Posts from TBM - Tournaments balance mod
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the first one is much more logical – shooting at skeletons is quite ineffective. However, then you would have to give it out without any upgrades.
Why doesn't anyone talk about the fact that almost all ranged units, especially low-level ones, should cost 50-80% more than they do now. For example, archers and their upgrades should cost as much as swordsmen and their upgrades. After all, even if we disregard the ability to attack any cell, ranged attacks are at least also a form of retaliation (in most cases). By the way, in Heroes 3, ranged units cost noticeably more than melee units with similar stats, but not in Heroes 5.
Why doesn't anyone talk about the fact that almost all ranged units, especially low-level ones, should cost 50-80% more than they do now. For example, archers and their upgrades should cost as much as swordsmen and their upgrades. After all, even if we disregard the effect of being able to attack any cell, ranged attacks also offer retaliation in most cases. By the way, in Heroes of Might and Magic III, ranged units cost noticeably more than melee units with similar stats, but not in Heroes of Might and Magic V.
И пусть Эльрат осветит твой путь
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...
I tried playing with this mod, and here's what I noticed: why does the map generator persistently scatter dozens (if not hundreds) of Amulets of the Seer across the map?
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
It's not about the mod, but rather about the standard map generator. The appearance of crowns was indirectly influenced by the rebalancing of artifact prices. 4 artifacts (chaos enhancers became relics) and disappeared from the category of minor artifacts, i.e., the choice of minor artifacts is limited. The crown became 1000 cheaper, so it seems to me that the generator, when placing artifacts, can put 2 crowns and a clover instead of 1 pair of emerald boots, 1 phoenix cloak, and 1 ice embrace amulet (as it used to be).
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...
- Warlords: the "Warlord Command" ability now reduces the cooldown by a maximum of 0.5 turns (it was 0.6)
There are three lines that correspond to this in the file DefaultStats.xdb:
1
1
60
However, in your mod, these lines remain unchanged. Is this a mistake by the modder, or is the "Warlord Command" ability edited somewhere else?
Good day – as I understand it, this setting affects:
- Warlords: the "Warlord Command" ability now reduces the cooldown by a maximum of 0.5 turns (it was 0.6)
Three lines are responsible for this, and here they are by default in the DefaultStats.xdb file:
1
1
60
However, in your mod, these lines remain unchanged. Is this a mistake by the modder, or is the "Warlord Command" ability edited somewhere else?
Indeed, I was mistaken.
Thank you for pointing it out.
Indeed, there was a mistake.
Thank you for pointing it out.
Then, another observation: the Liquid Flame effect still damages allies. This parameter needs to be corrected in the "LiquidFlameEffect.xdb" file. Your mod doesn't include this file.
You can find the main changes here.
Main changes in the mod compared to version 1.2.4 (for those who like to read in the bathroom)
======== FIXES ============
Fixed the arrow in the Necromancer building tree.
======== UNITS ============
Gremlins: sabotage coefficient changed from 10 to 1.
Obsidian Gargoyles: 2 attacks, 6 defense.
Elemental Gargoyles: 20 HP, 10 initiative.
Thunderers: 5% damage reduction for each unit in the stack.
Scouts: power, experience, and price changed.
Assassins: power, experience, and price changed.
Stalkers: swift attack, power, experience, and price changed.
Beasts: power, experience, and price changed.
Furies: power, experience, and price changed.
Hags: power, experience, and price changed.
Shadow Lords: 23 attack, 17 defense, new model.
Vampires: power, experience, and price changed.
Greater Vampires: power, experience, and price changed.
Vampire Princes: blindness factor 1.5, power, experience, and price changed.
Archliches: 19 attack, 17 defense.
Greater Liches: 17 attack, 19 defense.
Fire Demons: "explosion" ability removed, "fire shield" and "fire immunity" abilities added.
Greater Demons: 4 attacks, 2 defense.
Nightmares: 18 attack, 16 defense.
Hell Hounds: 16 attack, 18 defense.
Cave Lords: spell and meteor shower at advanced level.
Blade Dancers: experience and power increased by 20%.
Death Dancers: experience and power increased by 20%.
Wind Dancers: experience and power increased by 20%.
Archers: initiative 11.
Forest Archers: initiative 10.
Battle Griffons: "devastating dive" ability removed, "taunt" ability added.
Orcish Warriors: growth 10.
Orcish Fighters: growth 10.
Warmongers: growth 10.
======== HEROES ============
Academics received an additional point in magic and knowledge.
Nura: starting skills: magic, mana attraction, fire trap.
Faiz: beam damage 10*level (no base damage).
Hafiz: haste.
Warlocks received an additional point in attack and magic.
Irbet: magic arrow.
Kifrah: ice block.
Sorgal: basic defense + resilience.
Gnomes received an additional point in defense and knowledge.
Erling: basic chaos magic + fire mastery.
Svea: basic enchantment + mana regeneration.
Humans received an additional point in attack and defense.
Iris: basic dark magic + mind control, slow.
Demons received an additional point in attack and knowledge.
Nimus: basic leadership + troop gathering.
Necromancers received an additional point in defense and magic.
Deidra: grief.
Elves received an additional point in defense and knowledge.
Dirael: enchanted arrow removed, charm mastery added.
Ilfina: regeneration removed, dispel.
Talannar: Frida's specialization, basic light magic + righteous wrath, punishing strike.
Ossir: divine power removed.
Smart Orcs received an additional point in attack and defense.
======== ARTIFACTS ============
Mask of Justice removed from the generation list.
Sandals of the Saint: major, 15000.
======== SPELLS ============
Raise Dead: 20/30/40/50*(SP+1).
Resurrection: 20/30/40/50*(SP+1).
Wall of Swords: 5 turns.
======== RMG ================
Old templates disabled.
Two new templates created: "hourglass".
Spell shop removed from the steppes
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее