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A new patch has been released for Heroes 5 Armageddon's Blade v20.04.2022: PATCH 20.04.22
Changes:
- Free Cyclops have technically returned to the Stronghold faction, but they cannot be recruited in the city (Ancient Terrors are still there). Why was this done? So that Barbarians and Warlords can give blood bonuses to free Cyclopes if they join them.
- Fixed the upgrade of counter-spell skill for Demon Lord and Chaos Lord
- A huge number of reworked hero icons (all new heroes from different factions no longer have icons from mods for Heroes 3; their own icons were created, stylistically similar to the icons from Heroes 5, with transparency, outline, etc.). P.S. Only Kragg Hack retains his square icon for now.
The author deserves great thanks for the build. To say that I liked the build is an understatement! The modification improves the game, introduces a lot of new things, and makes the gameplay more engaging. Question for the author:
1) Do you plan to add new composite artifacts to the mod, one for each race?
2) Are there any plans to visually improve and refine the skills wheel? At one time, one of the modders tried to do this, started - but couldn't finish it, probably he didn't have enough experience. It's not easy after all. But I think you can handle it. This is what I mean:
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3) Have you thought about changing the hero window to add 1 additional slot to the hero window? Visually, it could look something like this:
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Why is this needed? Let me answer. When playing through a campaign or scenario, there may be no free slots after level 28, as they are all occupied by skills and abilities. And it becomes uninteresting to play - you increase your level, but get nothing in return. Therefore, if an alternative upgrade option with the addition of free slots is offered, for example, instead of 5 - 6, then the game will become much more interesting, since even at high levels there will be development options.
4) Were there any ideas to make summoning magic more attractive? I'll explain. Many people underestimate this school and rarely use it in the game, preferring dark, light, or chaos magic. Just as combat machines are not considered a priority skill, choosing attack and defense instead when possible, so too do players ignore **summoning magic** and choose darkness, light, or chaos instead.
But what if we **encourage** players to use these skills in the game? This can achieve a **harmonious** use of skills and schools.
**Is it possible to arrange things so that the 2nd alternate specialization is obtained with the participation of summoning magic or machines?
5) Waterfall_13, you have a great modification - unique, special, introducing many new things, but only participants of this forum know about it. Have you thought about making a mod review through the Heroes Fan channel? This would increase the popularity of the mod and increase the number of views and subscribers on your YouTube channel. As a rule, reviews of mods on the Heroes channel increase their popularity. In addition, the mod begins to be actively discussed, as a result, many new interesting ideas and suggestions appear.
For example: https://www.youtube.com/watch?v=gDDiX_ib0qI

