Hello, the mod looks interesting, and I want to try it, but I'm new to modding. The links in the discussion thread require access that I don't have. So, where can I get the mod files?
Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
Hello everyone!
The old links indeed require access; this is due to changes in Google's policy, and they need to be re-uploaded, which I haven't done yet.
I've resumed work on the mod.
What was holding me back was not being able to come to a unified vision regarding the similarities and differences between creatures of the same type, as well as within and between Factions.
But in the end, I came to the following decisions:
1) Creatures of the same type have both common and distinct abilities (but always the same size)
2) Creatures of the same type have the same health (but different defense)
3) Creatures of the same type have the same damage (but different attack)
4) Creatures of the same type have the same speed
5) Creatures of the same type have the same initiative
6) Each Faction has its own set of initiatives, according to which its units are distributed
Point 1 (abilities) is logical and should not raise any questions.
Point 2 (health) has a symbolic meaning, as the main role is played by the difference in defense.
Point 3 (damage) has a symbolic meaning, as the main role is played by the difference in attack.
Point 4 (speed) plays a key role in the perception of infantry/cavalry, effectively defining its tactical niche within the Faction (for example, all types of swordsmen have a speed of 3, and all types of militia have a speed of 4).
Point 5 (initiative) plays a key role in the perception of ranged units (speed is not important) and flying units (speed is the same).
In the original game, speed and initiative within the same type could vary, but in WGE, the key differences within the same type are determined by abilities.
Point 6 (racial initiative set) has not only a symbolic but also a practical meaning, allowing to reduce the initial ATB spread to 5%, while maintaining sufficient randomness in mirror battles due to equal initiatives. Specifically, the initiatives for each race:
Undead: 6, 8, 10
Orcs: 7, 9, 11 (attack)
Dwarves: 6, 9, 12 (defense)
Humans: 8, 10, 12 (defense)
Demons: 7, 10, 13 (attack)
Shadows: 9, 11, 13 (attack)
Elves: 8, 11, 14 (defense)
Mages: 10, 12, 14
How the differences in initiatives work on units of the same type, using the example of large flying units (speed 7):
Djinn = 14
Devils = 13
Angels = 12
Forest Dragons = 11
Griffins = 10
Dark Dragons = 9
Necro Dragons = 8
Wyverns = 7
Tans = 6
Due to the minimal 5% spread of the initial ATB, the above units will start moving in a strictly defined order, according to their initiative.
Changes to the magic system:
WGE will use a non-linear relationship between spell cost and power. This means that when the cost is halved, the spell's added power (the difference between the spell and a poke) decreases only by a factor of 1.5. This has the following consequences:
1) With any amount of mana, it's not beneficial to spend it all on one cast; optimally spending about 50% of the current mana (meaning spells of any cost will be relevant at different moments).
2) Spells costing the minimum mana (1) are strong enough to be used.
3) Free spells (costing 0 mana) are much weaker than 1-mana spells because the system fundamentally encourages not spending all your mana.
Initially, it was planned to set the cost for level 1 spells from 0 to 1 mana, however, due to point 3, there would be a colossal difference in power between them, so the following decision was made:
1) All 1st circle spells cost 0 mana (Disruption, Bless, Forgetfulness, Curse, Magic Arrow, Spikes, Magic Fist, Wasps) = 60% power.
Essentially, 1st circle spells are just a way to stall for time without spending mana and are a direct alternative to pokes (hero attacks), but not full-fledged paid spells.
For other tiers:
2) 2nd circle spells cost 1 and 2 mana (100-120% power).
3) 3rd circle spells cost 3 and 5 mana (130-160% power).
4) 4th circle spells cost 6 and 10 mana (170-200% power).
5) 5th circle spells cost 15 mana (240% power).
6) Bonus spells cost 4, 8, and 12 mana.
Compared to the original game's prices, the mana cost can be safely increased by 2-3 times (since each point of Knowledge gives only 5 mana instead of 10, and Knowledge itself is lower and more valuable).
Bonus spells are learned automatically when you have 2 basic schools of magic and are, most often, racial spells (due to corresponding magic profiles):
Light + Dark = Holy Word and Vampirism (usually humans)
Light + Chaos = Divine Vengeance and Armageddon (usually dwarves)
Light + Summoning = Regeneration and Hive (usually elves)
Dark + Chaos = Sorrow and Frost (usually demons and shadows)
Dark + Summoning = Death Wave and Animate Dead (usually undead)
Chaos + Summoning = Fire Wall and Earthquake (usually mages)
Consequences of the above:
- Disruption and Forgetfulness are weakened (but free) and are no longer an ultimate counter to shooters and a racial counter-strike, reducing damage only by half instead of taking all shooters out of the game.
- Wasps are free, meaning Hive no longer additionally spends the hero's mana.
- Situational spells (Holy Word, Death Wave, Armageddon, and Earthquake) no longer clutter the mage guild but are given as bonus spells.
- Animate Dead is no longer a universally available way to resurrect troops in battle, since learning it requires knowledge of both schools (Summoning and Dark), which benefits undead heroes; also, this spell no longer clutters the mage guild (as it's almost useless for the living against neutrals).
- Regeneration also no longer clutters the mage guild, which is relevant for the undead.
- In circles 1-4, each school has 2 spells, and in circle 5, exactly 1 (guaranteed).
- Almost all resurrection spells are now not generated in the mage guild, do not depend on randomness, but are given as bonus spells upon taking the corresponding school combinations; the exception is Resurrection as a guaranteed 5th circle Light spell.
Added after 10 hours 21 minute
Current work-in-progress on spells:
Magic of Chaos:
0 Magic Arrow = 6 x (Sp + 0/2/4/6)
0 Spikes = 4 x (Sp + 0/3/6/9) - becomes stronger than Magic Arrow when Chaos Magic is upgraded, but the earth element is not supported by perks.
1 Boulder = 10 x (Sp + 0/2/4/6) - much stronger than Magic Arrow
2 Fireball = 8 x (Sp + 0/1/2/3) - base is stronger than Boulder (and much stronger than Spikes), but scales worse.
3 Ring = 8 x (Sp + 0/2/4/6) - a more expensive analogue of Fireball that scales well.
5 Lightning Bolt = 16 x (Sp + 0/2/4/6) - much stronger than Boulder.
6 Meteor Shower = 6 x (Sp + 0/3/6/9)
10 Chain Lightning = 16 x (Sp + 0/2/4/6) - Lightning Bolt enhanced with secondary chain damage.
15 Disintegrate = 20 x (Sp + 0/3/6/9) - much stronger than Lightning Bolt.
4 Fire Wall = 12 x Sp, 0/1/2/3 rounds
8 Frost = 20 x Sp, +100% physical damage for 1 round
12 Armageddon = 16 x (Sp + 0/1/2/3)
Benchmarks in Duels:
- average HP in a stack = 500
- Spellpower varies from 3 to 9
- Knowledge varies from 3 to 9 (from 15 to 45 mana)
Considering the scale (less HP, less Spellpower):
- Disintegrate is roughly equal to its upgraded analogue in the original (and costs 15 mana instead of 36).
- Armageddon is roughly equal to its analogue in the original (and costs 12 mana instead of 20).
