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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
- Winrael (Running Like the Wind): The "Haste" spell is enhanced: the effect increases by 5% for each level of the hero.
In the case of Wingael, the reason for enhancing the specialization is clear to me (reducing speeds practically eliminated the rush tactic, as a result of which Wing ceased to be so formidable), but in the case of "Running Like the Wind," it is not clear to me - what is the reason for enhancing this specialization (I assume that this was done against the background of changes to the "Haste" spell itself).
... 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...
If, in the case of Wingael, the reason for strengthening the specialization is clear to me (reducing speeds practically eliminated the rush tactic, as a result of which Wingael ceased to be so formidable), then in the case of "Running Like the Wind," it is not clear to me – what is the reason for strengthening this specialization (I assume that this was done against the background of changes to the "Haste" spell itself)?
There are 3 reasons:
1) Strengthening specializations in general (the developers focused on creatures, as the strength of the Attack and Defense characteristics has doubled).
2) Reducing the area of effect of the spell (from a mass effect to an area of 4x4).
3) Reducing the duration of the spell (0.25 x (Magic + 1) instead of Magic).
The original specialization at level 20 gave +60% initiative instead of +40% (a 1.5x increase). The new specialization at level 10 gives +150% initiative instead of +100% (the same 1.5x increase).
The original creature specializations at level 20 gave +10/+10 to stats. The new creature specializations at level 10 give +5/+5 to the new stats, which, when translated into the old stats, gives the same +10/+10.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
...the Attack and Defense characteristics have doubled in strength.
How did the bonus/penalty (10% instead of 5%) change for each unit of difference between Attack and Defense?
... 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...
... 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...
Nargott
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Here's an alternative idea for the Temple.
Block the interface of the undead converter (i.e., disable the standard functionality), but give it a different function: resurrect 100% of the player's lost ghosts, making them available for recruitment.
This feature would also be useful for defending the city (let's not forget the defensive function -2 to morale), as armies located far away could use it to teleport ghosts to the city for a fee (dismissed ghosts - appeared in the city - bought them back).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Nazarian
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Nargott. Is there an approximate release date for the new version?
OFFOSORG
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Nargott, thank you very much for this mod! I'm trying it for the first time, and I enjoyed our "first encounter." It made me look at the heroes in a new light. I've heard about you as a master of balance, so I have no doubt about your adjustments to abilities and values. It's a shame that the game speeds up a bit, but instead of long and patient journeys, as it was before, the game turns into an "action" game. The first time I started a game as the Sylvan faction, and I must admit, I was amazed when I built the upgrade for the Dancers. Agility is high for everyone, and the area-of-effect attackers have incredibly high attack values, but the standard unit has no answer. And it turns out that upgrades aren't always necessary, which is great. However, there is one thing that I really miss: the in-game skill wheel, like in EWA and 5.5. Tell me, are there any problems with the online mode? And what about the compatibility of this mod with the "assemblies" described above? Thank you in advance!
Nargott, thank you very much for this mod! I'm just getting acquainted with it, and I liked our "first encounter"; it made me look at the heroes in a new way. I've heard about you as a master of balance, so I have no doubt about your changes to abilities and values. It's a pity, of course, that the game speeds up a bit, but instead of long and patient campaigns, as it was before, the game turns into an "action game." I started the game for the first time with the Sylvan faction, and I must admit, I was amazed when I built the upgrade for the Dancers. Agility is high for everyone, and the AoE units have incredibly high attack power, while the standard unit has no answer. So, it turns out that upgrades are not always necessary, which is great. However, there is one thing that I really miss: the built-in skill wheel, as it was in EWA and in 5.5. Tell me, are there any problems with the multiplayer mode? And what about the compatibility of this mod with the "builds" described above? Thank you in advance!
I'm sorry to disappoint you, but as far as I know, only the duel mode has been made so far (this is written in the header). The regular game mode has not been made.
