Good day!
The release will be in January; it's worth waiting for, as there are many fundamental changes (compared to the old version).
The release is intended for the duel format; it is not yet ready for the map.
The Super skill requires level 4 of the racial perk and 3 prerequisite perks from it, meaning a pendant will be necessary.
Added after 2 hours 25 minutes
Updated ability:
Bloodlust (based on battle fury)
Was: +5 from 5% attack, +2 initiative for 2 rounds
Will be: +10 from 10% attack, no initiative bonus for 1 round
The ability will effectively double the damage while the unit is "warmed up." There are nuances here related to the short duration:
- if the unit's initiative is below 10, it cannot warm itself up for the next attack by receiving a retaliation hit (the bonus disappears before its turn)
- if the unit's initiative is 10 or higher, it can warm itself up for the next attack by receiving a retaliation hit
An initiative bonus is not needed here because it is redundant (and the nuance regarding warming up with low initiative would be lost).
Which units have this ability?
Crusaders (8 initiative + Bloodthirst). Without haste, Crusaders cannot warm themselves up for the next attack, but they can for a repeated strike thanks to Bloodthirst.
Blood Griffins (12 initiative + Endless Retaliation). An interesting combination of warmed-up griffins with endless retaliation. Also, under haste, griffins that take damage will be able to execute a warmed-up "Dive."
Vikings (9 initiative + Giant Slayer). It is beneficial to warm up by exposing oneself to attacks from large enemy units (from which they take much less damage).
Imps (13 initiative + Retreat). On one hand, imps cannot retaliate—but on the other, it's better not to touch them until they are warmed up. They can warm up via retaliation hits.
Brutes, Marauders, Provokers (11, 9, and 9 initiative). Besides interesting warm-up combinations with their abilities, there are nuances with warming up. Brutes can warm up via retaliation (permitted by initiative). Marauders need Haste for this, otherwise they don't have time to warm up via retaliation. As for Provokers, simple positioning is enough. While Provokers lack vengeance, they still deal double retaliation damage—now thanks to Bloodlust.
Steppe Centaurs (9 initiative) - shooters who are best left alone or killed immediately. Double damage while warmed up is no joke. They will definitely pose a threat in shootouts.
Contamination (based on weakening strike)
Was: -2/-2 to 5% attack/defense
Will be: -4/-4 to 10% attack/defense
The ability is strengthened 4 times, debuffing opponents particularly hard (effectively weakening their physical stats by -25%).
Common ability of Cursed, Plague, and Dread zombies.
Added after 13 hours 37 minutes
Aura of Suppression (based on poisoning aura)
Was: -2/-2 to 5% attack/defense, -1 to morale
Will be: -4/-4 to 10% attack/defense, no morale penalty
The aura is strengthened 4 times physically, but without the morale penalty, which was removed so as not to overlap with the nightmare terror aura (-3 to morale).
Effectively, this ability significantly strengthens the unit against melee fighters (similar to +4/+4), penalizing those around by approximately -25%, but it does not work against ranged attacks.
Common ability of Pestilence Liches, Demiliches, and High Liches (shooters gaining extra defense against melee).
This ability is also possessed by Dread Zombies (in combination with Contamination).
This ability is also possessed by Stormtroopers (since they are not undead, the aura works against everyone, including allies).
Added after 56 minutes
Aura of Leadership (based on aura of courage)Was: morale cannot be lower than +1Will be: morale cannot be lower than +5 (always maximum)The aura is strengthened manifold since the original version was almost useless.Unfortunately, there is currently no technical possibility to similarly strengthen courage from +1 to +5, so only through the Aura of Leadership can a unit's own morale be boosted from +1 to +5.Ability of Goliaths and Executioners.
Added after 12 minutes
Aura of Activity (based on commander presence)
Was: +1 to initiative
Will be: +2 to initiative
The aura is also strengthened so that its influence remains noticeable throughout the entire battle (changing unit positions on the ATB during movement), rather than just at the start.
Unique ability of Pack Leaders.
Added after 25 minutes
Aura of Terror (-3 to morale): no changesThere is currently no technical possibility to strengthen the aura to -6.Ability possessed by Crimson Nightmares and Executioners.Aura of Resistance (30% resist): no changesTechnical possibility for strengthening exists, but it creates too many problems for enemy heroes using Darkness or Chaos.Unique ability of Silver Unicorns.Cover (50% arrow protection): no changes
Ability possessed by Swordsmen, Man-at-Arms, Crusaders, Skeleton Warriors, and Shamans (the latter have no inherent arrow protection but have the Evasion spell).Interception (based on bully)Was: chance depended on health ratio.Will be: ability works guaranteed.A very interesting defensive ability that should not depend on chance.Ability possessed by Man-at-Arms, Young Ents, Colossi, Punishers, Skeleton Servants, and Provokers.
Added after 13 minutes
Elemental Auras (stone, electric, fire, ice) no changes (+50% elemental damage)
Stone aura added (vulnerability to earth), which was previously unused in the original.
Stone, electric, and fire auras are distributed among Marble, Obsidian, and Onyx Gargoyles, while the ice aura went to Ice Dragons.
Added after 1 hour 50 minutes
Vampirism (based on drain)
Was: 50%
Will be: 100%
Return of full, classic 100% vampirism (as in Heroes 3).
Ability possessed by Combat, High, and Ancient Vampires, as well as Seraphs.
Added after 29 minutes
RegenerationWas: 30-60
Will be: 30 (60), no randomness
Formally, the ability barely changes, but it is actually strengthened due to a much smaller number of creatures.
The value in parentheses is based on the old HP scale (which Chaos was calculated by).
Since there is now a technical possibility to use Sylvan Fury (+1 to max damage) instead of Battle Frenzy (+1 to damage), this allows for halving the HP scale of creatures (thanks to the fact that almost all damage spells scale well—they have an even multiplier).
Ability possessed by Vultures, Paokai, and Wyverns, as well as Cave Hydras and Spirits.
The real strength of the ability in duel scales is the resurrection of about 15% of the maximum squad size per turn. Using wait, this resurrection speed can exceed even 100% vampirism.
Added after 5 hours 38 minutes
Giant Slayer (update)
Was: +4/+4 to 5% attack and defense against large
Will be: +10 to 10% attack against large
The ability doubles damage against large units, but no longer strengthens defense (this is redundant).
Common ability of Bonebreakers, Berserkers, and Vikings.
This ability is also possessed by large Colossi (alongside interception - 100% bully).
This ability is also possessed by Hunters (shooters).
Added after 23 hours 46 minutes
Currently, for WGE balancing, an extremely complex and overloaded model consisting of 3 components is used: melee, shooters, magic. With a huge number of nuances and long, tedious recalculations. This tool provides high accuracy (and showed good results in the last release), but its use is so difficult that each such release is comparable to writing a doctoral dissertation.
I decided over one evening to whip up a very simple basic linear balance calculation model for creatures. For now, it won't be used for upcoming releases, but nonetheless, it is curious and attractive in its transparency, linearity, and simplicity.
So.
Let's break creatures down into 4 components that we will simply sum (no complex power formulas):
1) Attack
2) Retaliation
3) Shooting
4) Endurance
Damage = (Minimum + Maximum) / 2
AttackModifier = (5 + AttackStat) / 10 for WGE and (20 + AttackStat) / 20 for original
DefenseModifier = (5 + DefenseStat) / 10 for WGE and (20 + DefenseStat) / 20 for original
Attack = (Speed + 1) * Damage * AttackModifier
Retaliation = (3 - 20 / (Initiative+10)) * Damage * AttackModifier
Shooting = (1 - 1 / (Shots + 1)) * Initiative * Damage * AttackModifier
Endurance = 2 * Initiative * Health / ReceivedDamage, where
ReceivedDamage = 4 / DefenseModifier (from melee attacks) + 2 / DefenseModifier (from shooting) + 1 * (1 - MagicDamageResistance) (in fractions)
Main patterns are observed.
1. Attack: direct attack is linearly accelerated by speed (but with zero speed, attacking from place is still relevant), whereas retaliation no longer depends on speed.
2. Retaliation: with "infinite" initiative (almost equal to endless retaliation), the multiplier is maximal - 3, while even with "zero" initiative, a creature still has one retaliation (multiplier 1). At 10 initiative, endless retaliation is roughly equal to a "one-and-a-half" retaliation, which seems accurate.
