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Posts from Heroes 5 – by Azmadon (Izmail).

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2 years ago
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I'm creating a separate thread to discuss my mod. Here, I plan to post the results and progress, as well as the difficulties and interesting moments that arise during development/experiments. *The mod is not currently available to the public; it is more of a local mod – for me and those who play with me regularly. One of the reasons for this is that I don't know what the standards are for "normal" mods, and I don't yet know how to create unpackers/installers like some more experienced modders do. I make almost all the changes directly in the game files, and the rest is done using the "map-mod" principle. I give the file to my friends to "replace" in the game folder. We all play on the same version anyway. -- -- -- Further about the Mod -- -- -- -- -- Background -- -- After playing hundreds, if not thousands, of games since the original Heroes 5 was released, we, and I in particular, wanted some variety and replayability. In an attempt to make the game and the competition fairer, we already reached the point where we only played with random factions (choosing only the bonus). And, of course, after playing like that for several years, it's hard not to notice the balance issues with many factions/heroes and the game as a whole. Since we prefer the original game and don't like third-party mods, which often contain many questionable decisions (at least for us), we decided to do everything ourselves and base it on the original, rather than modifying someone else's mod to suit our needs. Initially, the mod was just a patch. These were ordinary edits to creatures that were objectively behind or weak, but later it went further. First, heroes, then cities, and now even skills and the addition of new creatures. The mod is currently designed purely for Multiplayer. Because some decisions make it impossible to complete the Campaigns and some Scenarios. This can be fixed in the future, and there are also ideas for implementing it in the Story mode. -- -- Main tasks and features of the Mod -- -- 1) Difficulty has been shifted: Now "Hero" is instead of "Recruit", followed by Hell/Nightmare and Torment. For now, this mainly affects the game conditions and the economy/balance of power. However, we are also interested in developing the AI itself. 2) Balancing of Heroes and Creatures/Factions. The main focus here is that everything should make sense or be playable. When you appear on the map with a random faction and hero, you should have the tools to develop, even with not the most favorable generation. I would also like to note that due to the changes to the creatures, not only their usability has increased, but also the difficulty on the map. 🙄 3) The Horde has been removed. Not everyone will understand this, but it was removed because of its weakness, not its overpoweredness. (This is a long topic for discussion; I may return to it separately later.) In the future, the Horde can be replaced with a new Faction, but I don't have enough experience and skills yet to do it "properly". 4) Implementation of various mechanics and game features. Developing the game, including as a strategy. In general, many of the changes are also influenced by how we play Heroes and what rules are considered normal. There is also a separate focus on Co-op, i.e., team multiplayer and interaction between players. *This may not be everything, but I have outlined the main points. --- -- Purpose of this thread on the forum -- --- Development of the mod, discussion, and possibly its release to the public in a more "polished" form at some point. And also, this is a way to group my topics and messages so that I don't write in all sorts of threads, whether it's appropriate or not.
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2 years ago
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While working on Skills and new branches, I came up with another interesting idea for the future. 🤔 These are Skills of the 2nd, 3rd, etc. generation! Currently, the Skill Tree only has skills of the first generation, and the Center Perk can be considered as belonging to the 2nd generation, but it's somewhat different. -- -- -- Here's the idea. For example, I maxed out Mentor or Guardian Angel (in both cases, a specific Tier 3 skill from its school). In the current game, after reaching the final development in one school, I can start mastering the next one, but there everything will start from scratch, and I won't find "synergy" for my build in all schools. In the case of 2nd-generation Skills, after maxing out a Tier 3 skill in one school and starting to master another (for example, starting to develop Defense while already having Guardian Angel or Logistics while having Mentor), in addition to the usual options, I will have access to another branch. The condition for unlocking this branch (i.e., the first skill in it) is the presence of that Tier 3 skill from another school. Accordingly, subsequent generations of Skills repeat this logic. That is, to unlock a branch of 3rd-generation Skills, a Tier 3 skill from the 2nd-generation branch is required, and to develop the last branch, as is obvious, a Tier 3 skill from the 1st generation (i.e., the ones that currently exist) is needed. In fact, the limit would be 5th-generation Skills (since this is the maximum number of schools a hero can develop). This would provide almost endless possibilities for build creation and refining a specific "specialization." The branches of these skills do not have to be "linear" and may differ for different classes, taking into account their characteristics. --- -- -- -- The only downside is that we currently have very limited capabilities to change and create new Skills and Perks. Since the number of skills will increase in geometric progression with each new generation, the existing skills in the game will be enough to create a branch of the 3rd generation at most (and even then, it will be only one or two branches at most). This is an interesting idea for the future when the possibilities for changing Skills become greater, and it may be useful for those who are currently experimenting with changes or rebalancing skills in the Skill Tree. *From a design point of view, it is assumed that new "external" rings will be added to the existing Skill Tree to avoid confusion. 🙄
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2 years ago
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Here's what I'm working on right now. I'm experimenting with duplicate skills from the Stronghold faction and how they work, or don't work, together. 🤔
It's very convenient that the remote Stronghold has its own (separate) ID for many skills. At the very least, this allows it to be used and, for example, to embed the same perk into two different schools (for example, for different factions). But it's also interesting to see if two identical Perks can work together. In other words, I'm just clarifying - do these Orc IDs lead to their own separate version of the skill? Or do they have a unique ID, and the link goes to the same perk as for others. In the case of "Revelation," these two skills don't stack, but that could be explained by the skill's original mechanics.
-- -- --
*In general, I'm studying skills and how they work. I would like to have the ability to create new IDs even for existing skills. Not to mention creating new ones (from scratch or "based on" existing ones). 🙄
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2 years ago
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From the new Experiments. A "Suppress" ability for other Factions. There's no Horde anymore, so let's not let good ideas go to waste. And, in my opinion, outside the context of the Horde, it's a very strong and, in some ways, underrated "School."
I've already tried once to give Orcs Magic and the ability to learn "Schools," like Chaos. However, even if you give an Orc a School, he simply can't learn Magic – I don't know how to "fix" this yet. 🙄
In this Experiment, the situation is reversed – we give the "Suppress" ability to the other Factions and see how it performs. Plus, how it will synergize with similar talents from the Magic Schools.

