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Posts from “Heroes of Might and Magic V: Tribes of the East”

4.8 (4 ratings)
In reply to Alan
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Some more miscellaneous information from the addon (taken from various sources - AG, GUgolok, Nival forum):

- Paladins have been given the "Berserk Immunity" ability.
- Although morale is no longer capped at +5, the bonus from the "Retribution" ability is still limited to +25% (i.e., 5*5%). It turns out that morale/luck caps were removed only so that artifacts (and other modifiers) for morale/luck "pluses" and "minuses" would be equal. Previously, "minus" artifacts had an advantage — first, bonuses from all "pluses" were calculated, then the value was clipped to the [-5; +5] range, and then the "minuses" were applied.
- Deleb was nerfed: "Fireball is cast at a skilled level: damage = 20+20*K, where K = -2 + Hero_Level/5 rounded up". This means that before level 6, the fireball from the ballista will deal no damage at all, and before level 11 — only 20 damage, etc. However, the Inferno faction received a "rapid-fire ballista" and "fire arrows"....
- The cost of converting a creature from one upgrade to another = 10% of the creature's cost.

- Kingdom Overview (hotkey - K).
- Wait button.
- Mixed neutral armies.
- Neutral danger level relative to the hero's army is shown (Low, Moderate, Challenging, High, Deadly).
- Barbarians received their own native terrain type - "taiga".
- New options: "Disable flying camera in town", "Disable magic use in auto-combat".
- 3 possible speeds for the dynamic battle mode.
- The color of the artifact's name depends on its class.
- A window with detailed info about "Dark Energy" — where it comes from, how much is left, etc.
- The "Necromancer's Amulet" artifact now reduces the Dark Energy required to raise a creature by 10%.
- Changes in the cost ("Dark Energy") of creatures raised by the "Necromancy" skill.
- Starting resources for Human/Recruit difficulty increased to 50000 gold (was 40000) and to 25 rare resources (was 20).
- New map sizes: Tiny (72x72), Huge (256x256), Impossible (320x320).
- Selling artifacts at town markets (for 1/2 price).
- The ranger's sworn enemies system has changed — now a regular unit + both upgrades of the unit are placed in one slot.
- Necromancy has changed — when raising upgraded creatures, a choice between the regular or alternative grade is offered.
- The ballista now has 100 shots (instead of 50).
- The "native" war machine of the Great Horde is the ballista.
- Improved support for custom Campaigns (at least, separate interfaces have appeared for them).
- "Sleeping" of heroes on the global map (hotkey "Z").
- Creating "movies from replays".
- Creature abilities have been moved to resources (they were previously "hardcoded" in the exe). For mods.

Some balance changes:
- Level 7 creatures have become cheaper (from 400 to 1000 gold).
- Small changes in the stats of some units — changes in mana amount, price, etc.
- The number of dwarf defenders in the town tower has been reduced by 2 times.
- The "Homeland" ability now gives a +2 (was +1) speed bonus.
- Demonic Fire now deals 10+10*SP damage (was 50+5*SP).
- Spirit Link efficiency was lowered — now 75 HP (was 50 HP) must be dealt to gain 1 mana.
- Increased damage from the warlock's elemental chains — the racial skill now provides 10/20/30/40% (was 5/10/15/20%).
- The Unsummon ability was changed — it now deals damage to HP, rather than as a percentage of the stack size.
- When enchanting an arrow, the ranger is no longer pushed back on the scale.
- Expert Attack bonus lowered to 15% damage (from 20%).
- Axel's specialization was changed — the momentum damage bonus is now 10%+1%*level (was 2+2%*level).
- Dirael's ability was buffed — the swarm damage bonus became 5%*level (was 2%*level), and the ATB knockback bonus became 2%*level (was 1%*level).
- Wingael's specialization bonus was changed again — it became 1%*level to the starting position on the ATB (was 0.05%/2%).
- Some changes to "old" spells:
Dark Magic: "Berserk" (damage increase), "Blind" (duration), "Subjugation" (duration), "Unholy Word" (damage)
Chaos Magic: "Armageddon" (damage from "stone")
Light Magic: "Anti-Magic" (max spell level), "Holy Word" (damage)
Summoning Magic: "Summon Elementals" (number of elementals), "Heavenly Shield" (hit points), "Summon Phoenix"
- Damage from "Holy Word" and "Unholy Word" increased to 144+12*SP (was 64+8*SP).

