Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
A fixed chance is good because it allows you to focus on abilities rather than the amount of hit points, and it saves players from unnecessary calculations, allowing them to pay attention to more interesting things and calculations.
I agree, a fixed chance looks more interesting due to its randomness. It's more fun and engaging.
I don't really like that when the HP ratio is 4 to 1, the chance becomes 75%, and when the HP ratio is 1 to 4, it becomes 5%. It's too predictable and mundane.
And how did you manage to get rid of the standard scheme? Is it very difficult? Or are there parameters that can be changed somewhere? Are they in the .xdb or .Exe file?
I agree, a fixed chance seems more interesting due to its randomness. It's more fun and engaging.
I don't really like that when the HP ratio is 4 to 1, the chance becomes 75%, and when the HP ratio is 1 to 4, it becomes 5%. It's too predictable and mundane.
And how did you manage to get rid of the standard scheme? Is it very difficult? Or are there parameters that can be changed? Are they in the .xdb or in the .Exe?
Important changes:
1) Switched to a fixed 50% trigger chance. Really liked how abilities play out now.
2) Monks received ranged attack without penalty to participate more actively on the battlefield (instead of just praying). Inquisitors received Cleansing (instead of unpenalized ranged attack). Adepts received Blindness (instead of Cleansing) - now the entire Monk tier looks perfect!
3) Changed the Blind formula: now scales with SP and lasts 0.2 / 0.4 / 0.6 / 0.8 x SP rounds (this is necessary for the Blind ability to work properly).
4) Balanced the mana abilities of all Imp-tier demons: base Imps now drain 10 mana on the first turn (1 mana per 5 Imps), but their initiative reduced from 13 to 10 (so the hero can go first). Fiends continue to drain 3 mana per action (1 mana per 20 Imps), but now with initiative 13, while Parasites remain unchanged - stealing 1 mana before each of their turns (1 mana per 50 Imps).
5) SP-scaled casting for casters has been removed (i.e., those SP-scaled abilities that depend on the hero's SP now also depend on the caster's SP). In long campaigns, a large squad of casters is thus strengthened, but this isn't the only case where creatures play differently in fast vs. long campaigns (the value of Fiends similarly scales with troop count). In duels, this weakens cast abilities by damaging casters. For example, a full squad of Inquisitors casts Stone Skin for +10 defense, while the minimal remaining squad (one unit) only casts Stone Skin for +6 (however, their Bless remains equally effective, as it doesn't scale with SP, just like the hero's).
6) Succubus initiative reduced from 10 to 7, as Fear now plays a huge role (every other shot causes Fear - this ability is no weaker than Chain Lightning!)
7) Lamia initiative increased from 7 to 10 to enhance ranged gameplay, in exchange, Charm is weakened to level 0 (duration only 0.5 rounds). The core playstyle for these units is now kiting and shooting (speed and initiative allow them to kite, and retaliatory shots and Retaliation punish those who bite). Charm is played at the right moment when the target unit is as close in timing as possible, otherwise you'll miss the check.
8) Nightmares now have a proper physical profile (previously had too much damage plus Fear, now they are units that primarily rely on Fear).
9) All tiers now have a solid base damage, in exchange for nerfed super abilities:
- Reduced average damage rolls from 30% to 25% (to nerf common demon curses)
- Mana pool of Barlogs reduced from 12 to 6. Now you need to farm mana with Fiends for a second Meteor Storm, and to unlock the strongest spell, Disintegration, you need to drain at least 9 mana, which is no longer available from the first turn as before.
- Damage of Executioner's Blade from Trolls reduced from 10 to 6 (now Tier-1 units even have a chance to survive a single hit from it).
10) All Devils now have a proper physical profile - they are glass cannons with many strengths, but literally pay for everything with their lives: basic attacks, ranged shots, and magic are lethal to Devils (their abilities at least protect them from retaliations and charge attacks). However, they have truly amazing abilities: Archdevils can immediately grant a 100% turn to any unit (Inspire), Devils can endlessly summon Barlogs (as long as there are any demonic corpses, including enemies), and Satans pull units in a 7-tile radius (much harder to defend against than 6).
Humans

Demons

Good afternoon!
I have a request: please fix the display of the final result after a battle for the Human faction.
The issue:
When peasants attack, a copy appears (a reinforcement unit). After the battle ends, this unit dies (specifically, the death animation; it could be replaced with a teleport). However, after the battle concludes, this reinforcement is still displayed in the losses section, which isn't ideal.

Also, there's a negative impact on the building menu; it doesn't look very good:

And also, the negative impact on the building menu doesn't look very good:
I believe that a mod was additionally used to change the city's buildings!
Good afternoon!I have a request: please fix the display of the final result after a battle for the Human faction.
The issue:
When peasants attack, a copy appears (a reinforcement unit). After the battle ends, this unit dies (specifically, the death animation; it could be replaced with teleportation). However, after the battle, this reinforcement is still displayed in the losses section, which is not ideal.
It is impossible to fix this bug for peasants with the available tools – it is hardcoded into the game.
Regarding the building issue, this shouldn't happen – it seems to be related to using it in conjunction with other mods; I will check.
Good afternoon!
Work is in progress, but without rushing. 
Just yesterday, we were discussing ways to develop the mod.
I consistently maintain the position that diversity must be preserved, and within the current framework, we should fine-tune the best balance. The opposing viewpoint is that everything should be simplified as much as possible because that will lead to a better balance.
I am fundamentally not going to reduce the number of units, their parametric diversity, or their abilities. However, there are certain limits to when this system works best.
For example, let's consider the classification of units by damage:
- normal: 33% damage to normal (i.e., it takes 3 hits to kill itself)
- damage dealer: 40% damage to normal, 50% damage to damage dealer (i.e., it takes 2 hits to kill itself)
- tank: 25% damage to normal, 20% damage to tank (i.e., it takes 5 hits to kill itself)
With these settings, we get quite good damage diversity, without excessively high or low damage. The difference between killing in 2 hits and killing in 5 hits is noticeable.
Additionally, if we add things like initiative (units with low initiative hit harder and live longer than units with high initiative) and speed (slow infantry is more powerful than fast flyers), we get that the range of possible damage in an exchange increases even more (from 50% for damage dealers up to 75%, if a powerful melee damage dealer attacks an initiative-based flying damage dealer). That is, this makes it possible to have very high damage, close to a one-shot kill. This is the price of diversity – when several factors work simultaneously, each of which is strong enough, it results in a particularly wide range, which may be beyond "normal".
But this only applies to units, and there are also heroes, and here too, we need to create diversity in parameters. There are combatants with strong physical stats and mages with weak physical stats. When this is combined with what was mentioned above, one-shot kills become quite real. For example, with a +6 stat difference in duels (the most offensive class against the most fragile), damage increases by 50%, and it can already be high.
In duels, I think it is normal when high diversity in units is added to the same strong diversity between heroes (and their physical stats – that is, attack and defense parameters).
For example, a hero with maximum physical stats performs at 80/20%, that is, the army works at 80%, and the hero himself at 20%.
And a hero with minimum physical stats performs at 60/40%, that is, the army works at 60%, and the hero at 40%. The army of such a hero is 25% weaker than that of the warrior above, but the hero himself casts spells twice as strongly and compensates for the lag.
I would like to point out that even in this case, in duels, the main contribution is made by the troops (60 to 40), and this is fundamental – the mod is built around units, and units are crucial here.
However, what will happen when we go beyond duels, when development is added to the heroes, higher levels, parameters, artifacts, and skills? Obviously, the gap in physical stats between mages and warriors will increase, and this is not good. As soon as the main contribution to the battle begins to be made by the hero, and not the troops, the "chess-like" nature collapses in favor of the gameplay that we would like to avoid (when troops stand in a tight defense as static elements, and the hero wins with magic, for example, by casting meteors). To avoid this, we should not increase the gap between heroes in parameters and skills. Thus, we come to the following conclusions:
1. The initial difference between heroes in parameters should be minimized. Let heroes start with parameters like 2/1/1/1, where the two will refer to the "racial" parameter (for a demon, attack; for an elf, magic, and so on). This difference is really minimal (but it is noticeable) and will be revealed as they develop further.
2. Artifacts should not be too strong (minor +1 stat, major +2 stat, relic +3 stat – this is a sample, in terms of the original, this is +2, +4, and +6 stats, respectively). Since a warrior may prefer combat artifacts, and a mage may prefer magic artifacts, the difference between them in physical stats may increase significantly if the artifacts are too powerful and/or if too many of them are worn. This means that artifacts should not be made stronger than they already are in Heroes 5 (and there will be no such powerful artifacts as in Heroes 3). The number of artifacts worn simultaneously by a hero should also not be too large – it is wrong when all of the hero's slots are filled with relics. Therefore, the game should end before the hero is "fully equipped".
3. Since we do not want to weaken the skills and abilities themselves (on the contrary, we want to strengthen them so that each level up is noticeable), and we need to limit their cumulative effect, it follows that the total number of upgraded skills should be small (closer to level 10 of the heroes than to 20 or 30). Here, there is a fundamental contradiction between the fact that it is most interesting to level up further (from the point of view of the interest of leveling up, level 20 is the best), but the quality of the battle begins to suffer greatly due to the increased gap. And since the quality of the battle is the highest priority, therefore, unnecessary levels will have to be sacrificed.
All of the above should ultimately lead to the fact that both in the real game on the map, heroes will be close to how they are in duels, that is, about 9/7/5/3 in parameters (and with a "moderate" difference between their maximum and minimum parameters, so as not to create too large a gap in physical stats). In addition to this, a small number of skills and abilities are added (about 12 at level 10). As a result, if a conditional mage with fully magical parameters builds a fully magical build (all skills for magic), then his 60/40% will turn into 40/60%, but no more. With such development, it is permissible that the hero will begin to play the main role, and not the army (this is a diversity of tactics), but only on the condition that the share of the army is not too low. If the difference in physical stats between the warrior's army and the mage's army reaches a twofold advantage (for example, 40% for the mage against 80% for the warrior), this is already at the limit – even greater distortions should be avoided, since such battles (a pure hero against a pure army) lose a significant share of interest.
Summarizing the priorities in the development of the mod: the emphasis is placed on strongly playing factors (parameters, skills), therefore, the number of factors working simultaneously in battle should be limited, otherwise the balance will become worse with strong distortions.