3. Attack and defense modifiers scale from 1 to 3 (both in WGE and the original).
4. Shooting: with 0 shots, shooting doesn't work (multiplier 0), while with 1 shot, its contribution is 50% of the maximum (equivalent to 50% shooting with infinite ammo). Initiative also has a huge impact on shooting, directly accelerating the dealt ranged damage.
5. Endurance: a curious pattern is used. If creatures have twice the health, they "melt" twice as slowly, and if they have twice the initiative, they manage to do twice as much. These indicators are analogous, therefore health is multiplied by initiative (ultimately, both characterize how slowly a unit manages to "melt" between its turns if participating in an exchange of blows—and a melee fighter always participates).
6. Received damage: weights for melee and ranged damage are separated, as some abilities provide only melee or only ranged defense. These weights also decrease as the unit's defense increases, so they are formally higher than the weight of magic damage.
If I were doing the balance from scratch, I would try to use the model above; it is very transparent, convenient for calculations, and reflects the main patterns.
But since the project is already many years old, I will continue to use the old proven model, and then perhaps in the future, the results of different models can be compared.
Added after 16 hours 54 minutes
Random abilities.
Some random abilities will work guaranteed:
-Fire Wave (wave of fire)
-Interception (bully)
-Incendiary Projectiles (sign of fire)
-Wounding (crippling wound)
-Purification
Some random abilities now have a fixed chance = 50%:
-Bear Roar (now works only against small units)
Some random abilities will no longer work:
-Crushing (no longer stuns)
-Defense Penetration (enhanced arrow: no longer knocks back upon firing)
Other random abilities will have a factor of 1:
-Intimidation (fear attack 0.8)
-Stunning (stunning blow 1.5)
-Blinding (1)
-Paw Strike (1)
-Assault (1)
A number of abilities remain questionable, which I want to make guaranteed:
-Corruption (whip strike)
-Numbness
-Shock Arrows (stopping arrows)
I want to give Corruption to Daughters of Earth instead of witch attack (fortunately, there is slow there, which combines with swift attack). In that case, the following rearrangements in unit spells will occur:
- Daughters of Earth will get Curse (total: Curse, Slow, Berserk - 100% set of spells from Corruption)
- Daughters of Heaven will get Blessing (total: Blessing, Haste, Teleport)
- Shamans will get Exorcism (total: Evasion, Exorcism, area Exorcism)
- Fairies will get Wasps instead of Exorcism (and since they are free, they are unlimited - 20% ATB pushback)
- Druids will lose Wasps (only Hive will remain)
- Inquisitors will get Might instead of Blessing (total: Might and Skin)
- Adepts will lose Might (only Blindness will remain)
I want to clearly separate Shock Arrows from Stunning (which scouts have); they can be made guaranteed with a 10% ATB pushback (total from a double shot - 20%).
I want to separate Numbness from Blinding; it can be made guaranteed with a duration of 30% of a round.
Megeras, in this case, lose Assault (with guaranteed Corruption, it is redundant).
Ghosts, in this case, lose Joint Attack (with guaranteed Numbness, it is redundant).
Since Numbness guarantees Ghosts an unopposed attack, Shadows lose the unopposed attack and receive Evil Eye instead (unlike Tropical Cyclopes, without a 2-cell attack).
Unlimited wasps (fairies) and Shock Arrows (jaegers) can be used to gain full control and break through infinitely strong neutrals. On the other hand, in this form, these abilities are much more interesting in battles against players. Unlike TE, battles against players have the highest priority here, and breaking through is secondary (it's the opposite there).
Therefore, it makes sense to limit breaking through to 10 rounds, after which the battle ends in a draw via scripts. This is now possible since combat scripts can be enabled. This will be implemented in the future.
Added after 58 minutes
Generally, it's an interesting question what duration to set for guaranteed numbness (freeze).
Ghosts have 10 initiative; if the duration is set to 50% of a round, then 2 ghost squads using wait can slow any enemy squad to 0 with their attacks (without taking retaliation damage).
If the duration is set to 40% of a round, then 2 ghost squads slow the enemy by 5 times (every 0.5 rounds, the enemy misses 0.4).