Orc buildings - standard, magic, dwellings (information in English)
Иногда они возвращаются :smile27:
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It will be great to play as Direal now. At level 20, you can eliminate sworn enemies from the game. Cast "Hornet Swarm" on the arrows and unleash a rain of arrows... it pushes back enemies by 60% on the ATB scale due to skillful summoning + 2% * 20 = 40% due to the ability - that's a total of 100% initiative for all sworn enemies at once!!!
I'm glad for the Dark Elves. Increased elemental damage, easy achievement of the super ability, the appearance of abilities such as pyrokinesis, deadly cold in the skill wheel, and the ability to gain bonuses to witchcraft and knowledge by expanding the skills of the education and magic branches... It will be tough for everyone!
The Necromancers have also become stronger...
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The ranger's sworn enemy system has been changed – now, a regular one and both unit upgrades are placed in one slot. That's awesome! Now, sworn enemies, beware! Now you can really tear everyone apart. :smile13: Great news, SteN, thanks!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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Adding to post #646:
Memory Mentor
At this location, a hero can "forget" some skills and abilities and choose a different path of development. "Forgetting" abilities is a process opposite to gaining levels: a hero can choose any number of skills and abilities, but only if they are not necessary conditions for obtaining the remaining skills and abilities.
The cost of "forgetting" depends on the hero's level and is equal to 500 * [square root of (Hero Level)] (rounded up) per "forgetting."
Sacrificial Altar
"Evil" heroes (demon lords, necromancers, warlocks, and barbarians) can sacrifice creatures in exchange for experience. "Good" heroes (knights, rangers, mages, and rune priests) can sacrifice artifacts.
Experience is calculated using the following formulas:
For creatures: Experience = 3 * [Total Hit Points]
For artifacts: Experience = 0.5 * [Artifact Cost]
Note that in "Lords of the Realm," all heroes, regardless of alignment, can sell their artifacts for the same half price at city markets.
Arcane Library
In the "Arcane Library," you can buy high-level spells for rare resources. The type of resource depends on the magical school to which the spell belongs:
Dark Magic spells are sold for mercury
Chaos Magic spells are sold for sulfur
Light Magic spells are sold for crystals
Summoning Magic spells are sold for gems
4th-level spells cost 15 units of resources, and 5th-level spells cost 25 units. A hero can only buy spells that they can learn. The selection of spells in the "Arcane Library" changes every month.
Fortuitous Sanctuary
The "Fortuitous Sanctuary" gives the army a bonus for the next battle. The type of bonus depends on the day of the week:
Monday: +3 to Attack
Tuesday: +1 to Morale
Wednesday: +3 to Defense
Thursday: +1 to Luck
Friday: +1 to Initiative
Saturday: +2 to Attack and +2 to Defense
Sunday: +1 to Speed
A hero cannot have two or more bonuses from the "Fortuitous Sanctuary."
Astrologer's Tower
In the "Astrologer's Tower," heroes can see what effects the next two weeks will have and even replace one of them with the effect of the current week. Changing the week costs 6000 gold; each player can only do this once a week, and not on Sunday. The effect will take effect the next day. If several players order a change on the same day, one effect, randomly selected, will take effect.
Mother Earth Shrine
In the next battle, the health of all creatures in the hero's army will increase by 10%.
Иногда они возвращаются :smile27:
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the changes are cool))
I want to play soon))
of the latest ones, the random Sanctuary and Library are good)) but I don't really like the fact that you can change the week in the Astrologer's Tower... I wonder if you choose the week yourself or if it changes randomly)) I hope it's the latter) otherwise, you can create a week with 7th-level creatures_)))

