Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
as for tracking the death of a crystal, it's hard to say, there is a function for this, but the game does not take into account the moves of uncontrolled units (for example, hives or combat machines without a skill), so it may not be possible to track.
I'm more interested in whether it's possible to activate the Sentinel not only on melee attacks against the target, but also on ranged attacks and spells.
unit turn (written for AI control, to be checked)
spellcasting, application of any activated ability
It is possible to speed up or slow down the progress of unit turns (although they say they haven't figured out how the numerical parameter works)
kill any stack
It is possible to set/reset automatic control mode (for example, to emulate uncontrolled berserker turns in this way)
Also, it will be possible to implement, for example, summoning wolves and manticores at the beginning of the battle (for the corresponding perks), so that they do not take up a slot in the hero's army.
Discussions regarding classes and skills, and a three-class system versus a two-class system, are ongoing within a narrow circle.
For now, the following changes have been made:
Popular skills (10-20%):
HUMANS (General) = Leadership + Light + Darkness
1 Knight = Attack + Defense + Logistics
2 Paladin = Knowledge + Defense + Luck
3 Inquisitor = Knowledge + Sorcery + Engineering
ELVES (General) = Luck + Light + Summoning
1 Ranger = Attack + Leadership + Logistics
2 Avenger = Knowledge + Attack + Defense
3 Druid = Knowledge + Sorcery + Engineering
WIZARDS (General) = Knowledge + Summoning + Chaos
1 Alchemist = Leadership + Logistics + Engineering
2 Mystic = Sorcery + Luck + Leadership
3 Archmage = Sorcery + Light + Darkness
DWARVES (General) = Defense + Light + Chaos
1 Warrior = Attack + Luck + Engineering
2 Veteran = Knowledge + Leadership + Engineering
3 Priest = Knowledge + Sorcery + Luck
DEMONS (General) = Attack + Darkness + Chaos
1 Overlord = Defense + Luck + Leadership
2 Destroyer = Knowledge + Logistics + Engineering
3 Fiend = Knowledge + Sorcery + Defense
SHADOWS (General) = Logistics + Darkness + Chaos
1 Assassin = Attack + Luck + Engineering
2 Witch = Sorcery + Defense + Leadership
3 Warlock = Knowledge + Sorcery + Luck
UNDEAD (General) = Sorcery + Darkness + Summoning
1 Reaper = Attack + Defense + Logistics
2 Necromancer = Defense + Luck + Engineering
3 Cultist = Knowledge + Logistics + Engineering
ORCS (General) = Attack + Leadership + Engineering
1 Barbarian = Defense + Luck + Logistics
2 Amazon = Logistics + Anti-Chaos + Anti-Summoning
3 Shaman = War Cries + Anti-Light + Anti-Darkness
Groupings by archetype:
OFFENSIVE WARRIORS (attack + logistics, without defense, knowledge, and sorcery):
1 Ranger = [Attack + Logistics] + [Luck + Leadership] + [Light + Summoning]
2 Assassin = [Attack + Logistics] + [Luck + Engineering] + [Darkness + Chaos]
3 Amazon = [Attack + Logistics] + [Leadership + Engineering] + [Anti-Chaos + Anti-Summoning]
DEFENSIVE WARRIORS (attack + defense, without knowledge and sorcery):
1 Knight = [Attack + Defense] + [Leadership + Logistics] + [Light + Darkness]
2 Warrior = [Attack + Defense] + [Luck + Engineering] + [Light + Chaos]
3 Overlord = [Attack + Defense] + [Luck + Leadership] + [Darkness + Chaos]
4 Barbarian = [Attack + Defense] + [Luck + Leadership + Logistics + Engineering]
SEMI-WARRIORS (knowledge, without sorcery):
1 Paladin = [Knowledge + Leadership] + [Defense + Luck] + [Light + Darkness]
2 Avenger = [Knowledge + Luck] + [Attack + Defense] + [Light + Summoning]
