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Posts from Patch 1.3 [Discussion]

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Necropolis is not just about one powerful Necromancer... it remains one of the strongest factions.
Белый и Пушистый! Иногда.....
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I made a map that's supposed to be "huge" just to see how huge it really is. I placed a hero at one edge of the map and made him walk in a straight line to the other edge. It takes at least seven turns! That's strange... Who would have thought.

Added after 6 hours and 14 minutes
But why couldn't they fully translate "Map Editor"?!
ДУРАКОВ ОЧЕНЬ МАЛО, НО ОНИ РАССТАВЛЕНЫ ТАК ГРАМОТНО, ЧТО ВСТРЕЧАЮТСЯ НА КАЖДОМ ШАГУ.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
In reply to Андрей
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Yeah. It's kind of weird: the Russian version of the editor, but everything is in English! A paradox:D

And they also promised us that the map editor would be easy to understand for everyone.
Бог есть любовь
In reply to Nowizard
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I'll download it on the weekend. Question for those who have already downloaded it: is it difficult to figure out the editor?
:smile19:-=[Linkin Park]THE BEST & FOREVER=-:smile19:
Модератор - это деревянная планка с прокладкой из сукна для приглушения звука пианино.[/COLOR][/B][/I][/SIZE]:smile08:
In reply to K1LLER
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Yes, if your English isn't very good. It's funny, the Russian version differs from the English version, except for the title.
Бог есть любовь
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You'll just have to put up with it. Here is what Old Boy wrote on the Nival forum:

The editor is provided in English in all versions; this is the language it existed in originally, and localization of the editor is not currently planned.

Added after 1 minute
here are unofficial changes detailed by alexrom66

http://forums.ag.ru/?board=heroes5&action=display&s=0&num=1158126311&start=100

Unit changes:
Archmagi: 17->25 mana
Mages: 10->15 mana
Shadow Matriarchs: 14->18 mana
Cave Lords: 13->29 mana
Cave Demons: 11->18 mana
Ghosts: damage 5-7 –> 4-6; HP 12->19
Wraiths: damage 3-7 –> 2-4; HP 8->16
Water elemental: 12->18 mana

Spell changes:
Berserk: 8->15 mana
Blind: 9->10 mana
Confusion: 7->9 mana
Suggestion: 12->18 mana
Mass Confusion: 14->18 mana
Armageddon: 12->20 mana
Chain Lightning: 8->16 mana
Fireball: 6->10 mana
Ice Ring: 7->9 mana
Earth Shock: 9->18 mana
Meteor Shower: 8->19 mana; Damage: at advanced 20*20 -> 15*15; at expert 25*25->20*20
Celestial Shield: 10->20; HP from 300*30 to 600*60
Dispel Magic: 5->10 mana
Raise Dead: 6->9 mana ; 20% HP reduce
Summon Phoenix: 20->35 mana
Fire Wall: 8->16 mana
Fire Trap: area 5x5
Create Phantom: 6->18 mana
Resurrection: 9->15 mana; 10% HP reduce
Summon Elementals: 9->17 mana

Many more changes for building prices - later.

Duel presets:

Erin:
Dark Riders: 50->40
Furies: 200->180

Lethos:
+"Tunic of Flesh"
+"Shield of the Dwarf King"
-"Four-leaf Clover"

price changes

All castles:

Magic Guild 3: 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 2 Mercury/Crystal/Sulfur/Gem
Magic Guild 4: 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem
Magic Guild 5: 1000 Gold, 5 Wood/Ore, 10 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem

Academy:
Dwelling_1u (Greater Gremlins): 1500 Gold, 10 Ore -> 1500 Gold, 5 Ore
Dwelling_3 (Iron Golems): 5 Ore, 2 Mercury, 2 Gem, 1500 Gold -> 5 Ore, 5 Mercury, 5 Gem, 1500 Gold
Dwelling_4 (Mages): 10 Ore, 5 Gem, 2500 Gold -> 10 Ore, 5 Gem, 10 Sulfur, 2500 Gold
Dwelling_4u (Archmagi): 10 Wood, , 5 Gem, , 6000 Gold -> 10 Wood, , 5 Gem, , 10 Crystal, , 6000 Gold
Dwelling_5 (Djinn): 10 Ore, 10 Gem, 3000 Gold -> 5 Ore, 10 Mercury, 3000 Gold
Dwelling_5u (Djinn Sultans): 5 Ore, 5 Mercury, 5 Crystal, 5 Gem, 8000 Gold -> 5 Mercury, 8000 Gold
Dwelling_6 (Rakshasa Princesses): 5 Ore, 5 Sulfur, 6000 Gold -> 10 Ore, 5 Crystal, 5 Sulfur, 10 Gem, 6000 Gold
Dwelling_7 (Colossi): 10 Wood, 10 Ore, 5 Crystal, 5 Gem, 20000 Gold -> 10 Wood, 10 Ore, 5 Gem, 12000 Gold
Dwelling_7u (Titans): 10 Wood, 10 Ore, 10 Crystal, 10 Gem, 30000 Gold -> 10 Wood, 10 Ore, 10 Gem, 12000 Gold

Dungeon:
Dwelling_4 (Lizard Riders): 10 Wood, 5 Mercury, 5 Sulfur, 2000 Gold -> 10 Wood, 5 Sulfur, 2000 Gold
Dwelling_4u (Dark Riders): 5 Mercury, 5 Crystal, 5 Sulfur, 5000 Gold -> 5 Crystal, 5 Sulfur, 4000 Gold
Dwelling_5 (Hydras): 5 Wood, 5 Ore, 5 Gem, 2500 Gold -> 5 Wood, 5 Ore, 5 Crystal, 2500 Gold
Dwelling_5u (Cave Hydras): 5 Wood, 5 Ore, 5 Crystal, 10 Gem, 7000 Gold -> 5 Wood, 5 Ore, 10 Crystal, 5 Gem, 4000 Gold
Dwelling_6 (Twilight Witches): 5 Wood, 5 Ore, 4 Mercury, 4 Crystal, 4 Sulfur, 4 Gem, 5000 Gold -> 5 Wood, 5 Ore, 4 Mercury, 4 Crystal, 4 Sulfur, 4000 Gold
Dwelling_6u (Shadow Matriarchs): 5 Wood, 5 Ore, 5 Mercury, 5 Crystal, 5 Sulfur, 5 Gem, 9000 Gold -> 5 Wood, 5 Ore, 5 Mercury, 5 Crystal, 5 Sulfur, 6000 Gold
Dwelling_7 (Twilight Dragons): 10 Ore, 10 Crystal, 10 Sulfur, 15000 Gold -> 10 Ore, 15 Crystal, 15 Sulfur, 12000 Gold
Dwelling_7u (Black Dragons): 15 Crystal, 15 Sulfur, 25000 Gold -> 15 Crystal, 20 Sulfur, 15000 Gold
Altar Of Elements: 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 2500 Gold -> 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 2000 Gold
Altar Of Primal Chaos: 5 Ore, 5000 Gold -> 5 Ore, 3000 Gold
Ritual Pit: 1000 Gold -> 5 Sulfur, 1000 Gold

Haven:
Dwelling_2 (Archers): 5 Ore, 1200 Gold -> 10 Ore, 1200 Gold
Dwelling_2u (Crossbowmen): 5 Ore, 2700 Gold -> 10 Ore, 2700 Gold
Dwelling_3 (Swordsmen): 5 Ore, 1500 Gold -> 10 Wood, 10 Ore, 1500 Gold
Dwelling_3u (Footmen): 5 Wood, 5 Ore, 3000 Gold -> 10 Ore, 3000 Gold
Dwelling_4 (Griffins): 5 Wood, 10 Ore, 2500 Gold -> 10 Wood, 10 Ore, 5 Mercury, 2500 Gold
Dwelling_4u (Royal Griffins): 5 Wood, 10 Ore, 6000 Gold -> 10 Wood, 10 Ore, 5 Mercury, 4000 Gold
Dwelling_5 (Monks): 5 Ore, 2 Mercury, 2 Crystal, 2 Sulfur, 2 Gem, 3000 Gold -> 5 Wood, 5 Ore, 2 Mercury, 2 Crystal, 2 Sulfur, 2 Gem, 3000 Gold
Dwelling_5u (Inquisitors): 5 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 8000 Gold -> 5 Wood, 5 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 8000 Gold
Dwelling_6 (Knight): 10 Wood, 10 Crystal, 6000 Gold -> 15 Wood, 10 Crystal, 6000 Gold
Dwelling_6u (Paladins): 10 Wood, 10 Crystal, 10000 Gold -> 20 Wood, 15 Crystal, 9000 Gold
Dwelling_7 (Angels): 15 Ore, 20000 Gold -> 15 Ore, 10 Gem, 10000 Gold
Dwelling_7u (Archangels): 20 Ore, 30000 Gold -> 20 Ore, 10 Gem, 12000 Gold
Training Grounds: 10 Wood, 5 Ore, 3500 Gold -> 10 Wood, 5 Ore, 5 Sulfur, 3500 Gold
Monument to Fallen Heroes: 10 Ore, 5000 Gold -> 10 Wood, 5 Ore, 5 Sulfur, 5000 Gold

Inferno:
Dwelling_3 (Hellhounds): 5 Wood, 2 Sulfur, 1200 Gold -> 10 Wood, 2 Sulfur, 1200 Gold
Dwelling_3u (Cerberi): 10 Wood, 5 Sulfur, 2500 Gold -> 15 Wood, 5 Sulfur, 2500 Gold
Dwelling_4 (Succubi): 5 Wood, 5 Ore, 3 Mercury, 3 Sulfur, 2000 Gold -> 5 Wood, 5 Ore, 3 Mercury, 3 Sulfur, 3500 Gold
Dwelling_5 (Hell Steeds): 5 Wood, 5 Ore, 5 Sulfur, 5 Gem, 2500 Gold -> 5 Wood, 5 Ore, 10 Sulfur, 4000 Gold
Dwelling_5u (Nightmares): 5 Wood, 5 Ore, 10 Sulfur, 5 Gem, 7000 Gold -> 5 Wood, 5 Ore, 7 Crystal, 10 Sulfur, 6000 Gold
Dwelling_6 (Cave Demons): 10 Ore, 5 Mercury, 5 Crystal, 5000 Gold -> 10 Ore, 10 Mercury, 5000 Gold
Dwelling_6u (Cave Lords): 10 Ore, 10 Mercury, 5 Crystal, 9000 Gold -> 10 Ore, 10 Mercury, 7 Gem, 8000 Gold
Dwelling_7 (Devils): 10 Ore, 15 Mercury, 5 Crystal, 5 Sulfur, 5 Gem, 15000 Gold -> 10 Ore, 10 Mercury, 5 Sulfur, 10000 Gold
Dwelling_7u (Archdevils): 10 Ore, 10 Mercury, 25000 Gold -> 10 Wood, 15 Mercury, 10 Sulfur, 10000 Gold
Halls of Horror: 5 Mercury, 5 Sulfur, 1000 Gold -> 5 Sulfur, 1000 Gold