- Chain Lightning is 10% stronger than its upgraded analogue in the original (and costs 10 mana instead of 32).
- Meteor Shower is 10% weaker than its analogue in the original (and costs 6 mana instead of 19).
- Lightning Bolt is roughly equal to Implosion in the original (and costs 5 mana instead of 18).
- Cold Ring is roughly equal to its analogues (Ring and Frost Ring) in the original (and costs 3 mana instead of 9-10).
- Boulder is 25% stronger than Lightning Bolt in the original (and costs 1 mana instead of 5).
- Magic Arrow is 25% weaker than Lightning Bolt in the original (but is free).
5th circle spells will be used in Duels.
3 types of spell sets will work:
Specialist Heroes (6+3 = 9 spells):
1) Primary Specialized School:
- 2 1st circle spells (0 mana)
- 1st 2nd circle spell (1-2 mana)
- 1 3rd circle spell (3-5 mana)
- 1 4th circle spell (6-10 mana)
- 1 5th circle spell (15 mana)
2) Secondary Non-Specialized School:
- 2 1st circle spells (0 mana)
- 1 2nd circle spell (1-2 mana)
Universal Heroes (6+6 = 12 spells):
2 developed magic schools, each has:
- 2 1st circle spells (0 mana)
- 1 2nd circle spell (1-2 mana)
- 1 3rd circle spell (3-5 mana)
- 1 4th circle spell (6-10 mana)
- 1 bonus spell (4-12 mana)
Archmage (6+6+6+6 = 24 spells):
4 basic magic schools, each has:
- 1 1st circle spell (0 mana)
- 1 2nd circle spell (1-2 mana)
- 1 3rd circle spell (3-5 mana)
- 3 bonus spells (4, 8, and 12 mana)
Note the substantial bonus the Archmage receives for learning 4 different magic schools - a total of 12 bonus spells, including expensive analogues of circles 4-5.
With only 3 schools upgraded, this hero would have 6 bonus spells, and with 2 schools upgraded, only 2.
In other words:
- The second magic school adds 2 bonus spells (combinations with the first).
- The third magic school adds another 4 bonus spells (combinations with the first and second).
- The fourth magic school adds another 6 bonus spells (combinations with the first, second, and third).
Added after 6 hours 0 minutes
Magic of Light
0 Disruption = 50% protection from arrows for 2/4/6/8 rounds (global - on all)
0 Bless = max damage for 2/4/6/8 rounds (global - on all)
1 Haste = +50% initiative for 1/2/3/4 rounds (area - 4x4)
2 Stone Skin = +(Sp+3) to defense for 1/2/3/4 rounds (area - 4x4)
3 Righteous Might = +(Sp+3) to attack for 1/2/3/4 rounds (area - 4x4)
5 Exorcism = 100% removal of negative effects from your own unit (area - 4x4)
6 Teleport
10 Anti-Magic = Removal of all magic effects from any unit + Immunity to magic for 0/1/2/3 rounds
15 Resurrection = 40 x (Sp + 0/1/2/3), without penalties to health
4 Regeneration = 10% x Sp, duration 1/2/3/4 rounds
8 Divine Vengeance = 30/40/50/60 x Frags
12 Holy Word = 9 x (Sp + 0/1/2/3)
Stone Skin and Righteous Might, compared to the original, give a doubled bonus (since attack and defense stats are twice as strong), similar to 6 + 2x Spellpower.
That is, at low Spellpower of 3, these spells work like +12 in the original, with the ability to significantly strengthen as Spellpower grows.
The ability to convert Spellpower into Attack and Defense is a fundamental difference from the original.
Haste works stronger than in the original.
Mass versions of all these spells are, however, weakened - they are area-affecting (and push to 0% ATB, not 50%).
Disruption is 1.4 times weaker than in the original, but free. There is no longer an ultimate defense against shooters.
Exorcism works guaranteed but does not affect enemies (unlike removing spells in the original). However, Anti-Magic can be cast on any targets, including enemies.
Divine Vengeance does not depend on Spellpower, only on Frags (square root of the number of killed enemies multiplied by their level). This fundamental difference prevents the spell from being scaled too high.
Magic of Dark
0 Forgetfulness = 50% of creatures shoot and retaliate for 1/2/3/4 rounds (global - on all)
0 Curse = min. damage for 1/2/3/4 rounds (global - on all)
1 Weakness = -(Sp+3) to attack for 2/4/6/8 rounds (area - 4x4)
2 Disrupting Ray = -(Sp+0/1/2/3) to defense, stacks (area - 4x4)
3 Slow = -50% initiative for 2/4/6/8 rounds (area - 4x4)
5 Plague = 14 x Sp damage for 1/2/3/4 rounds (area - 4x4)
6 Blind = 0.3/0.4/0.5/0.5 x Sp rounds, at Expert, enemy does not retaliate to attacks
10 Berserk = attack nearest target with 100% damage (always 1 turn duration)
15 Control = 50% initiative + control for 0.15/0.2/0.25/0.25 x Sp rounds, at Expert can target 7th tier creatures
4 Sorrow = -3/4/5/6 to Luck and Morale for Sp rounds
8 Vampirism = 100% vampirism and non-undead for 2/4/6/8 rounds
12 Death Wave = 6 x (Sp + 0/2/4/6)
Weakness, compared to the original, gives a doubled penalty (since attack and defense stats are twice as strong), similar to 6 + 2x Spellpower.
That is, at low Spellpower of 3, it works like -12 in the original, with the ability to significantly strengthen as Spellpower grows.
Disrupting Ray, compared to the original, gives a doubled penalty, similar to 0/2/4/6 + 2x Spellpower. This is much stronger than in the original, plus the ability to significantly strengthen as Spellpower grows.
Slow works stronger than in the original.
Mass versions of all these spells are, however, weakened - they are area-affecting (and push to 0% ATB, not 50%). This is especially relevant for the area Disrupting Ray, which, although much more powerful, is cast half as often (thus overall stronger only at Spellpower above 3).
Forgetfulness is twice as weak as the original, but is free. There is no longer an ultimate defense against shooters.
Plague is roughly 2 times stronger than the original.
Blind lasts twice as long at equal Spellpower compared to the original.
Berserk is weakened: it does not deal bonus damage and always lasts exactly 1 turn.
Sorrow and Vampirism are much stronger than in the original.
Added after 22 hours 55 minutes
Current work-in-progress on Summoning:
0 Magic Fist = 6 x (Sp+0/1/2/3)
0 Wasps = knockback 20/30/40/50%, no damage
1 Crystal = 5/10/15/20 x Sp
2 Sword Wall = durability 100 x Sp, for 2/4/6/8 rounds, returns 10% of melee damage taken back
3 Phantom = clone up to 4/5/6/7 tier
5 Land Mines = 4 x (Sp+6), 6/8/10/12 mines
6 Elementals = Sp + 0/2/4/6 elementals
10 Celestial Shield = absorbs 100% damage, up to 18 x (Sp + 0/3/6/9)
15 Phoenix: Speed = 7, Initiative = 15, Damage = 60-90, Health = 300, Attack/Defense = ? + Sp
4 Earthquake: damage 50-(100/150/200/250) x Sp
8 Hive: initiative = 15, health = 30/40/50/60 x Sp, Defense = 20
12 Animate Dead = 20 x (Sp + 0/3/6/9), without penalties to health
Comments.