3 Alchemist = [Knowledge] + [Leadership + Logistics + Engineering] + [Summoning + Chaos]
4 Veteran = [Knowledge + Defense] + [Leadership + Engineering] + [Light + Chaos]
5 Destroyer = [Knowledge + Attack] + [Logistics + Engineering] + [Darkness + Chaos]
SEMI-MAGES (sorcery, without knowledge):
1 Reaper = [Sorcery] + [Attack + Defense + Logistics] + [Darkness + Summoning]
2 Necromancer = [Sorcery] + [Defense + Luck + Engineering] + [Darkness + Summoning]
3 Witch = [Sorcery + Logistics] + [Defense + Leadership] + [Darkness + Chaos]
4 Shaman = [War Cries + Engineering] + [Attack + Leadership] + [Anti-Light + Anti-Darkness]
ENGINEER-MAGES (sorcery + knowledge + engineering):
1 Inquisitor = [Sorcery + Knowledge] + [Engineering + Leadership] + [Light + Darkness] (battle mage with access to empathy - fastest possible casts)
2 Druid = [Sorcery + Knowledge] + [Engineering + Luck] + [Light + Summoning] (engineer-mage with simultaneous access to sorcerous luck)
3 Cultist = [Sorcery + Knowledge] + [Engineering + Logistics] + [Darkness + Summoning] (engineer-mage for a long game, penalizing the enemy's speed and initiative while accelerating mass casts of liches)
DEFENSIVE MAGES (sorcery + knowledge + defense):
1 Priest = [Sorcery + Knowledge] + [Defense + Luck] + [Light + Chaos] (defensive mage with access to sorcerous luck)
2 Fiend = [Sorcery + Knowledge] + [Defense + Attack] + [Darkness + Chaos] (universal mage, with simultaneous access to defense and attack)
PURE MAGES (sorcery + knowledge, without defense and engineering):
1 Archmage = [Sorcery + Knowledge] + [Chaos + Summoning + Light + Darkness] (classic archmage with all schools of magic)
2 Mystic = [Sorcery + Knowledge] + [Luck + Leadership] + [Summoning + Chaos] (simultaneous access to empathy and sorcerous luck)
3 Warlock = [Sorcery + Knowledge] + [Luck + Logistics] + [Darkness + Chaos] (simultaneous access to sorcerous luck and keen mind)
Stat distribution will follow shortly. The opponent insists on a two-class system because the numbers aren't working out properly :)
Overall, it is a confrontation between the class models of Heroes 5 and Heroes 3. In the third part, there was a clear distinction between warriors (attack + defense) and mages (spellcasting + knowledge), as well as several intermediate classes (neither here nor there). In the fifth part, parameter groupings are much more diverse (attack + spellcasting, for example); that is exactly why I am for a three-class system and diverse parameters, but they still need to be designed properly so they don't repeat and remain logical.
Everything currently comes down to the parameters, as I would still like to connect triple classes to duels.
Added after 5 hours 44 minutes
Done, I have mapped out the classes by parameters. Finally, I am completely satisfied with the layout. I've described the main roles for each class.
Numbers indicate the % chance of a parameter dropping upon level-up.
In duels, 40% corresponds to 9,
30% - 7,
20% - 5,
10% - 3.
Racial parameter groupings are always based on the key parameter (for light races it is defense and knowledge, for dark ones - attack and spellcasting).
KNIGHT = 30/40+10/20 = [Light, Darkness, Lead] + [Atk, Def, Log]
PALADIN = 10/40+20/30 = [Light, Darkness, Lead] + [Def, Luck, Know]
INQUISITOR = 20/40+30/10 = [Light, Darkness, Lead] + [Eng, Know, Sorc]
Knight - a rusher-combatant, immediately placing the maximum bet on physicals.
Paladin - a magical combatant, playing a long game with a large number of buffs/debuffs.
Inquisitor - a magical rusher, quickly ramping up damage using powerful magic.
