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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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All city layouts are ready: Notes: 1. Training grounds: training is free (10 creatures per week). 2. Altar of Elements: additionally grants +1 to spell power for Witches and +1 to attack for Assassins (since elemental magic doesn't work for them). 3. Temple: undead transformation is disabled. Instead, all ghosts lost by the player immediately become available for recruitment. When built in multiple cities, all ghosts are recruited from a common pool (a single pool for all Necropolises with a Temple). 4. Traveler's Hut: additionally, all Orc heroes receive +10% to movement range. 5. Slave Market: creatures can be sold for 200% of their cost. 6. Sparkling Fountain: additionally grants +3 to luck for visiting heroes until the end of the week. 7. Treasury: functions like farms, doubling the weekly growth of Djinns (in addition to +500 gold per day). 8. Sacrificial Pit: all Demon heroes receive +1000 experience weekly. 9. School of Runes: upon construction, runes of levels 1-5 become immediately available (depending on the hero's skill).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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Price x (increase *with farm) Name = Power rating of the unit (maximum ransom amount on week 3, considering the starting armies of 4 heroes, but without taking into account Necromancy and training)

Tier 1

100 x (12-36) Goblin = 18k
125 x (12-36) Skeleton = 21k
125 x (10-30) Imp = 18.5k
150 x (10-30) Gremlin = 21k
150 x (8-48*) Militia = 25.2k
200 x (7-21) Fairy, Guard = 20k
250 x (6-18) Assassin = 21k

Tier 2

200 x (10-30) Zombie = 24k
200 x (8-24) Gargoyle = 20k
200 x (7-21) Spearman = 18k
250 x (6-36*) Demon = 28k
250 x (6-18) Archer = 19k
300 x (6-18) Dancer, Brute = 22k
400 x (4-12) Beast = 20k

Tier 3

300 x (6-18) Ghost = 20k
300 x (5-30*) Berserker = 27k
400 x (6-18) Hunter = 26k
400 x (5-15) Swordsman, Succubus = 22k
500 x (5-15) Golem = 27k
500 x (4-12) Shaman = 22k
600 x (4-12) Minotaur = 26k

Tier 4

500 x (5-10) Cerberus = 17.5k
600 x (5-10) Monk, Mage = 21k
600 x (4-16*) Centaur = 26.4k
750 x (5-10) Bear = 26.25k
750 x (4-8) Druid, Predator = 21k
1000 x (3-6) Vampire = 21k

Tier 5

750 x (4-8) Priest, Warlord = 21k
1000 x (4-8) Witch, Knight = 28k
1000 x (3-6) Unicorn = 21k
1200 x (3-6) Nightmare = 25.2k
1200 x (2-8*) Djinn = 26.4k
1500 x (2-4) Lich = 21k

Tier 6

1500 x (2-4) Griffin = 21k
2000 x (2-4) Reaper, Rakshasa, Wyvern = 28k
3000 x (1-4*) Ent = 27k
3000 x (1-2) Titan, Hydra, Balrog = 21k

Tier 7

3000 x (2) Angel = 24k
3000 x (1-2*) Dragon of Death = 18k
6000 x (1) Forest Dragon, Dark Dragon, Northern Dragon, Titan, Cyclops, Devil = 24k
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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It’s 2019, and version 1.24 still hasn’t been released:(
In reply to Nazarian
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It’s worth waiting another year or two for a mod like this. The Heroes won’t run away from us. :D
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!
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I spend a lot of time meticulously refining the abilities and parameters of creatures, and I constantly work on fixing errors and finding ways to improve them. The old mod had many excellent ideas, but not all of the potential of the abilities and their combinations was utilized. Here, I try to go through all the creatures, evaluating them according to three qualitative criteria: 1) Cohesion - how connected the creatures are to each other (all 3 types of upgrades). 2) Unique combinations - what unique combinations of abilities do the creatures use, and how do they work together? 3) Unique abilities - do the creatures have unique abilities? From the point of view of abilities, all creatures should be unique, meaning that 2 or 3 of the points should be fulfilled, and it is also highly desirable to fulfill point 1. Update: I cleaned up a lot of text and moved the more concise content to the next post.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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By the way, I was browsing the first page and noticed a great selection of heroes in the list of starting skills, including heroes from the campaigns. Should we hope for their appearance in future versions, or will we have to stick to the standard heroes? (Not that it would make a fundamentally important difference, but just seeing them is exciting, and playing as them would be even more enjoyable.)

I was also thinking that it would be interesting to rework the campaigns so that they could be played in a new way with a mod (mainly for the reason mentioned above), but I think that would be a very cumbersome task.

(That feeling when you want to help, but you're not really an expert in anything and can only be useful for identifying bugs. Anyway, sorry for bothering you with my nonsense. :D)
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!
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Yes, new heroes will be used.
Regarding campaigns - personally, I'm unlikely to deal with them, as the mod is for Multiplayer and there is a lot of work in other areas important for Multiplayer.
If you are interested in campaigns - it's easier to do it yourself in the future, but for now there is no base, as the balance for map play is still far from settled.