Necropolis:
Dwelling_3 (Wraiths): 5 Wood, 5 Ore, 1000 Gold -> 5 Wood, 5 Ore, 3 Mercury, 1000 Gold
Dwelling_4 (Vampires): 5 Wood, 10 Ore, 5 Mercury, 1500 Gold -> 10 Wood, 10 Ore, 5 Mercury, 1500 Gold
Dwelling_5 (Liches): 10 Ore, 5 Crystal, 5 Sulfur, 5 Gem, 2000 Gold -> 10 Wood, 10 Ore, 2 Mercury, 2 Crystal, 2 Sulfur, 2 Gem, 2000 Gold
Dwelling_5u (Archliches): 10 Ore, 5 Crystal, 5 Sulfur, 5 Gem, 6000 Gold -> 10 Wood, 10 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 6000 Gold
Dwelling_6 (Undead): 5 Wood, 5 Ore, 5 Mercury, 4000 Gold -> 10 Wood, 10 Ore, 10 Mercury, 4000 Gold
Dwelling_6u (Death Knights): 10 Wood, 10 Ore, 5 Mercury, 5 Crystal, 8000 Gold -> 10 Wood, 5 Ore, 10 Mercury, 5 Crystal, 8000 Gold
Dwelling_7 (Bone Dragons): 20 Wood, 15 Ore, 10 Mercury, 5 Crystal, 5 Gem, 15000 Gold -> 20 Wood, 20 Ore, 20 Mercury, 6000 Gold
Dwelling_7u (Ghost Dragons): 20 Wood, 15 Ore, 15 Mercury, 5 Crystal, 5 Gem, 20000 Gold -> 20 Wood, 10 Ore, 15 Mercury, 8000 Gold
Dragon Tombstone: 10 Ore, 5 Mercury, 3000 Gold -> 10 Ore, 10 Mercury, 3000 Gold

Preserve :
Dwelling_2 (Blade Dancers): 5 Wood, 5 Ore, 800 Gold -> 10 Wood, 5 Ore, 800 Gold
Dwelling_2u (Death Dancers): 5 Wood, 2 Crystal, 2000 Gold -> 15 Wood, 2 Crystal, 2000 Gold
Dwelling_3 (Elf Archers): 5 Wood, 5 Ore, 1000 Gold -> 15 Wood, 5 Ore, 1000 Gold
Dwelling_3u (Bowmasters): 10 Wood, 5 Gem, 2000 Gold -> 15 Wood, 5 Gem, 2000 Gold
Dwelling_4 (Druids): 15 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 1500 Gold -> 10 Ore, 3 Crystal, 3 Gem, 1500 Gold
Dwelling_4u (High Druids): 15 Ore, 5 Mercury, 5 Crystal, 5 Sulfur, 5 Gem, 4000 Gold -> 10 Ore, 5 Crystal, 5 Gem, 4000 Gold
Dwelling_5 (Unicorns): 5 Crystal, 5 Gem, 2000 Gold -> 5 Wood, 5 Crystal, 5 Gem, 2000 Gold
Dwelling_5u (Battle Unicorns): 5 Wood, 5 Ore, 5 Crystal, 5 Gem, 6000 Gold -> 5 Wood, 5 Ore, 5 Crystal, 10 Gem, 6000 Gold
Dwelling_6 (Ents): 10 Wood, 5 Mercury, 5 Sulfur, 4000 Gold -> 15 Wood, 5 Crystal, 5 Sulfur, 3 Gem, 4000 Gold
Dwelling_6u (Ancient Ents): 10 Wood, 5 Mercury, 5 Sulfur, 8000 Gold -> 10 Wood, 7 Crystal, 5 Sulfur, 5 Gem, 8000 Gold
Dwelling_7 (Green Dragons): 5 Wood, 5 Ore, 10 Crystal, 10 Sulfur, 10 Gem, 10000 Gold -> 5 Wood, 5 Ore, 15 Crystal, 15 Gem, 8000 Gold
Dwelling_7u (Emerald Dragons): 5 Wood, 5 Ore, 20 Crystal, 10 Sulfur, 20 Gem, 20000 Gold -> 5 Wood, 5 Ore, 10 Crystal, 10 Gem, 10000 Gold
Avengers Guild: 5 Wood, 5 Ore, 1000 Gold ->: 5 Wood, 1000 Gold
Avengers Brotherhood: 5 Ore, 2000 Gold -> 2000 Gold
Mystic Pond: 5 Ore, 5 Gem, 500 Gold -> 5 Gem, 500 Gold
Treant Samplings: 10 Wood, 10 Mercury, 10 Sulfur, 3000 Gold -> 10 Wood, 3000 Gold

and here is what FreeSergey posted http://forums.ag.ru/?board=heroes5&action=display&s=0&num=1158126311&start=125