RANGER = 30/10+20/40 = [Light, Sum, Luck] + [Atk, Lead, Log]
AVENGER = 20/30+10/40 = [Light, Sum, Luck] + [Atk, Def, Know]
DRUID = 10/20+30/40 = [Light, Sum, Luck] + [Eng, Know, Sorc]
Ranger - a magical shooter, betting on initiative, shooting, and high-level magic.
Avenger - a magical combatant, playing a long game with active use of magic.
Druid - a pure controller mage, gradually suppressing the opponent with powerful magic, supported by machines.
ALCHEMIST = 30/20+10/40 = [Chaos, Sum, Know] + [Lead, Log, Eng]
MYSTIC = 10/30+20/40 = [Chaos, Sum, Know] + [Luck, Lead, Sorc]
ARCHMAGE = 20/10+30/40 = [Chaos, Sum, Know] + [Light, Darkness, Sorc]
Alchemist - a full combatant, relying on high initiative and machines, with active use of magic.
Mystic - a tempo mage, betting on spell speed.
Archmage - a universal powerful mage with easy access to any school of magic.
WARRIOR = 30/40+20/10 = [Light, Chaos, Def] + [Atk, Luck, Eng]
VETERAN = 20/40+10/30 = [Light, Chaos, Def] + [Lead, Eng, Know]
PRIEST = 10/40+30/20 = [Light, Chaos, Def] + [Luck, Know, Sorc]
Warrior - a rusher-combatant, betting on physicals, machines, and cheap magic.
Veteran - a magical combatant, playing a long game with active use of magic and machines.
Priest - a protected mage, relying on strong but inexpensive spells.
OVERLORD = 40/30+20/10 = [Darkness, Chaos, Atk] + [Def, Luck, Lead]
DESTROYER = 40/10+30/20 = [Darkness, Chaos, Atk] + [Log, Eng, Know]
FIEND = 40/20+10/30 = [Darkness, Chaos, Atk] + [Def, Know, Sorc]
Overlord - a universal soldier with minimal magic support.
Destroyer - a rusher supported by powerful magic and machines.
Fiend - a combatant with high magical potential.
ASSASSIN = 30/10+40/20 = [Darkness, Chaos, Log] + [Atk, Luck, Eng]
WITCH = 20/30+40/10 = [Darkness, Chaos, Log] + [Def, Lead, Sorc]
WARLOCK = 10/20+40/30 = [Darkness, Chaos, Log] + [Luck, Know, Sorc]
Assassin - a tempo rusher with very strong magic supported by machines. Spellcasting is the priority because this is not a general, but a personal killer.
Witch - a tempo protected mage, playing a long game on strong but cheap spells.
Warlock - a killer-mage, betting everything on tempo powerful magic.
REAPER = 30/20+40/10 = [Darkness, Sum, Sorc] + [Atk, Def, Log]
NECROMANCER = 10/30+40/20 = [Darkness, Sum, Sorc] + [Def, Luck, Eng]
CULTIST = 20/10+40/30 = [Darkness, Sum, Sorc] + [Log, Eng, Know]
Reaper - a combatant supported by strong but cheap magic.
Necromancer - a protected mage, betting on powerful magic and machines.
Cultist - a controller mage, betting everything on tempo powerful magic and machines.
BARBARIAN = 40/30+10/20 = [Atk, Lead, Eng] + [Def, Luck, Log]
AMAZON = 40/20+30/10 = [Atk, Lead, Eng] + [Log, Anti-Chaos, Anti-Summoning]
SHAMAN = 40/10+20/30 = [Atk, Lead, Eng] + [Cry, Anti-Light, Anti-Darkness]
Barbarian - a classic barbarian, all bets on own massive physical power.
Amazon - a rusher mage-killer (high spellcasting is used to dampen magic and also converts into a random parameter, granting flexibility).
Shaman - a magical combatant warrior-killer (compensates for lacking defense with powerful and tempo war cries).
1. I don't really associate Druids with machines. They seem to be more connected to nature/animals, and they ignore/reject technology.