Auto-translated
Version 1.3 is released.
Detailed description and download links can be found here.
------------------------------------------------------------------
The mod is installed on top of ToE3.1
Background (optional to read)
I loved the fifth installment of Heroes since its release. I was very attracted by the visual aspect: the design of factions and creatures, city screens.
But when I started studying the game in more detail, I saw that the universe of Heroes 5 is not arranged exactly as intuition suggests:
- Warlocks, contrary to the gloomy design of the race, do not study dark magic
- Demon Lords are not very strong in chaos (due to low spell power)
- Elves cannot use summoning spells, despite a suitable school icon and the fact that Phoenix used to be the most formidable force in the forest castle
- Knights are not so strong in Light Magic
When ToE came out, the second branch of upgrades was an interesting idea. But the fact that both upgrades were available at the same time, while some upgrades were more versatile or simply better than others, and some almost did not differ from each other - all this slightly spoiled the impression. That's when the idea arose to create this mod
What goals were pursued:
- Increase the relevance of racial abilities and faction buildings, add new faction features
- Adjust factions according to their concept and design (in my opinion; details in the background)
- Add a mode in which players have access to only one of the two creature upgrade branches (thereby highlighting two sub-factions with their own gameplay features and increasing the relevance of both upgrade branches, even if one is clearly "better" in most situations)
------------------------------------
What has been done in v1.1 (outdated version)
Dungeon:
- When leveling up the sacrificial pit, the HP sacrificed over several weeks is returned to the player in the form of increased growth of the faction's creatures or in the form of neutral units.
- Darkness is now the native school for warlocks, spell perk drop probabilities have been adjusted.
Inferno:
- Every day, the first sacrifice in the sacrificial pit (any, performed through a special ritual: the hero hides in the city, makes a sacrifice, and then leaves the city) brings the demon lord an additional 666 experience points.
- Demon Lords now rely more on spell power than knowledge - progression has been adjusted.

Sylvan:
- Added racial ability "Night Scouts": at the beginning of the day, a ranger hero discovers neutral armies on the map within a certain radius from himself if he has already fought similar creatures (as part of neutral armies). The ability is activated when building the Ranger Guild, and its effectiveness depends on the Vengeful skill and the presence of the Brotherhood of Rangers. As intended, "Night Scouts" and "Sworn Enemy" should work together to create synergy.
- Summoning is now the native school for rangers, increased the probability of dropping summoning, light, and chaos perks.

Stronghold:
- Added racial mechanic "Slave Labor": if the player has at least one Slave Market, mines guarded by "orcish guards" (weekly growth of orcish creatures level 1-5) bring double income.
- Goblin shamans can now cast a curse once per battle at the basic level - this should somehow increase the value of this upgrade in the early game.

Necropolis:
- ONLY IN SINGLEPLAYER: In battle, the necromancer summons Mummies instead of Elementals and Death Knights instead of Phoenixes.

"War of Clans" mode (requires patching the map with the CWE-MapPatcher utility):
- The player is assigned to one of two clans (you can see your clan in the mission tasks)
- All factions except Orcs have access to only one unit upgrade branch depending on the clan. Also, different clans may have different native schools of magic.
- Both upgrades are available to Orcs, but a racial mechanic appears: "Blood Feud": if the hero has upgrades from another clan, he suffers a penalty to morale (-2) and attack (-2). The penalty can be partially compensated by leveling up racial abilities: "Memory of Our Blood" (attack +2) and "Battle Frenzy" (morale +1).
- If the map assigns the Heaven race to the player, and at the same time the player gets the second clan, then red knights can now be recruited in the tavern.
- If an army of red knights consists only of alt-upgrades of the Heaven castle, it receives +2 attack and -1 defense for every 5 levels, starting from the first.
- A red knight gains +1 morale when learning the "Dark Knight" perk (compensates for squad penalties).
Visual changes:
- Golden Dragon, upgraded succubi, and golden blades of Dancing with Death were taken from Frozensoull's UNIT mod.
- Adjusted the alt-upgrades of Necropolis - made them slightly darker.
- Adjusted the upgraded Twilight Witch.