Added after 10 hours 34 minutes
ORCS (blood rage by default for all except wyverns)

1. GOBLINS (Cowardice)
Goblin Bandits = Cowardice + Double Strike (Betrayal)
Goblin Trappers = Cowardice + Agility (Traps)
Goblin Shamans = Cowardice + Resilience (Magic Corruption, Infection)
(Resilience = no step back, Infection = weakening strike)

2. FIGHTERS (Taste of Blood = battle fury)
Brutes = Taste of Blood + Rage
Marauders = Assault + Stun (Taste of Blood)
Provokers = Taste of Blood + Intercept (Heavy class)
(Intercept = taunt with 100% proc rate)

3. SHAMANESSES (Sacrifice)
Shamanesses = Cover + Sorcery (Sacrifice: Evasion => Area Exorcism / Teleport => Berserk)
Daughters of Heaven = Prayer + Sorcery (Sacrifice: Haste)
Daughters of Earth = Sorcerous Strike + Rapid Attack (Sorcery + Sacrifice: no mana => Slow)
(Cover = ally protection)

4. CENTAURS (melee defense)
Steppe Centaurs = Shooting + Taste of Blood (Retreat, Large size)
Nomadic Centaurs = Shooting + Bloodlust (Retreat, Large size)
War Centaurs = Shooting + Unanswered Attack (Strike without penalty, Large size)
(Taste of Blood = battle fury, Bloodlust = cleaver, Retreat = maneuver)

5. OGRES (goading/scaring and similar auras)
Shock Troopers = Bloodlust + Intimidation (Large size)
Executioners = Aura of Terror + Aura of Leadership (Large size)
Chiefs = Aura of Activity + Chief's Order (Large size)
(Bloodlust = cleaver, Intimidation = fear attack, Aura of Leadership = aura of bravery, Aura of Activity = commander presence)

6. WYVERNS (Regeneration)
Vultures = Regeneration + Corpse Devouring (Flight, Large size)
Wyverns = Regeneration + Toxin (Flight, Large size)
Paokai = Electric Attack + Endless Repulse (Regeneration, Flight, Large size)
(Toxin = animal venom, Electric Attack = electric breath)

7. CYCLOPES (double-edged area attacks and auras, paired debuffs and use of goblins)
Monstrous Cyclopes = Stun + Aura of Suppression (Large size, Heavy class)
Siege Cyclopes = Goblin Throwing + Heavy class (Half-power shooting, Crush, Large size)
Tropical Cyclopes = Goblin Devouring + Evil Eye (Large size, Heavy class)
(Aura of Suppression = poisoning aura)

SHADOWS

1. SCOUTS (paired: Shooting, Poisoning, Agility)
Scouts = Shooting + Stun (Agility, Strike without penalty)
Assassins = Shooting + Poisoning (Half-power shooting, Strike without penalty)
Hunters = Stealth + Agility (Poisoning)

2. BEASTS (Unanswered Attack, Return = strike and return)
Beasts = Return + Wounding (Unanswered Attack)
Furies = Return + Agility (Unanswered Attack)
Megeras = Strike of Darkness + Assault (Return + Unanswered Attack)
(Wounding = crippling wound with 100% proc rate penalizing only speed, Strike of Darkness = whip strike)

3. MINOTAURS (paired: repulse, multi-strike, auras; bravery)
Punishers = Retribution + Intercept (Heavy class, Bravery)
Gladiators = Double Strike + Endless Repulse (Heavy class, Bravery)
Goliaths = Assault + Aura of Leadership (Heavy class)
(Intercept = taunt with 100% proc rate, Aura of Leadership = aura of bravery)

4. LIZARDS (Beast Attack = lizard bite)
Predators = Defense Bypass + Unanswered Attack (Beast Attack, Large size)
Raiders = Defense Bypass + Return (Heavy class, Beast Attack, Large size)
Devastators = Opportunity Attack + Agility (Beast Attack, Large size)
(Defense Bypass = charging strike, Return = strike and return)

5. WITCHES (unique ranged flight)
Twilight Witches = Shooting + Electric Attack (Defense Penetration, Flight, Sorcery)
Elemental Witches = Shooting + Chain Attack (Flight, Sorcery)
Shadow Witches = Stealth + Defense Penetration (Flight, Sorcery)
(Electric Attack = electric breath, Chain Attack = storm strike, Defense Penetration = enhanced attack)

6. HYDRAS (circular attacks)
Swamp Hydras = Semi-circle Attack + Endless Repulse (Unanswered Attack, Large size)
Cave Hydras = Circular Attack + Regeneration (Unanswered Attack, Large size)
Acid Hydras = Circular Attack + Acid Blood (Large size)

7. DARK DRAGONS (Fire Breath, magic protection)
Grey Dragons = Fire Breath + Rage (Large size, Flight, Heavy class, Magic Protection)
Black Dragons = Magic Immunity (Fire Breath, Large size, Flight, Heavy class)
Red Dragons = Fire Breath + Burning (Large size, Flight, Heavy class, Magic Protection)
(Fire Breath = dragon breath with 200% secondary damage, Magic Protection = 50% magic penetration resistance)

DWARVES

1. GUARDS (Retribution, Resilience = no step back)
Shieldbearers = Retribution + Arrow Protection (Heavy class, Resilience)
Rockbreakers = Retribution + Rage (Heavy class, Resilience)
Guards = Retribution + Endless Repulse (Fortified Position, Heavy class, Resilience)

2. SPEARMEN (abilities affecting mobility)
Spearmen = Retribution + Unanswered Attack (Wounding)
Spear Throwers = Shooting + Wounding (Strike without penalty)
Harpooners = Pulling (Shooting)
(Wounding = crippling wound with 100% proc rate penalizing only speed, Pulling = harpoon strike)

3. BONEBREAKERS (Giant Slayer)
Bonebreakers = Giant Slayer + Stun (Heavy class)
Berserkers = Giant Slayer + Frenzy (Heavy class)
Vikings = Giant Slayer + Taste of Blood (Heavy class)
(Frenzy = berserker rage, Taste of Blood = battle fury)

4. BEARS (scaring abilities, Heavy Armor)
Bear Riders = Intimidation + Beast Attack (Heavy class, Large size, Heavy Armor)
Armored Bears = Paw Strike (Heavy class, Large size, Heavy Armor)
Northern Riders = Bear Roar (Heavy class, Large size, Heavy Armor)
(Intimidation = fear attack, Beast Attack = lizard bite)

5. PRIESTS (Fortified Position)
Rune Priests = Crossfire (Shooting, Sorcery, Large size, Fortified Position)
Flame Priests = Incendiary Projectiles (Shooting, Sorcery, Large size, Fortified Position)
Frost Priests = Shooting + Torpor (Sorcery, Large size, Fortified Position)
(Incendiary Projectiles = fire sign)

6. THANES (area attacks)
Thanes = Chain Attack + Electric Attack (Large size, Flight, Heavy class)
Jarls = Fire Wave + Flame Strike (Defense Penetration, Large size, Flight)
Tors = Chain Attack + Storm Strike (Large size, Flight)
(Chain Attack = storm strike, Electric Attack = electric breath, Storm Strike = unexpected storm, Defense Penetration = enhanced attack)

7. NORTHERN DRAGONS (Northern Breath, elemental immunities)
Fire Dragons = Northern Breath + Fire Skin (Large size, Heavy class, Elementals, Fire Immunity)
Lava Dragons = Northern Breath + Liquid Flame (Large size, Heavy class, Elementals, Fire Immunity)
Ice Dragons = Northern Breath + Ice Aura (Large size, Heavy class, Elementals, Ice Immunity)
(Fire Skin = 30% fire shield, Northern Breath = safe 2x2 breath with 50% secondary damage)

HUMANS

1. MILITIA (Reserve = howl)
Militia = Reserve + Joint Attack
Recruits = Reserve + Heavy class (Stun)
Fanatics = Reserve + Rage (Assault)
(Joint Attack = pack attack)

2. ARCHERS (abilities enhancing ranged damage)
Archers = Shooting + Assault (Lofted shooting)
Crossbowmen = Defense Burn + Armor-piercing Shot (Shooting)
Sharpshooters = Shooting without penalty + Armor-piercing Shot (Shooting)
(Defense Burn = enhanced attack, Armor-piercing Shot = precise shot)

3. SWORDSMEN (Arrow Protection, Cover = ally protection)
Swordsmen = Unanswered Attack + Arrow Protection (Heavy class, Cover)
Men-at-Arms = Endless Repulse + Intercept (Heavy class, Cover, Arrow Protection)
Crusaders = Bloodlust + Taste of Blood (Heavy class, Cover)
(Intercept = taunt with 100% proc rate, Bloodlust = cleaver, Taste of Blood = battle fury)

4. MONKS (Strike without penalty)
Monks = Strike without penalty + Half-power shooting (Shooting, Sorcery)
Clerics = Shooting + Purification (Strike without penalty, Sorcery)
Adepts = Half-power shooting + Shooting without penalty (Shooting, Strike without penalty, Sorcery)

5. KNIGHTS (Cavalry bonus, Berserk Immunity)
Knights = Cavalry bonus + Assault (Large size, Heavy class, Berserk Immunity)
Paladins = Cavalry bonus + Healing (Large size, Heavy class, Berserk Immunity)
Champions = Cavalry bonus + Tournament Strike (Large size, Heavy class, Berserk Immunity)
(Healing = laying on of hands)

6. GRIFFINS (Endless Repulse, Blindness Immunity)
Royal Griffins = Dive Strike + Endless Repulse (Large size, Flight, Blindness Immunity)
White Griffins = Endless Repulse + Frenzied Repulse (Large size, Flight, Blindness Immunity, Heavy class)
Blood Griffins = Endless Repulse + Taste of Blood (Large size, Flight, Blindness Immunity, Dive)
(Frenzied Repulse = battle madness, Taste of Blood = battle fury)