As you can see, everything works and fits together successfully! Therefore, changes are coming! At the moment, I like the option where "Suppress" abilities are available to all factions in full (i.e., all four), but, like Magic, with a difference in Chances. Each Faction will have a higher chance of suppressing a "hostile" School of magic and a lower chance for the one they own! This sounds logical! 🤔
I'm also thinking of adding some Perks to "Suppress" to reduce the load on the existing "Schools."
All of this should add variety to the Progression and builds. Plus, it will weaken the OP-ness of magic in PvP builds, either a little or a lot.
--- -- --
You could also see one of the new branches in the skills, which I already mentioned earlier (in another topic).

As you can see, "Reinforcements" lives comfortably in the Hero's book and is fully functional – the Demon and the Knight are happy! 😁
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Worth mentioning – I replaced Sphaera's (Dwarfs) and Zoltan's (Necropolis) special abilities.
Zoltan -> "Bone Armor": Your creatures take 50% less damage from ranged attacks and an additional 2% less for each level of the hero.
Sphaera -> "Mayor" (I might change the name): Your hero receives a bonus to Defense equal to his level if the battle takes place no more than one day's journey from his city.

I'll write about them in more detail later. (I still need to come up with icons) 😩

Regarding the duplicated Perks of the Horde. They do not stack with the existing ones. I think they simply have a different ID, and they are both tied to the same skill, or, considering the "heroes" mechanic, to the effect. And since the same effect does not stack with each other, it is logical that they do not work together!
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2 years ago
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Given the upcoming rebalancing of skills and the addition of 4 new schools to the Skill Wheel, a logical question has arisen!

Is there a program or other fan-made tool for creating/editing the "Skill Wheel"? I would appreciate any advice! smile45
-- -- --
smile33
*If no simple options are available, we'll just use Paint! A classic!
*And with more schools, they definitely won't fit in the old Skill Wheel.
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2 years ago
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Good afternoon! I broke Heroes again smile33 and had to revert to the last saved patch, luckily it was from the day before. I wanted to ask for the opinion of the forum members regarding Griffons in the Human faction. I already know the opinion of our local "community." Currently (and has been for a while), there are active debates about replacing them with another creature. However, much depends on the role and functionality it will fulfill. It is also complicated by the fact that the Griffon is a large creature. And since Griffons cannot be upgraded, it should be a non-Human or at least not an Imperial unit. Currently, two options are the most popular: 1) "Empire of Shamans" - i.e., create a new Tier 4 unit based on the Orcish Shamans (currently factionless). The main focus here is to give the Empire a support unit for the early-mid game. And more of a support unit, since Monks are usually primarily ranged attackers. The fact that they and the Shamans themselves cannot be upgraded is explained by their gender and foreign origin. According to preliminary lore, they come from the border - distant lands of the Empire, due to their cultural and religious beliefs. Their main role is volunteering, occasionally with elements of missionary work. Their field of activity is more often herbalism/healing and medicine. In cooperation with the Imperial army, they are something like "nurses" and, at the same time, good guides and scouts (their past experience is useful here, namely orientation in the area, working with animals - dogs/birds, and sometimes other species, including Griffons!). This idea has only two difficulties - first, the Shaman is a small creature. Although now it will be possible to close the front line in the most popular composition (Ranged/Adepts/Armored/Archangels, sometimes Knights), without dividing the Armored units themselves. But this does not solve the problem: all factions have a stable and equal number of large creatures, and the Empire would stand out in this case, because only the last two Tiers would remain large. Second, this requires a lot of work on redesigning and repainting the Shamans so that they fit into the color and visual style of the Empire. 2) Ballistas - here everything is simple to the extreme! Just a large ranged unit with zero or near-zero mobility. Upgrades are traditional for the Empire - one with an emphasis on defense, the other on aggression. Everyone loves Victor in the Order and his Ballista too, so why not start using Ballistas on a massive scale (partly similar to the Romans with their Scorpions, and in general, they had a lot of other things in the engineering field)? This option fits well into the classic strategy of the Order (playing defensively), can find synergies with "Tactics," and most importantly, Tier 4 will now be needed and built. Now it is often not even built in the late game when there is an abundance of resources, or it is built purely for the sake of it and for an additional meat shield. Griffons in any of the versions are removed from the army composition, and according to the lore, due to their frequent and irreplaceable losses on the battlefield, they were simply stopped being used there and returned to their traditional role - messengers/scouts. From the point of view of their mechanics, the "Strike from the Sky" ability has already been transferred to Angels and their upgrades, and this change has been well received, and Angels are now more respected. A flying Tier 7 unit sounds more convincing and intimidating than a small Tier 4 unit that is quickly defeated after landing. The peak of Battle Griffons may find future use for Neutral Dragons (all dragons except Lava Dragons have left their factions). ---- ---- --- *My personal opinion about Griffons? I mostly agree with my friends. In my experience, I remember only one successful use of them - it was a game for the Order, starting with the Phoenix Cloak and Nazir (Mage) from the tavern. I played this specific build and was able to get Armageddon, which was very effective in this case. Griffon-geddon! smile51 Here, their number was no longer important - the main thing was that they flew away at the beginning of the battle and preferably did not fly back!
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2 years ago
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Good day! After a recent game, I think these Mercenaries will not receive Upgrades. At the very least, I have frozen their further development (although in fact everything was ready).

*ps - these are old screenshots from another thread.
How did this happen? First of all, who are these mercenaries? We can obtain them through the new Diplomacy branch or via a new special ability for Irbet — "Guild Master".

The branch is available to all Factions and should increase the relevance of leveling up Leadership and especially Diplomacy! Overall, this is a good additional unit that fits well into any army composition. Those who have already managed to play them properly since release have left positive reviews about their usefulness.
Initially, it was planned that they would have grades — Infantry and Ranged. Since they are Neutrals, this could only be done in the "Fort" if such a thing even exists on the map. Currently, they do not appear anywhere in the world, meaning they are a purely perk-based unit.
So why did they turn out to be a sudden Imba?! And now they will be remembered forever in our local community.

