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

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#1027
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Hello, comrade Nargott. I heard that in your mod, the Warlock's racial ability doesn't suppress the magic resistance/immunity of their own creatures. To be honest, I would really like to have this... feature... as a separate mod. And even better – to find out which line in which file is responsible for this and what exactly needs to be inserted where to achieve the desired result. I humbly ask for your help.
In reply to Gileraen
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#1028
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Gileraen
Hello, comrade Nargott. I heard that in your mod, the racial ability of the Warlock does not suppress the magic resistance/immunity of their own creatures. To be honest, I would really like to have this... feature... as a separate mod. Or even better - to find out which line in which file is responsible for this and what exactly needs to be inserted where to achieve the desired result. I humbly ask for your help.
Good day. Really? If that's the case, it's a consequence of introducing new classes; in that case, the suppression of resistances will only occur for one of the three Dark Elf classes. But I haven't checked if that's actually the case yet.
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In reply to Nargott
#1029
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Nargott
But I haven't verified that yet.
At least, Sinithar didn't ignore the black dragon's magic immunity in a duel.

Upd: It's clear now. Duel heroes simply don't have a racial ability. In a battle on the map, those with a racial skill ignore magic immunity. Disappointing.
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#1030
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Here's the situation: Vampirism is a special spell, granted only for the "Seal of Darkness" skill. Revenge is a special spell, granted only for the "Seal of Light" skill. Holy Word, Wave of Death are level 5 spells (can be learned in the guild). Is it worth making the following changes: 1) Vampirism to level 4, Berserk to level 5, Wave of Death - a special spell, only for the "Seal of Darkness" skill. 2) Revenge to level 5, Holy Word - a special spell, only for the "Seal of Light" skill. The point is: Wave and Word are situational spells that may not perform well, while taking up an important slot in the mage guild. For example, getting Wave of Death in the guild at level 5 while playing as Dark Elves (it will hit your own units) or against Demons (it doesn't work), instead of the important Subjugation. Another example, getting Holy Word in the guild at level 5 against Humans, Mages, Elves, Dwarves, or Dark Elves (it doesn't work), instead of the important Resurrection.
Разработчик Heroes 5.5 WarGame Edition.
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#1031
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Nargott
There's a situation like this:
Vampirism is a special spell, only granted for the "Dark Seal" skill.
Revenge is a special spell, only granted for the "Light Seal" skill.
Holy Word, Death Wave are level 5 spells (can be learned in the guild).

Is it worth making the following changes:
1) Vampirism to level 4, Berserk to level 5, Death Wave - a special spell, only granted for the "Dark Seal" skill.
2) Revenge to level 5, Holy Word - a special spell, only granted for the "Light Seal" skill.

The point is: Wave and Word are situational spells that may not perform well, while taking up an important slot in the mage guild. For example, getting Death Wave in the guild at level 5 while playing as Dark Elves (it will hit your own units) or against Demons (it doesn't work), instead of the important Subjugation. Another example, getting Holy Word in the guild at level 5 against Humans, Mages, Elves, Dwarves, or Dark Elves (it doesn't work), instead of the important Resurrection.
I agree - I've also been thinking about how to solve the problem of situational spells, and even if important spells are nearby, getting something that is often unnecessary instead of something truly valuable is not a great prospect (I've moved Holy and Unholy to level 4 for now - I didn't want to remove spells, although I'll probably do it eventually)
... 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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#1032
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I agree about the Berserker; it will at least slightly weaken the Darkness.

Will Scattershot be removed starting from level 1?
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
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#1033
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Darkness doesn't seem like the most powerful school.
Berserk is weakened to 50% damage (+no bonuses for spellcasting). Similarly, Subjugation (reduced to 50% initiative without spellcasting bonuses, except for duration).
Confusion is available at level 1, but its duration is fixed at 1/1.5/2/2.5 rounds (depending on the skill), and it won't be possible to keep it active for too long.
For now, I doubt that Confusion at level 1 for 2 mana is more powerful than Weakness at level 2 for 3 mana (roughly speaking, it reduces damage by 2 times for 2/3/4/5 rounds), since Weakness is more versatile (effective against melee units as well).
Разработчик Heroes 5.5 WarGame Edition.
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#1034
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Should the following changes be made:
1) Vampirism at level 4, Berserk at level 5, Wave of Death as a special spell, only available with the "Seal of Darkness" skill.
2) Vengeance at level 5, Holy Word as a special spell, only available with the "Seal of Light" skill.

