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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.Auto-translated
Besides, considering how powerful he is (always 100% drain in WGE), the drain effect itself is the main thing.
Nevertheless, a temporary transformation into undead occurs, but on the other hand, this is not raising from the dead as undead, but a temporary transformation, i.e., if you approach it from this angle, you can avoid linking it to necromancy (then you need to call it something else, for example, "Aspect of Death"). Nargott
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.
I agree with that, but it seems a bit unfair to other schools because darkness is already incredibly strong in terms of mind magic and is advantageous in any game length (unlike chaos), and here there is also the possibility of removing the most terrible spells, endowing with temporary immunity to them. In this regard, I really liked Heroes 4: 1) Magic of Life: - allows you to remove debuffs from yourself (strong side) - does not allow you to remove buffs from the enemy (weak side) 2) Magic of Death: - allows you to remove buffs from the enemy (strong side) - does not allow you to remove debuffs from yourself (weak side) 3) Magic of Order - allows you to remove debuffs from yourself and buffs from the enemy (strong side) - does not allow you to remove only buffs from the enemy and only debuffs from yourself, removing everything at once - both positive and negative effects (weak side)
... 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...
Darkness is strong against neutrals, which doesn't matter—no special skill is required to beat them anywhere, in any mod, or even in practically any game (because it's AI; if you put an AI on one side and a dog on the other, I'd bet on the dog :D). In PvP, I wouldn't say Darkness is strong. Iranna is traditionally a difficult hero to use with skilled Darkness in duels, and it's hard to win against Chaos or Light; against the resist aura, it was almost impossible to win, so the aura had to be weakened from 50% to 30%. Also, Darkness needs to be buffed for the game to play well—the beam, for instance, must be strengthened to keep good options against Light/Chaos. Light/Darkness generally work weaker at the start of the game and stronger in a prolonged one; Chaos/Summoning are the opposite. There is no universality here (but from a practical standpoint, the most dangerous school is Light, in the form of multi-buffs, x2 initiative, damage, survivability, etc.). Regarding control spells: Blindness has been increased in duration (compared to the original, where it wasn't considered a particularly good spell), Berserk has been weakened (50% damage instead of an increase), and Subjugation is very expensive (one cast drains all mana from 6 knowledge = 30), is removed by Exorcism for some 4 mana, and the victim's initiative is fixed at 50%—it cannot be increased further. "SRD"
Nevertheless, temporary transformation into undead occurs, but on the other hand, this is not raising from the dead as undead, but a temporary transformation; i.e., if approached from this angle, it doesn't have to be linked with necromancy (then it should be called something else, for example, "Face of Death")
Face of Death is a meaningless name; abilities/spells of that type were apparently called that in the 6th or 7th part, I don't remember. But vampirism is specific and clear to everyone, without unnecessary pathos or extra questions. That is, from a practical point of view, Vampirism is a convenient concept that fits into the lore. Face of Death might be more "lore-friendly," but it's not convenient at all. "SRD"
1) Life magic: - allows removing debuffs from oneself (strong point) - does not allow removing buffs from the opponent (weak point) 2) Death magic: - allows removing buffs from the opponent (strong point) - does not allow removing debuffs from oneself (weak point) 3) Order magic - allows removing debuffs from oneself and buffs from the opponent (strong point) - does not allow removing only buffs from the opponent or only debuffs from oneself, as it removes everything at once—both positive and negative effects (weak point)
Currently: - Exorcism = allows removing debuffs from oneself, does not allow removing buffs from the opponent, allows removing area debuffs - Antimagic = allows removing debuffs and buffs from a target simultaneously while granting immunity, allows preventing magical damage - Blindness = allows "removing" buffs from a target since the target is taken out of the game for a long time, thereby neutralizing buffs which may expire by the time they wake up - Berserk, Subjugation = similar to Blindness, but far more dangerous (allow using the enemy's own buffs against them) and shorter - Vampirism = allows removing some debuffs from a target while granting immunity, and also allows recovering losses
I started reviewing the distribution of spells among caster units. I came up with 2 ideas. 1. Give units strengthened versions of chaos spells along with regular ones to increase variety and strengthen the relevance of magic in more prolonged games. To maintain choice, strengthened spells will deal about +25% damage (for double the cost), due to a lower skill level than basic ones. Effectively, all chaos casters get a "//force" mode: draining mana twice as fast but dealing magical damage faster. Mandatory: to avoid overlap, strengthened spells must only come in pairs with regular ones (i.e., you cannot give Fireball to priests and strengthened Fireball to ifrits).