7. ANGELS (Curse Immunity, Defense Burn = enhanced attack)
Angels = Rebirth (Flight, Large size, Defense Penetration, Curse Immunity)
Cherubs = Power of Light + Sorcery: Resurrection (Flight, Large size, Defense Penetration, Curse Immunity)
Seraphs = Defense Penetration + Vampirism (Flight, Large size, Sorcery, Curse Immunity)
(Power of Light = child of Light, Defense Penetration = enhanced attack)

UNDEAD (all creatures have the Undead ability by default)

1. SKELETONS (Arrow Protection)
Skeleton Servants = Intercept + Wounding (Arrow Protection, Heavy class)
Skeleton Archers = Arrow Protection + Shooting
Skeleton Warriors = Cover + Stun (Arrow Protection, Heavy class)
(Intercept = taunt with 100% proc rate, Wounding = crippling wound with 100% proc rate penalizing only speed, Cover = ally protection)

2. ZOMBIES (Infection = weakening strike)
Infectious Zombies = Infection + Endless Repulse
Plague Zombies = Infection + Poisoning
Cursed Zombies = Infection + Aura of Suppression
(Aura of Suppression = poisoning aura)

3. PHANTOMS (Incorporeality)
Phantoms = Incorporeality + Joint Attack (Flight, Torpor)
Shadows = Incorporeality + Unanswered Attack (Flight)
Spirits = Regeneration + Magic Vampirism (Incorporeality, Flight)
(Joint Attack = pack attack, Magic Vampirism = magic drain)

4. VAMPIRES (Vampirism)
Combat Vampires = Vampirism + Bloodlust (Heavy class)
Higher Vampires = Vampirism + Unanswered Attack (Heavy class, Flight)
Ancient Vampires = Vampirism + Endless Repulse (Heavy class, Flight)
(Bloodlust = cleaver)

5. LICHS (Aura of Suppression = poisoning aura)
Unholy Liches = Shooting + Cursed Attack (Cloud of Death, Large size, Aura of Suppression)
Plague Liches = Shooting + Cloud of Death (Large size, Sorcery, Aura of Suppression)
Higher Liches = Shooting + Rage (Large size, Sorcery, Aura of Suppression)
(Aura of Suppression = poisoning aura, Cursed Attack = casting a curse)

6. REAPERS (negative activatable abilities)
Reapers = Call of Death (Large size, Heavy class)
Heralds of Death = Touch of Death (Large size, Heavy class)
Banshees = Banshee Scream (Large size)
(Call of Death = creature banshee scream, Banshee Scream = hero banshee scream, Touch of Death = deadly grip)

7. DEATH DRAGONS (50% damage protection)
Bone Dragons = Spirit of Despair + Intimidation (Arrow Protection, Large size, Flight)
Dragons of Terror = Aspect of Terror + Cursed Attack (Large size, Flight)
Dragons of Doom = Incorporeality + Strike of Sorrow (Large size, Flight)
(Spirit of Despair = deadly gaze, Intimidation = fear attack, Aspect of Terror = 50% chance to scare an enemy attempting to attack this creature + creatures start combat 50% earlier, Cursed Attack = casting a curse)

Added after 40 minutes
DEMONS (all creatures have the Demons ability by default)

1. IMPS (Retreat = maneuver, stealing mana from enemy hero)
Imps = Retreat + Taste of Blood (Mana Absorption)
Parasites = Mana Drain + Rage (Retreat)
Devils = Retreat + Unanswered Attack (Mana Theft)
(Taste of Blood = battle fury)

2. DEMONS (explosions)
Sulphur Demons = Explosion (Heavy class)
Fire-skin Demons = Bomb + Fire Skin (Heavy class)
Nimble Demons = Bomb + Jump (Heavy class)
(Fire Skin = 30% fire shield, Bomb = death explosion)

3. SUCCUBI (Return Shot, Subjugation Immunity)
Succubi = Shooting + Intimidation (Return Shot, Subjugation Immunity)
Demonesses = Chain Fire + Return Shot (Shooting, Subjugation Immunity)
Lilim = Return Shot + Retribution (Shooting, Subjugation Immunity, Sorcery: Subjugation)
(Intimidation = fear attack)

4. CERBERI (Frenzy = berserker rage)
Hellhounds = Frenzy + Beast Attack (Large size)
Cerberi = Frenzy + Wide Attack (Large size)
Fire Dogs = Frenzy + Hell Breath (Large size)
(Beast Attack = lizard bite, Wide Attack = 3-head attack, Hell Breath = 3-head attack + dragon breath)

5. NIGHTMARES (Intimidation = fear attack)
Crimson Nightmares = Intimidation + Aura of Terror (Large size, Heavy class)
Blazing Nightmares = Fire Skin + Withering Aura (Intimidation, Large size, Heavy class)
Ashen Nightmares = Intimidation + Assault (Large size, Heavy class)
(Fire Skin = 30% fire shield)

6. BALROGS (lethality)
Hellspawns = Deadly Strike (Large size, Sorcery)
Balrogs = Shearing Sword (Large size, Sorcery)
Fiends = Killing Blade (Large size, Heavy class)

7. DEVILS (Unanswered Attack)
Devils = Inspiration (Large size, Flight, Unanswered Attack)
Lords = Summon Balrogs (Large size, Flight, Unanswered Attack)
Shaitans = Attraction (Large size, Flight, Unanswered Attack)

