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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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#862
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when simultaneously adjusting the scale for dragons and reducing the Knight's stats to match Tier 5, a 1:6 ratio is generally acceptable, but I'd like to try increasing the difference even further. As an option, I don't think anything would prevent us from making the power jump between Tier 6 and Tier 7 slightly more significant. In fact, we have an informal division between tiers: 1-3, 4-6, and 7. We could make a more distinct transition between these groups (basic, elite, champion) instead of a uniform, gradual progression from 1 to 7.
... 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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#863
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In the new concept, it's more of a division into 4 groups (like in Heroes 4):
Tier 1-2 (upgraded with Fortress, Stronghold, and Castle)
Tier 3-4 (upgraded with Stronghold and Castle)
Tier 5-6 (upgraded with Castle)
Tier 7 (not upgraded)
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#864
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Will they be roughly equal in strength? I mean, will they have approximately the same stat gains?
У меча предназначения два острия, одно из них ты.

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#865
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It depends on the faction; each faction has its own strong (expensive) and weak (cheap) tiers.
Specifically for humans, knights are potentially (under the Castle) the strongest tier.

But if the question is whether the growth strength will depend on the strength of 1 creature, then no. If (hypothetically) the knight's strength drops by half, then their growth will also double. That is, the total growth strength will not change; it is already fixed.

Added after 1 hour 33 minutes
"SRD"
as an option, I think nothing prevents making the strength jump between tier 6 and 7 units slightly more significant
Explain using the humans as an example how this should look in relation to the reference dragon. In the format 40:24:15:10:6:6:2 (current ratios, from tier 1 to 7).

Generally, increasing the jump specifically between these tiers will most affect the reduction of discreteness (the value of individual creatures), since currently most tier 6 squads are capable of withstanding 1 hit without losses (if we consider numbers typical for duels). Tier 5 generally no longer possesses this property; there are enough creatures there for someone to die immediately.

Added after 4 hours 3 minutes
Updated descriptions of skills that grant additional creatures:

Pack Leader: 4 wolves per hero level are added to (and continue to be added to) the hero's army.
(cost of 1 wolf - 200)

Call of Darkness: 2 manticores per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 manticore - 1250)

Goblin Help: 4 goblins per hero level are added to (and continue to be added to) the hero's army.
(cost of 1 goblin - 100)

Forest Leader: The hero receives +1 morale. 2 dancers per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 dancer - 300)

Inhabited Mines: Upon capturing each mine, 5 friendly ghosts settle in it every 2 game weeks, starting from the first (but no more than 25). In the arena, the hero receives 20 ghosts.
(cost of 1 ghost - 300)

Death's Tread: 1 Death Knight per every 3 hero levels is added to (and continues to be added to) the hero's army.
(cost of 1 DK - 2000)

Added after 7 minutes
Specialty changes:

Humans:
Rutger (Swiftfoot): All creatures in the hero's army receive +1 speed.
Godric (Ideal Knight): The "Prayer" ability is strengthened: the bonus increases from +2 to +3. The hero spends 1 less mana to cast Light magic spells.
(prayer no longer provides an initiative bonus)
Frida (Captain of Knights): Damage dealt by knights in the hero's army is increased by 10% per hero level.
Alaric (Archbishop): 2 monks per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 monk - 600)
Valeria (Holy Hammer): Every time the hero casts a Light magic spell on a friendly squad, there is a 2% chance per hero level that the "Righteous Might" spell will also be cast on the squad.

Elves:
Wingael (Swift Fighter): At the start of battle, the starting position of each squad in the hero's army on the ATB scale increases by 2% per hero level.
Anwen (Sword of Silanna): All Forest Union creatures under the hero's command deal 3% more damage per hero level to a sworn enemy on any attack (even if a critical hit does not trigger).
Vinrael (Windrunner): The "Haste" spell is strengthened. Its effect increases by 5% per hero level.
Tieru (High Druid): 2 druids per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 druid - 600)
Dirael (Hive Queen): 2 fairies per hero level are added to (and continue to be added to) the hero's army. The "Summon Wasp Swarm" spell is strengthened. Damage increases by 5% per hero level.
(cost of 1 fairy - 125)

Mages:
Jalib (Spell Turner): The hero receives +1 luck. The "Magic Mirror" ability is strengthened, so that when triggered, it always reflects spells toward enemy squads.
Nura (Mystic): During battle, the hero restores 1 mana per turn for every 5 hero levels.
Ora (Wind Speaker): The hero's initiative is increased by 1.
Cyrus (Stormcaller): Heroic Air element spells cannot be deflected. The hero learns strengthened versions of these spells in addition to the regular ones, which deal 150% damage for 200% mana cost.