In general, Summoning should work for a drawn-out game with a focus on Knowledge rather than Spellpower. In the current version, the dependence on Spellpower is still too high (on the level of Chaos).
Wasps and Sword Wall no longer deal damage. In both cases, the focus is entirely on control; Summoning is not Chaos, which plays for damage. Wasps are free, and Sword Wall should be durable and long-lasting, not falling apart in one hit like Crystal.
The question about Land Mines is still open: how many mines should be created at once - few with high damage, or many with lower damage.
Celestial Shield has become more expensive than Elementals, because this spell should be more useful for Necromancers (high Knowledge), while Elementals are the obvious choice for Elves (with low Knowledge).
An interesting question about the Shield: should it have 100% damage absorption, and would such a shield be a more interesting option than just a "double Stone Skin"?
Phoenix: there's an idea to standardize the Phoenix parameters as a neutral T7 unit, and pour the Spellpower dependence into the Attack and Defense parameters, which already depend on the hero's. It would essentially be a neutral Phoenix, without rebirth, but with "built-in" buffs (directly depending on Spellpower) - Stone Skin and Righteous Might.
Earthquake: damage should generally be stronger than the durability of Sword Walls, however the interest of this spell lies in randomness - it should not just predictably clear all placed obstacles. As far as I remember, this spell affects not only town walls, Crystals, and Sword Walls, but also Hives (but this needs to be checked).
Hive: durability should depend on Spellpower so that the Hive can scale with increasing armies, not falling apart in one poke. Hive no longer spends the hero's mana, and therefore becomes a cheaper spell. At the same time, since Wasps no longer deal damage, this is a pure control spell (similar to Blind). Like Blind, Hive allows you to disable a unit, albeit partially, but with the ability to simultaneously attack it without stopping the spell's effect.
Animate Dead: has become even more expensive. In general, resurrection spells are arranged in terms of power as follows:
15 mana - Resurrection (5th circle)
12 mana - Animate Dead (bonus - for Dark + Summoning)
8 mana - Vampirism (bonus - for Dark + Light)
4 mana - Regeneration (bonus - for Light + Summoning)
Update: added a minimum 10% damage return to Sword Wall so that destroying a Sword Wall is not completely "free".
Increased Celestial Shield's damage absorption from 75% to 100%. It is now a full-fledged "preventive" resurrection.
Chaos Magic:
0 Arrow = 6 x (Skill + 0/2/4/6)
0 Spikes = 4 x (Skill + 0/3/6/9)
1 Fireball = 6 x (Skill + 0/2/4/6)
2 Boulder = 12 x (Skill + 0/2/4/6)
3 Ring = 8 x (Skill + 0/2/4/6)
5 Lightning = 20 x (Skill + 0/1/2/3)
6 Meteor = 6 x (Skill + 0/3/6/9)
10 Chain Lightning = 16 x (Skill + 0/1/2/3), only hits enemies
15 Disintegrate = 20 x (Skill + 0/3/6/9)
4 Fire Wall = 12 x Skill, 1/2/3/4 rounds
8 Ice Block = 12/16/20/24 x Skill, +100% physical damage for 1 round
12 Armageddon = 12 x (Skill + 0/2/4/6)
Summoning Magic:
0 Magic Fist = 6 x (Skill + 0/1/2/3)
0 Hornets = knockback 20/30/40/50%, damage = 1 (symbolic)
1 Crystal = 6/8/10/12 x (Skill + 3)
2 Wall of Swords = durability 100 x Skill, for 2/4/6/8 rounds, returns 10% melee damage
3 Phantom = clone up to tier 4/5/6/7
5 Mines = 5 x (Skill + 6), 4/6/8/10 mines
6 Elementals = Skill + 0/2/4/6 elementals
10 Celestial Shield = absorbs 25/50/75/100% damage, up to 30 x (Skill + 3)
15 Phoenix: Speed = 7, Initiative = 15, Damage = 60-90, Health = 300, Attack/Defense = ? + Skill
4 Earthquake: damage (1-2/3/4/5) x 50 x Skill
8 Hive: ini = 15, health = 15/20/25/30 x Skill, Defense = 20
12 Raise Dead = 20 x (Skill + 0/3/6/9), without negative health penalties
The crystal formula has been changed: the multiplier has been significantly reduced, but a constant has been added (the crystal is now more effective at low magic levels than before).
The mines have been changed: there are slightly fewer of them, but the damage has increased by a fixed amount (the dependence on magic has been reduced).
The shield has been changed: it now absorbs a different percentage of damage, but 100% at expert skill (and the durability does not depend on skill).
Magic of Light
0 Dodge = 50% protection from arrows for 2/4/6/8 rounds (overall - on all)
0 Blessing = max. damage for 2/4/6/8 rounds (overall - on all)
1 Stone Skin = +(Skill + 2) to defense for 1/2/3/4 rounds (area - 4x4)
2 Righteous Might = +(Skill + 2) to attack for 1/2/3/4 rounds (area - 4x4)
3 Haste = +(Skill + 1) x 10% initiative for 1/2/3/4 rounds (area - 4x4)
5 Exorcism = 100% removal of negative effects from your squad (area - 4x4)
6 Teleport
10 Anti-Magic = Removes all magical effects from any squad + Immunity to magic for 1/2/3/4 rounds
15 Resurrection = 30 x (Skill + 0/2/4/6), without negative health penalties
4 Regeneration = +(Skill + 1) x 10%, duration 1/2/3/4 rounds
8 Divine Vengeance = 30/40/50/60 x Kills
12 Holy Word = 2/4/6/8 x (Skill + 6), damage only to enemies
Haste has been fundamentally changed: the level and cost have been increased, and the bonus initiative now depends on magic (which is important for elves). Now, spells of tiers 1-3 of Light and Darkness are completely symmetrical to each other.
Stone Skin and Righteous Might have been reduced in cost by 1 mana, and their bonus has been reduced by 1.
Regeneration has been strengthened by 10% (now the formula is similar to Haste).
The Resurrection formula has been changed: the multiplier has been reduced, and the constant has been increased (the spell works better at low magic levels than before).
The Holy Word formula has been changed: the multiplier has been reduced, and the constant has been increased (the spell works better at low magic levels than before).
Magic of Darkness
0 Confusion = 50% of creatures shoot and respond to attacks for 1/2/3/4 rounds (overall - on all)
0 Curse = min. damage for 1/2/3/4 rounds (overall - on all)
1 Weakness = -(Skill + 2) to attack for 2/4/6/8 rounds (area - 4x4)
2 Debilitating Ray = -(Skill + 1) to defense, cumulative (area - 4x4)
3 Slow = -50% initiative for 2/4/6/8 rounds (area - 4x4)
5 Plague = 7 x (Skill + 6) damage for 1/2/3/4 rounds (area - 4x4)
6 Blind = 0.3/0.4/0.5/0.5 x Skill rounds, at expert, the enemy does not respond to the attack
10 Berserk = attacks the nearest target with 100% damage (always for 1 turn)
15 Dominate = 50% initiative + control for 0.15/0.2/0.25/0.25 x Skill rounds, at expert, you can target tier 7 creatures
4 Grief = -3/4/5/6 to luck and morale for Skill rounds
8 Vampirism = 100% vampirism and undead for 2/4/6/8 rounds
12 Wave of Death = 6/8/10/12 x Skill, damage only to enemies
Weakness and Debilitating Ray have been slightly weakened.