ColouredText - список заклинаний и их уровень в описании существ-колдунов
OFFOSORG
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Andrail, hello! I carefully read the description here and also read a lot on the WGE website. I saw a "review" of the remix together with the author. After that, I realized that right now it's just a "chess game," but ideally, it shouldn't be that way; let's hope for a bright future. I continue to play and am still amazed by the thoughtfulness in terms of changing buildings and creatures in the cities.
Nargott
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2Nazarian:
The release date is not yet set. Currently, the final touches are being put on the city layouts, and only after that will there be an update on the duels. Tentatively, it will be in the summer, but this is not certain. For now, the process is not streamlined enough to guarantee anything.
2OFFOSORG:
Regarding playing on the map, everything mentioned is correct – it is currently underdeveloped. Some ideas have been implemented, and some have not, so it is too early to talk about balance on the map. I cannot say whether there are any technical problems with the online mode right now, as I haven't played the maps in a long time. The only thing I can say for sure is that scripts should be enabled on the maps so that certain things work. The duels are well-designed and balanced (but this does not mean that they cannot be made even better – as in the upcoming update).
Added 17 minutes later Can I consider these layouts to be ideal, or can they be further improved in some way?
Red buildings are the starting ones. The numbers on the left are the city levels. The starting city level is 4 (the first 3 rows are available). On the seventh day of the first week, the city level is 10 (all 6 rows are available).
Not shown visually, but there are farms that double the growth rate: for peasants, goblins, and death dragons. They become available immediately after the improved building is constructed (i.e., as an additional upgrade).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Um... so, does that mean you can build Liches later than Dragons and Harvesters? – That seems a bit strange.
... 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...
The unique feature of Necropolis is that their Tier 7 units are traditionally weak. Therefore, Liches (Tier 5) fulfill the role of super-units instead.
Vampires: growth (3-6) x 1000 (cost) Liches: growth (3-6) x 1500 Reapers: growth (2-4) x 2000 Death Dragons: growth 1 x 3000 (2 under farms)
As we can see, Liches have the highest potential here. For comparison, regular living dragons: growth 1 x 6000.
The presence of farms alone does not make Death Dragons top-tier, as this is a separate building that requires a separate time investment to construct. Furthermore, farms only increase the weekly growth rate and do not affect the one-time arrival of creatures from building a dwelling and upgrading it. Thus, if you can realistically have 3 regular dragons in your army on the 2nd week (+1 each week), then even with farms, you will only have 4 Death Dragons on the first week.
This practice is not new and is used in rare cases. For example, in Heroes 3, there are Tier 6 Wyverns, which are higher in tier but built earlier than the more powerful Tier 5 Gorgons. More powerful in terms of growth, as it is obvious that 3 Gorgons are stronger than 2 Wyverns. Another example from Heroes 3 is Tier 3 Griffins, which are more powerful and built later than Tier 4 Swordsmen (7 Griffins are stronger than 4 Swordsmen).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Nargott
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Brainstorming – what’s the best way to weaken the Battle Frenzy skill?
This skill is planned to be reintroduced as a basic skill (previously it was part of Tactics). Cold Steel (with the additional effect of Grave Chill) and Fire Wrath (with the additional effect of Fire Protection) will be derived from it. Only Haste will remain with Tactics.
So, as a basic skill, Battle Frenzy is too strong, about twice as powerful as regular perks, and even more so at the beginning of the game. It needs to be weakened so that players don’t always want to level up this skill. In other words, Battle Frenzy should be on par with Tactics and Archery (30%).
So far, the best thing I’ve come up with is that with Battle Frenzy, 5% of the hero’s troops are killed after each battle (rounding down). As a rule, this will only affect numerous units of levels 1-3 (20 or more creatures). This effect is very well connected to the name of the skill and is the opposite of Rally (+5% troops each day).
A less drastic way is to give a penalty of -1 to Attack (in this mod, this is equivalent to -2 to Attack in the original). But this is boring and feels like a quick fix.
Are there any other ideas?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат