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

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In reply to AstralLein
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#878
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regarding elemental immunities – the corresponding elementals, dragons, and units whose nature is related to a particular element should possess them (for example, phoenixes are related to the element of fire).
... 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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#879
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"AstralLein"
Mythology, after all... a dozen of "Tors" sounds strange.
But doesn't the fact that the devils are named after a Satanic god bother you? ))
They couldn't come up with better names for alt-tans than "Tors." "Earls" are constantly confused with "Jarls" (it's the same thing).
By the way, accumulating ten "Tors" with the WGE dynamics is difficult; it's like collecting 5 dragons. :)
The point is that 6th tier creatures are usually not numerous enough to include legendary creatures like Hydras. You can't gather many of them in an army.
Even 2-3 "Tors" are a serious enough threat to be taken seriously.

Regarding immunities, I simply didn't mention the neutral creatures; they have them too.
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#881
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Undead: Deydra (Banshee): The hero's "Banshee's Wail" ability is enhanced: the penalty increases from -3 to -5. (no initiative penalty) Markel (Death Lord): 1 lich joins (and continues to join) the hero's army for every 4 levels of the hero. (cost of 1 lich = 1500) Ornella (Cursed Queen): The "Curse" spell is enhanced. In addition to its usual effect, it reduces the target's defense by 1 for every 4 levels of the hero, starting from the first. Vlad (Resurrector): The "Raise Dead" spell is enhanced; when used, the hero's magic skill is considered to be 1 higher for every 2 levels of the hero, starting from the first. Orcs: Keegan (Goblin King): The "Goblin Aid" ability is enhanced: from +4 goblins per hero level to +8. (cost of 1 goblin = 100) Garuna (Blood Drinker): Each enemy unit (including summoned troops) killed increases the attack of all creatures in the hero's army by +1 for every 7 levels of the hero, starting from the first. Kujin (High Shaman): 1 shaman joins (and continues to join) the hero's army for every level of the hero. (cost of 1 shaman = 350) Shak (Wyvern Tamer): Wyverns in the hero's army receive +3 to health for every level of the hero. Argat (Wolf Lord): The "Pack Leader" ability is enhanced: from +4 wolves per hero level to +6. (cost of 1 wolf = 200)

Added 32 minutes ago
"SRD"
regarding elemental immunities - they should be possessed by elementals, dragons, and units whose nature is related to a particular element (for example, phoenixes are related to the element of fire)
The problem is that dragons are not made of stone. At best, earth immunity can be given to emerald dragons. Otherwise, the question will arise of giving all dark dragons immunity to Darkness (which, of course, does not exist in the game)
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In reply to Nargott
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#882
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Nargott

The problem is that dragons aren't made of stone. At best, you can give earth immunity to emerald dragons.
Otherwise, the question arises of giving all dark dragons immunity to Darkness (which, of course, doesn't exist in the game) :)
Immunity to darkness should not be compared to immunity to earth, because in Heroes 5, we don't have an "earth magic" school, but we do have a "dark magic" school. We don't have full-fledged earth magic; we just have 4 spells related to the earth element (Shock, Meteor Shower, Stone Spikes, Plague).
That is, in this case, the concepts of "immunity to earth magic" and "immunity to dark magic" cannot stand side by side. Let's consider dark magic and its distinctive features: - in addition to the fact that it is a school of debuffs, we can identify another distinctive feature - all mind magic spells are in darkness, and here is an ability that gives immunity to several spells - this is the ability "immunity to mind magic," and it is the one that can stand next to immunity to earth - in both cases, we have abilities that give immunity to several characteristic spells of a certain element; therefore, I suggest giving Light Elf dragons immunity to earth magic, and Dark Elf dragons immunity to mind magic

Added 1 hour 14 minutes later
by the way, what about the neutrals - how many are there, what are they like, will those two unused IDs be used (Yeti and Black Knight)?
... 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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#883
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They couldn't have come up with better names for the alternate factions than the ones they did.
It's not difficult to come up with names, even if you only draw from Scandinavian mythology/culture. What's the problem with calling them Jotunn, Aesir, or Vanir? Or Húskarl, if you want something in the style of Jarls and Thanes?

Added 12 minutes later
Here's the link to Wikipedia. On the right, you can immediately see a good set of titles that can be used instead of Earls.
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#884
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"Ple-Sen"
It's not difficult to come up with a name, even if you draw exclusively from Scandinavian mythology/culture. What's the problem with calling them Jotunn, Aesir, or Vanir? Or Huscarls, if you want something in the style of Jarls and Thanes?

