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

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#832
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Regarding Kaspar, I don't see any advantages from such a change, and the Necromancer class will clearly suffer conceptually (currently, all 3 heroes are tied to resurrection: Orson - through endless crab summoning, Kaspar - through the tent, Vlad - through reanimation).

Regarding the stats of the Cultist/Necromancer, I think I'll go ahead and make the change.
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In reply to Nargott
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#833
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Orcs:
The general Orc profile = Leadership + Logistics + War Cry (and no Education = 0%).

What if an Orc encounters a witch's hut on the world map with the "Education" skill? Will he gain it? And how will this skill develop for him?

Remove the special unit Krag from the game.
Why?:eek:
The "Luck" skill: provides not constant, but variable bonuses to random parameters (they change every day).
Agrail (special unit): doubles the variable bonuses from the "Luck" skill (up to +6 variable stats each day).

Please provide more details - I understand that this is instead of witchcraft for the Orc, but what does Agrail have to do with it, and should it be renamed so as not to be confused with luck, which is a skill.
... 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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#835
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"SRD"
what if an Orc encounters a witch's hut on the world map with the "Education" skill? Will he get it? And how will this skill develop for him?
If it's not possible to completely remove it from the hut, that's okay – standard level 1 skills will be given instead: Diversion (with +1 to Magic), Intelligence, and Military Knowledge (with +1 to Knowledge). But there are no level 2 skills.
why?
I don't like this special ability. There's an exploit: you wait for Krag's first turn, and then you essentially have an enhanced Offensive Guard, because the hero is ahead by 25-50% on the turn order (and in the mod, even 35-50% due to the reduced starting turn order variance of 15%). And in addition to that, you also get an enhanced attack.
please explain in more detail – I understand that this is instead of Magic for the Orc, but what does Agrael have to do with it, and should it be renamed so as not to be confused with Luck, which is a skill?
Magic for the Orc works on a similar mechanic, but gives a bonus to 1 parameter, while Luck can give bonuses to different ones.
Essentially, the hero specializes in the "Luck" skill and is interested in developing it to the maximum.
The Luck skill:
+1/2/3 to Luck
+1 to a random, equally likely parameter for each level of the skill (updated every day)
Agrael's special ability turns this into +2 to a random, equally likely parameter for each level of the skill.

"Floating bonuses" from Luck or Barbarian Magic are not applied immediately at the beginning of the day, but immediately after the hero starts moving, so that the player can easily see the natural parameters before moving.
"AstralLein"
Why remove Education from the Orcs? Shamans exist!
Shamans here don't focus on Education, but on Powers (suppressions). They simply don't need it in terms of gameplay.
And why I removed it is because it's a poor skill for the Orc; there's nothing interesting about it, and all the good things have already been distributed among the racial or creature skills.
Fury of Fire is in the racial skill.
Mentorship is in the racial skill for Humans.
Endurance is in the creature skills (reworked into Barbarian Might: +1 to all parameters for each mastered Power).
Dark Revelation is not interesting enough to leave the Orc with a base for it.

Powers are not as weak as the regular suppressions in the original game, and can be used as key bases, since they have very significant combat bonuses. For example, a mastered Chaos Power gives +4 to Attack if the opponent does not have a mastered Chaos Magic (and neutrals don't), with which it mutually neutralizes. +4 to Attack is approximately +30% to damage to troops.
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#837
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Well, there aren't many alternatives regarding Skills/resistances – either parameters or elementals, as in Heroes of Might and Magic V.5. And by the way, education also provides parameters; this is essentially a compensation for the Shaman's lack of them. The Warlord has easy access to only 1 Skill – Chaos (the Shaman has 3 others). The Barbarian doesn't have any easily accessible Skills at all; he relies on classic combat skills and only gains a Skill if he's lucky. Hard-to-get Skills have a 2% chance, making them difficult to acquire. But the primary ones have a 20% chance. I wrote about Barbarian magic earlier. In addition to enhancing the "Magic Resistance" skill, it also converts into one of 3 other parameters at the beginning of each turn (randomly).
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#839
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Might is opposed to Magic. These are two sides of the same coin. That is, each school has two components: Magic and Might. Ordinary heroes are trained to use Magic, while orcs use Might. Example: Mages can create ice shapes from water (spells), but orcs cannot create anything from water; they simply unleash all the power of the raw, unformed element on the enemy. Magic is concrete (spells). Parameters are abstract (they have no form; they simply enhance). The word "Suppression" or its analogues does not reflect this essence but only reminds us of the inadequacy of this skill, which, apart from the basic school, did not give anything for the price of investing a large number of level-ups. But Might is a different matter; it explains both the neutralization of Magic and combat bonuses, and the reverse neutralization (we are talking about the fact that these combat bonuses can be canceled out by upgrading that same Magic against the opponent).
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#841
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Example of Power (note that the special skill applies only to certain units; heroes do not have this skill):
Chaos Power: Enemy Chaos magic spells are weakened: they are always cast at skill level 0 and with 90% casting chance (30% casting chance for special skill spells). The hero receives +2 to attack for each developed/expert Chaos Power level, if the enemy hero has not developed a developed/expert Chaos Magic skill.