The Plague formula has been changed: the multiplier has been halved, but a high constant has been added (now plague works well even at low magic levels).
The spell distribution for duel heroes is ready:
HUMANS = Light + Dark (Defense): Holy Word + Vampirism
KNIGHT 7/9 + 3/5 (25 mana): base
- Developed Light:
0 Blessing (max x 6 rounds)
0 Evasion (50% x 6 rounds)
1 Skin (+5 x 3 rounds)
3 Haste (+40% x 3 rounds)
10 Antimagic (3 rounds)
12 Holy Word (54) = 11% of stack
- Developed Dark:
0 Curse (min x 3 rounds)
0 Distraction (50% x 3 rounds)
2 Ray (-4)
3 Slow (-50% x 6 rounds)
10 Berserk (100% x 1 turn)
8 Vampirism (100% x 6 rounds)
PALADIN 3/9 + 5/7 (35 mana): grade
- Expert Light:
0 Blessing (max x 8 rounds)
0 Evasion (50% x 8 rounds)
1 Skin (+7 x 4 rounds)
5 Exorcism (100%)
6 Teleport
15 Resurrection (330) = 66% of stack
- Zero Dark:
0 Curse (min x 1 round)
0 Distraction (50% x 1 round)
1 Weakness (-7 x 2 rounds)
INQUISITOR 5/9 + 7/3 (15 mana): alt
- Expert Dark:
0 Curse (min x 4 rounds)
0 Distraction (50% x 4 rounds)
2 Ray (-8)
5 Plague (91 x 4 rounds) = 18% of stack
6 Blindness (3.5 rounds)
15 Domination (50% x 1.75 rounds)
- Zero Light:
0 Blessing (max x 2 rounds)
0 Evasion (50% x 2 rounds)
2 Might (+9 x 1 round)
ELVES = Light + Summoning (Sorcery): Regeneration + Hive
AVENGER 5/7 + 9/3 (15 mana): grade
- Developed Light:
0 Blessing (max x 6 rounds)
0 Evasion (50% x 6 rounds)
2 Might (+11 x 3 rounds)
5 Exorcism (100%)
6 Teleport
4 Regeneration (+100% x 3 rounds)
- Developed Summoning:
0 Fist (66) = 13% of stack
0 Wasps (40%, 1) = 0% of stack
1 Crystal (120) = 24% of stack
3 Phantom (levels 1-6)
6 Elementals (13) = 87% of stack (strength)
8 Hive (225, 15 init) = 45% of stack (durability)
RANGER 7/3 + 9/5 (25 mana): alt
- Expert Light:
0 Blessing (max x 8 rounds)
0 Evasion (50% x 8 rounds)
2 Might (+11 x 4 rounds)
3 Haste (+100% x 4 rounds)
6 Antimagic (4 rounds)
15 Resurrection (450) = 90% of stack
- Zero Summoning:
0 Fist (54) = 11% of stack
0 Wasps (20%, 1) = 0% of stack
2 Wall of Swords (900) = 60% of stack (durability)
DRUID 3/5 + 9/7 (35 mana): base
- Expert Summoning:
0 Fist (72) = 14% of stack
0 Wasps (50%, 1) = 0% of stack
1 Crystal (144) = 29% of stack
5 Mines (75 x 10 mines) = 15% of stack
10 Shield (100% x 360) = 72% of stack
15 Phoenix (+9/+9)
- Zero Light:
0 Blessing (max x 2 rounds)
0 Evasion (50% x 2 rounds)
1 Skin (+11 x 1 round)
DWARVES = Light + Chaos (Defense): Vengeance + Armageddon
WARRIOR 7/9 + 5/3 (15 mana): grade
- Developed Light:
0 Blessing (max x 6 rounds)
0 Evasion (50% x 6 rounds)
1 Skin (+7 x 3 rounds)
3 Haste (+60% x 3 rounds)
6 Teleport
8 Vengeance (50 x kills)
- Developed Chaos:
0 Arrow (54) = 11% of stack
0 Spikes (44) = 9% of stack
1 Fireball (54) = 11% of stack
5 Lightning (140) = 28% of stack
6 Meteor (66) = 13% of stack
12 Armageddon (108) = 22% of stack
VETERAN 5/9 + 3/7 (35 mana): base
- Expert Light:
0 Blessing (max x 8 rounds)
0 Evasion (50% x 8 rounds)
1 Skin (+5 x 4 rounds)
5 Exorcism (100%)
6 Antimagic (4 rounds)
15 Resurrection (270) = 54% of stack
- Zero Chaos:
0 Arrow (18) = 4% of stack
0 Spikes (12) = 2% of stack
2 Boulder (36) = 7% of stack
PRIEST 3/9 + 7/5 (25 mana): alt
- Expert Chaos:
0 Arrow (78) = 16% of stack
0 Spikes (64) = 13% of stack
1 Fireball (78) = 16% of stack
3 Ring (104) = 21% of stack
10 Chain Lightning (200) = 40% of stack
15 Disintegration (320) = 64% of stack
- Zero Light:
0 Blessing (max x 2 rounds)
0 Evasion (50% x 2 rounds)
2 Might (+9 x 1 round)
MAGES = Summoning + Chaos (Knowledge): any bonus spells
ARCHMAGE 3/5 + 7/9 (45 mana): alt
- Basic Summoning:
0 Fist (48) = 10% of stack
2 Wall of Swords (700 x 4 rounds) = 47% of stack (durability)
3 Phantom (levels 1-5)
4 Earthquake (350-1050) = 23-70% of stack (damage to wall of swords)
8 Hive (140, 15 init) = 28% of stack (durability)
12 Raise (200) = 40% of stack
- Basic Chaos:
0 Arrow (54) = 11% of stack
2 Boulder (108) = 22% of stack
3 Ring (72) = 14% of stack
4 Firewall (84 x 2 rounds) = 17% of stack
8 Freeze (112, +100%) = 22% of stack
12 Armageddon (108) = 22% of stack
- Basic Light:
0 Blessing (max x 4 rounds)
2 Might (+9 x 2 rounds)
3 Haste (+80% x 2 rounds)
4 Regeneration (+80% x 2 rounds)
8 Vengeance (40 x kills)
12 Holy Word (52) = 10% of stack
- Basic Dark:
0 Curse (min x 2 rounds)
2 Ray (-8)
3 Slow (-50% x 4 rounds)
4 Grief (-4/-4 x 7 rounds)
8 Vampirism (100% x 4 rounds)
12 Death Wave (56) = 11% of stack
ALCHEMIST 5/7 + 3/9 (45 mana): base
- Expert Summoning:
0 Fist (36) = 7% of stack
0 Wasps (50%, 1) = 0% of stack
2 Wall of Swords (300 x 8 rounds) = 20% of stack (durability)
5 Mines (45 x 10 mines) = 9% of stack
6 Elementals (9) = 60% of stack (strength)
15 Phoenix (+3/+3)
- Zero Chaos:
0 Arrow (18) = 4% of stack
0 Spikes (12) = 2% of stack
1 Fireball (18) = 4% of stack