Starting Spells

Academy

Cyrus - Dispel
Faiz - own same-name spell (Destructive Ray)
Galib - Dispel
Havez -
Jhora - Magic Arrow
Maahir - Magic Arrow
Narxes - Magic Fist
Nathir - Fireball
Nur - Magic Arrow
Razzak - Haste
Temkhan - Slow
Zehir - Summon Elementals

Dungeon

Eruina - Lightning
Kythra - Ice Bolt
Lethos - Plague
Raelag - Slow
Segref - Magic Arrow
Shadya -
Sinitar - Magic Arrow
Sorgal - Haste
Vayshan - Fire Trap
Yrbeth - Magic Arrow
Yrwanna - Slow

Necropolis


Deirdre - Raise Dead
Kaspar - Raise Dead
Lucretia - Raise Dead
Markal -
Naadir - Raise Dead
Orson - Raise Dead
Raven - Raise Dead, Weaken
Vladimir - Raise Dead
Zoltan - Raise Dead
Rean's Ghost :smile24:
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I'm curious why resurrecting a unit in a stack reduces the HP of all the other units. They wanted to weaken two spells, which is understandable (and correct, as they were too powerful), but why use such strange methods? Mana is already scarce now!
In reply to Fireball
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Fireball;33136
I'm curious why resurrecting a unit in a stack reduces the HP of all the other units. They wanted to weaken two spells, which is understandable (and correct, as they were too powerful), but why use such strange methods? Mana is already scarce!
The same happened with Meteor Shower; it was completely nerfed.
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Surprise:

now the Watchful and the Mark of the Cursed effects last for the entire battle, not just for 1 turn.
Rean's Ghost :smile24:
In reply to Rean
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Now, the growth rate is indicated in green.
:smile19:-=[Linkin Park]THE BEST & FOREVER=-:smile19:
Модератор - это деревянная планка с прокладкой из сукна для приглушения звука пианино.[/COLOR][/B][/I][/SIZE]:smile08:
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Hey, why isn't the patch installing? It says that either the game isn't found or it's incorrectly installed. But I have a licensed copy, and previous patches installed without any problems. Could it be because of all the mods?
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Maybe you didn't read the installation guide thoroughly? I had the same problem. You need to copy the file into the game folder, specifically the "Bin" folder, using the "Show hidden files" option. And then you'll be all set! ;)
Бог есть любовь
In reply to Rean
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Rean;33162
Surprise:
now the Watchful and the Cursed Sign abilities last for the entire battle, not just one turn.
Very happy about the Watchful ability...
at least they brought it up to a decent level (and the ultimate ability too...).
Мечты сбываются, просто нужно уметь правильно мечтать.

Жизнь нужно прожить так, чтобы Боги в восторге предложили еще одну...
P.S. может мне и предложили, просто я не помню :smile44:
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another surprise:

all undocumented changes

Author of all research – alexrom66( http://forums.ag.ru/?action=viewprofile&username=alexrom66 ) from GUgolka( heroes.ag.ru ).

1. Mana:

Changes for units:

Archmagi: 17->25 mana
Magi: 10->15 mana
Shadow Matriarchs: 14->18 mana
Cave Lords: 13->29 mana
Cave Demons: 11->18 mana
Ghosts: damage 5-7 –> 4-6; HP 12->19
Wraiths: damage 3-7 –> 2-4; HP 8->16
Water elemental: 12->18 mana

Changes for spells:

Berserk: 8->15 mana
Blind: 9->10 mana
Confusion: 7->9 mana
Suggestion: 12->18 mana
Mass Confusion: 14->18 mana
Armageddon: 12->20 mana
Chain Lightning: 8->16 mana
Fireball: 6->10 mana
Ice Ring: 7->9 mana
Earth Shock: 9->18 mana
Meteor Shower: 8->19 mana; Damage: at advanced 20*20 -> 15*15; at expert 25*25->20*20
Celestial Shield: 10->20; HP from 300*30 to 600*60
Dispel Magic: 5->10 mana
Raise Dead: 6->9 mana ; 20% HP reduce
Summon Phoenix: 20->35 mana
Fire Wall: 8->16 mana
Fire Trap: area 5x5
Create Phantom: 6->18 mana
Resurrection: 9->15 mana; 10% HP reduce
Summon Elementals: 9->17 mana

2. Starting spells:

Academy

Cyrus - Dispel
Faiz - own same as source (Destructive Beam)
Galib - Dispel
Havez -
Jhora - Magic Arrow
Maahir - Magic Arrow
Narxes - Magic Fist
Nathir - Fireball
Nur - Magic Arrow
Razzak - Haste
Temkhan - Slow
Zehir - Summon Elementals

Dungeon

Eruina - Lightning
Kythra - Ice Arrow
Lethos - Plague
Raelag - Slow
Segref - Magic Arrow
Shadya -
Sinitar - Magic Arrow
Sorgal - Haste
Vayshan - Fire Trap
Yrbeth - Magic Arrow
Yrwanna - Slow

