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Alive, but developing slowly.
Two important things. First, I have reworked the unit class system:
1. The number of large creatures for all races has been returned to the original 3:4 proportion (i.e., Cerberi, Chieftains, Druids, and Priests are now small). Previously, the mod was criticized because it was inconvenient to play with large factions (those with 4 large creatures).
2. Flyer speeds are fixed at 6 (small) and 7-8 (large). Now flyers are always faster than ground units (slow flyers have been removed).
3. In general, to increase dynamics and variety, creature speeds will be slightly raised by balancing the proportions of slow and fast units. Nevertheless, the mod's unique feature remains in place—top speeds are still available only to flyers; you won't be able to reach and wipe out the enemy on the very first turn with your entire army.
4. Exceptional mixed classes will be added:
- flying shooters (witches)
- semi-shooters (melee units with limited shooting capabilities—monks and spear throwers)
- heavy shooters (titans and thunderers)
5. Each unit will be fully described by a unique combination of class properties:
- Speed = Slow (3), Mid (4), Fast (5), Flyer (6). For large units, all speeds are +1 higher, and the TopFlyer (8) class is additionally available.
- Initiative = Power (7-8), Battle (9-11), Rusher (12-15).
- Class = Light, Heavy, Ranged (for large units with a "Large" prefix).
- Role = Tank (defense), Fighter (balance), Slayer (attack).
Examples:
- Swordsman = Slow Heavy Battle Tank (and this combination belongs only to him!)
- Knight = Fast Large-Heavy Power Fighter (similarly)
6. Each race will have its own character, expressed by which types of units are unavailable to it:
- Humans = defensive, no Slayer (emphasis on Tank and Fighter)
- Orcs = attacking, no Tank (emphasis on Fighter and Slayer)
- Elves = light, no Heavy (emphasis on Light and Ranged)
- Dwarves = heavy, no Light (emphasis on Heavy and Ranged)
- Mages = slow, no Fast (emphasis on Slow, Mid, and Flyer)
- Demons = fast, no Slow (emphasis on Mid, Fast, and TopFlyer)
- Shadows = initiative-based, no Power (emphasis on Regular and Rusher)
- Undead = powerful, no Rusher (emphasis on Power and Regular)
Probably, the restrictions will not be strict; for example, spear throwers are clearly a light class, and angels practically beg to be in the Slayer class with their ability to burn through 50% of defense.
7. The attachment shows a diagram of how this will roughly look. Unlike the previous class scheme, empty niches have appeared here, especially among large creatures (leaving room for the implementation of NCF neutrals). But it is precisely because of this that it has become more diverse.
Traditionally, in the original game, the emphasis was either on initiative-based fast attacking troops or slow defensive ones. In WGE there is much more variety here, but now it is even more evenly distributed across all niches (previously there was a bias toward slow units). I would especially like to highlight:
- The Power type (low initiative) is widely represented, not only by the Tank class but also by the Fighter and Slayer classes. Power Fighters are truly powerful combatants who represent the main threat and brute force. Power Slayers are exceptional super-damagers, lethal power concentrated in highest damage—units that move rarely but kill in an instant.
- The Power type is common not only among slow units but also among fast ones. Fast/Flyer Power types are completely absent in the original. Yet these are very interesting units that move rarely but create many threats by having a vast zone of influence.
- A special class, Rusher Tank, or rapid response tanks. Completely absent in the original.
- Well-developed Fast/Flyer Ranged classes (fast shooters/casters), which in the original were represented only by djinns. These are also interesting units—shooters capable of "kiting" (shooting and running away from) slower infantry. It's funny, but even centaurs weren't relatively fast in the original.
- Well-developed Power Ranged and Rusher Ranged classes (low-initiative and high-initiative shooters/casters). In the original, the only Power Ranged shooter is the human crossbowman, and Rusher Ranged is quite limited (gremlins and assassins, and even they only have 12 initiative). Why is the Rusher Ranged class particularly interesting? Because with high initiative, the value of a single turn is low, and such a shooter can afford to run across the field in a straight line without losing significantly in tempo.
- Finally, an entire separate class of Heavy melee units, which has long been a hallmark of WGE (represented by only one unit in the original—dwarven warriors). But now exceptional Heavy Ranged (heavy shooters)—titans—will also appear.
In short, work on units is nearing completion; there will be a significant restart (abilities were mapped out long ago, it's now a matter of assigning units to the most suitable classes and calculating parameters).
Second—by actively communicating with top HRTA players (maps about fast hero leveling and battles), I have begun to deeply understand not only the units but also the heroes themselves, their progression, and battle strategies that are "hero-centric" (rather than army-centric). This may significantly affect hero classes as well as magic.
The thing is, previously I sought to fit all schools of magic into different parameters, providing opportunities to play any school at any Spellcasting level. Now this concept seems too artificial and superficial to me. Now I would take 4 main hero archetypes as the basis. These archetypes are determined by both the primary tool for victory (troops or magic) and tempo (fast or maximum power).
1) Rusher. Kills with troops, without lengthy preparation and special pre-casts, betting on tempo (key parameter—Attack, secondary—Defense). Some might say there are no rushes in WGE, but that's not true—tempo play exists, aided by the increased strength of physical stats and short-term pre-casts. A rusher hero focuses their progression on passive attacking bonuses for the army and tempo-based aggressive pre-casts (punishment, haste, ray).
2) Combatant. Kills with troops, but after maximum ramp-up with pre-casts, betting on perspective (key parameters—Defense and Knowledge, which should not be low). A combatant hero focuses their progression on the power of mass Light spells, sometimes low-level Darkness, because in battle against other rushers and combatants, mass debuffs play a role similar to mass buffs. Passive bonuses are predominantly defensive so that troops can wait for the full power of pre-casts, which is how the hero wins.
3) Destroyer. Kills with magic, without lengthy preparation, betting on tempo (key parameter—Spellcasting, secondary—Attack or Defense). The native school is naturally Chaos (sometimes high Darkness is used—plague, berserk, and subjugation). In the original, low-level Chaos was not viable in late games, so the Destroyer was forced to pump Knowledge as well. In WGE, this gross omission is planned to be corrected by giving the Destroyer the ability to kill quickly and with low mana.
4) Controller. Kills with magic, but with lengthy preparation (key parameter—Knowledge, secondary—Defense or Spellcasting). Native school—Summoning or high Darkness; it's characteristic to use several schools at once in progression (separately for establishing control and for subsequent killing). In the original, Summoning was the most situational school because when you can be wiped out on the first turn, Summoning is of no use. Linking the effectiveness of Summoning to high Spellcasting (as in the original) is completely wrong, because the full power of Summoning is revealed exclusively in a prolonged battle, and the emphasis should be on Knowledge. In WGE, the controller's capabilities should be as wide as possible and limited mostly only by mana. After all, frankly speaking, all this work with units, speeds, and defensive classes was aimed primarily at increasing control opportunities (at that time—specifically tactical control through clever troop management).
Essentially, choosing a hero archetype is choosing an overall battle strategy and should be determining (previously I simply ignored this). And yet, this in no way contradicts the tactical concept of WGE, where units play the main role; it's just that all tactics must be subordinate to the general strategy, complementing it. I think I will manage to unite tactics and strategy at the stage when work on heroes and their progression is finished. But for now, there are opportunities to set the necessary battle strategy by working with spells. Thus, what conclusions can be drawn for magic?
1. Light—must have short-term powerful pre-casts (for the Rusher). Must also have long-term pre-casts (for the Combatant), and they should be sufficiently long and not demanding of Spellcasting.
2. Darkness—must have long-term pre-casts (for the Combatant) with low requirements for Spellcasting (for the Combatant and Controller). The presence of short-term powerful pre-casts will also be a plus (for a Rusher moving into Darkness against a Combatant/Rusher).
3. Chaos—almost always, spell effectiveness should be tied to Spellcasting, as Spellcasting has the maximum potential for accelerating tempo. At the same time, the power of low-level spells (and their very low mana cost) must be sufficient to bring victory at high Spellcasting.
4. Summoning—almost always, spell effectiveness should be tied to perspective (and use mana extensively). This is where the most expensive and powerful spells should be, while simultaneously being less demanding of Spellcasting. From this, it follows, for example, that the design of Wall of Swords was fundamentally wrong; the essence of this spell is to create a solid barrier, not a glass wall that deals good return damage.