Scandinavian titles won't sound right.
Aesir is too refined a name; it doesn't convey the raw power of a giant.
Jotunn is the most interesting option of those listed; it needs further consideration.
"SRD"
I suggest giving the Earth Element-aligned Dragons immunity to Earth magic, and the Mind Element-aligned Dragons immunity to Mind magic.
Mental immunity already exists for Titans and Berserkers. Adding more mental immunity is debatable, again, considering the goal of minimizing the number of abilities and maintaining the uniqueness of the Titans within their tier.
The same applies to Earth magic; if there were Stone Dragons, it would be a different story. In other words, the ability lacks support from the visuals and gameplay; and if we try to align it with the official lore, we could end up with Tier 5 Vampires, and other "lore-based" changes in magic, etc. (I don't see any other compelling arguments in favor of including these immunities).
Azure Dragons already have a good immunity – to Death. A second one here is redundant. On the other hand, Elves don't work with Chaos (Druids in the new release will also be without Chaos, only native Light+Summoning), so immunity to an element for a non-Chaos Faction is strange. Elemental immunities exist for mage creatures, Dwarves, and Demons – all of them are Chaos Factions, meaning they can throw immune units into the fray and blast them from above along with their opponents using area-of-effect spells.
Again, I would like to point out that Golden Dragons, and especially Azure Dragons, contradict the lore themselves. The latter are definitely not related to Earth; Golden is closer to the Solar Elrath, and Azure is closer to the Celestial Ilath.

Added 7 hours 2 minutes ago
I think it would be better to give Dwarves a racial bonus of 1/2/3 random resources (excluding gold) for each level, including previous ones? The idea is that these are the resources that the Dwarf will spend on using runes in the breakthrough (compensation for resource loss). On the arena, give corresponding bonuses only for levels exceeding 12 (the basic upgrade level).

Another question: what to do with the racial bonus for Mages, since it is also tied to the artifact forge; if there is no forge, then the racial bonus is 0.
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#885
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Regarding the replacement of "toram".
Easy – Asy.
-------
Don't read – just write the message.
In short, I agree with Ples 100%.
 

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#886
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In general, here's how I think about the racial skills:

PREPARATION: Hero's units deal 50% more damage on counterattacks. The hero receives +0/1/2/3 to defense. Additionally, the Knight can train troops in the city for 200% the price, up to 10 creatures per week.

AVENGER: The hero receives +0/1/2/3 to attack and can choose 1/2/3/4 sworn enemies in the Avenger's Guild. The hero's troops have a 40% chance to deal 200% critical damage to sworn enemies. Until sworn enemies are chosen, all creatures are considered sworn enemies: level 5-6 for the Ranger, level 3-4 for the Avenger, and level 1-2 for the Druid.

CRAFT: The hero receives +1/2/3/4 to knowledge and can create level 1/2/3/ mini-artifacts in the artifact forge for 50% the price and apply them to creatures from the Academy.

RUNES: The hero can learn runes, and the hero's troops from the Clans can use level 1-2/1-4/1-5 runes without consuming wood or ore. The hero receives (and continues to receive) 1/2/3/4 random resources for each level. On the arena: the hero only receives resources for additional levels exceeding 12!

Added 6 minutes ago
OCCULTISM: The hero receives +1/2/3/4 to magic power. The hero's spells ignore 20/40/50/75% of magic resistance.

The main idea is that a racial skill shouldn't be completely tied to building a structure, just as learning a magic school isn't completely tied to building a guild. We've distributed all types of parameters among the racial skills. Humans were given defense instead of further increasing counterattack for the following reasons: it's dangerous to give too strong a counterattack due to specific strategies on defense with readiness; on the other hand, giving a small bonus to counterattack for each increase is also not good, as this is a very situational damage. For comparison, imagine that you have a new skill - archery, which gives +30% to ranged damage at each level; each individual increase is good (due to the specificity of the damage), but in total, when playing with archers, it looks too dangerous. And finally, someone had to be given defense - only humans remained.

I remind you that each unit of a parameter works as +2 in the original, in terms of its strength. Therefore, each such increase is significant.