MYSTIC 7/3 + 5/9 (45 mana): grade
- Expert Chaos:
0 Arrow (66) = 13% of stack
0 Spikes (56) = 11% of stack
2 Boulder (132) = 26% of stack
5 Lightning (160) = 32% of stack
6 Meteor (84) = 17% of stack
15 Disintegration (280) = 56% of stack
- Zero Summoning:
0 Fist (30) = 6% of stack
0 Wasps (20%, 1) = 0% of stack
1 Crystal (48) = 10% of stack
UNDEAD = Dark + Summoning (Knowledge): Death Wave + Raise
CULTIST 5/3 + 7/9 (45 mana): grade
- Developed Dark:
0 Curse (min x 3 rounds)
0 Distraction (50% x 3 rounds)
1 Weakness (-9 x 6 rounds)
5 Plague (91 x 3 rounds) = 18% of stack
6 Blindness (3.5 rounds)
12 Death Wave (70) = 14% of stack
- Developed Summoning:
0 Fist (54) = 11% of stack
0 Wasps (40%, 1) = 0% of stack
1 Crystal (100) = 20% of stack
5 Mines (65 x 8 mines) = 13% of stack
10 Shield (75% x 300) = 60% of stack
12 Raise (260) = 52% of stack
REAPER 7/5 + 3/9 (45 mana): alt
- Expert Dark:
0 Curse (min x 4 rounds)
0 Distraction (50% x 4 rounds)
1 Weakness (-5 x 8 rounds)
3 Slow (-50% x 8 rounds)
10 Berserk (100% x 1 turn)
15 Domination (50% x 0.75 rounds)
- Zero Summoning:
0 Fist (18) = 4% of stack
0 Wasps (20%, 1) = 0% of stack
2 Wall of Swords (300 x 2 rounds) = 20% of stack (durability)
NECROMANCER 3/7 + 5/9 (45 mana): base
- Expert Summoning:
0 Fist (48) = 10% of stack
0 Wasps (50%, 1) = 0% of stack
1 Crystal (96) = 19% of stack
3 Phantom (levels 1-7)
6 Elementals (11) = 73% of stack (strength)
15 Phoenix (+5/+5)
- Zero Dark:
0 Curse (min x 1 round)
0 Distraction (50% x 1 round)
2 Ray (-6)
DEMONS = Dark + Chaos (Attack): Grief + Freeze
OVERLORD 9/7 + 5/3 (15 mana): base
- Developed Dark:
0 Curse (min x 3 rounds)
0 Distraction (50% x 3 rounds)
2 Ray (-6)
3 Slow (-50% x 6 rounds)
6 Blindness (2.5 rounds)
4 Grief (-5/-5 x 5 rounds)
- Developed Chaos:
0 Arrow (54) = 11% of stack
0 Spikes (44) = 9% of stack
1 Fireball (54) = 11% of stack
3 Ring (72) = 14% of stack
6 Meteor (66) = 13% of stack
8 Freeze (100, +100%) = 20% of stack
FIEND 9/5 + 3/7 (35 mana): alt
- Expert Dark:
0 Curse (min x 4 rounds)
0 Distraction (50% x 4 rounds)
2 Ray (-4)
5 Plague (63 x 4 rounds) = 13% of stack
10 Berserk (100% x 1 turn)
15 Domination (50% x 0.75 rounds)
- Zero Chaos:
0 Arrow (18) = 4% of stack
0 Spikes (12) = 2% of stack
2 Boulder (36) = 7% of stack
DESTROYER 9/3 + 7/5 (25 mana): grade
- Expert Chaos:
0 Arrow (78) = 16% of stack
0 Spikes (64) = 13% of stack
1 Fireball (78) = 16% of stack
5 Lightning (200) = 40% of stack
10 Chain (200) = 40% of stack
15 Disintegration (320) = 64% of stack
- Zero Dark:
0 Curse (min x 1 round)
0 Distraction (50% x 1 round)
1 Weakness (-9 x 2 rounds)
SHADOWS = Dark + Chaos (Sorcery): Grief + Freeze
ASSASSIN 7/5 + 9/3 (15 mana): base
- Developed Dark:
0 Curse (min x 3 rounds)
0 Distraction (50% x 3 rounds)
1 Weakness (-11 x 3 rounds)
5 Plague (105 x 3 rounds) = 21% of stack
10 Berserk (100% x 1 turn)
4 Grief (-5/-5 x 9 rounds)
- Developed Chaos:
0 Arrow (78) = 16% of stack
0 Spikes (60) = 12% of stack
2 Boulder (156) = 31% of stack
5 Lightning (220) = 44% of stack
10 Chain (220) = 44% of stack
8 Freeze (180, +100%) = 36% of stack
WITCH 3/7 + 9/5 (25 mana): alt
- Expert Dark:
0 Curse (min x 4 rounds)
0 Distraction (50% x 4 rounds)
1 Weakness (-11 x 4 rounds)
3 Slow (-50% x 8 rounds)
6 Blindness (4.5 rounds)
15 Domination (50% x 2.25 rounds)
- Zero Chaos:
0 Arrow (54) = 11% of stack
0 Spikes (36) = 7% of stack
1 Fireball (54) = 11% of stack
WARLOCK 5/3 + 9/7 (35 mana): grade
- Expert Chaos:
0 Arrow (90) = 18% of stack
0 Spikes (72) = 14% of stack
2 Boulder (180) = 36% of stack
3 Ring (120) = 24% of stack
6 Meteor (108) = 22% of stack
15 Disintegration (360) = 72% of stack
- Zero Dark:
0 Curse (min x 1 round)
0 Distraction (50% x 1 round)
2 Ray (-10)
+
1) Formulas for Holy Word and Death Wave changed:
- Holy Word = 2/4/6/8 x (Lvl + 6)
- Death Wave = 6/8/10/12 x Lvl
2) Formulas for Chaos spells now work as follows:
- for lightning, damage is proportional to Lvl + 0/1/2/3 (was 0/2/4/6)
- for fire, damage is proportional to Lvl + 0/2/4/6 (was 0/1/2/3)
- for ice, damage is proportional to Lvl + 0/2/4/6 (was Lvl+4)
- for earth, damage is proportional to Lvl + 0/3/6/9 (unchanged)
3) Magic Arrow - now fire-based, so it will be affected by fire master and pyrokinesis
4) Fireball weakened and costs 1 mana, Boulder strengthened and costs 2 mana
5) Antimagic and Firewall now last 1/2/3/4 rounds, like other short spells (was 0/1/2/3)
6) Hive now has 2 times less durability (was too strong)
7) Mine damage formula slightly changed: from 4x(Lvl+9) to 5x(Lvl+6)
Unfortunately, we could not implement the original idea that Death Wave, Holy Word, and Chain Lightning deal damage only to enemies. Therefore, Death Wave is left for Undead (Dark + Summoning) and is almost useless for Archmage (who has the more powerful Armageddon).