Added after 2 hours 52 minutes
MAGES

1. GREMLINS (Burst Projectiles = diagonal cross shooting, can hit allies and detonate crystals)
Pest Gremlins = Supply Theft (Shooting, Burst Projectiles)
Mechanic Gremlins = Repair (Shooting, Burst Projectiles)
Pyrotechnic Gremlins = Shooting + Blindness (Burst Projectiles, Sabotage)
(Sabotage = mischief)

2. GARGOYLES (Stun, Elementals, elemental immunities and vulnerabilities)
Marble Gargoyles = Stun + Stone Aura (Flight, Heavy class, Elementals, Earth Immunity)
Obsidian Gargoyles = Stun + Electric Aura (Flight, Heavy class, Elementals, Lightning Immunity)
Onyx Gargoyles = Stun + Fire Aura (Flight, Heavy class, Elementals, Fire Immunity)

3. GOLEMS (Enchanted Armor, Mechanisms)
Granite Golems = Enchanted Armor + Assault (Heavy class, Mechanisms)
Steel Golems = Enchanted Armor + Endless Repulse (Heavy class, Mechanisms)
Magnetic Golems = Enchanted Armor + Magnetism (Heavy class, Mechanisms)

4. MAGES (Piercing Shooting = magic attack)
Mages = Piercing Shooting + Aura of Impermeability (Shooting, Sorcery)
Wizards = Piercing Shooting + Shooting without penalty (Shooting, Sorcery)
Sorcerers = Piercing Shooting + Defense Penetration (Shooting, Sorcery)
(Aura of Impermeability = magic dampening, Defense Penetration = enhanced attack)

5. DJINNS (Elementals, elemental immunities)
Marids = Joint Attack + Sorcery: Phantom (Large size, Flight, Ice Immunity, Elementals)
Djinns = Random Charms (Large size, Flight, Lightning Immunity, Elementals)
Ifrits = Fire Shield + Rage (Large size, Flight, Fire Immunity, Elementals)
(Joint Attack = pack attack, Fire Shield = 50% lava shield)

6. RAKSHASAS (Onslaught, Slow Immunity)
Rakshasa Princesses = Onslaught + Agility (Large size, Slow Immunity)
Rakshasa Rajas = Onslaught + Unanswered Attack (Large size, Slow Immunity)
Rakshasa Kshatriyas = Onslaught + Semi-circle Attack (Large size, Slow Immunity)

7. TITANS (Mental Immunity = mind control immunity)
Colossi = Giant Slayer + Intercept (Large size, Heavy class, Mental Immunity)
Thunderers = Lightning Throwing (Large size, Mental Immunity)
Titans = Storm + Shooting (Large size, Mental Immunity, Strike without penalty)
(Intercept = taunt with 100% proc rate)

Added after 1 hour 35 minutes
ELVES

1. FAIRIES (Unanswered Attack, Wide Attack = lethal splashes)
Fairies = Stealth + Wide Attack (Unanswered Attack, Flight)
Nymphs = Symbiosis (Wide Attack, Unanswered Attack, Flight)
Dryads = Wheel of Fortune (Wide Attack, Unanswered Attack, Flight)

2. DANCERS (Agility)
Blade Dancers = Double Strike + Unanswered Attack (Agility)
Death Dancers = Agility + Circular Attack
Wind Dancers = Agility + Defense Bypass
(Defense Bypass = charging strike)

3. HUNTERS (long-range shooting abilities)
Hunters = Double Shot + Giant Slayer (Shooting)
Rangers = Double Shot + Shock Arrows (Shooting)
Snipers = Shooting without penalty + Defense Penetration (Shooting)
(Shock Arrows = stopping arrows, Defense Penetration = enhanced attack)

4. DRUIDS (hero-enhancing abilities)
Druids = Energy Channel (Shooting, Sorcery, Large size)
Keepers = Mana Transfer (Shooting, Sorcery, Large size)
Archons = Power Channel (Shooting, Sorcery, Large size)

5. UNICORNS (Blindness)
Silver Unicorns = Resistance Aura (Large size, Blindness)
Forest Unicorns = Endless Repulse + Blindness (Large size)
Light Unicorns = Power of Light + Purification (Large size, Blindness)
(Power of Light = child of Light)

6. ENTS (Entwining = entwining roots)
Dendroids = Entwining + Intercept (Large size, Heavy class)
Ents = Rooting + Rage (Entwining, Large size, Heavy class)
Huorns = Forest Wrath (Entwining, Large size, Heavy class)
(Intercept = taunt with 100% proc rate, Forest Wrath = forest rage)

7. FOREST DRAGONS (Flawless Scales, breath attack)
Emerald Dragons = Acid Breath + Acid Blood (Flight, Large size, Flawless Scales)
Golden Dragons = Retribution + Flight (Acid Breath, Large size, Flawless Scales)
Azure Dragons = Prismatic Breath + Assault (Flight, Large size, Flawless Scales)
(Flawless Scales = immunity to effects that kill 1 creature, Acid Breath = dragon breath, safe for allies)