It's all because of this Skill... Those who figured it out, figured it out.
In general, I knew that such a thing could be implemented in the Late game — specifically by using Mentor to level up many heroes and multiplying one stack of mercenaries repeatedly by transferring them (I am referring to the Mentor skill. Mentor does not work like this on the map, and repeated study gives nothing). This was an interesting adventure but difficult to implement, as rolling for a huge number of heroes from different Factions and the required perk would be very hard, and many heroes would simply be ruined. Furthermore, this might work against AI, as we did in one of the Co-op games before this. However, in PvP, a player or players can quickly suspect something is wrong when many haphazardly leveled heroes start appearing in the Tavern; and if your "Mercenary Farm" is scouted on the map, you couldn't imagine a better provocation. It's like building a nuclear bomb in plain sight of everyone, without hiding your intentions at all.
However, as one can guess, one person succeeded, and it's a great pity that I was so speechless I couldn't take a screenshot of this madness.
3rd month of the game, we have confidently entered the Late game; computers are no longer a nuisance. Previously, I had already defeated this player in the mid-game when he attacked me from the Fog. The odds were completely against me, but I pulled through with Summon and an Imba Phoenix. After that, he almost disappeared and only intercepted my scouts. A week before this battle, we crossed paths again on the border of interests, but there I gave him the initiative to attack, and he decided to simply TP into the Town. We had equal limits, so I didn't want to trade units unnecessarily. I dominated the map and growth, so time seemed to be on my side. The Tavern also showed nothing suspicious.
And then an attack from the Fog, again... literally the next week. I didn't realize it immediately, but when I opened my eyes, I understood. "This would have been better seen." Two stacks of 250k Mercenaries! smile07
And he also had Shackles. And this was my main. Well, what can I say — GG. Brutal and beautiful. (We were both Mages, for the record)
--- --
So, what did the post-game analysis show? First, the player is truly impressive, as he worked very hard on the map and anti-scouting. His positions were never scouted throughout the entire game. Second, he specifically hid them in buildings and other places so as not to be exposed in the Tavern. And he skillfully calculated all the logistics to attack me with all of this in one turn when I was near his border. But does that cancel out the absurdity of the number? Well — the WITCH is to blame for everything! It turned out he simply had a Witch at his respawn who taught Leadership! smile44 And starting from this point, everything else falls into place. As for the Shackles, he got them from the AI; truly, all the stars aligned.
-- -- --
*I didn't account for the Witch. But I was planning to make edits to the skills anyway. When adding a new branch, I often make it easy to unlock at first so that more of our players can access and try it, and later I add additional requirements "for balance reasons".
*After analyzing and discussing the details of this battle, it was decided not to touch the "Guild" itself. On the contrary, we now have a new game-ender, besides Mentor, "Chains", and the full Dragon set.
Considering the situation, the player here assembled 3/4 game-enders: Shackles, Mentor, and Mass Guilds. smile14
--- -- --
In general, as a result — Mercenaries are good enough regardless of how exactly they are used. Grades might be redundant for them here. We await new games and will now scout more thoroughly!
In reply to Azmadon
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2 years ago
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Hello. Do I understand correctly that this is not everything you have right now? If so, I would like to see what other changes have been made. The idea with Mercenaries is interesting, although I don't know yet how balanced it is.
In reply to Арза
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2 years ago
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Arza
Hello. Do I understand correctly that this is not everything you have right now? If so, I would like to see what other changes have been made.
The idea with Mercenaries is interesting, although I don't know yet how balanced it is.
Yes, there are other changes and replacements/rearrangements of individual creatures and Heroes. But it will be difficult to describe all of this at once. I want to describe the changes in a sequential format when I have time. For example, Humans, then Demons, and so on. This will make it easier to understand.
---
Regarding Mercenaries. I won't give a monologue about their Role right now; it's better to return to them when all the changes are shown. 🤔
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2 years ago
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A clear idea has emerged about what to replace the removed Stronghold with. For now, I can't make more significant changes to the game and the faction's mechanics, but an "Mechanical" faction could be an optimal option. If you think about it, there's only one Mech unit in the game – Golems. But what if we add an entire faction consisting of, if not entirely, then 5/7 of Mechanical units? Something like engineers/craftsmen or "alternative" Mages. The faction would still be non-magical, with a focus on melee combat, but with a reworked and rethought idea of "Fury." In general, I'll slowly start trial tests in this direction; stay tuned for news.
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*If you know of any mods or know where to find ready-made unit models – "Mechanical" units – I would be very grateful for any leads. There clearly aren't enough original models to create an entire faction from them + I want it to be a new faction, not just a recolor of old units.
smile14
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2 years ago
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Currently, I'm fully immersed in creating this new Faction, which will replace the removed Stronghold. Closer to the end, I'll be able to share the results. After making additional adjustments, I plan to release the mod for general access (in its current state) and then continue developing it further. After another attempt to create a written review of the existing changes, I abandoned this idea. Instead, I will record a video review of the mod on YouTube, closer to its release. It's easier to show something once than to explain it a hundred times.
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2 years ago
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Can neutral creatures be downloaded as NCF files?
Are there lists of creatures and changes available?