Necropolis


Deirdre - Raise Dead
Kaspar - Raise Dead
Lucretia - Raise Dead
Markal -
Naadir - Raise Dead
Orson - Raise Dead
Raven - Raise Dead, Weaken
Vladimir - Raise Dead
Zoltan - Raise Dead

3. List of town building price changes:

Academy:


Magic Guild 3: 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 2 Mercury/Crystal/Sulfur/Gem
Magic Guild 4: 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem
Magic Guild 5: 1000 Gold, 5 Wood/Ore, 10 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem

Dwelling_1u (Elder Gremilns): 1500 Gold, 10 Ore -> 1500 Gold, 5 Ore
Dwelling_3 (Iron Golems): 5 Ore, 2 Mercury, 2 Gem, 1500 Gold -> 5 Ore, 5 Mercury, 5 Gem, 1500 Gold
Dwelling_4 (Magi): 10 Ore, 5 Gem, 2500 Gold -> 10 Ore, 5 Gem, 10 Sulfur, 2500 Gold
Dwelling_4u (Archmagi): 10 Wood, , 5 Gem, , 6000 Gold -> 10 Wood, , 5 Gem, , 10 Crystal, , 6000 Gold
Dwelling_5 (Djinn): 10 Ore, 10 Gem, 3000 Gold -> 5 Ore, 10 Mercury, 3000 Gold
Dwelling_5u (Djinn Sultans): 5 Ore, 5 Mercury, 5 Crystal, 5 Gem, 8000 Gold -> 5 Mercury, 8000 Gold
Dwelling_6 (Rakshasa Princesses): 5 Ore, 5 Sulfur, 6000 Gold -> 10 Ore, 5 Crystal, 5 Sulfur, 10 Gem, 6000 Gold
Dwelling_7 (Colossi): 10 Wood, 10 Ore, 5 Crystal, 5 Gem, 20000 Gold -> 10 Wood, 10 Ore, 5 Gem, 12000 Gold
Dwelling_7u (Titans): 10 Wood, 10 Ore, 10 Crystal, 10 Gem, 30000 Gold -> 10 Wood, 10 Ore, 10 Gem, 12000 Gold

Dungeon:

Magic Guild 3: 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 2 Mercury/Crystal/Sulfur/Gem
Magic Guild 4: 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem
Magic Guild 5: 1000 Gold, 5 Wood/Ore, 10 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem

Dwelling_4 (Lizard Riders): 10 Wood, 5 Mercury, 5 Sulfur, 2000 Gold -> 10 Wood, 5 Sulfur, 2000 Gold
Dwelling_4u (Dark Riders): 5 Mercury, 5 Crystal, 5 Sulfur, 5000 Gold -> 5 Crystal, 5 Sulfur, 4000 Gold
Dwelling_5 (Hydras): 5 Wood, 5 Ore, 5 Gem, 2500 Gold -> 5 Wood, 5 Ore, 5 Crystal, 2500 Gold
Dwelling_5u (Cave Hydras): 5 Wood, 5 Ore, 5 Crystal, 10 Gem, 7000 Gold -> 5 Wood, 5 Ore, 10 Crystal, 5 Gem, 4000 Gold
Dwelling_6 (Twilight Witches): 5 Wood, 5 Ore, 4 Mercury, 4 Crystal, 4 Sulfur, 4 Gem, 5000 Gold -> 5 Wood, 5 Ore, 4 Mercury, 4 Crystal, 4 Sulfur, 4000 Gold
Dwelling_6u (Shadow Matriarchs): 5 Wood, 5 Ore, 5 Mercury, 5 Crystal, 5 Sulfur, 5 Gem, 9000 Gold -> 5 Wood, 5 Ore, 5 Mercury, 5 Crystal, 5 Sulfur, 6000 Gold
Dwelling_7 (Twilight Dragons): 10 Ore, 10 Crystal, 10 Sulfur, 15000 Gold -> 10 Ore, 15 Crystal, 15 Sulfur, 12000 Gold
Dwelling_7u (Black Dragons): 15 Crystal, 15 Sulfur, 25000 Gold -> 15 Crystal, 20 Sulfur, 15000 Gold
Altar Of Elements: 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 2500 Gold -> 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 2000 Gold
Altar Of Primal Chaos: 5 Ore, 5000 Gold -> 5 Ore, 3000 Gold
Ritual Pit: 1000 Gold -> 5 Sulfur, 1000 Gold

Haven:
Magic Guild 3: 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 2 Mercury/Crystal/Sulfur/Gem
Magic Guild 4: 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem
Magic Guild 5: 1000 Gold, 5 Wood/Ore, 10 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem

Dwelling_2 (Archers): 5 Ore, 1200 Gold -> 10 Ore, 1200 Gold
Dwelling_2u (Crossbowmen): 5 Ore, 2700 Gold -> 10 Ore, 2700 Gold
Dwelling_3 (Swordsmen): 5 Ore, 1500 Gold -> 10 Wood, 10 Ore, 1500 Gold
Dwelling_3u (Footmen): 5 Wood, 5 Ore, 3000 Gold -> 10 Ore, 3000 Gold
Dwelling_4 (Griffins): 5 Wood, 10 Ore, 2500 Gold -> 10 Wood, 10 Ore, 5 Mercury, 2500 Gold
Dwelling_4u (Royal Griffins): 5 Wood, 10 Ore, 6000 Gold -> 10 Wood, 10 Ore, 5 Mercury, 4000 Gold
Dwelling_5 (Monks): 5 Ore, 2 Mercury, 2 Crystal, 2 Sulfur, 2 Gem, 3000 Gold -> 5 Wood, 5 Ore, 2 Mercury, 2 Crystal, 2 Sulfur, 2 Gem, 3000 Gold
Dwelling_5u (Inquisitors): 5 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 8000 Gold -> 5 Wood, 5 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 8000 Gold
Dwelling_6 (Knight): 10 Wood, 10 Crystal, 6000 Gold -> 15 Wood, 10 Crystal, 6000 Gold
Dwelling_6u (Paladins): 10 Wood, 10 Crystal, 10000 Gold -> 20 Wood, 15 Crystal, 9000 Gold
Dwelling_7 (Angels): 15 Ore, 20000 Gold -> 15 Ore, 10 Gem, 10000 Gold
Dwelling_7u (Archangels): 20 Ore, 30000 Gold -> 20 Ore, 10 Gem, 12000 Gold
Training Grounds: 10 Wood, 5 Ore, 3500 Gold -> 10 Wood, 5 Ore, 5 Sulfur, 3500 Gold
Monument to Fallen Heroes: 10 Ore, 5000 Gold -> 10 Wood, 5 Ore, 5 Sulfur, 5000 Gold

Inferno:

Magic Guild 3: 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 2 Mercury/Crystal/Sulfur/Gem
Magic Guild 4: 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem
Magic Guild 5: 1000 Gold, 5 Wood/Ore, 10 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem

Dwelling_3 (Hellhounds): 5 Wood, 2 Sulfur, 1200 Gold -> 10 Wood, 2 Sulfur, 1200 Gold
Dwelling_3u (Cerberi): 10 Wood, 5 Sulfur, 2500 Gold -> 15 Wood, 5 Sulfur, 2500 Gold
Dwelling_4 (Succubi): 5 Wood, 5 Ore, 3 Mercury, 3 Sulfur, 2000 Gold -> 5 Wood, 5 Ore, 3 Mercury, 3 Sulfur, 3500 Gold
Dwelling_5 (Hell Steeds): 5 Wood, 5 Ore, 5 Sulfur, 5 Gem, 2500 Gold -> 5 Wood, 5 Ore, 10 Sulfur, 4000 Gold
Dwelling_5u (Nightmares): 5 Wood, 5 Ore, 10 Sulfur, 5 Gem, 7000 Gold -> 5 Wood, 5 Ore, 7 Crystal, 10 Sulfur, 6000 Gold
Dwelling_6 (Cave Demons): 10 Ore, 5 Mercury, 5 Crystal, 5000 Gold -> 10 Ore, 10 Mercury, 5000 Gold
Dwelling_6u (Cave Lords): 10 Ore, 10 Mercury, 5 Crystal, 9000 Gold -> 10 Ore, 10 Mercury, 7 Gem, 8000 Gold
Dwelling_7 (Devils): 10 Ore, 15 Mercury, 5 Crystal, 5 Sulfur, 5 Gem, 15000 Gold -> 10 Ore, 10 Mercury, 5 Sulfur, 10000 Gold
Dwelling_7u (Archdevils): 10 Ore, 10 Mercury, 25000 Gold -> 10 Wood, 15 Mercury, 10 Sulfur, 10000 Gold
Halls of Horror: 5 Mercury, 5 Sulfur, 1000 Gold -> 5 Sulfur, 1000 Gold


Necropolis:


Dwelling_3 (Wraiths): 5 Wood, 5 Ore, 1000 Gold -> 5 Wood, 5 Ore, 3 Mercury, 1000 Gold
Dwelling_4 (Vampires): 5 Wood, 10 Ore, 5 Mercury, 1500 Gold -> 10 Wood, 10 Ore, 5 Mercury, 1500 Gold
Dwelling_5 (Liches): 10 Ore, 5 Crystal, 5 Sulfur, 5 Gem, 2000 Gold -> 10 Wood, 10 Ore, 2 Mercury, 2 Crystal, 2 Sulfur, 2 Gem, 2000 Gold
Dwelling_5u (Archliches): 10 Ore, 5 Crystal, 5 Sulfur, 5 Gem, 6000 Gold -> 10 Wood, 10 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 6000 Gold
Dwelling_6 (Undead): 5 Wood, 5 Ore, 5 Mercury, 4000 Gold -> 10 Wood, 10 Ore, 10 Mercury, 4000 Gold
Dwelling_6u (Death Knights): 10 Wood, 10 Ore, 5 Mercury, 5 Crystal, 8000 Gold -> 10 Wood, 5 Ore, 10 Mercury, 5 Crystal, 8000 Gold
Dwelling_7 (Bone Dragons): 20 Wood, 15 Ore, 10 Mercury, 5 Crystal, 5 Gem, 15000 Gold -> 20 Wood, 20 Ore, 20 Mercury, 6000 Gold
Dwelling_7u (Ghost Dragons): 20 Wood, 15 Ore, 15 Mercury, 5 Crystal, 5 Gem, 20000 Gold -> 20 Wood, 10 Ore, 15 Mercury, 8000 Gold
Dragon Tombstone: 10 Ore, 5 Mercury, 3000 Gold -> 10 Ore, 10 Mercury, 3000 Gold