The main idea is to remove the dependence on magic for casters with buffs, debuffs, and control spells, since the effectiveness of these spells scales perfectly with any number of troops.
Also, the duration of all general spells needs to be reduced to weaken them.
1) 50% duration from zero skill:
- (general) Dodge: 50% x 1 round (Rune Priests)
- (general) Blessing: max x 1 round (Rune Priests)
2) Fixed magic = 4 (for any number) at the basic skill:
- Ray: -5 defense (single-target - Ice Witches, area-of-effect - Plague Liches)
- Weakness: -6 attack x 4 rounds (single-target - Shadow Witches, area-of-effect - Plague Liches)
- Skin: +6 defense x 2 rounds (single-target - Clerics, area-of-effect - Archons)
- Might: +6 attack x 2 rounds (single-target - Adepts, area-of-effect - Archons)
- Haste: +50% initiative x 2 rounds (single-target - Daughters of Heaven, area-of-effect - Archons)
3) Fixed magic = 4 (for any number) at the expert skill:
- Blindness: 2 rounds, no counter (Adept)
- Subjugation: 50% initiative x 1 round, levels 1-7 (Lilim)
Distribution of spells among units:
1. All possible spells should be used (except for broken ones - Mines cause the game to crash when used by neutrals), including area-of-effect versions and 5th circle spells.
2. There should be no duplicate spells.
3. Spells should match the racial profile (no chaos spells for druids, no light spells for witches, etc.).
4. Spell sets should have some common characteristic (similarity).
Specific spell sets:
Inquisitors: Skin (1) + Blessing (0)
Adept: Blindness (6) + Might (2)
Cherubs: Resurrection (15)
Seraphs: Holy Word (12) + Vengeance (8)
Fairies: Exorcism (5)
Druids: Hive (8) + Hornets (0)
Guardians: Phoenix (15) + Regeneration (4)
Archons: area-of-effect Haste (6) + area-of-effect Might (4) + area-of-effect Skin (2)
Rune Priests: Anti-Magic (10) + general Blessing (0) + general Dodge (0)
Flame Priests: Armageddon (12) + Fire Wall (4)
Frost Priests: Freeze (8)
Mages: Earthquake (4) + Wall of Swords (2) + Crystal (1), also Mines (5) would be good if their use by AI didn't cause the game to crash
Sorcerers: Elementals (6) + Fist (0)
Warlocks: Fireball (1) + Arrow (0)
Marids: Phantom (3)
Demiliches: Raise (12) + Heavenly Shield (10)
Greater Liches: area-of-effect Plague (10) + area-of-effect Slow (6) + area-of-effect Ray (4) + area-of-effect Weakness (2)
Lilim: Subjugation (15)
Hellspawn: Wave of Death (12) + general Curse (0) + general Dispel (0)
Balors: Disintegrate (15) + Meteor (6) + Thorns (0)
Twilight Witches: Ray (2) + Weakness (1) + Curse (0) + Dispel (0)
Elemental Witches: Chain Lightning (10) + Lightning (5)
Night Witches: Vampirism (8) + Grief (4)
Shamans: area-of-effect Exorcism (10) + Dodge (0)
Daughters of Heaven: Teleport (6) + Haste (3)
Daughters of Earth: Berserk (10) + Slow (3)
Water Elementals: Ring (3) + Boulder (2)
Mummies: Plague (5)
Release will be in January.
I will publish current unit adjustments below.
Prayer: Moved from Daughters of the Sky to Monks, since after redistributing spells, they no longer cast it.
Purification: moved from Inquisitors to Daughters of the Sky, since for archers this is too harsh an ability (in WGE it's not random, but works with a 100% chance).
Random spells: since spellcasting skill is not customizable (always high), Jinn have become a unique unit with potentially the strongest buffs and debuffs tied to spellcasting (for other casters, spellcasting for buffs and debuffs is effectively fixed and does not depend on unit count). In other words, a large Jinn unit can grant a substantial bonus to attack, defense, or initiative (or significantly penalize attack or defense).
Elementals: moved from Keepers (elves) to Mages (towers), since elves already had too many spells.
Spell distribution by race (general for units):
7 Humans = Resurrection, Holy Word, Vengeance, Blindness, Power, Iron Skin, Bless
6 Orcs = Berserk, Mass Exorcism, Teleport, Haste, Slow, Evasion
8 Elves = Phoenix, Hive, Mass Haste, Exorcism, Mass Power, Regeneration, Mass Iron Skin, Wasps
6 Dwarves = Armageddon, Anti-Magic, Freeze, Fire Wall, Universal Bless, Universal Evasion
8 Mages = Elementals, Earthquake, Phantom, Wall of Swords, Crystalize, Fireball, Missile, Fist
6 Undead = Raise Dead, Shield, Mass Plague, Mass Slow, Mass Missile, Mass Weakness
7 Demons = Disintegrate, Confusion, Death Wave, Meteor, Thorns, Universal Curse, Universal Distract
8 Shades = Chain Lightning, Vampirism, Lightning, Sorrow, Missile, Weakness, Curse, Distract
3 Neutrals = Plague, Ring, Boulder
Added 2 hours 47 minutes later
Initiative distribution by race:
Undead: 6, 8, 10
Orcs: 7, 9, 11 (attack)
Dwarves: 6, 9, 12 (defense)
Humans: 8, 10, 12 (defense)
Demons: 7, 10, 13 (attack)
Shades: 9, 11, 13 (attack)
Elves: 8, 11, 14 (defense)
Mages: 10, 12, 14
Speed/initiative distribution by unit:
Archers:
Druids 3/8
Mages 3/10
Priests 3/12
Crossbowmen 4/8
Spearmen 4/9
Gremlins 4/12
Assassins 4/13
Succubi 5/7
Skeletons 5/8
Monks 5/10
Hunters 5/11
Witches 6/11
Heavy class:
Swordsmen 3/8
Golems 3/10
Guardians 3/12
Demons 4/7
Bonecrushers 4/9
Militia 4/12
Skeletons 5/8
Leaders 5/9
Minotaurs 5/11
Vampires 6/10
Gargoyles 6/12
Light class:
Zombies 3/6
Brutes 3/9
Imps 3/13
Spearmen 4/9
Shamans 4/11
Assassins 4/13
Dancers 4/14
Skeletons 5/8
Cerberuses 5/10
Goblins 5/11
Furies 5/13
Elementals 6/8
Witches 6/11
Fairies 6/14
Large Archers:
Liches 4/6
Titans 5/12
Centaurs 6/9
Large Heavy class:
Frost Dragons 4/6
Hydra 4/11
Cyclops 5/7
Bear 5/9
Titan 5/12
Knight 6/10
Nightmare 6/13
Tans 7/6
Death Dragons 7/8
Black Dragons 7/9
Griffions 7/10
Devils 7/13
Large Light class:
Balors 4/7
Rakshasas 4/14
Ents 5/8
Reapers 5/10
Predators 6/9
Unicorns 6/11
Wyverns 7/7
Death Dragons 7/8
Griffions 7/10
Forest Dragons 7/11
Angels 7/12
Jinns 7/14
Added 8 hours 23 minutes later
Mines now deal Earth elemental damage, meaning they are buffed by Marble Gargoyles (with the corresponding vulnerability aura).
