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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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There will be a parameter rescaling that will affect the effectiveness of some abilities:
- The attack and defense parameters of all creatures will be reduced by 5 units (from 5-25 to 0-20). This will make it much more familiar and convenient to perceive. Previously, the +5 bonus was due to stronger defense, but in fact, it only noticeably affected the lower tiers. Now, defense is effective for creatures with medium or high defense, or under a hero with high defense (but creatures with low defense are less vulnerable to magical damage).

Regarding humans:

1) Militia (base) will become more proactive but weaker in defense. In contrast, Recruits (upgraded) will become less proactive but more powerful in physical attack (the strongest of the upgrades). This is logical because recruits are regular troops and, therefore, more skilled.

2) Due to the parameter rescaling, the armor penetration ability is noticeably weakened. This allows us to return armor penetration to Crossbowmen (upgraded) and restore Archers' native ranged attack without penalty, which is now only slightly weaker than armor penetration (and stronger at long range). Since armor penetration works well in melee combat, this significantly strengthens tanking Crossbowmen in this role, who are the least afraid of melee combat among all 3 upgrades.

3) The health of archers and swordsmen has been reduced in favor of higher defense, while the health of monks and griffins has been increased by reducing their defense.

4) Due to the re-evaluation of vampirism, the defense of Seraphs will be reduced (nerf). Due to the weakening of the overall armor penetration ability, the base damage of all angels will also be significantly increased.

Humans table

I will publish the update itself a little later.
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Разработчик Heroes 5.5 WarGame Edition.
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Hello. I'm using a mod for the game, even though it's designed for duels. Is there a manual for the skill upgrade branches, or a skill tree diagram?
In reply to Ritaares
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Ritaares
Hello. I'm using the mod for the regular game, even though it's designed for duels. Is there a manual for the skill upgrade paths, or a skill tree diagram?
Hello! No, there isn't a manual because I'm not currently working on the regular game mode (some things were done, but they're outdated). By the way, I updated the mod over the weekend to the version described above (with the re-scaled parameters). The links are the same; I'll duplicate them so you don't have to search on the previous page.
Wargame Tactics 2.0 alfa pak - the mod itself, place it in the data folder (the file has been updated).
<time id="message-timestamp-931713027957461042" datetime="2022-01-15T00:54:56.256Z" aria-label="15 января 2022 г., 10:54">
H5 WGE exe - the executable file, place it in the bin folder, and launch the game through it (it hasn't changed in the last six months).
Разработчик Heroes 5.5 WarGame Edition.
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It is now possible to make Earthquake work on enemy creatures and in open fields. The new version of Earthquake will look like this (in addition to damage to walls): - Knockback of all enemy creatures by 20% based on their Attack Bonus (AB). - Damage to each enemy creature = Spell Power. In other words, Earthquake will be equivalent to Hornets on each enemy unit, but at level 0 (Hornets increase to 50% AB knockback, while Earthquake will always remain at 20%). Also, the finger poke (hero's attack) will be strengthened by 25-50%, averaging from 1.5 to 2 damage per hero level: Tier 1: from 20% to 25% per hero level Tier 2: from 10% to 15% per hero level Tier 3: from 6% to 10% per hero level Tier 4: from 4% to 6% per hero level Tier 5: from 3% to 4% per hero level Tier 6: from 2% to 2.5% per hero level Tier 7: from 1% to 1.5% per hero level Update: As it turns out, the new Earthquake affects all creatures, including your own (while bypassing any magic resistance and immunities). Therefore, it will be strengthened to: Damage = 4 x Spell Power (50 x Spell Power to walls) Knockback = 50% turn loss (like from skilled Hornets) Thus, Earthquake will be a significantly simplified version of Armageddon in terms of damage, but with battlefield control (significant slowing of all creatures). This is especially beneficial for machine factions (the spell does not affect machines) and for armies that have an initiative advantage (the higher the initiative, the less absolute time a creature loses when knocked back).
Разработчик Heroes 5.5 WarGame Edition.
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Is it worth downloading a mod for playing on a map right now? Or are only humans involved?
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Nazarian
Is it worth downloading a mod for playing on a map right now? Or are only humans implemented?
For playing on a map – not yet.

