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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Aren't there too few perks left for the skills? I'm all for removing absolute nonsense like the Blessing of Ash, but for example, in Attack, there aren't many perks as it is – should we really remove Devilish Strike and Stunning Strike from there? (On the other hand, they're a bit out of place too – Attack as a skill is focused on strengthening the army, not the hero; therefore, the perks in Attack should be those that affect the army, not the hero.)
It won't be possible to distribute 7 perks properly across all skills; there's too much unnecessary clutter.
With 6 perks, it's manageable. Yes, we had to come up with Attacking/Defensive Styles, but they look much more logical than Devilish Strike and the like.
The trick is that there's too much synergy between Devilish/Stunning Strike and the Curse/Aid spells. To the point where either Devilish/Stunning Strike without the spell is useless, or Devilish/Stunning Strike with the spell is overpowered. This effect is similar to the flawed Fire Arrows perk with a maxed-out Ballista and no other upgrades.
On the other hand, Devilish Strike + Overseer, Aid + Stunning Strike, and Curse + Torture work well in racial builds, are unavailable to magical factions, and don't cause problems.
SRD
What if we made it so that Double Rune, while remaining a regular perk (not a Super Perk), would prevent access to Absolute Protection when taken, meaning you'd have to choose between Absolute Protection and Double Rune?
Example:
1) Attacking Lore -> Runic Harmony
2) Defensive Lore -> Runic Recall
3) Efficient Rune -> Refreshed Rune -> Greatest Rune
Absolute Protection = Defensive Lore + Runic Harmony
Super Perks are extremely rare; you need to find at least an Amulet of Mastery for that. Therefore, it's unlikely that Absolute Protection will be able to compete with regular perks; Greatest Rune will be virtually mandatory in 95% of cases without Absolute Protection.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The thing is, there's too much synergy between Devilish/Stunning Strike and the Curse/Blessing spell. To the point where either Devilish/Stunning Strike without the spell/blessing is useless, or Devilish/Stunning Strike with the spell/blessing is overpowered. This effect scales similarly to the flawed "Fire Arrows" perk with an upgraded ballista, but without it.
I haven't noticed any imbalance in the combination of Devilish/Stunning Strike with the spell/blessing, but again, you have boosted the effects of Stunning Strike (originally only 10%) and Devilish Strike (up to 100%). If you reduce these again, they will likely only be somewhat effective when used with the spell/blessing, and will remain unpromising on their own. Nargott
On the other hand, Devilish Strike + Overseer, Blessing + Stunning Strike, Curse + Torturer work well in racial classes, are unavailable to magical factions, and don't cause any problems.
In your case, is it correct to single out magical factions? You have introduced new classes, and for example, the Academics also have the Alchemist combat class with a 30% chance of getting attack stats and 20% defense when casting spells at 10%, and the Leadership skill with a 20% chance (correction - Alchemist is perhaps not a combat class, but a semi-combat, semi-magical class, but again, considering the other factions, it can be confidently said that there are combat classes there). Nargott
SA is a very rare build; you need to find at least a Mastery Amulet for it. Therefore, it is unlikely that SA will be able to compete with ordinary perks; the Great Rune will be virtually mandatory in all 95% of cases without SA.
It should be taken into account that in the proposed option, you can only find a double rune by spending 5 levels, and with your pace of the game, this is not a small amount (but again, it is definitely worth it).
... 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...
I haven't noticed any imba in the combo of Offense/Defense with mark/reinforcements, but then again, your Offense effects (only 10% in original) and Defense effects (up to 100%) are boosted; if they are cut back again, they will most likely only be somewhat effective in combination with mark/reinforcements, while remaining own-of-their-kind hopeless on their own.
That's exactly what I'm saying: either it's imba in a combo, or useless individually. And that is not good. Take the same devilish (x2 damage). Let's say it's normal under ordinary conditions. But what happens if you take the mark of the cursed after it, which is also normal on its own? Effectively, the efficiency of the mark will be boosted more than twofold (the same half-turn is spent, but the effect is twice as powerful). It results in a practically mandatory combo, since one perk boosts another by more than 2 times.
Fire Arrows removed. Retribution moved to Leadership.
DEFENSE 1) Fortitude -> Endurance (+10% Health) 2) Evasion (30%) -> Defensive Style (every hero on the battlefield receives +3 Defense) 3) Readiness -> Stone Skin (orcs receive +2 Defense)
Turtling removed. Reflection removed. Fight to the Last moved to Leadership.
LEADERSHIP (unavailable to undead) 1) Inspiration (50%) -> Retribution 2) Troop Rally -> Fight to the Last 3) Diplomacy -> Empathy
Troop Rally: for every 3rd hero level (including previously obtained), creatures of levels 1-3 join them (+3/+2/+1). Diplomacy: whenever neutrals flee the battlefield, the hero gets the opportunity to buy up to 30% of the creatures (at 100% price), but not more than a total of 500 gold per hero level. Treasury removed. Speed Aura moved to Logistics.