Added after 27 minutes
That's all! Finally, the ability design is finished. I am very pleased with the result; this is a step up to a new level of quality—literally every unit received interesting and unique combinations. Now it remains to deal with creature stats, that is, the quantitative side of the matter.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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Did they remove the Reaper's ability to decimate enemies by inflicting negative morale? Too bad, it was an interesting ability, even if it was very situational.
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!
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Why was it removed? It's called "Call of Death." I'm still thinking about the following questions: - Should Dusk Witches have Shooting without a penalty or Armor Burning added? (Otherwise, a huge difference in attack power will have to be maintained between them and their upgraded versions.) - Should all Cyclops receive Goblin Devour as a unifying ability? - Magic units need another random ability added, as there aren't enough to balance with Soldier's Luck (currently, there's only Stun on Gargoyles and Blind on Gremlins). - Should Shadows keep Storm, or can we come up with something more synergistic with Etherealness? Added 7 hours 40 minutes ago I've given Monstrous Cyclops Goblin Devour; now, all Cyclops are united by manipulations with goblins (devouring or throwing). I've given Dusk Witches Armor Burning (like Shadows). Now, the combination of shooting with Electric Attack has become even more interesting, as the opponent can protect troops vulnerable to Armor Burning with high defense by placing troops with low defense nearby, forcing them to redistribute the energy of the shot. I've also discovered a new combination: Giant Killer + Intercept, and added Intercept to Colossi. Given the large size of potential targets, as well as the Colossi themselves, it will be difficult for them to bypass these giant guardians without running into Giant Killer. Unfortunately, Flame Strike doesn't work on ranged units as intended. The damage is dealt proportionally to the actual ranged attack, but it was planned that it would always be 100% damage without penalties for distance. Without this feature, adding the ability to Gremlins doesn't make much sense; we need to think about an alternative. Rage should definitely be given to Ifrits, not Granite Golems. There's a cooler combination with Fire Shield, and it's generally more logical for Ifrits. I'd like to give Golems Storm (especially since magic units lack a 3rd random ability besides Gremlins and Gargoyles), but the problem with this ability is that it doesn't seem to synergize with enchanted armor (resurrection from Chaos). However, I found a synergy: thanks to resurrection, you can significantly increase the attack potential before an attack, increasing the chances of Storm triggering. Added 12 hours 15 minutes ago Regarding Gremlins with Flame Strike, the ability seems interesting and logical, but it can be implemented in the following way. Sharply reduce the number of Gremlins' ammunition but compensate for the shortage with a corresponding number of Flame Strike charges (3 charges). Thus, some of the Gremlins' ammunition will be explosive (like other Gremlins), and some will be incendiary. With each shot, there will be a choice of which to use: either from shooting or from the ability.
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And is "Northern Breath" perhaps "Frost Breath" from unused skills? If so, did you modify it somehow, or did it originally function as you described?
a safe 2x2 area-of-effect attack with 50% damage to secondary targets
Справедливость - авторский глобальный мод

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That line just led to a bit of confusion: "Call of Death = the shriek of banshee creatures." And I thought that Reapers were given the Banshee's Shriek, but at a lower level than the Banshee itself. :D Judging by the news about the mod, it seems to be getting more and more interesting with each change. I'm eagerly awaiting it, as they say. And I also saw somewhere that the peasant icons had been changed, with completely different faces, with beards and not fat - but I can't find it. I've been wondering if there are models for those beautiful icons. Hmm, I'll go through the topic again to look for those icons.
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!
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Found them! Here they are:

....I did some digging and found the models too. If anyone needs them, here's a link to a Yandex Disk archive: https://yadi.sk/d/tmNrPyRFvjost
(Thanks, now I'll have some cool peasant models. :D)

Through trial and error, I found that if you simply merge the peasant mod's contents into the Wargame archives, everything will work quite well. Everything, except for one small detail: when the first tier of militia uses the animation and summons its phantom, it does so in the pose of a "stoic tin soldier" and without a head. I think it will be easy to fix by simply specifying a different, suitable animation from the available ones.
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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!
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Andrail
Is Northern Breath not Frost Breath from the unused abilities? If so, did you change it somehow, or did it originally work the way you described?
No. Technically, it's an empty ability that does nothing, to which a 2x2 pattern attack is linked, dealing 50% damage to secondary targets.

I've been borrowing new peasant models and icons for a long time, but I haven't fixed the animation problem yet; I haven't had the time.

Added 6 minutes ago
Regarding the gremlins, we discussed it and decided that it would be better to give them the Ammunition Steal ability instead of Flame Strike. And spirits don't need it (they have an interesting retaliatory ability with incorporeality). Configure the ability so that it works almost across the entire battlefield, so that ranged units don't have any particular problems using it.

Added 2 hours 18 minutes ago
For the Nightmares, I made the following changes:
- Gave the Blazing Nightmares (upgrade) the Withering Aura instead of Charge.
- Gave the Ash Nightmares (alternative) Charge instead of the Withering Aura.

Now, the upgrade is Fire Skin + Withering Aura (focus on magic damage), and the alternative is a combination of Charge + Intimidation (two random abilities).