Sylvan:

Magic Guild 3: 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 2 Mercury/Crystal/Sulfur/Gem
Magic Guild 4: 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 3 Mercury/Crystal/Sulfur/Gem
Magic Guild 5: 1000 Gold, 5 Wood/Ore, 10 Mercury/Crystal/Sulfur/Gem -> 1000 Gold, 5 Wood/Ore, 5 Mercury/Crystal/Sulfur/Gem

Dwelling_2 (Blade Dancers): 5 Wood, 5 Ore, 800 Gold -> 10 Wood, 5 Ore, 800 Gold
Dwelling_2u (Death Dancers): 5 Wood, 2 Crystal, 2000 Gold -> 15 Wood, 2 Crystal, 2000 Gold
Dwelling_3 (Elven Archers): 5 Wood, 5 Ore, 1000 Gold -> 15 Wood, 5 Ore, 1000 Gold
Dwelling_3u (Bowmasters): 10 Wood, 5 Gem, 2000 Gold -> 15 Wood, 5 Gem, 2000 Gold
Dwelling_4 (Druids): 15 Ore, 3 Mercury, 3 Crystal, 3 Sulfur, 3 Gem, 1500 Gold -> 10 Ore, 3 Crystal, 3 Gem, 1500 Gold
Dwelling_4u (High Druids): 15 Ore, 5 Mercury, 5 Crystal, 5 Sulfur, 5 Gem, 4000 Gold -> 10 Ore, 5 Crystal, 5 Gem, 4000 Gold
Dwelling_5 (Unicorns): 5 Crystal, 5 Gem, 2000 Gold -> 5 Wood, 5 Crystal, 5 Gem, 2000 Gold
Dwelling_5u (Battle Unicorns): 5 Wood, 5 Ore, 5 Crystal, 5 Gem, 6000 Gold -> 5 Wood, 5 Ore, 5 Crystal, 10 Gem, 6000 Gold
Dwelling_6 (Ents): 10 Wood, 5 Mercury, 5 Sulfur, 4000 Gold -> 15 Wood, 5 Crystal, 5 Sulfur, 3 Gem, 4000 Gold
Dwelling_6u (Ancient Ents): 10 Wood, 5 Mercury, 5 Sulfur, 8000 Gold -> 10 Wood, 7 Crystal, 5 Sulfur, 5 Gem, 8000 Gold
Dwelling_7 (Green Dragons): 5 Wood, 5 Ore, 10 Crystal, 10 Sulfur, 10 Gem, 10000 Gold -> 5 Wood, 5 Ore, 15 Crystal, 15 Gem, 8000 Gold
Dwelling_7u (Emerald Dragons): 5 Wood, 5 Ore, 20 Crystal, 10 Sulfur, 20 Gem, 20000 Gold -> 5 Wood, 5 Ore, 10 Crystal, 10 Gem, 10000 Gold
Avengers Guild: 5 Wood, 5 Ore, 1000 Gold ->: 5 Wood, 1000 Gold
Avengers Brotherhood: 5 Ore, 2000 Gold -> 2000 Gold
Mystic Pond: 5 Ore, 5 Gem, 500 Gold -> 5 Gem, 500 Gold
Treant Samplings: 10 Wood, 10 Mercury, 10 Sulfur, 3000 Gold -> 10 Wood, 3000 Gold

4. New Raise Dead and Resurrection.

Working mechanics.


MaxUnitHP - the amount of HP each unit in a stack has at the start of battle.
CurUnitHP - the HP value of each unit in a stack during battle. It can decrease from Resurrection and Raise Dead.

When casting Raise Dead: CurUnitHP = CurUnitHP - 0,2*MaxUnitHP.
When casting Resurrection: CurUnitHP = CurUnitHP - 0,1*MaxUnitHP.

The CurUnitHP value cannot decrease below 0,01*MaxUnitHP (not lower than 1% of initial HP). Rounded down.
That is, most units have a minimum of 1 HP, some high-level ones - 2 HP.
Hero abilities and artifacts that increase unit HP do not affect the minimum CurUnitHP value.

If a unit already has minimum CurUnitHP, Raise Dead and Resurrection can still be cast on it, but CurUnitHP no longer decreases.

The amount of actually resurrected HP for a stack = CurUnitHP/MaxUnitHP * NormalRessurectedHP,
where NormalRessurectedHP is the amount of HP resurrected by the spell when CurUnitHP=MaxUnitHP, i.e., how much was resurrected before patch 1.3.
That is, the number of units in a stack resurrected per cast will not change as CurUnitHP decreases.

If a stack dies, its CurUnitHP is NOT restored to MaxUnitHP.

Tricks.


The following "heals" ignore CurUnitHP (i.e., for them CurUnitHP = MaxUnitHP always):
- First Aid Tent if the corresponding ability is present;
- "Resurrection" ability of Archangels;
- life drain by vampires;
- regeneration of hydras;
- hero ability "Guardian Angel".

