Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?




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.
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...
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.
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.
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).
And the icon for "Assassin's Mark" also fits the icon for Waishan's specialization.
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.
...
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.
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...
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.
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)?
Added 43 seconds later
I agree about the reanimator.