2. Give units strengthened charms (light/dark) in pairs with regular ones. Unfortunately, the idea doesn't work in its pure form, having a number of problems: - a pair (regular spell + mass version) provides less variety than 2 different spells - it is not possible to balance relative strength in all cases (often regular versions will be irrelevant) But this could be introduced for a couple of units.
Casters
Monk(10) = Blessing(2) + Might(5) Cleric(10) = G. blessing(4) + S. skin(6) Adept(10) = G. might(10) + Blindness(10) Cherubim(25) = Resurrection(25) Seraphim(20) = Vengeance(12) + Word(20) Total: 7/9 spells per race (Light, Darkness).
Mage(5) = Fist(1) + S. fist(2) + Crystal(2) Wizard(30) = Swords(8) + Elementals(15) + Phoenix(30) Sorcerer(25) = Lightning(7) + S. lightning(14) + Chain(12) + S. chain(24) Marid(15) = Phantom(6) Ifrit(30) = Armageddon(30) + S. armageddon(60) Djinn = 3 random buffs/debuffs level 1-3 *initially the Ifrit has no mana for strengthened armageddon (but secrets of light, imps can help) Total: 9/13 spells per race (Summoning, Chaos, not counting random ones).
Rune Priest(5) = G. evasion(2) + Skin(3) Flame Priest(15) = Fireball(5) + S. fireball(10) + Fire Wall(6) Polar Priest(20) = Frostbite(10) + S. frostbite(20) Total: 5/7 spells per race (Chaos, Light).
Temptress(30) = Subjugation(30) Fiend of Darkness(10) = Thorns(2) + S. thorns(4) + Beam(4) + M. beam(8) + Berserk(15) Balor(15) = Meteor(15) + S. meteor(30) + Disintegration(20) + S. disintegration(40) *initially the Fiend of Darkness has no mana for berserk (but secrets of light, imps can help) **initially Balor has no mana for disintegration and strengthened versions (but secrets of light, imps can help) Total: 6/10 spells per race (Chaos, Darkness).
Plague Lich(25) = M. weakness(6) + M. slow(12) + Wave(25) Higher Lich(10) = G. curse(2) + G. distraction(4) + Reanimation(10) Banshee = Banshee's Scream(0) Total: 7/7 spells per race (Darkness, Summoning).
Shamaness(5) = Evasion(1) + M. exorcism(8) + Teleport(10) *initially the Shamaness has no mana for mass exorcism and teleport (but secrets of light, imps, sacrifice can help) Daughter of Heaven = Inspiration(0) + Prayer(0) Total: 5/5 spells per race (Light).
Water Elemental(20) = Boulder(4) + S. boulder(8) + Ring(8) + S. ring(16) Mummy(15) = Sorrow(5) + Plague(7) + M. plague(14)
Total: 5 casters with 1 spell (Cherubim, Fairy, Marid, Temptress, Banshee) 12 casters with 2 spells (Monk, Cleric, Adept, Seraphim, Druid, Archon, Ifrit, Rune Priest, Polar Priest, Twilight Witch, Elemental Witch, Daughter of Heaven) 9 casters with 3 spells (Guardian, Mage, Wizard, Flame Priest, Shadow Witch, Plague Lich, Higher Lich, Shamaness, Mummy) 3 casters with 4 spells (Sorcerer, Balor, Water Elemental) 1 caster with 5 spells (Fiend of Darkness) All spells and spell versions are used except two: Earthquake (dangerous to give to units as it can break siege mode) and Mines (under AI control leads to game crash).