The units of the remaining factions will be ready by the end of summer (duels mode).
In addition, there is also the balancing of city layouts and hero progression – all of this needs to be refined in a separate arena (a map with fast building, progression, and a final battle).
And only after that, does it make sense to move on to working intensively on the map (templates, guard posts, banks, etc.).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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Nargott
For playing on a map – not yet.

By the end of summer, the units of the remaining factions will be ready (duels mode).
In addition, there is also the balance of town layouts and the balance of hero upgrades – all of this needs to be refined in a separate arena (a map with fast building, upgrading, and a final battle).
And only after that, does it make sense to move on to working closely with the map (templates, guard posts, banks, and so on).
Could you provide a link to version 1.23? It was supposedly playable.
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Nazarian
Is it possible to provide a link to version 1.23? It was quite playable.
I'll add it to the top of the thread tonight.
The latest version is currently at the top, including the latest changes to increase the hero's attack + executable fixes (the Earthquake spell now affects all units).

Added 1 hour 14 minutes ago
Hero attack power against human units:

Before the nerf:
Tier 1 = 400% = 40
Tier 2 = 250% = 37
Tier 3 = 150% = 37
Tier 4 = 100% = 35
Tier 5 = 60% = 24
Tier 6 = 40% = 24
Tier 7 = 20% = 14
Average damage = 30 (14-40)

After the nerf:
Tier 1 = 200% = 20
Tier 2 = 100% = 15
Tier 3 = 60% = 15
Tier 4 = 40% = 14
Tier 5 = 30% = 12
Tier 6 = 20% = 12
Tier 7 = 10% = 7
Average damage = 14 (7-20)

After the buff (latest version):
Tier 1 = 250% = 25
Tier 2 = 150% = 22
Tier 3 = 100% = 25
Tier 4 = 60% = 21
Tier 5 = 40% = 16
Tier 6 = 25% = 15
Tier 7 = 15% = 10
Average damage = 19 (10-25)

For comparison, the power of the free Magic Fist:
1) with 3 spell power: 12 / 15 / 18 (basic / advanced / expert Summon)
2) with 5 spell power: 18 / 21 / 24
3) with 7 spell power: 24 / 27 / 30
4) with 9 spell power: 30 / 33 / 36
Average damage with basic skill = 21 (12-30)

The power of the free Magic Arrow:
1) with 3 spell power: 15 / 21 / 27 (basic / advanced / expert Chaos)
2) with 5 spell power: 21 / 27 / 33
3) with 7 spell power: 27 / 33 / 39
4) with 9 spell power: 33 / 39 / 45
Average damage with basic skill = 24 (15-33)

Ideally, the hero's attack can be further increased, as:
- the current attack is comparable to the Magic Fist in terms of damage (slightly weaker against humans due to the large number of Tier 7 units)
- at maximum levels (Tier 1 Guardians, Tier 2 Zombies, Tier 6 Ents, Tier 7 Northern Dragons), it deals 37 damage, which is comparable to the maximum Fist with an expert Summon (36 damage)

Added 2 hours 1 minute ago
Update:

I will still slightly increase the hero's attack to the following values (damage calculated against human units):

Tier 1 = 30% per level = 300% = 30
Tier 2 = 20% per level = 200% = 30
Tier 3 = 12% per level = 120% = 30
Tier 4 = 8% per level = 80% = 28
Tier 5 = 5% per level = 50% = 20
Tier 6 = 3% per level = 30% = 18
Tier 7 = 2% per level = 20% = 14
Tier 8 (summoned Phoenix) = 1% per level = 10%
Average damage = 24 (14-30)

The main reason for the increase is the relevance of the "Double Attack" skill to double the hero's attack. With too weak damage, this skill loses its appeal.
Thus, with low spell power, the hero's attack becomes slightly more effective than the free area-of-effect Chaos or Fist.

