion
- Rolf: ballista
- Tolgar: completed rune
- Hangvul: new runes

Demons:
- Agrail: nightmares (additional creatures + ignore tactics)
- Overlord: magic resistance
- Biara: succubi
- Deleb: artillery (fireball on ballista + increased losses from artillery and sulfur rain)
- Vayer: fireball
- Grok: imps (additional creatures + mana steal)
- Gward: destructive ray

Dark Elves:
- Sorgall: lizards (additional creatures + bite)
- Erin: witches (additional creatures + shot)
- Railag: luck (doubles random parameter bonuses from the luck skill)
- Shadia: dark ritual

Undead:
- Markel: liches (additional creatures)
- Ornella: curse

Orcs:
- Argat: wolves spec (additional creatures).
- Kujin: demons spec, as in the original (+add "demon" property to all shamans).
- Gotai: war cries spec, as in the original
- Kunyak: chieftains spec

Added 19 minutes later
Standard heroes who have left the game:

Humans:
Laszlo -> Nicholas
Axel -> Frida
Meev -> Vinrael (spec moved to elves)
Vittorio -> Wulfsten (spec moved to dwarves)
Iris

Elves:
Gilraen -> Talanar

Mages:
Faiz -> Gward (spec moved to demons)
Nazir -> Vayer (spec moved to demons)

Dwarves:
Brand -> Tolgar
Inga -> Hangvul
Sveya -> Cyrus (spec moved to mages)

Demons:
Jezebeth -> Biara
Marbas -> Overlord (will have a normal hero model instead of an infernal titan)
Nibros -> Agrail (Nightmares instead of luck)
Alastor -> Orlando (spec moved to humans)

Dark Elves:
Irbet -> Shadia

Undead:
Ravenna -> Ornella
Zoltan

Orcs:
Goshak -> Kunyak
Krag

Removed specializations:
- spell ban
- useless rage
- griffins (due to the impossibility of removing the built-in strike from above)
- logistics specs
- hero attack + first strike

The main criterion for replacing certain heroes was consistency with the general class style (visuals), and for replacing specializations, consistency with the race's character.
Some specialization icons will be replaced (for example, Faedaen will use Krag's spec); old ones are listed in the table to avoid confusion.
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In reply to Nargott
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#822
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what’s wrong with griffons under Iris having the “Strike from the Heavens” ability?
... 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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#823
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The fact that it only enhances one type of griffin out of three. Moreover, it is technically impossible to apply this to griffins that already have it. This means that only this type of griffin will be used for Iris.
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#824
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Will there be specialization pictures for Orlando and Guard?
I understand that "Additional Creatures" refers to specializations from 5.5.

Added 5 minutes later
The best picture to use against an assassin is the one of a Wyvern.
У меча предназначения два острия, одно из них ты.

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#825
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Interested
Will there be specialization portraits for Orlando and Guard?
As I understand it, "Additional Creatures" are specializations from 5.5

Added 5 minutes later
The Vaishan portrait is best suited for the assassin's attack.
1) I don't understand what portraits you mean. These are standard specializations, just on different heroes (a reshuffle).

2) Additional creatures mean that every day/level up, additional creatures of that tier are added to the hero. This is similar to the standard specializations that affect creature stats (in both cases, it increases the power of the unit), but only through the number of creatures.

3) The "Scouting" ability (and the subsequent "Camouflage") allows you to steal artifacts from the map (a ritual), acting similarly to stealth in Heroes 4. This is more suitable for rogues than lizards. At the same time, Sorgall is also a representative of the "Assassin" class, and the specialization (in addition to additional lizards) enhances their bite, an ability similar to "Assassin's Mark." The bite triggers when allied creatures attack the target, distracting it (punishing the lizards). And the Assassin's Mark (sign of the cursed) triggers when the target is distracted by performing some active action (punishing the hero).
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#826
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There aren't any pictures there, just enhanced icons (though it might be possible to disable this function?). The damage of the Guard has always been very low, and I don't see the point of Orlando's ability (at first, the hero has a low level to steal Mana, and then no one casts spells anymore; it's only useful at level 15).
And the icon for "Assassin's Mark" also fits the icon for Waishan's specialization.
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#827
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And, regarding buffs. Naturally, those specializations that are not good enough will be buffed. I'm not writing this because it's self-evident (and in any case, the numbers will be recalculated for the new balance).
I disagree about Orlando, specifically in the context of WGE and faster gameplay. Casters are always dangerous as casters; the moment when their spells cease to be effective simply doesn't arrive. :)
Considering the significantly cheaper spells, stealing even a few units of mana can deprive casters of the ability to cast key spells, or any spells at all. Therefore, the specialization should work even at low levels.

For example, spells of the 1st circle cost 1-2 mana, and some casters have a mana pool of 5.
I'll add, so you don't think that all magic is cheap:
1) 1-2 mana
2) 3-5
3) 6-8
4) 10-15
5) 20-30
For each unit of knowledge, a hero has a maximum of 5 mana, not 10.
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#828
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Nargott

...
1) 1-2 mana
2) 3-5
3) 6-8
4) 10-15
5) 20-30
For each unit of knowledge, a hero has a maximum of 5 mana, not 10.
But does it still regenerate 1 mana per unit of knowledge – meaning that mana can now be restored twice as fast? (Previously, it regenerated 10% per day, but now it's 20%?)
... 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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#829
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Most likely, mana regeneration will be not 1, but 2 units per day per unit of knowledge (40%). With mysticism – 3 (60%). I can’t say for sure until testing.
Since the goal was not to have too much mana at the beginning of the battle, but rather not to make it more difficult for heroes using magic to cast spells.
It’s really annoying when people say that knowledge doesn’t matter because it doesn’t kill, unlike SP. Knowledge should matter and will matter, in full force, just as much as any other characteristic, not only in PvE but also in PvP. No knowledge – no access to the best magic, sorry :)

For example, all humans have 10% knowledge, so it’s difficult for them to cast a single “Enslave” spell for 30 mana even once per battle (because it requires at least 6 knowledge), which is why there are no level 5 guilds in the city. But they can cast spells of levels 1-3 without any problems.
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#830
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Orcs: Generic Orc profile = Leadership + Logistics + War Cry (and no Education = 0%). Arghat: specializes in wolves (additional creatures). Kujin: specializes in demons, as in the original (+add the "demon" property to all shamans). Gotai: specializes in War Cry, as in the original. Kunyakh: specializes in Warlords. Heroes removed: - Krag - Goshak -> Kunyakh Elven racial profile: 1) All heroes have pre-set tiers in the Enchanter class: Rangers (Tier 1-2), Avengers (Tier 3-4), Druids (Tier 5-6); 2) All creatures of the specified tiers, of all races (including neutrals), are pre-set. 3) In the Ranger guild, you can choose Enchanters (using the standard mechanic), but then the pre-set tiers will be removed. 4) When leveling up, a developed/skilled racial elf receives an additional +1/+2 to attack. Faidaen's special ability: in addition to Tiers 1-2, Tier 7 ("Dragon Slayer") is pre-set. With an upgraded "Deadly Shot," he will be able to kill 1 Tier 7 creature per shot, even at early levels. Remove Krag's special ability from the game. The "Luck" skill: provides not permanent, but variable bonuses to random parameters (they change every day). Agrail (special ability): doubles the variable bonuses from the Luck skill (up to +6 variable stats each day). Added after 11 hours 52 minutes Added after 1 hour 50 minutes Two questions: 1) Is it possible to swap the parameter distribution for the Cultist and Reanimator? 2) Is it possible to replace Leadership for the Barbarian and Shaman with Engineering, thereby making the racial profile not (Leadership + Logistics + War Cry), but (Engineering + Logistics + War Cry)?
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#831
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I had an idea to give Kaspar the Orc specialization and name him a herbalist, since we're already talking about engineering, but otherwise, an Orc would only get it because of the tent.

Added 43 seconds later
I agree about the reanimator.
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%