Spells
Lightning 1 Arrow(1) = 2 x (Sorcery+10/12/14/16) 3 Lightning(7) = 5 x (Sorcery+7/8/9/10) 4 Chain(12) = 5 x (Sorcery+7/8/9/10) Earth1 Thorns(2) = 2/3/4/5 x (Sorcery+2) 4 Meteor(15) = 4/5/6/7 x (Sorcery+2) 5 Disintegration(20) = 9/12/15/18 x (Sorcery+2) Ice 2 Boulder(4) = 6 x (Sorcery+2/3/4/5) 3 Ring(8) = 6 x (Sorcery+0/1/2/3) * Frostbite(10) = 7/8/9/10 x Sorcery (+200% damage for 1 round) Fire 2 Fireball(5) = 25 + 0/1/2/3 x Sorcery * Fire Wall(6) = 25 + 0/1/2/3 x Sorcery, 2 rounds 5 Armageddon(30) = 40 + 0/2/4/6 x Sorcery
1 Fist(1) = 3 x (Sorcery+3/4/5/6) 1 Crystal(2) = 3/5/7/9 x Sorcery 2 Wasps(3) = 3 x Sorcery, 20/40/60/80% * Earthquake(4) = 200-400 2 Phantom(6) = level does not exceed Sorcery 3 Swords(8) = 200/300/400/500 durability, 20% damage return, Sorcery/2 rounds 3 Reanimation(10) = 15 x (Sorcery+0/1/2/3) 4 Mines(12) = 5 x (Sorcery+3), 5/6/7/8 mines * Elementals(15) = Sorcery+0/2/4/6 4 Hive(20) = 150/175/200/225 durability, defense 20, initiative 10 5 Shield(25) = 20 x (Sorcery + 1/2/3/4) 5 Phoenix(30) = ?
1 Evasion(1) = 75% arrow protection, 2/3/4/5 rounds 1 Blessing(2) = 100%, 2/3/4/5 rounds 2 Skin(3) = Sorcery+5, 1/1.5/2/2.5 rounds 2 Might(5) = Sorcery+5, 1/1.5/2/2.5 rounds 3 Exorcism(4) = 100%, only on own units 3 Haste(6) = x200%, 1/1.5/2/2.5 rounds * Regeneration(7) = 10% x Sorcery, 1/2/3/4 rounds 4 Antimagic(8) = 2/3/4/5 levels, Sorcery/2 rounds, on any targets 4 Teleport(10) * Vengeance(12) = 3F x (Sorcery+0/1/2/3) 5 Word(20) = 5 x (Sorcery+0/1/2/3) 5 Resurrection(25) = 20 x (Sorcery+0/1/2/3)
1 Curse(1) = 100%, 1/1.5/2/2.5 rounds 1 Distraction(2) = 100%, 1/1.5/2/2.5 rounds 2 Weakness(3) = Sorcery+5, 2/3/4/5 rounds 2 Beam(4) = Sorcery+0/1/2/3 * Sorrow(5) = 4/5/6/7, Sorcery rounds 3 Slow(6) = x40%, 2/3/4/5 rounds 3 Plague(7) = 6 x (Sorcery+1), 1/2/3/4 rounds * Vampirism(8) = 100%, 2/3/4/5 rounds, only on own units 4 Blindness(10) = 0.3 x (Sorcery+0/2/4/6 rounds) 4 Berserk(15) = 1/1/1/2 turns, 50% damage, only on enemies 5 Wave(25) = 5 x (Sorcery+0/1/2/3) 5 Subjugation(30) = 0.2 x (Sorcery+0/2/4/6 rounds), 50% initiative
Level 1 Light/Darkness spells have shared strengthened versions. Level 2-3 Light/Darkness spells have area strengthened versions (4x4).
P.S. If you have suggestions for changes to specific spells, or spells for casters, please write. "Zalkar"
Hello everyone. I have a very pressing issue. I really miss the fog of war for heroes; it would add hardcore to the game. Is it possible to implement fog of war? So that the map is visible, for example, from the hero or captured buildings, while the rest of the map is hidden behind the hero, but so that the terrain remains visible, though enemy heroes are not seen. And another question: these Heroes /topic/11565/—are they a completely different 5.5?
