Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
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.
But I haven't verified that yet.
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.
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.
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...
Will Scattershot be removed starting from level 1?
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).
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.
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?
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).
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...
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).
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.
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.
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.
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...