This change will allow Alchemists on summon to fully realize the potential of their gargoyles.
While work on balancing the units continues, the estimated release date is January.
The racial distribution of initiative values looks logical (grouping around certain values, for example, for humans - 8, 10, and 12).
However, equal initiative values within the same unit type don't look as good as it seemed. After all, initiative is an important and interesting factor in differentiating tiers; some are faster, and others are more powerful.
Separating the characteristics of 3 units of the same type only by attack and defense seems too simplistic; a third dimension is needed - initiative.
That is, there will be a separation of units of the same tier by initiative, but how exactly this will be done in each specific case needs to be considered. I am certain that racial groupings of initiative values should be preserved.
As for speeds, everything remains the same; equal speeds for all units of the same type look logical, clearly separating different tiers within a race.
The scaling of damage and health is also being questioned. Mainly, the issue lies with the "Battle Fury" perk (+1 to damage). Because this perk is too strong in the original game, the units have to be scaled to compensate: for tier-1, the minimum damage value is 2-4, and the minimum health is 15 (while for tier-7, the damage reaches 100+ with 300-500 health). But if it is possible to replace "Battle Fury" with the "Forest Fury" perk (+1 to maximum damage) so that it works for all races, not just elves, this will allow us to reduce the scale of damage and health by 2 times, which will be more convenient for calculations. Almost all damage formulas for spells now have an even multiplier, meaning they can be perfectly divided by 2.
While balancing continues, I will be publishing additional information so that you are aware that work is actively underway.
As I wrote above, racial initiatives are being implemented:
Dwarves 6, 9, 12
Humans 8, 10, 12
Elves 8, 11, 14
Mages 10, 12, 14
Shadows 9, 11, 13
Demons 7, 10, 13
Orcs 7, 9, 11
Undead 6, 8, 10
In each race, 2 tiers of units have low racial initiative, 3 have medium, and 2 have high. The advantage of this approach is clear standardization, a "racial style" (you can easily recognize the race just by looking at its units' initiative).
The disadvantage of this approach, as discovered during balancing, is excessive uniformity between grades; often attack, defense, and abilities are not enough to highlight the difference between grades.
On the other hand, if initiatives are varied freely between grades, the difference between different tiers is erased.
Therefore, a compromise approach was ultimately adopted: 3 tiers of units retain an unchanged initiative, while in 4 others, one unit each receives additional initiative that differs from other grades. Thus, with minimal touches, good variety is ensured while maintaining differences between tiers.
Using humans as an example (the speed, which is the same for the entire tier, is listed first, followed by initiatives after the colon):
4 Militia: 12, 12 and 10 (primary 12, additional 10)
4 Archers: 8, 8 and 10 (primary 8, additional 10)
3 Swordsmen: 8, 8 and 8
5 Monks: 10, 10 and 8 (primary 10, additional 8)
6 Knight: 10, 10 and 12 (primary 10, additional 12)
7 Griffins: 12, 12 and 12
7 Angels: 10, 10 and 10
In addition to initiatives and speeds, units are distributed by aggressiveness (roughly speaking, the ratio of damage to survivability):
- TANK (high durability)
- DEFENDER (increased durability)
- WARRIOR (balanced damage)
- ATTACKER (increased damage)
- KILLER (high damage)
And so, racial character manifests here as well. Units of light races (dwarves, humans, elves) are based on survivability (tanks, defenders, and warriors — no attackers or killers). Units of dark races (orcs, demons, shadows) are based on damage (warriors, attackers, and killers — no tanks or defenders). Neutral races (mages and undead) have a balanced composition without extremes (defenders, warriors, and attackers — no tanks or killers).
In fact, within each race there are still more damaging and less damaging units; however, the difference between a damaging human unit and that of demons is fundamental: the former are not as dangerous but are durable, while the latter are very dangerous but fragile. Additionally, these racial differences are reinforced by heroes: all classes of dwarf and human heroes have maximum defense, while all classes of demon and orc heroes have maximum attack.
Thus, we get the following general characteristics:
Racial parameter - defense:
Dwarves. Reduced initiative, high durability (troops + heroes), very good protection (almost all melee units are heavy class), in the future on the map — good damage due to runes (racial).
Humans. Medium initiative, high durability (troops + heroes), in the future on the map — good retaliation damage (racial).
Racial parameter - spellcasting:
Elves. Increased initiative, increased durability (troops only), however insufficient protection (no heavy class at all), they deal good damage under strongest buffs or in the future on the map — due to luck/avenger (racial).
Shadows. Increased initiative, increased damage (troops only), fragile race setting a high combat pace, which is supported by heroes with high spellcasting and in the future on the map — elemental damage (racial).
Racial parameter - knowledge:
Mages. High initiative, but weak troops — the full potential of the race is revealed through magic; in the future on the map, troop enhancement via mini-artifacts is possible (racial).
Undead. Low initiative, but powerful troops — capable of dealing good damage, but very slowly (betting on a prolonged game); in the future on the map, troop enhancement via necromancy is possible (racial).
Racial parameter - attack:
Orcs. Reduced initiative, high damage (troops + heroes), very strong troops with decent survivability, which will be enhanced in the future on the map due to blood rage (racial).
Demons. Medium initiative, high damage (troops + heroes), the most dangerous troops with huge damage, but fragile; in the future on the map they rely on numbers via summoning reinforcements (racial).
And finally details of current development:
- Units of half the races are roughly calculated by parameters
- Units of all races are distributed into niches (exact speeds and initiatives, approximate aggressiveness)
- The composition of almost all abilities is approved (however, minor rearrangements are possible during calculation)
- Magic is completely ready and distributed among units and heroes
Inquisitors: returned cleansing (unique for a shooter), but reduced both initiative (to 8) and damage (due to the "half-power shot" common to all monk grades). Additionally, all monks will have low ammunition (3 shots); thus, inquisitors can remove buffs only 3 times, and even then with a delay (the hero moves with initiative 10), which rehabilitates the use of Light magic against them.
Cherubim: removed Child of Light (leaving it only for light unicorns), as a defense-burning unit with resurrection is already interesting enough (among angels, it has maximum damage).
Blood Griffins: for the first time, a creature with the "Dive" ability received initiative 12, which can also be buffed to 14 upon taking damage ("Taste of Blood"). In other words, these griffins with an area-of-effect dive can now quite possibly catch low-initiative troops for damage, similar to royal griffins.
Light Unicorns: redundant cleansing removed (transferred to Daughters of Heaven), as it is now again a unique unit with the "Child of Light" ability.
Gargoyles: no longer useless stools without damage; durability significantly reduced, but initiative and damage increased, stun and elemental auras added. At the same time, gargoyles still survive reasonably well due to heavy class, but should not be caught under high damage.
Titans: now a unique heavy-class shooter (i.e., one that cannot be focused quickly).
Harpooners: added an attack without penalty, similar to the grade, in order to strengthen the similarity between grades.
Spear Throwers: initiative significantly reduced (to 6), but wounding enhanced (guaranteed to reduce speed by 30%, rounded down, i.e., often up to 50-60%). They shoot rarely but accurately; damage will be serious even by melee standards (due to low initiative).