Dwarves:
Helmar (Eternal Warrior): 3 berserkers per every 2 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 berserker - 300)
Wulfsten (Oakshield): Squads in the hero's army receive 3% less damage from ranged attacks per hero level.
Tolgar (Rune Artist): The probability of the "Completed Rune" skill triggering increases by 2% per hero level.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#866
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Swap the Griffins and Knights (move Griffin to tier 6, Knight to tier 5), and redistribute as follows: 40:26:16:10:8:6:2
... 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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#867
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Demons:
Agrael (Lord of Horror): For every 2 levels of the hero, 1 Nightmare joins (and continues to join) the hero's army. The enemy hero cannot use the "Tactics" ability in battle.
(the cost of 1 Nightmare is 900)
Lord (Spellbreaker): All creatures in the hero's army gain 2% magic resistance for each level of the hero.
Daleb (Iron Maiden): The Ballista, upon hitting, causes an effect equivalent to "Fireball." Enemy losses from the "Artillery" and "Sulfur Rain" abilities increase from 20% to 25%.
Vayre (Lord of Flames): The "Fireball" spell is enhanced; when used, the hero's spell power is considered 1 higher for each level of the hero.
Grok (Dark Lord): For every level of the hero, 2 Imps join (and continue to join) the hero's army. Before battle, the enemy hero loses 2 mana for every 5 levels of the hero.
(the cost of 1 Imp is 150)
Nimus (Gatekeeper): The number of creatures summoned by "Open Gate" increases by 2% for each level of the hero (based on the number of the summoning unit).
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In reply to Nargott
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#868
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regarding the issue of abilities – I agree that there should be fewer of them – Heroes 7 does this well – the same abilities are practically not repeated among different units, uniqueness is not lost, each ability becomes like a calling card of the unit, plus it is easier to remember and perceive the reduced list of abilities. In general, I think we could try to abandon displaying the ability "living creature" and possibly not display the ability "large creature".
... 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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#869
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Regarding not displaying "living creature," that's a good idea. As for not displaying "large size," I'm not sure, because that ability is very important. We could also consider whether to display "demons" and "undead," because these abilities indicate faction affiliation. Although removing "undead" is more debatable than removing "demons."
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In reply to SRD
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#870
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SRD
regarding the issue of abilities – I agree that there should be fewer of them – Heroes 7 does this well – the same abilities are practically not repeated among different units, uniqueness is not lost, each ability becomes like a calling card of the unit, plus it is easier to remember and perceive the reduced list of abilities. In general, I think it might be possible to try to abandon displaying the "living creature" ability and possibly not display the "large creature" ability either.
I agree. It takes up space, and everything is clear without this mention.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#871
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Regarding the large size – it's only noticeable when you see the unit on the battlefield, not before the battle.
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#873
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"AstralLein"
This is usually not a problem.
Let's just say, for some players, it is a problem. For example, I was extremely annoyed in Heroes 7 by the excessive economizing, where neither size, ranged attack, nor flying ability is indicated. Ranged attack and flying ability can still be seen from the icons, but size cannot be determined outside of battle.

Dark Elves:
Sorgall (Lizard Breeder): For every 3 levels of the hero, 1 Predator joins (and continues to join) the hero's army. The damage of the Predator's "Lizard Bite" ability increases from 50% to 110% + 0.5% * Hero Level.
Vaishan (Black Hand): For every 2 levels of the hero, starting from the first, Scouts in the hero's army receive +1 to defense and attack. For every 2 levels of the hero, 1 Scout joins (and continues to join) the hero's army.
Letos (Poisoner): Each enemy unit can enter battle already poisoned (under the "Plague" spell). The probability of this poisoning is 3% for each level of the hero.
Erin (Witch Coven): For every 3 levels of the hero, 1 Witch joins (and continues to join) the hero's army. Witches have a chance (equal to 10% + 2% for each level of the hero) to cast a spell on the hero's target.
Railag (Chosen of Chaos): For each level of the "Luck" skill, the hero receives twice the "floating" bonus to parameters (i.e., +2 instead of +1).
Shadia (Dark Mystic): The "Dark Ritual" ability is enhanced. It allows the hero to replenish mana above its maximum value: an additional 1 mana is given for each level of the hero.
Sinithar (Catalyst): The amount of mana consumed by enhanced spells is reduced by 3% for each level of the hero, rounded down.
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In reply to Nargott
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#874
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okay, then we remove "living creature" but keep "large size"

Added 2 minutes ago
regarding the Earth Elementals - in my opinion, we should restore the immunity to earth magic (all three should have it - they are, after all, children of Silanna).
... 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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#876
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Currently, the elemental immunities are as follows:
- to Earth: Obsidian Golems
- to Lightning: Djinns, Thors
- to Ice: Marids, Ice Dragons
- to Fire: Ifrits, Jarls, Fire Dragons, Lava Dragons, Rift/Sulfur Demons, Fire Imps
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат