Posts from Justice is a fan-made global mod.
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Another question is that paladins in Heroes 5 don't really look like heavy cavalry; they look more like light, tournament-style cavalry.
Why not? Heavy cavalry could have been T6.
The Swordsmen in the seventh installment are a tribute to similar units in Heroes 2, placed at the highest tier.
In my personal opinion, as an exception, "minor" units could be given higher tiers. For example, the Dark Elf Witches, purely from a lore perspective, are not ordinary citizens, but rather matriarchs who essentially manage the clans. They can be placed at their level (especially since they are among the weakest at that level).
Another question is how huge and quite impressive Hydras with regeneration ended up on tier 5. Here, I fully support moving them to tier 7.
Well, why not? Heavy cavalry could be Tier 6. The Death Knights are definitely like that.
Also, monks are probably another case - precisely because of the training, as you described. It's hard to imagine that any man, even for money, could be turned into a Hydra killer... And Paladins violate logic for the same reason. In general, human training has always been specific in terms of lore.
Moreover, if I'm not mistaken, a Griffin also enjoys eating horses, and if you add a knight to the mix, the very same one who was plowing the land yesterday...
Added 34 minutes ago
Specifically, PCs can be Tier 6. And specifically, human Knights are too simplistic for Tier 6. In Warhammer, 1 dragon costs as much as dozens of Knights, but here they are simply placed on adjacent tiers. Considering that a dragon eats horses for dinner, and here they took a large horse, put it in armor, put a little man with a spear on it, and voila - a couple of these guys are already a threat to a dragon.
In the second game, dragons (and their younger brothers) looked like real flying MONSTERS, and their roar was terrifying. It was clear that we were facing the KING of the heroes' bestiary. Although even there, it could have been made even better...
Of course, they break the balance - that's why Knights don't belong on Tier 6. Although, again, with a stretch, if you weaken them and increase the growth rate from 2 to 4, you could leave them, but why - when there is such a magnificent monster as a Griffin for Tier 6.
Moreover, if I'm not mistaken, Griffins also enjoy eating horses, and if you add a Knight to the mix, the very same one who was plowing the land yesterday...
The idea of weakening the Knights and increasing their numbers is good, but then you would have to change all the other tiers in the same way.

Stun = Stunning Blow
Armor Piercing Shot = Accurate Shot
Protection from Arrows = Large Shield
Cover = Protect Allies
Battle Fury = Cleave
Self-Defense = No Penalty in Melee Combat
"Blindness" = "Blinding"
"Righteous Might" = "Punishing Strike"
Immunity to Blindness = Immunity to Blinding
Frenzied Counterattack = Battle Frenzy
Healing = Lay on Hands
Immunity to Berserk = Ice Calm
Resurrection = Resurrect Allies
"Heavenly Wrath" = "Divine Retribution"
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https://docs.google.com/spreadsheets/d/1htKYhnOwI8YYxr1tHogj8vb4hRvXWBV9/edit?usp=drive_link&ouid=100077576838809221998&rtpof=true&sd=true
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I don't know why, but I finished balancing the creatures and put everything into a convenient table, similar to a manual with creature stats and ability descriptions.
https://docs.google.com/spreadsheets...f=true&sd=true
Maybe you could then unfreeze the mod on the main page? Otherwise, it seems pointless.
Maybe you could update the mod on the main page? Otherwise, it feels pointless.
I'm not sure yet if I'll be posting the mod myself; I need to sort out all the changes I made in the past. For example, the recoloring of the human units is completely lost, and I doubt I'll redo it.
But okay, I'll write that the mod is "in development"
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Notable changes:
- Standardization of town hall construction and its upgrades
- Standardization of housing distribution for creatures based on city levels (except for Humans and Orcs)
- Early Mage Guild and late Blacksmith for Dark Elves and Mages (as in the original)
- Late Mage Guild for Humans
- Early Fortress for Humans and Orcs
- Castle construction through a special faction-specific building for Demons, Undead, and Orcs
- Expanded Fortress building and upgrade branch for Dwarves
- No requirements for building Tier 7 for all factions
- Late Tier 5 with increased growth for Humans and Orcs
- Early Tier 7 and late Tier 1+ for Undead
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Well, it's a very FAIR build))) Personally, I enjoy indulging in nonsense in this regard.
Someday, maybe, I'll explain all my thoughts about the changes, what inspired them, what ideas were behind them, etc.
P.S. At least, justice has prevailed for the blade dancers, and they now have a unique ability.
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Differences from the original:
Paladin: Engineering -2%, Magic of Light +2%
Archdemon: Defense +2%, Leadership +3%, Logistics -7%, Engineering +5%, Sorcery -3%, Darkness +2%, Chaos -2%
Necromancer: Racial -5%, Attack +2%, Defense +5%, Leadership -2%, Logistics -6%, Luck +6%, Engineering +6%, Darkness -5%, Chaos -6%, Summoning +5%
Ranger: Attack +2%, Defense -2%, Logistics -7%, Education -2%, Sorcery +1%, Light +2%, Summoning +6%
Warlock: Attack -5%, Defense +6%, Engineering -6%, Education +2%, Darkness +8%, Summoning -5%
Wizard: Sorcery +5%, Light -2%, Chaos +2%, Summoning -5%
Rune Priest: Attack +7%, Logistics +6%, Engineering -13%, Education +2%, Light +2%, Chaos -2%, Summoning -2%
Barbarian: no changes
Interesting points:
- possible skill chance values: 2, 5, 8, 10, 15
- all factions have a 10% chance for a racial skill
- Necromancers cannot acquire Leadership
- Rangers have an easier time acquiring Summoning
- Warlocks have an easier time acquiring Defense and Darkness
There are no special ideas for the skill wheel, except perhaps removing useless skills and simplifying the path to the center perk (more useful skills and abilities on the way to it)
P.S. The creatures and skills table has been updated: link
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