Added 2 hours 30 minutes ago
I also changed the upgrade and alternative for the ghosts:
- Gave the Shadows (upgrade) Retaliation (instead of Charge and magic vampirism).
- Gave the Spirits (alternative) Magic Vampirism and Regeneration (instead of Retaliation and Ammunition Steal, which went to the gremlins).

Charge is not that interesting for the ghosts in general, as Regeneration, which they had since Heroes 3.

Added 3 hours 34 minutes ago
I'm thinking about the following option for the beasts:
1) Return the Raiders the ability Return.
2) Make the combination of Return + Retaliation typical for all 3 types of beasts.
3) Beasts: +Wound (guaranteed debuff that reduces speed).
4) Furies: +Agility (increased defensive bonuses for movement).
5) Megeras: +Dark Strike (chance for a random powerful debuff).

Comments:
1. The combinations of Return + Armor Piercing and Return + Heavy Class have always been interesting for the lizardmen; it was because of this ability that they were once called Raiders.
2. Return is a typical ability for all types of beasts, but when adding it to the lizardmen, it is necessary to additionally highlight the beasts, and the general Retaliation for all is perfect here ("ranged" units at short range).
3. The combination with the retaliatory Wound makes the beasts especially interesting; on the one hand, they are similar to Spearmen (Retaliation) and Javelin Throwers (ranged attack), and on the other hand, they have fundamental nuances (unlike Spearmen with Beast's Vengeance, they don't rush into battle and act from the back rows, and unlike Javelin Throwers, they don't work at long range). And in terms of physics, the Beasts will have a traditional advantage in speed, initiative, and damage, while the Spearmen will have colossal survivability. Thus, the units should not become too similar.
4. Perhaps, instead of Agility, something else should be invented, but I want to test the operation of this combination with Return. So far, without practice, it is difficult to immediately say how strong the synergy is here and whether it is worth it.
5. Previously, the Megeras had Spell Strike, but now this feature has become unique again for the Daughters of the Earth. At the same time, it is possible to play out a weakened random version of this ability with the "short-range" Megeras (Return + Retaliation). But probably, it will be necessary to add Charge to strengthen the synergy.
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I will provide explanations for the most significant changes:

HUMANS

1. Why was Reserve given to all types of peasants? This is a very strong unifying ability that combines interestingly with each type. The Militia overwhelms by mass, but not in a primitive way (simply a large number of creatures), but through a tactical ability that must be played well. What was the militia known for in the original? It was sluggish meat with completely standard abilities (stun and assault), having no tactical value since there are enough stunning and assaulting units without them. The value of each unit should be played out in a unique combination of abilities, because simply unique abilities will not be enough for this (the number of units is too large). Reserve is a very unconventional solution, but the goal of our mod was not to make the most standard units that are hardest to criticize, but to make the most interesting units without gross violations of logic and common sense.

2. Why were crossbowmen given Armor Piercing (ignore 50% at all distances), and archers given Armor-Piercing Shot? Crossbowmen had no effective use at medium and long ranges, being too niche a unit for "box" situations—effective, but niche. With armor piercing, the unit becomes more dangerous at medium range against targets with high defense. Archers had the opposite problem—they were a universal and best unit at long range, practically the opposite of crossbowmen. That is, the connection between these two grades was strongly broken. With armor-piercing shot, they now have a common niche (any crossbows are effective at close range); on the other hand, at long range, they will work much softer, not so definitively, which is correct—long-range operation is better suited for elves, not humans.

3. Why were all swordsmen given Cover (aura of 50% protection from arrows)? Knights needed a rework, as they were simply slow clones of skeleton warriors. Now their gimmick is that they protect not only against arrows but also intercept melee attacks (Intercept + Infinite Retaliation). The completely random stun was removed. At the same time, an analogy with vampires became interesting (three grades of swordsmen use no-retaliation, double strike, and infinite retaliation, and vampires do too), which clearly hints that vampires are former swordsmen.

Added after 2 hours 11 minutes
DWARVES

1. Spearmen were the most vague unit in history. Even in the original, it was a shooter with almost no arrows and extremely low damage. In our mod, this unit has long since ceased to be a shooter (which distinguishes it from Spear Throwers), but it had trouble with its abilities. Some 3-cell attack that was intended to combo with Wounding, but in practice only one target was crippled. And finally, an unusual and interesting niche has been devised for them: a combination of No Retaliation and Retribution. Wounding and No Retaliation link Spearmen with Spear Throwers (no-retaliation crippling damage), while Retribution gives them "untouchability" for enemy melee units (similar to how shooters can be unreachable for melee). I see no other options for making interesting melee units similar to the grades; and there is even less sense in making them another set of shooters, since all the interesting combinations for shooters have already been taken.

DEMONS

1. All types of dogs are given a common Frenzy (berserker ability). This is very important and fundamental for them. On one hand, thanks to this ability, they get a conditional no-retaliation (similar to the original), and on the other—they can multiply the damage dealt via area attacks or bites. I am sure that it is impossible to come up with anything better than frenzy for dogs.

