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Posts from UNIT - Creature Balance + Visual Changes Auto-translated

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#436
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The Tan looks bigger than the bear; it’s more like human cavalry that has been re-buffed to tier 6, and it should be on tier 5.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#437
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I don't understand why they need to shift them to other tiers. The fact that different factions have large creatures and sorcerers on different tiers is great; it adds variety.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#438
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Yes, because a Hydra with 5 hit points is nonsense.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#439
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Nargott
Because a Hydra at tier 5 is nonsense.
I agree. I would even say the changes are a compromise. The melee humanoid creatures were already very powerful.
In general, the reason for these inconsistencies with monster levels is that in Heroes of Might and Magic III, the health and damage of creatures from levels 2-5 usually differed by no more than a factor of two. At the same time, no one really thought about the fact that a 4th-level mage, a 5th-level monk, and even a 6th-level sorcerer existed, or that a Crusader was stronger than a Fanatic and even the same Sorcerer in some situations, and sometimes a Royal Griffin was preferable to all of them. In Heroes of Might and Magic IV, the number of levels decreased, and a paradigm emerged in which a creature of a higher level must necessarily be stronger than a creature of a lower level. In Heroes of Might and Magic V, the number of levels returned to the level of Heroes of Might and Magic III, but the paradigm of mandatory separation of creature strength by level remained. As a result, the Monks, remaining at level 5, began to look strange with stats similar to a Hydra:smile04: How they managed to put a Hydra at level 5 is a separate question. Perhaps simply because they didn't know where else to put it. After all, the prototype for the Dark Elf Witches was the Sorceress from the Heroes of Might and Magic IV expansion – also a top-tier creature, like Hydras, although not as durable.
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#440
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Zombies are being raised from my nomadic Centaurs. Is this happening to anyone else?
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%
In reply to Заинтересованный
#441
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Interested
I'm getting zombies raised from my nomadic centaurs. Is this happening only to me?
Apparently, yes. Because it says in the mod manual:
-The undead raising table has been changed. (The level of the raised undead is now equal to the level of the killed creature. More details at /topic/at/912459/)
I personally extracted a new raising table from the mod; I don't like it.
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#442
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Level 3 Centaurs
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%
In reply to Заинтересованный
#443
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Interested
Centaur, level 3
Maybe you're playing a mod where they've been moved to level 3, but in the original game, they're level 2.
Oh, yes, in the UNIT file itself, they've been moved to level 3. Okay, then it's clear what the problem is. As I understand it, there's also a separate level-up table that exists independently of the UNIT file, and it seems the author didn't synchronize their changes with it.
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#444
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Frozensoull, please fix this issue.
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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#445
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Interested, AlexAnt
Frozensoull, please fix this oversight.
Thank you for the feedback. Unfortunately, the issue with the undead raising table for creatures with modified tiers was overlooked. Overall, it's not critical, but it will still be fixed.

A second fix pack will be created as soon as enough data is collected about other possible bugs or issues.
---
Recently, I've been receiving more and more feedback that combat machines have become overpowered (mainly referring to the ballista). I would like to hear users' opinions on this.

Does the ballista really create a noticeable imbalance at the start now, due to its increased damage?
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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#446
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It's not just strong at the beginning; it's also quite good in the endgame. What bothers me more now is the Gift skill, which can remove 10 stacks of Dispel in a row. Otherwise, it's now a fully-fledged skill on par with something like Luck + Deadly Strike + Reflection.
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%
In reply to Заинтересованный
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#447
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Machines are a topic that has probably been discussed in every thread on this forum. :) In short, the essence (in my opinion): At the beginning, machines work well and are best played as they are, without any changes, but in a prolonged game, they start to fall behind. If we enhance the machines, we get more powerful units that are interesting for a prolonged game, but also a very strong skill for the start (I won't call it overpowered - it all depends on the degree of enhancement). In general, a pleasant enhancement of the skill that doesn't turn machines into an overpowered unit would be to increase the HP of all machines (without going overboard) and also increase the number of shots of the tent (3 is clearly too few; if it's 10+, it will lead to prolonging the game in order to resurrect the fallen, and the total amount of resurrected units will be large - it would probably be more logical to have 5-7 shots).
... 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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#448
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You can also increase the cost of the units, since they are now stronger. This way, players will have to pay a significant price for them at the beginning of the game.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#449
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That's correct too!
... 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
#450
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Could you please explain how you addressed the issue with external dwellings in relation to the change in levels for bear riders and bone crushers? Level 3 units are usually housed in separate dwellings, while level 4 and higher are housed in outposts.