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

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#997
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Craft -> Magic (racial mages)
Arcane Wave -> Empowered Spells (English original)
Feeble Sacrifice -> Debilitating Strike (original)
Death March -> Harbinger of Death (similar to the original)
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#998
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Update on the Orcish classes:


The Barbarians are gone, replaced by Amazons, and the heroes have been slightly reorganized.
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#999
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Fireballs/Thunderbolts
No. Just no.
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#1000
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Starting armies.
The goal was to ensure that no two heroes could obtain a super-stack by combining their armies.
Therefore:
1) Classes do not overlap (each class corresponds to its own type of upgrade in the starting army)
2) Within the same class, there are no identical creatures.
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In reply to Nargott
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#1002
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Nargott

Starting armies.
The goal was to ensure that no two heroes could obtain a super-stack by combining their armies.
Therefore:
1) Classes do not overlap (each class corresponds to its own type of upgrade in the starting army)
2) Within the same class, there are no identical creatures.
So it wouldn't turn out like with Hafiz? He gathered 100 gremlins on the first day and set off.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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#1003
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Uriel Septim X
so it doesn't turn out like with Hafiz? I gathered 100 gremlins on the first day and set off.
More for gameplay reasons than balance.
Gathering a super-stack is profitable, but playing with it is less interesting than combining different units.

Regarding Hafiz, there isn't such a huge advantage here, which specialists get at level 1 in the form of a huge starting army in the original game. Hafiz is much more modest here; his army is no more powerful than that of other heroes.
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#1004
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Planned changes to starting skills:

Friede - Inspiration (formerly Overseer)
Rutger - Overseer (suited for starting knights, formerly Warlord)
Alaric - Warlord (formerly Keen Mind)
Erin - Keen Mind (formerly Wisdom)
Markel - Wisdom (formerly Necromancy)
Arantir - Advanced Necromancy (formerly Earth Lord)
Dirael - Earth Lord (formerly Forest Fury)
Talanar - Forest Fury (formerly Inspiration)

Also, give Rutger the cavalry charge special ability, and Friede the griffin ability (additional creatures). Friede's starting army will be royal griffins instead of paladins. Orlando - heavy griffin or champion (depending on who will be at level 5 for humans).

Rename the "Warlord" skill to "Rearm," and change the effect to:
Allows you to perform the "Rearm" ritual by spending 50% of your turn (free to change the tiers of selected troops, similar to visiting a fort). An analogue to the dark ritual.
Or would it be better to call it "Retraining"? But then the racial skill would be "Preparation," or "Training," or "Counterattack"?
Readiness and Mentorship are derived from this skill.

In the arena, it allows you to change the tiers before the battle, seeing the opponent's army (including those tiers that were not built in the city). It will allow you to field a combination of Tier 7 units + paladins (knight tier), which is difficult and unprofitable in normal conditions (in terms of tempo and resources).
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#1005
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Retraining. Many creatures still have the same weapons, and this isn't about weapons, but about skills.
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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#1006
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Here's a question: could someone remove the quiver from the upgraded thrower unit? If it's a simple task and won't take much time, of course. The idea is to swap the units around: give the base unit the throwers, and the upgraded unit the spearmen (melee fighters). Since the upgraded unit's style aligns with the Berserker class, which typically uses melee combat. However, a simple swap of the models isn't suitable due to the color scheme mismatch.
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#1007
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Don't they pull spears out of their quivers? As someone who isn't very good at modeling, I would just put a transparent texture there, but what should I do with the animation?
 

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#1008
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If these are melee units, why would they need to interact with a quiver? (unless it's itchy :)) The implication is that this upgrade won't allow them to shoot at all (like the basic version in WGE does now). But the basic version will be able to shoot. That's why the spiky quiver needs to be confiscated; the fighters are complaining :)
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#1009
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Nargott
If these are melee fighters, why do they need to touch the quiver? (unless it's itchy :)) It implies that this upgrade won't be able to shoot at all (like the basic one in WGE). But the basic one will. That's why it's necessary to confiscate the spiky quiver; the fighters are complaining :)
by the way, yes, he just waves his hand in different directions. And when throwing, he throws a spear that he holds in his hands, and then takes out a new one.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#1010
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2 announcements regarding magic.

1. Reorganization of the elemental concepts of Earth and Ice. Earth will depend heavily on magic and skill, while Ice will depend only on magic.

"Specialized" elements for hero classes:
- Knight, Paladin, Ranger, Druid = Lightning / Ice (no skill, average 20-30% magic)
- Inquisitor, Avenger, Reaper, Cultist, Necromancer = Ice (no skill, 40% magic)
- Alchemist, Sovereign, Veteran = Fire (has skill, 10% magic)
- Warlock = Earth (has skill, 40% magic)
- Mystic, Archmage, Destroyer, Fiend, Berserker, Priest, Assassin, Witch = Fire / Earth (has skill, 20-30% magic)

And in general, for factions:
Humans, Elves: Ice / Lightning
Undead: Ice
Magic, Dwarves, Demons: Fire / Earth
Dark Elves: Earth / Fire

2. I've been thinking for a long time about the concept of buffs/debuffs and have come to the conclusion that it is necessary to have the ability to convert magic directly into physical parameters (attack and defense). Because even a short duration doesn't really reflect the increase in spell effectiveness from magic. And the duration of spells should be tied to skill, but not to magic.

Examples:
Evasion (1 mana) = 75% protection from ranged attacks, 2/3/4/5 rounds
Blessing (2 mana) = maximum damage, 2/3/4/5 rounds
Stone Skin (3 mana) = increased defense by (5 + Magic), 1/1.5/2/2.5 rounds
Righteous Might (5 mana) = increased attack by (5 + Magic), 1/1.5/2/2.5 rounds
Haste (5 mana) = 200% initiative, 1/1.5/2/2.5 rounds

Curse (1 mana) = minimum damage, 1/1.5/2/2.5 rounds
Distraction (2 mana) = cannot shoot/attack, 1/1.5/2/2.5 rounds
Weakness (3 mana) = reduced attack by (5 + Magic), 2/3/4/5 rounds
Disrupting Ray (4 mana) = reduced defense by (0/1/2/3 + Magic)
Slow (5 mana) = 40% initiative, 2/3/4/5 rounds
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#1011
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I spent a long time thinking about the concept of buffs/debuffs and eventually came to the conclusion that it is necessary to have the ability to convert magic directly into physical parameters (attack and defense).
The idea seems correct to me, but is it possible to implement it?
 

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