If the duration is set to 30% of a round, then 2 ghost squads slow the enemy by 2.5 times (every 0.5 rounds, the enemy misses 0.3).
At a duration of 20% of a round, 2 ghost squads slow the enemy by 1.67 times (every 0.5 rounds, the enemy misses 0.2).
At a duration of 10% of a round, 2 ghost squads slow the enemy only by 1.25 times (every 0.5 rounds, the enemy misses 0.1), and the ability is almost identical to unopposed attack.
I think 30% is the optimal "freeze" duration (though 20% is also a good option).
Added after 4 hours 33 minutes
Tested the new numbness; in practice, there is a bug-feature that makes it slightly stronger:
For numbness and blinding, the actual effect duration is extended until the turn of the next unit, i.e., the effect does not drop immediately, but only when the turn of any unit or hero occurs (this bug is also visually noticeable on the scale, when a unit should seemingly move but jumps back).
Effectively, an additional random delay appears, usually 5-10% ATB, but it can be higher (up to 100%) if few units remain on the field and the distance between turns on the ATB scale is large.
In other words, at the end of the battle, the effectiveness of numbness will be much higher due to this same additional "random" delay. Thanks to this feature, a couple of ghost squads can keep any single neutral squad in eternal slumber, as numbness will most often drop only on the turn of one of the ghosts (sometimes a hero) and be reapplied by them.
Updated the description of Numbness:
With every hit, the creature puts the opponent to sleep (negative physical mental effect), removing them from the game (initiative turn stops, retaliation strike is not delivered).
Attacking while asleep removes this effect but remains unanswered. The ability does not affect undead, elementals, or mechanisms.
The effect ends during the turn of any unit or hero, but no earlier than after 30% of a round.
And in the description of Blinding, I added a line:
The effect is removed during the turn of any unit or hero if its duration has ended by that time.
Added after 14 hours 7 minutes
Wounding (based on crippling wound)
Was: -50% speed, -30% initiative for 2 rounds (random trigger)
Will be: -30% speed for 3 rounds (guaranteed trigger)
Influence on initiative is not needed, as Slow exists for such things.
Strike of Sorrow-4/-4 to luck and morale, the only debuffing ability that looks decent even in the original and does not need strengthening.
Curse (casting a curse)
Was: 80% effect, long duration
Will be: 100% effect for 3 rounds (since in WGE Curse always works fully, there are no percentages)
Corruption (based on whip strike)
Was: slowing (-35% init, long duration), weakness (-9 to 5% attack, long duration), berserk (2 rounds, with bonus damage), random trigger
Will be: slowing (-50% init, for 6 rounds), weakness (-Magic+2 to 10% attack, for 6 rounds), berserk (2 rounds, without bonus damage), guaranteed trigger
The main strengthening of the ability comes from the guaranteed trigger. Slowing and especially Weakness play out much stronger, while Berserk plays out slightly weaker (I would like to nerf it to 1 turn, but so far this has only been achieved for the Berserk spell, not the ability).
Witch Attack (witch strike)
Was: Curse, Slow (-40% init, long duration), Weakness (-12 to 5% attack, long duration), Beam (-6 to 5% defense)
Will be: Slow (-50% init, for 6 rounds), Weakness (-6 to 10% attack, for 6 rounds), Beam (-5 to 10% defense)
The main change is that Curse has been removed from the spell set, and now the attack starts immediately with the strongest debuff. Also, debuffing beams begin to play out much stronger and earlier.
The ability has been renamed because, unlike Corruption (whip strike), it also works on shooting.
Poisoning (poison): 1 per creature for 3 rounds, formally no changes
In fact, poison will be significantly stronger than in the original due to the lower amount of enemy health.
Assassins will have only one shot with strong poison, and thereafter they will operate in melee, like trappers, who lack this shot but will have very good defense (under agility).
In duels, poison will kill approximately 10-12% of the enemy squad at a time.
Toxin (based on animal poison)
Was: 5 for 3 rounds
Will be: 10 for 10 rounds
Sharp strengthening of the wyverns' weak poison; it now works at the level of equally strengthened regeneration, and for a very long time.
In duels, toxin will kill approximately 12% of the enemy squad at a time, to the point where after a large number of rounds, the enemy squad may completely perish from poison alone.