Added 3 minutes ago

Ismail
A clear idea has emerged about what to use to replace the removed Horde. For now, I can't make more significant changes to the game and the Faction's mechanics, so the optimal option might be a "Mechanical" Faction. If you think about it, there's only one Mech unit in the game – Golems. But what if we add an entire Faction consisting of, if not entirely, then 5/7 of Mechanical units? Something like engineers/craftsmen or "alternative" Mages. The Faction will still be non-magical, with a focus on melee combat, but with a reworked and rethought idea of "Fury." In general, I'll slowly start trial tests in this direction; stay tuned for news.
---- --- --
*If you know of any Mods or know where I can find ready-made unit models – "Mechanical" units – I would be very grateful for any leads. There clearly aren't enough original models to create an entire Faction from them + I want it to be a new Faction, not just a recolor of old units.
So far, I only know about Golems, Zahar, and Zobr.
But do Gargoyles count?
In reply to Рон54
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2 years ago
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Good evening. A parallel project and circumstances have influenced the development plans for the Modification. Simply put, the timeline has shifted. I think it would be honest to say: Summer. That's when you can expect something for certain. -- -- -- If you're specifically interested in creature replacements (not all changes), I can briefly explain. 1) Order — no replacements for now (Griffins are still in the ranks, but it's still planned to replace them with Ballistas or something else useful). 2) Inferno — T5 replacement (Instead of Horses, now Keraists — essentially the same Horde Centaurs but adapted for Inferno; interestingly, the alternate upgrade of Sorceresses with magic arrows. A nightmare for physical attackers.) *Additionally, "Destroyers" can be considered replacements — the alternate upgrade of Succubi, which replaced the unpopular Temptresses. Destroyers in ranged combat attack all enemy units and war machines on the battlefield, but for this they pay with low damage and initiative. Their usefulness is directly proportional to the number of targets they can attack and is further increased by the Skill and Artifact that boost Damage. They also fully utilize the "Infernal Flame" PD, as they can roll it on all enemies every turn (though the Demon hero's mana will also deplete very quickly). They also know the "Earthquake" spell, but cannot use it without meeting conditions (their initial mana is insufficient for it), so the Hero should collect part of Sarah's set or level up the "Secrets of Light" skill; a Magic Week or Imps transferring mana to allies can also help. Note that due to extremely low damage, both towers and AI shooters ignore them, and they are most often the last target. This can be an argument in their favor, especially for Jezzebet. But statistically, most still take Demonesses due to normal targeted damage.) 3) Necropolis — T7 replaced (No more trash dragons requiring you to almost fully build the Castle). T7 is now occupied by Wraiths. The base version isn't particularly interesting, but the upgrades initially required emergency nerfs, and until people got used to them, they terrorized everything. Heralds have a terrifying combo of Incorporeal + Vampirism, plus full Magic Immunity (like Black Dragons). Banshees got an upgraded Banshee's Cry in damage and Magic Resistance (they heal from magic damage instead of taking it). The idea behind the new Wraiths was a sort of signature unit that is hard to obtain (unless you're the AI) — they are very expensive (currently the most expensive T7) and combine all the strengths of Necropolis. However, this power is simply unavailable to Necromancers, so raising T7 via Necromancy is impossible, and if you choose Heralds, you can't even resurrect them yourself, so any losses will be a heavy blow. Heralds best embody Necropolis, as they are weak in small numbers and easy to lose in local skirmishes; moreover, Warlocks will show them no mercy. However, after gathering a critical mass over time, you can get a nearly unstoppable Vampire-unit, especially with various Battle Dances and such... GG. Since Wraiths moved to T7, they were replaced at T6 by "Gromadni" built on the base of Horde Assassins. This is a large creature; the regular version is largely similar to Assassins, just with higher stats. The upgrades: one is Dimension Door, another is a Tank, and the last is particularly popular as it competes well with Ancient Ents