Added 3 hours 59 minutes ago
Earthquake will also be buffed in damage from 4 x SP to 5 x SP (and 10 times more against walls). This ratio of 1 to 10 mirrors the Wall of Swords, which also returns 10% of the damage received.
In other words, 10 units of wall strength is equal to 1 unit of creature health, for both spells.

Added 1 hour 23 minutes ago
Ametuct
While writing, I realized that if you swap Vampirism and Divine Might between schools, everything will immediately fall into place. Both spells were added in the expansion pack.
It's been less than six months, and I finally had this idea :)

Indeed, Vampirism can be placed in Light (there are no changes in terms of school combination - it still requires advanced Light + advanced Darkness).
And Divine Might - in Darkness.

In this case, everything fits nicely in pairs:

Light + Darkness = Vampirism (Light) + Wrath (Darkness) - in duels, the Knight receives Wrath instead of Holy Word
Light + Chaos = Holy Word (Light) + Armageddon (Chaos) - in duels, the Warrior receives Holy Word instead of Divine Might
Darkness + Chaos = Divine Might (Darkness) + Ice Storm (Chaos) - in duels, the Assassin and Overlord receive Divine Might instead of Wrath
Darkness + Summon = Wave of Death (Darkness) + Raise Dead (Summon)
Light + Summon = Regeneration (Light) + Hive (Summon)
Chaos + Summon = Wall of Fire (Chaos) + Earthquake (Summon)

Added 33 minutes ago
The only nuance is that I will need to recolor the Vampirism icons (dds) from Darkness to Light, and Divine Might - from Light to Darkness, which I don't know how to do yet.
Разработчик Heroes 5.5 WarGame Edition.
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Nargott

The only nuance is that the Vampire icons (dds) from Shades of Darkness need to be recolored to light, and Divine Retribution – from light to dark, which I don’t know how to do yet.
I will recolor them...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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psatkha
I'll repaint it...
I've already repainted it, more or less.
However, I'd be happy to accept your more professional version as well.
As a basis for the divine vengeance, I personally chose the Divine_Wrath icon; it seems like it should fit the Darkness theme better, but it would also be interesting to see what a natural Vengeance looks like.

The spells of the Seraphim and Shadow Witches will also be changed.
The Seraphim will receive the Vampirism spell (for 4 rounds) instead of Divine Vengeance, and the Shadow Witches will receive Divine Vengeance instead of Vampirism.
The reason is that dark units should not have access to Light spells (even though Vampirism requires both Light and Darkness).
Разработчик Heroes 5.5 WarGame Edition.
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Nargott
I've already recolored it, more or less.
However, I'd gladly accept your more professional version.
As a basis for divine vengeance, I personally chose the Divine_Wrath icon; it seems like it should fit better with the Darkness theme, but it would also be interesting to see what it looks like with the original Vengeance icon.

The spells of the Seraphim and Shadow Witches will also be changed.
Instead of Divine Vengeance, the Seraphim will receive the Vampirism spell (for 4 rounds), and the Shadow Witches will receive Divine Vengeance instead of Vampirism.
The reason is that dark units should not have access to Light spells (even though Vampirism requires both Light and Darkness).
So, vampirism... here's how it was in the original and what the result is...
P.S. Does Divine Vengeance use this icon - UI\H5A2\Icons\Spells\Divine_Vengeance.(Texture).dds?!
P.P.S. By the way, the icon with the bony hands doesn't seem to be used in the original game, and in my opinion, it's more creative than a simple sword!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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And here are those bony little hands...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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And to conclude, a rather mundane sword...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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psatkha
And here are those bony little hands...
Thank you, you did a great job! :)
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