2. All types of devils received a common No Retaliation attack, because a devil without no-retaliation is not a devil, but a laughingstock (all Heroes 3 fans know this). Base devils also received Inspiration, which was taken from the Daughters of Heaven. The ability is potentially OP for low-level tier 1s, but just right for tier 7. Lords have had the summoning of Balrogs returned instead of Efreets, because current Balrogs have become much stronger.

UNDEAD

1. Base skeletons received a very unusual combination: Wounding + Intercept (100% taunt). Factually, this is a stopping unit that says like Gandalf: "You shall not pass!" Since with reduced speed, bypassing the Intercept will be very problematic. Archers lost their random Regeneration (which was redundant, as they have unique ranged protection from arrows). And warriors had Cover returned (arrow protection aura), since this niche is now free for them (previously it was occupied by Knights with the same stun). The specialization for warriors is such: assaulting shelled positions; that's exactly what stun is used for—to prevent the enemy from escaping focus, while simultaneously allowing your own troops to get under the protective aura (attacking the same target next to the warriors). In principle, in the original, warriors with Cover + Stun could be used similarly; I have only voiced this synergy, explaining why it specifically suits skeletons (mobility, focus on attack) and not knights.

2. Now all vampires have common vampirism. Previously, the lack of vampirism for the base unit caused questions among many players. The explanation for why they now have vampirism is simple—a powerful combination with double strike was found (attack - heal, attack again harder - heal again harder). Alt vampires lost their useless torpor because it prevents another powerful combo from fully unfolding—vampirism with infinite retaliation. With such power, any additional ability is superfluous, as it comes at the cost of lowering stats.

ORCS

1. Why do shooters have no-retaliation (referring to combat centaurs)? The answer is very simple: a centaur is a horse archer. What does a normal horse archer do? Shoots at enemies while constantly moving. The combat centaur does the same. Does he like his current position? He shoots from it. Doesn't he? He moves to a new position, with tempo, without retaliation and without loss of damage, attacking the enemy.

2. Shamans were criticized for losing their signature Haste and Slow, so these spells were returned to them (correspondingly to the Daughters of Heaven and Daughters of Earth). For the Daughters of Heaven, Haste compensated for the loss of Inspiration, but unlike it, it consumes mana. The Daughters of Earth also got their spellcasting back, but conditionally—they have 5 mana, while Slow costs 6; on the first turn, they'll have to "eat" goblins. And this is their fundamental difference from the Daughters of Heaven: those are primarily casters, and the Daughters of Earth are combatants with an option to spend tempo to enter spellcasting. Why Haste and Slow were previously removed from shamans—the thing is that all orcish magic fundamentally should not depend on Spellcasting (the stat), and these spells only stopped depending on Spellcasting now (their duration is determined by skill, not spellcasting). Despite the fact that Daughters of Earth now need to spend extra tempo to start casting, as a unit they are much cooler than their original prototype, because their magic is no joke (reducing target initiative 2.5 times, which is much stronger than the Slow version from the original).

Added after 35 minutes
In old WGE, new abilities were distributed randomly based on what fit best to avoid repetition (for example, base skeletons got Wounding because it fits axes and because they previously had no abilities). As a result, many interesting combinations were created by trial and error; but on the other hand, there were still useless units like those same skeletons (to whom the acquired Wounding was completely irrelevant—it just existed, as vague as the assault/stun of original peasants). After much time, I conducted "natural selection," picking the most liked units, studying their advantages, and realizing how to rebuild the remaining ones to raise them to the same level.

A fundamentally important role began to be played by the COMBINATION—a set of interconnected abilities (example: those same skeletons who received Intercept—100% taunt—in addition to Wounding). In the context of simple abilities, the decision to give Frenzy to all dogs is weak, since Frenzy is a unique berserker ability. But in the context of a combination, this decision is very strong because it allows playing out the same ability from 4 different angles. Where else will you see Frenzy with bite or Frenzy with area attack? Is creating 4 interesting combinations worth the sacrifice of 1 unique ability? I believe unequivocally yes. Because a unique combination is more than a unique ability.

Added after 14 minutes
Another example—Bloodlust (combat rage of alt berserkers). Implementing this ability for all orcish fighters brought them to a fundamentally new level. What linked the warmonger with its taunt and fierce retribution to other grades? Nothing. It was a fundamentally different unit that somehow ended up in this trio. Now let's see what replacing Retribution with Bloodlust gives? Basically, a very similar combination: when an orc is attacked (taunt), Bloodlust triggers and his retaliation damage increases about 1.5 times (with retribution—it was 2 times, but only worked on retaliations). But at the same time, Bloodlust is something that perfectly suits other orcs (synergy with Rage and with Assault). Did the alt berserker lose after such a replacement? Hardly, as he has Giant Slayer, which imposes serious differences in use (Bloodlust must be activated from large units, not just anyone, while avoiding small ones). And did the orcs win? All 3 types—unequivocally. At the same time, the combination of Retribution and Intercept was not lost; it went to base minotaurs—the Punishers).
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The reference to the vampires' past, portraying them as swordsmen, is a very interesting and good idea. Thank you, it was a pleasure to learn about this. :)
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!

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