Luck on the Road removed. Trophies removed. Ashi's Patronage removed.
LOGISTICS 1) Scouting -> Stealth (silent pursuer) 2) War Path (pathfinding, additional +1/+1 Attack and Defense in foreign lands) -> Looting / Speed Aura 3) Unraveling Mysteries
For scouting, the hero additionally receives +1 random minor artifact for every 5 levels (including previously obtained). For stealth, the hero additionally receives +1 random major artifact for every 10 levels (including previously obtained). Looting: additionally, enemy hero troops receive a -1 speed penalty (does not work against neutrals). Navigation removed. War Path (original) removed. Death's March removed. Sharp Mind moved to Sorcery. Surprise Attack moved to Avenger (elf racial).
ENGINEERING (machines) 1) Ballistics -> Rapid Fire 2) First Aid -> Plague Tent 3) Artillery -> Elite Machines (runic machines)
Engineering: x2/3/4 machine health and +1/2/3 Attack for shooters per wagon. Ballistics, First Aid, Artillery do not double the health of corresponding machines. Tent healing and ballista damage do not depend on engineering level. Ballista damage grows from Attack + Knowledge, tent healing - from hero level. Artillery (catapult): before a battle in an open field, kills 10% of enemy creatures (rounded down). Sulphur Rain removed. Earthshake removed.
EDUCATION (unavailable to orcs) 1) Distraction (30%) -> Counterspell 2) Intellect (magic attraction, 40%) -> Academic Style (every hero on the battlefield receives +3 Knowledge) 3) Scholar -> Mentorship
Education gives +2/4/6 random stats regardless of hero level. Scholar: additionally, the hero learns 1 random spell of levels 1-2 for every 2nd level, including previously obtained. Dark Revelation removed. Keeper of Secrets removed. Unraveling Mysteries moved to Logistics.
SORCERY (unavailable to orcs) 1) Mysticism (mana replenishment) -> Secret Knowledge / Elite Casters (secrets of light) 2) Wisdom -> Casting Style (every hero on the battlefield receives +3 Spell Power) 3) Sharp Mind (30%)
Variable Mana moved to Luck. Distraction moved to Education. Counterspell moved to Education. Secret Advantage removed. Secret Revelation removed.
WAR CRIES (available only to orcs) 1) Mysticism (mana replenishment) -> Secret Knowledge / Elite Casters (secrets of light) 2) Rage Cry 3) Mighty Cry
Distraction moved to Education (unavailable to orcs).
LIGHT MAGIC (unavailable to orcs) 1) Master of Wrath -> Storm Wind 2) Master of Blessings -> Eternal Light (additional +regeneration) 3) Master of Protection -> Seal of Light (additional +holy word)
Fire Protection removed. Twilight moved to Counterstrike (human racial). Secrets of Light moved to Sorcery.
DARK MAGIC (unavailable to orcs) 1) Master of Pain -> Cursed Land 2) Master of Curses -> Darkness Weakness (additional +sorrow) 3) Master of Mind -> Seal of Darkness (additional +unholy word)
Dark Replenishment removed (critical bug). Tormenting Strike moved to Occultism (dark elf racial).
CHAOS MAGIC (unavailable to orcs) 1) Master of Fire -> Pyrokinesis (additional +fire wall) / Mana Burst 2) Master of Ice -> Deadly Cold (additional +stopping cold) 3) Master of Lightning
Secrets of Chaos removed. Magic Exhaustion removed. Fire Fury removed.
SUMMONING MAGIC (unavailable to orcs) 1) Master of Earth (additional +earthquake) -> Fog Veil (only -30% Initiative) 2) Master of Life -> Heavenly Shield 3) Master of Elements (charms) -> Elemental Balance (additional +elementals)
Banishment removed. Exorcism removed. Fire Warriors removed.
DEMONOLOGY (available only to demons) 1) Wide Gates -> Fast Gates / Reinforcements (until the end of battle, the number of creatures in the hero's army increases by 10%, rounded down) 2) Hellfire -> Withering Flame 3) Corpse Devourer
Fire Retribution removed (built into Hellfire). Exploding Corpses removed (built into Corpse Devourer). Mark of the Cursed moved to Occultism (dark elf racial). Lucky Gates removed.
COUNTERSTRIKE (available only to humans) 1) Double Strike (devilish strike with 100% chance) -> Oversight 2) Prayer -> Twilight / Guardian Angel 3) General (automatically trains (promotes) creatures depending on Counterstrike level: 3 militia / 2 archers / 2 swordsmen / 1 monk for every hero level, including already obtained)
WRATH (available only to orcs) Blood Memory -> Battle Euphoria / Fire of Rage Reinforcements -> Stunning Strike Goblin Help
Protect Us All removed.