If such a possibility existed, I would try it. But for now, it's unrealistic to do. A completely different 5.5; there the focus is on infinite PvE and megatons of one-hit kills, here—on PvP and dynamics. There are mainly changes to the global game, here mainly changes to combat (maps will be supported in the future).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
on the first page, the skill wheel diagram and the text descriptions do not match (specifically, the paths for Necropolis and Dungeon factions; I haven't checked the others).
... 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...
Why does Haste last twice as short as Slow? And why were the modifiers 200% and 40% chosen?
... 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...
Because +100% to initiative is more significant than -60%. For the same reason that increasing damage infinitely is more powerful than decreasing it infinitely, i.e., to zero. In other words, the acceleration effect is simply much stronger per unit of time. A -50% slowdown is too weak for a Tier 3 Darkness spell.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Because +100% to initiative is more effective than -60%.
What do you mean? It's the opposite...
For the same reason that increasing damage by an infinite amount is more effective than decreasing it by an infinite amount, i.e., to zero.
It depends on initiative and speed. Attacking first with infinite damage is better. But if you get hit first, it's better to nullify the enemy's attack. Although, I still don't understand the analogy. In the case of initiative, slowing down and speeding up are almost symmetrical effects, if you only consider the troops. When heroes are taken into account, it's not quite the same, but it depends on which hero has better magic and better activated abilities.
I still don't understand – it's all too vague and abstract.
Let's get to the math!
By the way, in the original game, the slowdown and speed-up effects weren't perfectly mirrored either.
... 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 my opinion, slowing down and speeding up are almost symmetrical effects.
I mean, for example, speeding up by 100% and slowing down by 50%. I'm clarifying to avoid any misunderstanding. In other words, speeding yourself up by a factor of two is the same as slowing down the enemy by a factor of two.
To avoid confusion:
Ment's statement is clear, Nargott's arguments are not.
... 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...
Increasing your speed by a factor of 2 and decreasing the opponent's speed by a factor of 2 are similar things only under 3 conditions simultaneously:
1) It is applied to all troops, not to a single target/area.
2) It is applied for a long/unlimited time.
3) Heroes do not participate in the battle after that (do not cast spells).
Since these conditions are not met, the multiplication model works less effectively. It's like physics with an ideal gas and a real gas; under certain conditions (large numbers), the formulas for an ideal gas are not suitable due to error.
Illustration:
Multiplying the initiative of one unit with retaliation to infinity = practically an automatic win; but zeroing out the initiative of the enemy unit even until the end of the battle (blindness) is by no means a win.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
It's unknown for now; there are other things to take care of.
Regarding the detailed mathematics:
The "200% or x2" model for oneself = "50% or /2" for the opponent works when there are only 2 units, one of ours and one of the enemy, and no other active participants (including heroes).
As soon as other participants (units and heroes) are added, the model starts to work differently, based on the sum. For example: - increasing the initiative of 1 unit by 2 times = increasing its strength by 1.5 times (+50% of the unit) - decreasing the initiative of 1 unit by 2 times = decreasing its strength by 1.5 times (-33% of the unit) If, for example, we have approximately 4 equal units on each side, we get a change in the balance of power in the first case from 4:4 to 4.5:4 (112.5%), and in the second case to 4:3.67 (109%). Obviously, in the first case, the relative size of the army increases more.
Furthermore, duration also matters. A simple example: if we accelerate a unit with initiative 10 by 2 times, it will perform 2 actions in 1 round (+1 extra action). And if we slow down a unit with initiative 10 by 2 times, it will only lose its full action after 2 rounds (performing 1 action instead of 2).
In short, "similar" buffs work more powerfully and have a faster impact, while "similar" debuffs work less effectively and have a slower impact. This is the fundamental difference, which is very noticeable in practice with large numbers (on the order of doubling the initiative).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Thank you so much for your work! I'm simply speechless about how much better the game has become:smile54. There's a feeling of power, and the level of awareness increases during the game. It now feels like an intellectual game, and my brain is constantly working. In short, thank you. Could you please tell me where to download the skill wheel 5.5?