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Posts from TBM - Tournaments balance mod

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In reply to Элеммор
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Elemor

Right now, it's essentially one of the most balanced mods for Heroes 5.5. Despite the fact that it has many new skills and new heroes. Nevertheless, the author even nerfed the Imps; they drain less mana, and he has thought through many things.

I got the impression that you don't understand balance.
I looked at this 5.5 version. There are many interesting innovations, but also many controversial ones, controversial hero classes. Why remove unique castle abilities from heroes in favor of questionable skills? Orcs with magic, when they can't learn magic in the castle? Every level-up offers the opportunity to learn Logistics for any hero. Why would an Inferno hero need Necromancy? And so on. Plus, the game crashes from time to time. It would probably be interesting to play this mod on scenario maps, but not for Multiplayer.

When I said that I could change something in this mod that I didn't like, instead of that, you asked me to create new, unbalanced/fun mods...
Imps are quite unpleasant creatures with 13 initiative (with artifacts, you can get more than 15), they can drain a lot of mana (or even all of it) at the very beginning of the battle, before you can do anything with them. This is especially unpleasant for factions that cannot replenish mana during the battle or have a small amount of mana knowledge. There are indeed some strange changes, but the Imps are fine
In reply to shade_of_night
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shade_of_night

I got the feeling that you don't understand balance.
I looked at this 5.5 version. There are many interesting new features, but also many controversial ones, and some controversial hero classes. Why remove unique castle abilities from heroes in favor of questionable skills? Orcs with magic, when they can't learn magic in the castle? Every level-up offers the opportunity to learn Logistics for any hero. Why would an Inferno hero need Necromancy? And so on. Plus, the game crashes from time to time. It might be interesting to play this mod on scenario maps, but not for Multiplayer.

When I said that I could change something in this mod that I didn't like, instead of that, you asked me to create new, unbalanced/fun mods...
Imps are quite unpleasant creatures with 13 initiative (with artifacts, you can even get more than 15), they can drain a lot of mana (or even all of it) at the very beginning of the battle, before you can do anything with them. This is especially unpleasant for factions that cannot replenish mana during the battle or have a small amount of magic knowledge. There are indeed some strange changes, but the imps are fine.

Unique racial abilities are still in place. It's just that some abilities, like the Sign of the Magician or Enhanced Magic, have become available to all races. However, the League of Shadows still has the Chain Lightning spell, and they are a priori the best in Chaos magic.
In reply to shade_of_night
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shade_of_night

I got the feeling that you don't understand balance.
I looked at this 5.5 version. There are many interesting new features, but also many controversial ones, and some controversial hero classes. Why remove unique castle abilities from heroes in favor of questionable skills? Orcs with magic, when they can't learn magic in the castle? Every level up offers the opportunity to learn logistics for any hero. Why would an Inferno hero need necromancy? etc. Plus, the game crashes from time to time. It might be interesting to play this mod in scenario maps, but not for Multiplayer.

When I said that I could change something in this mod that I didn't like, instead of that, you asked me to create new, unbalanced/fun mods...
Imps are quite unpleasant creatures with 13 initiative (with artifacts, you can make it more than 15), they can drain a lot of mana (or even all of it) at the very beginning of the battle, before you can do anything with them. This is especially unpleasant for factions that cannot replenish mana during the battle or have a small amount of mana knowledge. There are indeed some strange changes, but the imps are fine.

I installed your version of the mod, but I can't choose heroes (only random). Can you explain what's wrong?
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Greetings. As a necromancer, I am saddened that my faction has been weakened the most. I have undergone the most changes. I can barely raise anyone anymore, but never mind. That's not the point of this message. Just messing around with my character.

Dwarves: "The guard tower has been removed," but they could have made it a fixed number of 20 defenders for the mountain. Then the tower would still be a unique feature of the city, but at the same time, it would be useless and therefore not annoying. And they also give extra experience for them, which, in theory, should compensate for their appearance. I assume the tower was removed because of Ingvar?

To make Cave Arch-Devils as effective as Cave Lords, Pit Lords need to have their base damage reduced: 1-3. This will make them completely dependent on the number of opponents, just like Arch-Devils are dependent on mana.

I'm not even going to be lazy and calculate: 40 peasants with 3 HP each: 120 HP.

Pit Lord damage with a Killing Blade against 40 peasants: 31+80=111. 120-111=9 HP. 3 peasants will remain.

Arch-Devil damage against 40 peasants: 120-66=54 HP. 18 peasants will remain.

And now my Pit Lords: damage: 3+80=83. 120-83=37. 11 peasants remain. Still more dangerous than the Arch-Devil, but now just as dependent on their weapon as the Arch-Devil is on their spellbook. Therefore, the fix I proposed is a good one.

And what will encourage me to use Royal Griffins when the Pikemen also have infinite range? Maybe at least the damage from the pike is less?

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If I understand correctly, the "Fiery Retribution" ability has been removed from the demon's skill tree, and its effect (triggering the spell on counterattacks) has been incorporated into "Hellfire." But how was this done? In DefaultStats, I only found changes to the cost and power of the spell. Was it done in Lua scripts?
In reply to AlexAnt
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Where is the link to this mod?

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