The meaning of separating the weakening effect and combat bonuses is simple: we must be able to counter a school with a relatively small number of skill points (in this case, only 1 for the base skill + 0 to 3 for the abilities). The remaining part of the skill and abilities is invested in combat bonuses. But if we simply give good combat bonuses, the Power will become too strong. After all, it would be possible to completely negate a large number of levels that the opponent has invested in a particular school, and in return, receive bonuses. Therefore, the neutralization is mutual:
- either you don't take combat bonuses (you don't develop the skill to developed/expert), and then if you don't guess the school, you will be at a disadvantage, but a small one (and if you guess, the opponent will be at a small disadvantage)
- or you take combat bonuses, but then if you guess the school, and the opponent has invested heavily in it, both will suffer (you will be left without these bonuses)
Finally, combat bonuses will be very useful in breaking through defenses (where simple weakening effects simply fail).

Banning to skill level 0 looks scary, but in reality, the effect is on average no stronger than, say, "-30% damage from Chaos." This is due to the fact that the dependence of the strength of spells on the skill level is significantly reduced (each skill level strengthens the spell by an average of 0-30%).
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#842
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What I find strange is this: physics aside, based on the original game and the game being created here, we get:
It seems normal to have an army with several Knights, but with dozens of monks chanting something on the battlefield – I find it more believable to have an army consisting of many fighters (such as archers and infantry, as well as cavalry) and supplemented by a few religious/cult servants performing a support role – that is, according to this logic, the number of monks/priests/druids/shamans, etc., should be less than the number of knights/lizards/nightmares/unicorns, etc. – well, that’s just 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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#843
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So, what’s the suggestion – to make casters super-powerful units of the highest tiers, capable of easily defeating knights? Or to reduce their stats so that they are ineffective as combat units and fall with the first hit?

Added 2 hours 29 minutes ago
Update: I’ve updated the 3rd post in the thread, the “Heroes” section. I’ve updated the diagrams and skills and made them more visually appealing.
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#845
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These monks are a mix of Eastern and Catholic monks, so they also fight.
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%
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#846
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"SRD"
I believe more in an army that would consist of many units (both ranged and melee infantry, as well as cavalry) and be supplemented by several servants of religion/cult performing a support role.
Any general increase in the number of troops leads to a gradual deterioration of the gameplay, because it eliminates the element of "micro-control" over each creature, which is so important for the hero mechanics. If desired, it is easier to imagine that 1 warrior corresponds to a squad - a dozen or even a hundred (scaling), than to break the gameplay because of this. The mechanics of Heroes are designed for micro-battles, and I try to get the most out of this format. When killing each dragon or ent is not just a trivial task, but a whole event. Perhaps, I will release a separate version of the game where all the numbers of tiers 1-5 are multiplied by 10, and tier 6 (plus angels and devils) - by 5. (In this version, however, griffins will be on tier 6, and knights on tier 5). And then it will be possible to clearly compare the sensations, what is better - epicness or micro. But regeneration, deadly cold, and other similar effects that affect individual creatures will then be relevant only against tier 7 (which is already a deterioration of the gameplay). Currently, the numbers are maximized for the role-playing model. For example, only starting from level 2, an ordinary hero can reliably kill 1 creature of tier 2 per hit. From level 5 - a creature of tier 3 per hit. From level 8 - a creature of tier 4 per hit. From level 15 - a creature of tier 5 per hit. And it will not be possible to reliably kill creatures of tier 6-7 so easily. Only with the support of skills on the hero's attack, such as "Heroism" (200% damage), "Relentless Force" (300% damage) or "Deadly Shot" (minus 1 creature in the sworn). Detailed percentages for the hero's attack can be found in post 3 of the topic (on the first page). The hero, as a combat unit, goes from tier 4 to tier 6-7, but at the same time does not cross the line "I will kill dragons or knights in packs".
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