Thanes and Northern Dragons: very low initiative (6) and huge survivability, combined with decent damage, which is now worth throwing from a distance (Jarls and Thors). Basic thanes stand out among them by not having a ranged ability, but are much more proactive in terms of initiative (9). In general, the use of very low initiatives allows for quite significant damage scaling, thereby increasing the weight even of one-time ranged abilities.
Monstrous Cyclopes: suppression aura removed and transferred to Shock Troopers (now all 3 leader grades have auras). Monstrous cyclopes retain a stun unique to tier-7 (which is no longer present in the grade with area attack), while initiative is increased and the "Sacrifice" ability is added — now all cyclops grades have different abilities that consume goblins. In addition, the Earthquake spell has also been transferred to these cyclopes (for which they will gather mana by sacrificing goblins), which fits well thematically and can counter walls of swords blocking both the cyclopes themselves and centaurs. In the future, it would be good to strengthen sacrifice (stronger physical bonuses than +1 to attack, defense, and morale) and earthquake (I've long wanted to make a 10% ATB pushback for all enemies), but there are currently no technical possibilities for this. Nevertheless, as a minor situational ability, sacrifice can perform (let's put it this way — devouring goblins via an alt is equally situational: requires the presence of a well-damaged cyclops near the goblins).
Assassins and Scouts: planning to move them from shooter class to light class due to one-time shooting (1 shot). This kills several birds with one stone:
1) allows using a truly strong assassin poison at high initiative without balance problems (only one shot)
2) allows playing around a cool bug-feature on scouts: if stun triggers, ammunition is not spent, and you can shoot again later
3) allows using assassins and scouts as truly good melee units with high initiative, good poison or agility + stun (unlike trappers, who have agility + poison but no shooting at all)
4) leaves the possibility to unlock the same-ranged potential of scouts and assassins using an ammo cart (or soldier's luck under stun), which is fair since these warriors do not scale as well with steadfastness and BB compared to other tier-1s
I have long wanted to make assassins true killers with high damage, rather than just typical shooters with moderately dangerous poisonous arrows. And ammunition = 1 shot allows this without breaking the balance.
I expect to finish calculating the bulk of the abilities (there are about 150 of them) this weekend.
I wholeheartedly support you! This is a comment in support of the author! I enjoy playing Heroes 5! I decided to install a mod for it.
I found mods for Heroes 5 on this site and chose one based on the number of replies in the mod's thread (the higher the number, the better the mod, supposedly).
But somehow, it didn't quite click. The main reason was the overabundance of content (too many unnecessary neutral monsters or a mishmash of additional heroes), and too many extra perks in the skill wheel (although the mod was very nicely designed, it just didn't suit my taste).
However, not enough attention was paid to balance and AI strength. For example, in one mod, to balance the game, ballistas were removed from the starting heroes, and the AI, thinking it still had them, didn't buy them.
And here, I really liked the author's approach: he reasons about what to give to whom, so as not to break anything, but to make it better, and he also presents it in writing for us, so that we understand why it was done this way and how he came to this conclusion.
I haven't downloaded the mod yet, but it's definitely next on my list. I also enjoy sometimes just thinking to myself: how could things be made better and more correct in the game, which spell should be given to which unit =)
Also, I noticed that the author sometimes comments on the work of other mods in the comments, and his thoughts definitely coincided with mine.
It's not certain, of course, that anything will ultimately work out with the standard mode (as far as I understand, it only works for duels now), but I respect him for his reasoning =)
That's all from me.
Good afternoon! Please wait, a release is being prepared for January (and the old links are outdated and require individual access; I haven't re-uploaded the mod).
Regarding cavalry bonuses, here are the changes I'd like to highlight.
For Knights in WGE, the speed is 6. The average actual range is about 4 tiles.
The original range has a meager 5% damage bonus per tile; in this case, with the maximum range, it would receive a damage increase from 1.2 to 1.3 (+8%).
With a 10% bonus, it would increase from 1.4 to 1.6 (+14%).
With a 20% bonus, it would increase from 1.8 to 2.2 (+22%).
With a 50% bonus, it would increase from 3 to 4 (+33%).
With a 100% bonus, it would increase from 5 to 7 (+40%).
Using the full 6-tile range should be significantly rewarded by the game, so that the player is encouraged to do so. Therefore, the uninteresting 5-10% options are immediately discarded. The 20% option is not bad, but for demon jumpers (approximately doubled damage from a jump, doubled damage from a counterattack).
For Knights, something more substantial is needed, as this is a key ability for the entire branch. That is, the 50% and 100% options remain. The main difference between them is the amount of counterattack damage that Knights inflict from a standstill. With a 100% cavalry bonus, the counterattack of Knights is weak, only 20% of the average range (much weaker than even archers). And with a 50% cavalry bonus, the counterattack is already 33% (on par with archers, considering that the archer is weaker in terms of damage and also has a 50% penalty).
Therefore, in the end, I settled on a +50% cavalry bonus (previously, +100% was always used). This is still one of the strongest abilities in the game and remains a hallmark of WGE, but now with a more adequate counterattack for Knights.
Although the original game skimped on a decent cavalry range, the armor penetration (lizardmen ability) is implemented immediately at a decent level, 20% armor penetration for each tile traveled. In WGE, this ability is further enhanced due to higher stat values. On average, it results in a bonus of +4 to +20 attack for 1-5 tiles of range, against 20 armor (approximately triple damage at maximum range).
In order for agility to be as interesting as armor penetration, its bonus should be comparable, hence +3 defense per tile (with a maximum speed of 6 and a full range, you can get +18 defense), which is much more powerful than in the original (imagine if you could get similar +36 defense there, just by moving dancers). At maximum speed 6, the difference between the average range (4) and the full range (6) is as much as +6 defense, or +50% to survivability, which looks like a very noticeable reward.
In WGE, the task is to maximize the potential of creatures, so the abilities are so strong. For comparison, in MMH5.5, cavalry bonuses are, on the contrary, reduced because a completely different task is being solved there - to weaken too strong combat units in a long game (several months), and interesting abilities, unfortunately, are sacrificed. Each project has its own priorities; I, for example, would rather abandon long games in favor of the ability to use cool, juicy abilities in a fast game (including duels).
In general, every time a particular ability is configured, you need to ask yourself: "Is the ability strong enough? Wouldn't it be better to strengthen it, and to what extent?"
In the previous version of WGE, agility was planned to be only +2 defense per tile (which is still much stronger than in the original, due to 10% stats). However, by asking this key question, I finally came to the decision to increase agility to +3 (while the unit is moving, it receives 2-3 times less damage than when standing still).
In the case of the cavalry range, a 100% bonus was an overkill due to too weak counterattacks (also, the base damage of Knights was too low), but a 50% bonus is still a very strong compromise solution.
Actually, these units have been re-tiered a long time ago, as well as some others:
Monks - tier 4
Knights - tier 5
Griffins - tier 6
Bone Throwers - tier 3
Bears - tier 4
Witches - tier 5
Hydras - tier 6
Orcs - tier 2
Shamans - tier 3
Centaurs - tier 4
Succubi - tier 3
Cerberuses - tier 4