Posts from Heroes 5 – by Azmadon (Izmail).
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.
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*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). 🙄
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.
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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!
Is there a program or other fan-made tool for creating/editing the "Skill Wheel"? I would appreciate any advice!

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*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.
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).
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*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!
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!
*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!

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)
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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!
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.

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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!
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.
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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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*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.
Are there lists of creatures and changes available?
Added 3 minutes ago
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.
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*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.
But do Gargoyles count?
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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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)))