and is generally the best that a current Necromancer can raise. Armor, High Ground, and Provocation, endless Repel... a very nasty set of abilities for a T6 Tank. And while it's quite slow, it makes a significant impact, especially when it finds itself in the thick of battle alongside Heralds and repeatedly draws crucial melee attacks. In short, everyone likes Gromadni, but Heralds took some getting used to, especially the fact that the AI gets them quite early. *Reminder: difficulties in the mod are shifted, and the minimum Recruit is now a Hero. 4) Elves — T7 replaced by Cyclops (Again, we say no to Dragons!). Cyclops are adapted for Sylvan and are conceptually positioned as an HP-mob. That is, they are now the unit with the most HP, plus Regeneration. The new T7 continues the development of the Elves' rational defense-focused tactic and complements Ents. Unlocking and fielding this unit is now fully justified, as even the base version, thanks to Regeneration, can hold up well against shooter attacks and various creatures, allowing the Elf to transition to more decisive map clearing and finally boldly attack aggressive shooters. All types of buffs and Regeneration (spell) can further enhance Cyclops, making them a good buff target. Elves are pleased with the new T7, though they often don't get a proper chance to try it and gather sufficient numbers. 5) Dungeon, here there are several shifts. Minotaurs are now T5 and are good Bruisers with "Ram" (Paw Strike in the original). Witches have dropped to T3 and become more "Supports" (additionally, the Sacrificial Altar for Growth now looks more logical, boosting the growth of Manticores and Witches). Hydras have moved up to T7, retaining and improving their characteristic features (very slow AoE Tank with Regeneration). Regeneration was slightly enhanced, as it's now a T7 ability (Hydras and Cyclops). T6 is currently in development (a Warlock is planned for it — a high-quality, expensive caster unit). The Dungeon had the most difficulties, as the main complaint was and still is that besides T1, no one builds anything else. As we've long said — the Dungeon has no difference between its Main Hero and Scouts; they are the same! Therefore, much was done with the expectation that now the Warlock will have a reason to build his Castle and unlock late units, and in the end he can get the most important thing — a Tank! Just a body that will simply *live*, no matter how or under what! In the late game, nothing more is required from the Warlock's creatures — just live, somehow! 6) Wizards — Wizards have changes only in their skills and abilities; the creatures themselves were not changed, only reworked. 7) Dwarves — similarly. They were already good, especially with their Tower, which reduced worry about AI raids or early rushes. They were tweaked the least. Only T4 was adjusted, and T3 is being fixed (so these units have a more meaningful role within the faction). 8) Horde — it no longer exists. It simply did not survive the increased difficulty. All the flaws that were merely present in the original game became fatal with higher difficulty! Without magic, it has nothing to do in this game, having nothing but Centaurs to try to carry its start, and lacking powerful heroes capable of compensating for weak creatures with strong specializations. The typical Barbarian's game often ended with the first Dungeon "Scout" arriving or an AI rush. Even if he fought them off, there was nothing left for him in this game... As already mentioned, the Horde is being replaced by a new Faction. For the new creatures, some creatures from the old developments of comrade "Zobra" were borrowed. The faction lineup is ready, some are just being tweaked for abilities and stats. There's also the question of recoloring some. Perhaps more relevant is figuring out where to get suitable portraits for the heroes. Obviously, at the time of the first presentation, part of the modification will still be "raw" (the Horde town also needs to be changed, and how to do that is not yet entirely clear, nor where to get all the needed models). The current lineup of "Mech" creatures is as follows: T1) Skirmishers — "Living" ranged unit, can create shields but gains no advantages from them. Additionally, since the shield prevents ranged fire, they have to weaken it when shooting. T2) Creators — Support (the faction ended up completely non-magical!). They can create shields but, aside from the "Mechanical" alternate upgrade, gain no advantages from them. They primarily help with abilities, and at the last Energy level, they can perform charged attacks (Unexpected Storm). T3) Stone Guardians — Large early tank, with good stats but low growth. Mechanical. Can create shields and gains advantages from them. Base infantry stack. T4) Sentinels (Large Golems) — Large creature. Mechanical. Can create shields and gains advantages from them. Primarily aimed at countering Wizards. T5) Immortals — Regular living unit, can create shields but gains no advantages from them. Upgraded versions are Mechanical and gain advantages from shields. They are effectively the backbone of the entire faction. Along with T3, they have their own Specialists, allowing for more stats on these units. T6) Flamethrowers/Magic Shooters — Use powerful ranged weapons; upgrades diverge in specialization. According to the description, their equipment does not allow the use of shields, so they are the only ones in the faction without them. Additionally, they are all living creatures. They are the faction's main "Impacter" and, by extension, the primary target of enemy shooters and spells; without shields, ensuring their survival is very difficult. They should be used wisely, as their losses will be a painful blow to your combat power. They will have a special ability increasing their HP with level. T7) Golem Dragon — The final creation using all previous developments. A powerful flying creature. Mechanical. Can create shields and gains advantages from them. Currently the most intriguing unit from a gameplay perspective, as some of its skills are still not "canonized" (i.e., there are several builds, but one final one needs to be chosen). *Shields and Energy. As I may have written before, the faction uses a reimagined and reworked version of the Horde's "Blood". Only now it's "Energy" and Shields. When creatures use "Defense," they gain energy to create a Shield. This Shield absorbs 100% of incoming damage (thus the creature takes no damage until the Shield is destroyed). Accumulating Energy levels allows Mechanicals to gain new advantages. But here the approach is also different — instead of pure stats, our new creatures gain abilities that enhance or complement their functionality, and they lose them if the Energy level and Shield durability drop below the required threshold. The Hero also has some abilities (remaining and reworked Battle Cries) that allow replenishing the Energy of their Faction Creatures. *The faction is positioned as completely non-magical. It plays defensively. For Mechanicals, the logic "more attack and defense, but less HP pool" is applied. This should first underline their vulnerability to destruction and armor-ignoring effects, and second, since the "Blood" Shield directly depends on the creature's max HP, this allows further balancing of these new Mech Shields. In general, many more practical combat tests are needed, so the shield mechanic can be supplemented and rebalanced in various ways. For example, adding extra damage to shield durability when hit by an attacking spell. Or getting a melee attack, but not a ranged one. Fortunately, "Blood" has many settings, many of which apparently weren't even used in the Original game.
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2 years ago
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Rough draft of the "Mechs".

Some still need to be refined, and work needs to be done on the descriptions (texts); otherwise, everything is ready, and full-fledged "field" tests will be conducted in the coming days.
In principle, all the main information about these units and the faction was described in the previous post. The models were borrowed from a modification by a user named "Zobra." I think that after graphical refinement and considering the different concept, our factions and final units will still be significantly different (only the models and animations will remain the same, and even then, not all of them).

Tier 4 of the Dungeon faction has been replaced.

It doesn't require significant visual refinement; there have already been successful "field" tests and positive feedback about their use.
Tier 6 is currently planned to be replaced with the Large Minotaur from Heroes 6, so the Dragon is a "temporary placeholder."
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2 years ago
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It’s certainly interesting to see the original cutscenes in new settings...
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Looks like it's a new Faction, but the context is still the same! And with such an environment, even the default Barbarian looks much more impressive)))
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