Mod files:
CWE-Mechanics - new mechanics
CWE-Visual - visual changes
CWE-rus_locale - Russian localization (not tested, I don't have a Russian localization)
CWE-MapPatcher - utility for modifying maps in "War of Clans" mode. Tested on maps created by the built-in generator.
How it works: run the utility, select the map to modify, click Patch - the program will create a new map in the same directory with the prefix CWE_
The utility may sometimes give an error due to too long paths: try moving the map to the desktop and patching it there

Installation:
- Unpack the archive
- Copy files with the .h5u extension to game folder\UserMODs
- Extract CWE-MapPatcher into any directory
Current version of the mod (v1.3):
Description and download links can be found here
Detailed description and download links can be found here.
------------------------------------------------------------------
The mod is installed on top of ToE3.1
Background (optional to read)
I loved the fifth installment of Heroes since its release. I was very attracted by the visual aspect: the design of factions and creatures, city screens.
But when I started studying the game in more detail, I saw that the universe of Heroes 5 is not arranged exactly as intuition suggests:
- Warlocks, contrary to the gloomy design of the race, do not study dark magic
- Demon Lords are not very strong in chaos (due to low spell power)
- Elves cannot use summoning spells, despite a suitable school icon and the fact that Phoenix used to be the most formidable force in the forest castle
- Knights are not so strong in Light Magic
When ToE came out, the second branch of upgrades was an interesting idea. But the fact that both upgrades were available at the same time, while some upgrades were more versatile or simply better than others, and some almost did not differ from each other - all this slightly spoiled the impression. That's when the idea arose to create this mod
What goals were pursued:
- Increase the relevance of racial abilities and faction buildings, add new faction features
- Adjust factions according to their concept and design (in my opinion; details in the background)
- Add a mode in which players have access to only one of the two creature upgrade branches (thereby highlighting two sub-factions with their own gameplay features and increasing the relevance of both upgrade branches, even if one is clearly "better" in most situations)
------------------------------------
What has been done in v1.1 (outdated version)
Dungeon:
- When leveling up the sacrificial pit, the HP sacrificed over several weeks is returned to the player in the form of increased growth of the faction's creatures or in the form of neutral units.
- Darkness is now the native school for warlocks, spell perk drop probabilities have been adjusted.
Inferno:
- Every day, the first sacrifice in the sacrificial pit (any, performed through a special ritual: the hero hides in the city, makes a sacrifice, and then leaves the city) brings the demon lord an additional 666 experience points.
- Demon Lords now rely more on spell power than knowledge - progression has been adjusted.
Sylvan:
- Added racial ability "Night Scouts": at the beginning of the day, a ranger hero discovers neutral armies on the map within a certain radius from himself if he has already fought similar creatures (as part of neutral armies). The ability is activated when building the Ranger Guild, and its effectiveness depends on the Vengeful skill and the presence of the Brotherhood of Rangers. As intended, "Night Scouts" and "Sworn Enemy" should work together to create synergy.
- Summoning is now the native school for rangers, increased the probability of dropping summoning, light, and chaos perks.
Stronghold:
- Added racial mechanic "Slave Labor": if the player has at least one Slave Market, mines guarded by "orcish guards" (weekly growth of orcish creatures level 1-5) bring double income.
- Goblin shamans can now cast a curse once per battle at the basic level - this should somehow increase the value of this upgrade in the early game.
Necropolis:
- ONLY IN SINGLEPLAYER: In battle, the necromancer summons Mummies instead of Elementals and Death Knights instead of Phoenixes.
"War of Clans" mode (requires patching the map with the CWE-MapPatcher utility):
- The player is assigned to one of two clans (you can see your clan in the mission tasks)
- All factions except Orcs have access to only one unit upgrade branch depending on the clan. Also, different clans may have different native schools of magic.
- Both upgrades are available to Orcs, but a racial mechanic appears: "Blood Feud": if the hero has upgrades from another clan, he suffers a penalty to morale (-2) and attack (-2). The penalty can be partially compensated by leveling up racial abilities: "Memory of Our Blood" (attack +2) and "Battle Frenzy" (morale +1).
- If the map assigns the Heaven race to the player, and at the same time the player gets the second clan, then red knights can now be recruited in the tavern.
- If an army of red knights consists only of alt-upgrades of the Heaven castle, it receives +2 attack and -1 defense for every 5 levels, starting from the first.
- A red knight gains +1 morale when learning the "Dark Knight" perk (compensates for squad penalties).
Visual changes:
- Golden Dragon, upgraded succubi, and golden blades of Dancing with Death were taken from Frozensoull's UNIT mod.
- Adjusted the alt-upgrades of Necropolis - made them slightly darker.
- Adjusted the upgraded Twilight Witch.
Mod files:
CWE-Mechanics - new mechanics
CWE-Visual - visual changes
CWE-rus_locale - Russian localization (not tested, I don't have a Russian localization)
CWE-MapPatcher - utility for modifying maps in "War of Clans" mode. Tested on maps created by the built-in generator.
How it works: run the utility, select the map to modify, click Patch - the program will create a new map in the same directory with the prefix CWE_
The utility may sometimes give an error due to too long paths: try moving the map to the desktop and patching it there
Installation:
- Unpack the archive
- Copy files with the .h5u extension to game folder\UserMODs
- Extract CWE-MapPatcher into any directory
Current version of the mod (v1.3):
Description and download links can be found here