OCCULTISM (available only to dark elves) Assassin's Mark (mark of the cursed) -> Tormenting Strike Dark Ritual -> Fallen Knight (will be renamed) Enhanced Magic (Arcane wave) -> Sense of Elements
NECROMANCER (available only to undead) Banshee Cry -> Death's March (-1 Luck to enemy troops, -1 Initiative to enemy hero troops) Eternal Slavery -> Lord of the Dead (+mummies) / Harbinger of Death (+death knights) Spiritual Link
ARTIFACTS (available only to mages) Magic Mirror Wizard's Mark -> Metamagic (+1 Spell Power and Knowledge for each expert school of magic) Artifact Absorption -> March of Golems / Machine Loyalty (additional +1 Morale)
Mastery over Machines removed.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
By the way, for some reason, the movement penalties for entering combat don't work in multiplayer. In single-player, everything works fine. It's strange.
Is there some difference in how scripts are loaded?
Single-player: Works.
One computer: Doesn't work.
LAN: Doesn't work.
Опали листья кровью окропившись, телами павших устлана земля. В последний раз с противником сразившись, сбежал герой о поражении отчаянно трубя.
Победоносной поступью шагая, над полем брани вырос силуэт. Склонился Серафим собратьев созывая, в последний раз над ним сияет Божий свет.
Победой Ангелов сегодня бой окончен, увы но тем боям конца и края нет. Когда же миром будет люд доволен? Ведь "Не Убий" твердит Святой Завет!
Forest Cunning removed (complete garbage, doesn't provide any benefit).
Does this mean it's another bug, or is the perk just uninteresting?
... 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...
Do you mean it's another bug, or is the perk just uninteresting?
The perk doesn't do anything interesting, it's very weak and doesn't scale. Nazarian
When will the new version be released?
I'm asking myself the same question. I can't promise anything - the amount of work is large. But the first update will be specifically for duels. Discussions are currently underway regarding other issues (e.g., character progression). Inquisitor Okabe †
By the way, for some reason, movement penalties for entering combat don't work in multiplayer. In single-player, everything is fine. Strange. Is there some difference in how scripts are loaded?
The map mode is currently in a raw alpha state. Thank you for the feedback; I will keep this in mind when testing scripts in both modes.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
May I ask a few questions to the esteemed author of this project: 1) What inspired you to create such an impressive mod?
2) How did you manage to create a lightweight, yet comprehensive mod (with many changes)?
3) As I understand it, the executable file is from version 3.1 (I have version 3.0, but there are changes from 3.1). Is this true?
4) What are your plans for the future?
1) I was interested in balance and decided to find out which unit was the strongest among all units, in each individual matchup. I held tournaments where each unit was divided into 4 equal stacks (to simulate a real battle), and they fought. The turning point came when I was thinking about how 4 stacks of infantry could defeat 4 stacks of cerberuses. In the end, the infantry won thanks to the tactic of offensive waiting (one stack attacks, the others wait, providing cover). This pushed me to more in-depth tactical thinking, when I realized that the game speed was slightly too high, and I couldn't always apply certain tactical techniques as I wanted (for example, it's difficult to block units that move at speeds of 6+). This gave rise to the idea of reducing the speed of units, and it all started from there. :)
2) Most of the changes are contained in text files (balance).
3) Almost. This executable file has been additionally modified with a special utility.
4) To develop the mod not only in a tactical (duels) but also in a strategic way (upgrades, artifacts, map)
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
This perk doesn't do anything interesting, it's very weak and doesn't scale.
I'll say this right away: I'm just skimming through, so I don't know the intricacies of modding and your capabilities on the Heroes engine, but here's what you can do with this perk: What about synergy with luck? For example, if a unit's luck triggers, the chance of a critical hit at that moment also increases by: Luck amount * Hero level / 4 Examples: 0 * 25 / 4 = +0% 1 * 25 / 4 = +6.25% 2 * 25 / 4 = +12.5% 3 * 25 / 4 = +18.75% 4 * 25 / 4 = +25% 5 * 25 / 4 = +31.25% 5 * 30 / 4 = +37.5% 5 * 40 / 4 = +50%
Also, with a full proc, you can add damage to the final value (i.e., the final damage number will be 300%, and we will improve this number by a percentage as well). Not much, but just to have something.
Why did you remove undead and dwarves from the creatures table?
I didn't remove anything. Are you talking about the first posts in the thread? I don't know, some of the images mysteriously disappeared on their own. Icepriest
Just to clarify: I'm just passing through, so I don't know the intricacies of modding and your capabilities on the Heroes engine, but here's what can be done with this perk: What about synergy with luck? For example, if luck triggers for a unit, the chance of a critical hit also increases at that moment by:
No, there are no such technical possibilities.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Maybe it's already been mentioned, but I couldn't find it. There's a bug when building creature dwellings. For example: you build a dwelling for zombies, and you can immediately buy 14 of them. If you exit the castle and re-enter, only 4 will be available for purchase.