What I didn't like very much: racial skills are available from the start, and therefore, in the case of craft/occultism, they will give bonuses to parameters already from the start, distorting the starting parameters of mages and dark elves:

Alchemist: 3/2/1/4 => 3/2/1/5 Mystic: 1/3/2/4 => 1/3/2/5 Archmage: 2/1/3/4 => 2/1/3/5

Assassin: 4/1/3/2 => 4/1/4/2 Queen: 3/1/2/4 => 3/1/3/4 Dark Priest: 2/1/4/3 => 2/1/5/3

Added 9 minutes ago
"SRD"
by the way, what about the neutrals - how many are there, what are they like, will those two IDs that are not used (Yeti and Black Knight) be used?
I haven't added any new neutrals yet (although there is such an opportunity in the executable - no worse than in NCF). This is the very last priority, because there are already a lot of creatures in the game, and it's not that important whether they are neutrals or not. Plus, usually the quality of the new creatures' artwork leaves much to be desired, or they duplicate the old ones. There must be compelling reasons for adding each new creature: a simultaneously interesting and unique combination of abilities + a high-quality, unique visual appearance.

Maybe we should remove the "forest cunning" skill from the game? The funny +10% chance for sworn enemies doesn't make any difference, and there are already enough parameter bonuses. And return native lands? By adding situational +1 to speed with a bonus of +1 to luck? That is, the general branch would look like this: Forest Fury: +1 to attack and +1 to maximum damage for native troops - Forest Leader: +1 to morale and additional dancers - Native Lands: +1 to speed on native land and +1 to luck
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#887
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Mana regeneration on the arena:

Completely natural.
Example: the hero started with 3 knowledge (15 mana), and during leveling up and buying artifacts, reached 10 knowledge, but still has 15 mana.
The next day (before the battle), he recovers 10*2 = 20 mana, according to the natural mechanic (2 per knowledge point), for a total of 35 mana (with a maximum of 50).

Visiting a well will be available, which fully restores mana to the maximum, but for an additional cost of 500 gold per mana point (if there is not enough money, it restores below the maximum). This simulates the fact that when playing on a map, in order to face the opponent with full mana, we have to spend time visiting wells, or save mana during exploration (and time is converted into gold according to the arena's ideology, so gold is given for logistics). Losing time = losing gold.

Mysticism: restores an additional 1 mana for each knowledge point, the same effect on the arena (natural).

Intelligence: increases the maximum mana by 40% (from 5 to 7 per knowledge point), the same effect on the arena (natural).

Dark Regeneration: restores 1 mana for each hero level before each battle, the same effect on the arena (natural). If a well was visited, there is nothing to restore (mana is already at maximum), and the regeneration will not work (but the native effect in battle remains).

Dark Ritual: reduces the cost of visiting a well by 2 times (1 mana costs 250 gold instead of 500). An analogue of DR for the map, where using the ritual partially spends time, but overall saves it (by setting the cost for the ritual to 50% of the turn, not 100%).

Secret Advantage (SA of the Dark Elves): gives +5 to spell power and +50 mana. Mana will be given immediately, not the next day (natural effect).
Thus, in the previous example with 35 mana out of 50, the hero will start with 15+50 = 65 mana. In fact, the ability gives a lot of mana, but disables mana regeneration, visiting a well, and makes buying knowledge pointless, since the mana limit is already exceeded.
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#889
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Hello, could you please tell me if the WGE 5.5 mod already includes the Heroes 5.5 mod? And where can I download the latest version of the Russian-localized WGE?
In reply to OldInvoker
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#890
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OldInvoker
Hello, could you please tell me if the Heroes 5.5 mod is already integrated into the WGE 5.5 mod? And where can I download the latest version of the Russian-localized WGE?
Hello!
Some of the technical solutions from 5.5 are integrated, and some elements (primarily graphical ones) are planned to be borrowed from 5.5, but they are not available yet.
However, 90% of these are completely different modifications; the key difference is in how the authors envision the game (5.5 directly supports playing for 6+ months, with maps featuring a large number of cities; in WGE, the game lasts 2-4 weeks, although it also features maps with a large number of cities). For us, the game's dynamics (the ability to play a match in one evening) is one of the cornerstones upon which the mod is built.
WGE is originally Russian-localized; it is not English-localized. :)
The latest published version is available in the first post of this thread (on the first page), but it only fully supports gameplay in duel format (which is where the mod's development started); the map is still under development and in the "major overhaul" stage.
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