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Posts from UNIT - Creature Balance + Visual Changes Auto-translated

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#259
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Now imagine Multiplayer, where you're playing against an opponent who takes an hour for each turn, constantly resurrecting units with a tent until they're completely worn out. :)
They stand in a deep defensive position and resurrect, even though they could quickly finish off the enemy, but they drag it out to fully and freely restore all their losses.
It's not 5 shots, not 10, and not even 20, but 100, meaning it's specifically designed to be unlimited!

The most annoying thing I've seen in Disciples 2 is exactly this kind of healing when playing as Humans/Elves. While you're blocking and healing, and at the same time killing the enemy with archers, that's normal. But if you leave the enemy's last unit alive and start healing faster than they can attack, and the archers just skip their turns, it starts to feel like a perversion. And you can't give it up because it's effective (free and unlimited).

It's easier to compensate for the percentage of losses with scripts, if a tent is available. For example, like this: reduces losses after battle by 10/20/30/40% (depending on the skill). It will be almost the same, only without wasting time.
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#261
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A tent and a ballista do not exclude each other. However, if the tent didn't have resurrection, then you could heal as much as you want (although there are also creatures with regeneration, but that's a special case; they resurrect without the tent, and with the tent - faster).
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#262
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Here, here – 100 charges are good if there won’t be much healing, but only removing curses, or healing without resurrection + removing curses (like Lay on Hands). When resurrecting fallen units, it’s better to have 5 charges for the tent, at most 7-8, and even that is risky as it can prolong the battle (3 is definitely too little, in my opinion).
... 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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#264
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Recovering some of the losses after a battle (using scripts) solves all the issues related to the tent's ineffectiveness in a prolonged game. If you don't want to solve the problem with scripts, you can modify the executable file to increase the tent's healing power and even tie it to the hero's level. In fact, this is how it's done in the MMH5.5 mod.
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#266
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The logic is that the ballista deals damage, while the tent revives fallen units. And this is much more important for breaking through enemy lines, as more enemies are killed than units are lost, and losses are a critical factor.
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#268
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Nargott
Does the tactic of endlessly prolonging a battle to fully recover losses not bother you?

There are no endless battles. The first-aid tent restores a fixed amount of HP - 100 units (without additional bonuses in the form of specializations, etc.). In the early stages of the game, this may be too much, but you still need to acquire the appropriate perk. However, in a longer game, the efficiency of healing is very low, and the tent mostly serves as a dispel. After 3 uses, the tent turns into a decorative element and negates all the benefits of upgrading the machinery and the perk for the tent, as well as all the specializations of heroes based on it. That is why I always preferred to avoid these skills and, when leveling up, choose practically anything except "the basis of machine control."
Nargott

-Fire Demons (upgrade). Defense 5 (+1), Health 15 (+2), Damage from the "Explosion" ability increased by 250%.

It's high time to bring the ability to a decent level.
Additionally, I would also reduce the jump radius of the Alto from 8 to 7 (so that they can only attack with the tactic).

In this case, the damage from the ability will be reduced. If I remember correctly, the damage scales with the distance to the target.
Nargott

As I understand it, Centaurs are currently bored on tier 2. With minimal changes, you can simply move the units from tier 3 to tier 2 (without changing characteristics or growth), and the Centaurs - from tier 2 to tier 3 (strengthening them to the level of Minotaurs). This significant change will actually only affect the Centaurs.

The Centaurs will definitely occupy tier 3; I just haven't had time to move them up a level yet. I would also like to note that the list of changes is not yet final and will be gradually expanded.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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#269
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10000 is a lot. You can revive about 40 angels.
У меча предназначения два острия, одно из них ты.

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#270
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"Frozensoull"
There are no endless battles. The first aid tent restores a fixed amount of HP - 100 units (without additional bonuses in the form of specializations, etc.). In the early stages of the game, this might be too much, but you still need to acquire the appropriate perk. However, in a longer game, the efficiency of healing is quite low, and the tent mostly serves as a dispel. After 3 uses, the tent turns into a decorative element and negates all the benefits of upgrading the machinery and the perk for the tent, as well as all hero specializations based on it. That's why I always preferred to avoid these skills and, when leveling up, choose almost anything except "the foundation of machine control."
Do you doubt that it's possible to deliberately extend a battle to all 100 rounds for complete recovery?
I suggested using scripts to restore a percentage of losses after a battle, precisely with the expectation of a long game, but so that the player doesn't have to struggle with this tent for 100 rounds (and doesn't make the opponent wait all that time).
In that case, the damage from the ability will be reduced. If I remember correctly, the damage scales with the distance to the target.
It's not a big deal; the ability is already one of the strongest in the game. The point of the change is to weaken the rushing tendency of the units, so they can't just rush in on the first turn (only under tactics). The upgraded unit has a speed of only 5, while the alternate unit under this ability has practically flight and 8. You could even reduce it to 6, but also reduce the received retaliation from 300% to 200% (according to their actual description).
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In reply to Заинтересованный
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#271
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Interested
10,000 is a lot. You can revive about 40 Angels.

Funny arithmetic.)
Let's draw an analogy. Suppose the average salary is about 20,000 rubles, then in 50 years you can earn 12 million rubles. This is a very impressive figure; every person is a potential millionaire, but try to live that long... In theory, everything looks much better than in practice.
Nargott
Do you doubt that it is possible to prolong the battle for all 100 rounds specifically for complete recovery?


Purely theoretically, it is possible, but for this, many factors must be met, for example, the low speed of the last enemy stack or the high speed of friendly units (or no retaliation from the enemy stack), the absence of an uncontrollable ballista, an underdeveloped enemy hero (or its complete absence), and many other factors. Too many "ifs." In any case, this is pointless. Besides, the tent can be destroyed.
Nargott
I suggested using scripts to restore a percentage of losses after a battle, precisely with the calculation for a prolonged game, but so that the player does not have to deal with this tent for 100 rounds (and does not torture the opponent, who has to wait all this time).

It is easier to compensate for the percentage of losses with scripts, if the tent is present. For example, like this: reduces losses after battle by 10/20/30/40% (depending on the skill). It will be almost the same, only without wasting time.

As an option. Has this already been implemented somewhere? It is interesting how this will look in practice.
Nargott

It's okay, the ability is already one of the strongest in the game. The meaning of the change is to weaken the rushing focus of the units so that they cannot simply rush in on the first turn (only under tactics). The upgraded unit has a speed of only 5, and the alt unit under this ability has virtually flight and 8. You can even reduce it to 6, but reduce the received retaliation from 300% to 200% (according to their real description).

Also, as an option, or you can try to increase the initiative and speed of the upgraded unit. To better reflect the role of a kamikaze.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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#272
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Half of the factions have dark magic, which makes the task easier, and Orcs can intimidate.
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%