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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Nargott
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The most interesting thing is that it happened by chance – I first created vampires and knights, and only then noticed this similarity. The second noteworthy thing is that these abilities counter each other. Double Strike counters Retaliation, which counters Endless Haste, which counters Double Strike.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Инквизитор Окабэ †
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The cycle of knights in nature, so to speak. XD
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!
Nargott
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Bring back the armor penetration for Yarls (new name for armor reduction = ignoring 50% of armor), as even with a 100% chance, Fire Wave alone is not enough to balance out the Chain Attack of other tiers, without drastically increasing the attack.
Update: it seems that Fire Wave will have to be removed, or the random factor will have to be reintroduced, as it leads to inaccurate damage prediction (up to 10 times lower, depending on the distance to the target). It's a pity, because with the random factor, the ability is weaker than a simple assault.
Perhaps it will be possible to simulate this ability through a regular area attack, I will need to try. Then it will be possible to strengthen it so that 50% damage is dealt across the entire area of the wave (regardless of the distance to the target).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Инквизитор Окабэ †
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Great news! The banners with the "pierce" ability were a very useful upgrade (and they're thick, plus they have flight – awesome!).
I've been thinking – why don't Monks have what seems like the most logical spell for them – Prayer? Lately, I've been wondering if I should try turning the first-tier Monk into a unit whose task would be to apply short-lived, one-turn buffs at the beginning of each turn, like Prayer, which wouldn't have a mana cost. This would replace the unit's direct participation in combat with a more logical behavior for a Monk – standing and praying. :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!
Nargott
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Currently, Prayer seems to me to be a more suitable ability in terms of gameplay for the Daughters of Heaven, who alternate between free Prayer (for 2-3 rounds), paid Haste, and sacrifice to replenish mana. Furthermore, unlike humans, Orc heroes do not have access to the Prayer ability, which makes Prayer even more important for the Daughters.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Инквизитор Окабэ †
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So, this is the real Monk here! XD
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!
Nargott
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Orcish monk :)
Regarding the fire wave, I haven't been able to properly implement the wave animation for the area-of-effect attack yet (maybe someone can suggest how to do it best?). Therefore, for now, I'll leave the option with the old built-in Wave (with a 100% chance and inaccurate damage prediction). In my opinion, it's better to have a very interesting ability and calculate the damage yourself than to have a random thing that you don't know if it will work or not, and where it will hit. In any case, the ability to see the area of the wave before the attack is more important than the ability to see the exact damage, but without the area. When the wave covers 5-6 targets and you see it immediately before the attack, it's an amazing feeling :)
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Nargott
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I think duels should be separated from classes by linking all three types of armies to the same class and a standard set of spells (2 schools). The reason for this decision – the specific classes of heroes, their parameters, magic, and skills – is still being discussed between the author and other contributors and will be decided at later stages (when hero progression is implemented). These classes could change 100 times. It would be undesirable to revise the duels at this time, at least until the classes are finalized.
Pros:
+ All heroes of the same race have equal physical stats (attack and defense), which means you can clearly feel the difference between upgrades in physical stats in combat, without relying on different classes.
Cons:
- Essentially, the heroes are identical as units within each race.
However, this concerns only duels, where classes were not fully revealed anyway due to the lack of hero skills. The main theme of duels is the troops, and this change will be positive for playing with the troops (the plus will be beneficial, and the minus is not important).
Why were classes introduced into duel presets in the first place? To test the balance of Might and Magic on different parameters. But this can also be tested with the new approach of equal heroes within a race, for example, how Chaos plays with 8 in magic (with the Shadows) and with 4 in magic (with the Demons).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Nargott
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As duel classes, the following will be used (attack/defense + magic/knowledge):
Comments (compared to the original): - Humans: emphasis on low knowledge (therefore, magic is higher) - Dwarves: emphasis on endurance (top-tier defense, high knowledge), previously it was with elves - Elves: emphasis on magic and defense, previously it was with undead - Undead: emphasis on versatility, but with a focus on magic - the remaining races are similar to the original
Role-playing of magic schools based on parameters (magic/knowledge):
Slightly off-topic regarding the mod, but I see there are new classes here. How do I create one? Simply adding a class to heroclass.xdb and then linking it to a hero from mapobjects doesn't seem to work for some reason. It says that the class is not defined.