Be strong. Believe
In reply to Arandor
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Mentor, Sacrificial Altar, Spellbook, and Temple of the Earth Mother are all good! But Random Shrine and Tower of the Astrologer are complete nonsense! It's like they had nothing else to do! They should have made new neutral creatures or something else worthwhile!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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Papal changes! I like the ideas. Let's move forward with game improvements. More tactical improvements are needed, otherwise, the unit balance is completely messed up. I saw the new units from Inferno and I'm not impressed. It's better to focus on improving the factions.
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Those who played the Orcs demo, please share what abilities the renegade demons have.
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To be honest, I don't quite understand the purpose of the Mentor. We choose skills and abilities ourselves, and I think we do so consciously. Therefore, changing them further doesn't make sense. The only exception is the Witch's Hut – it can give something undesirable, but no one forces you to go there. And the Astrologer's Tower – the same. Spending a week (and the bonuses/penalties from it aren't too important, in my opinion) for such a huge amount of money, which could be spent on something more useful, seems pointless. Especially considering how often weeks like Sparrow Week/Dead Calm, etc., appear, which don't affect anything at all, the building loses its meaning.
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In my opinion, all the new features are good, but as for the creatures... I hope they will be added in a patch:smile41:
Варвары рулят!!
In reply to 2DDarkKnight
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Does anyone know how the Renegades were changed?
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
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The addon is valuable because after each battle, it will award action points! And the Barbarian's rage ability is also quite powerful!
Чемпион закрытых турниров
In reply to StormS-K
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StormS-K;116976
Does anyone know how the Renegades were changed?
The Seraphs received Divine Retribution, and the Adepts had their spell of Disruption removed, or whatever it was called; I don't remember exactly.
To be honest, I don't quite understand why the Mentor is needed. We choose the skills and abilities ourselves, and I think we do so consciously. Therefore, there is no point in changing them further.
The only exception is the Witch Hut – it can give something undesirable, but no one is forcing anyone to go there.

And the Tower of the Astrologer – the same. Changing it for a week (and the bonuses/penalties from it are not too important, in my opinion) for such a huge amount of money, which could be spent on something more useful. And if you consider the frequent appearance of weeks like the Week of the Sparrow/Dead Calm, etc., which don't affect anything at all, then the building loses its meaning.
And what if there's a week that gives your faction -20% initiative? Or a week of some monster that your enemy has? They weakened Deleb: "Fireball is cast at the expert level: damage = 20+20*K, where K = -2 + Hero_Level/5, rounded up." That is, before level 6, the fireball from the ballista will not deal any damage at all, and up to level 11, it will only deal 20 damage, etc.
True, they added "rapid-fire ballista" and "fire arrows" for the Inferno faction....
Yeah, and it will be especially funny for Deleb when a mage with control over machines plays against her and steals her ballista))) or, for example, a ranger with pyrokinesis, fire arrows, enchanted ballista, rapid-fire ballista, and sulfur rain, and if you also enchant the enchanted arrows with fireball..., the main thing is to have enough mana, but we have alternate druids for that, who transfer MP and SP
In reply to Magnus
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Addition to post #632 (to ZINGER):
Information from the Heroes Community website
has been updated, and information is now also available in Russian about the artifacts that appeared in "Tribes of the East" (at the end of the section) and about set artifacts, as well as about the buildings of the Great Horde.
Иногда они возвращаются :smile27:
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In reply to SteN
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I must admit that at first glance, the new skill tree didn't evoke any positive emotions in me; quite the opposite, it filled me with a quiet horror. :) Especially, it seemed to me, my favorite Shadow League suffered, because the ability of all races (except Orcs) to learn Counterspell was supposed to cast doubt on one of the most effective Warlock builds – through Chaos. But after taking a closer look, comparing the hero abilities of other races and the alternate units of the Shadow League, I came to the conclusion that the innovations will bring much more benefit to the game and pleasure to fans than it seemed at first.
Now, any game (especially online) should turn not into a usual, planned hero build according to a pre-written scheme, but into a real competition of tactics and strategies, the ability to feel the game and find the optimal way to achieve and develop success, the ability to anticipate the opponent's plans and improvise – for all this, the new add-on will provide a lot of opportunities; it will only be up to the person and their ability to adapt to the new, correctly use their strengths and not allow their weaknesses to be exploited, and ultimately get from the game what is required – maximum positive emotions. :)
It will now be very difficult to play as the Shadow League, although no one has canceled the Chaos build, but the ability of Orcs to suppress magic and the widespread use of Counterspell will now introduce their own special adjustments to the tactics. I really liked the doubling of damage from elemental chains, the simplified acquisition of Elemental Wrath, and many other things that I want to try out as soon as possible. :
Overall, I am happy with the upcoming changes; finally, the creators decided to introduce something truly new and give the game a second life, at least I would like to hope so. :
P.S.: Congratulations to the portal, my post is 100,001! :)
Иногда они возвращаются :smile27:
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