The idea is: Wave and Word are situational spells that may not perform well, while taking up an important slot in the mage guild. For example, getting Wave of Death in a level 5 guild while playing as Dark Elves (it will damage your own units) or against Demons (it doesn't work), instead of the important Subjugation spell. Another example, getting Holy Word in a level 5 guild against Humans, Mages, Elves, Dwarves, or Dark Elves (it doesn't work), instead of the important Resurrection spell.
Absolutely, that would be much better.
 

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#1035
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In general, the Light/Dark spells will be distributed as follows:

1) Dodge, Blessing - Curse, Weakness
2) Stone Skin, Righteous Might - Impotence, Disarming Ray
3) Exorcism, Haste - Slow, Plague
4) Teleport, Antimagic - Blindness, Vampirism
5) Resurrection, Vengeance - Berserk, Subdue

For skills: Regeneration (Eternal Light), Grief (Darkness Weakness), Holy Word (Light Seal), Wave of Death (Dark Seal).
Do you have any suggestions for additional changes? Considering that buffs/debuffs of levels 2-3 increase/decrease damage, survivability, or initiative by approximately 2 times?
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#1036
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Personally, I really don't like the "vampirism" spell, and not because of the "drain" ability it grants, but because it turns a unit into "undead" – in my opinion, this feels more like necromancy than dark magic.
P.S. Question: is the spell granted as a perk through a script, or by configuring this perk through the game files? (I looked for it, but didn't find such a setting, so the conclusion is: either I didn't look in the right place, or it needs to be done through a script).
... 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...
In reply to SRD
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#1037
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SRD
Personally, I really dislike the "Vampirism" spell, and not because of the "Drain" ability it grants, but because it turns a unit into "Undead" – in my opinion, this feels more like necromancy than dark magic.
P.S. Question: Is the spell granted as a perk through a script, or by configuring this perk through the game's files? (I looked, but didn't find such a setting, so my conclusion is: either I didn't look in the right place, or it needs to be done through a script).
The spell is granted by a script.
Turning units into undead makes Vampirism more functional and interesting. It allows removing control, berserk, blindness, plague, confusion, and partially grief (the dark counterpart of exorcism/antimagic). It allows using Reanimation without losses after a battle.

Moreover, what is also interesting is that Blindness is also a kind of antimagic here, but if Vampirism removes darkness, then Blindness counters light. If the opponent has focused on a particular unit, applying one or more buffs to it, then Blindness will not only take that unit out of the game but will also effectively neutralize all these buffs, the duration of which may end sooner than the duration of Blindness.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#1038
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Nargott
The spell is granted by a script.
Transforming into undead makes vampirism more functional and interesting. It allows removing control, berserk, blindness, plague, confusion, and partially sorrow (the dark analogue of exorcism/antimagic). It allows using Reanimation without losses after the battle.
That's exactly what I'm talking about! - this is what primarily defines "vampirism" - not draining, but becoming undead, which in turn is not related to darkness, but to necromancy (that is, in my opinion, vampirism doesn't belong in darkness)

Added 2 minutes later
Oh yes, I forgot - I'm talking about the lore and the structure of Ashan, and this mod doesn't particularly rely on the lore.
... 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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#1039
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No, if you need lore, you should see a doctor :) (I hope you understood the joke correctly). Vampirism protects against darkness, so why shouldn't it be in darkness? Besides, considering how strong it is (in WGE it always drains 100%), the draining effect itself is the main one. And the very relationship between vampirism and necromancy is questionable: if vampirism is related to necromancy because of the undead effect, then why is this effect completely useless for necromancer troops? In general, as I understand it, your position is that vampirism should be banned for everyone except necromancers, but this decision is unlikely to be acceptable to many other players in PvP, because it narrows tactical possibilities.
Разработчик Heroes 5.5 WarGame Edition.
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#1040
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Hello everyone. I have a really pressing issue. The game desperately needs fog of war for heroes; it would add more hardcore elements to the gameplay. Is it possible to implement fog of war so that the map is visible, for example, around the hero or captured buildings, while the rest of the map remains hidden behind the hero, but with the terrain still visible and enemy heroes invisible? And another question: are these Heroes from /topic/11565/ completely different in version 5.5?
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#1041
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Yes, these are different 5.5 versions. It is unlikely that fog can be added.
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%