Because of this, a funny tactic emerges (though difficult to implement) – keep a tent in reserve (or a stack of archangels), and resurrect a stack, for example, paladins using Raise Dead. Once the paladins' current HP drops to 1 (5 casts of Raise Dead) – immediately resurrect 100 units from the stack with the tent (or 100*number of archangels). Moreover, it doesn't matter if the paladin stack is alive or dead while the hero casts Raise Dead on it.

The most important thing for the Raise Dead + tent/archangel resurrection combo is whether units raised by Raise Dead remain after the battle.

Checked - they do not. It is impossible to save troops this way.

At the end of the battle, the number of actually resurrected HP is subtracted from the stack (not NormalRessurectedHP*number_of_casts).
For example, in the case of 3 casts of Raise Dead on a stack, it will subtract NormalRessurectedHP + NormalRessurectedHP*0,8 + NormalRessurectedHP*0,6 = 2,4*NormalRessurectedHP.

It turns out to be terrible - if you cast Raise Dead 5 times on a "living" stack, it will almost certainly die at the end of the battle.

For the previously described combo, in the end, you need undead plus a tent/"Guardian Angel" (Kaspar) - otherwise the entire stack will die when the battle ends.

With "living" units, the same trick only works if Resurrection is cast - but it must be cast 10 times, not 5, to reach 1 HP...

In any case, troops cannot be saved in the event of Raise Dead applied to living units.

I conducted such an experiment.
Cast Raise Dead 5 times on a completely killed stack of 100 paladins. The hero's NormalRessurectedHP was = 135 HP.
Then restored them with the tent to 100 units.
The battle ended - all 100 died.

The reason is that 135+135*0.8+135*0.6+135*0.4+135*0.2 = 135*3 = 405 HP were resurrected — and these were subtracted from the stack at the end of the battle. Since the total HP of the paladin stack at the end of the battle was = 100*1 = 100 HP, the stack was left with 100-405 = 0 HP.

That is, it's impossible to keep living troops using Raise Dead... Only undead.

5. Several changes introduced by the patch:

- Cities specializing in war machines now sell 2 types of machines at a reduced price. Previously, one "cheap" type of machine was replaced by another.

- Detailed information about creature growth in cities has appeared – right-click on the growth numbers.

- Alt now highlights everything with a beautiful blue glow, plus white labels are displayed. Previously, there were only labels. Moreover, not only objects with labels are highlighted, but also various "pebbles" on the terrain - a bug.

- Before a duel, you can view detailed information about the preset – double-click the preset with the LMB.

- Axel's specialization was replaced - it now gives a final damage modifier for cavalry/paladins = (1.02+0.2*hero_level) (i.e., final damage increases by 2%+2%*hero_level). Previously, there was an additive bonus to the paladin bonus for each cell traversed.

- Letos's specialization remained the same - the same "numbers", works the same way. It is unclear what was fixed in the patch.

- Phantoms no longer have any activated abilities working ("Lay on Hands" of paladins, Rakshasa Dash, etc.) and they cannot cast spells. All passive (non-activated) abilities continue to work (retaliation, "Shearing Sword" of Pit Lords, etc.). Only 1 phantom can be per stack.

- Mass Dispel now costs 20 mana. Strange - it is listed as 10 in the resources... This means that for mass versions of spells, prices in their own resources are ignored...

- Fireball/Firewall no longer hit friendly gargoyles. But Armageddon does.

- Sinitar's specialization description was changed (mana savings on Empowered Spell = 5%+1% per level), but the specialization itself was not changed (remained = 10% + 2% per level).

- Master of Storms, weakened by the previous patch, was not changed – it remains curATB=curATB*0.7

- Warlock’s Luck applies to Empowered Spells. The trigger chance is the same as for ordinary ones = 10%*Luck.

6. Comparison of texts 1.2 and 1.3:

Unit ability names:

Fighter Aura -> Fright Aura (Fright Aura)
Immunity to blindness -> Immunity to blinding.
Immunity to fire -> Immunity to the element of Fire.
Immunity to water -> Immunity to the element of Water.
Knightly Duel -> Knightly Charge.

Hero specialization names:

Made of Steel -> Iron Maiden (Iron Maiden)

Descriptions of abilities/weeks, etc.:

Artifact "Necromancer's Amulet": "Necromancy" skill +20%. –> "Necromancy" skill +10%.

Interestingly – a message for resurrection appeared in the resources: "Cannot further reduce creature health" (file CantResurrectNoHPLeft.txt), but there is no such restriction in 1.3.

Titan ability "Lightning Strike": Creatures release lightning that causes magic damage to the selected target. -> Creatures create lightning that deals magic damage to the selected target.

Unit ability "Sorcerer": This creature can use a set of magic spells from those available to the hero. -> This creature can use a specific set of magic spells.

Week of Bear: Not a very good week if you are a moose. -> Elephants go south, and bears go north.

Week of Whale: Growth of ghosts and phantoms is doubled. -> This week whales dance - they jump out of the water and blow fountains. Try to find them.

Ability "Knightly Charge": The creature deals 10% more damage for each cell it traversed during the attack. -> The creature deals 5% more damage for each cell it traversed across the arena before the attack.
Rean's Ghost :smile24:
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Hey, why isn't the patch installing? It says that the game is either not installed or installed incorrectly. But I have a licensed copy, and all previous patches installed without any problems...???

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