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PoymanVirus
Guys, where can I actually download all these mods? I've found a lot of cool mods online, but all the links are broken! >_< Please tell me where I can download mods!

Which mods are you interested in?
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Name: X-Patch
Author: 乱丸鈴 (Ranmaru Rei)
Changes:
I. Creatures:
1) Haven:
1. Peasants:
a) Health increased from 3 to 4
2. Crossbowmen:
a) Maximum damage reduced from 8 to 4
b) Added "Double Shot", "Return Fire", and "Maneuver" abilities
c) Melee penalty removed
d) "Deadeye" ability range increased from 3 to 4
e) Initiative increased from 8 to 10
3. Archers:
a) Added "Lob Shot" and "Maneuver" abilities
b) Initiative increased from 8 to 10
4. Swordsmen:
a) Maximum damage increased from 4 to 5
b) "Stunning Blow" ability removed
5. Knights:
a) Added "Armor" and "Fierce Retribution" abilities
6. Monks:
a) Granted a mana pool of 12 points
b) Added "Bless", "Stone Skin", and "Haste" spells
7. Inquisitors:
a) Added "Regeneration" spell
b) Mana pool increased from 12 to 14
8. Fanatics:
a) Added "Blind" and "Holy Word" spells
9. Archangels:
a) Granted a mana pool of 20 points
b) Health reduced from 220 to 200
c) Added "Dispel Magic" and "Heavenly Shield" spells
d) Added "Child of Light" ability
10. Seraphs:
a) Added "Child of Light" ability
b) Health reduced from 220 to 200
2) Inferno:
1. Absolutely all:
a) Added "50% Fire Immunity"
2. Horned Demon:
a) Damage increased from 1-4 to 3-5
3. Fire Hounds:
a) Now hit their own allies with fire breath
4. Temptresses:
a) Added "Explosive Blow" ability (fires a fireball in a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; does not hit allies)
5. Devils and their upgrades:
a) Now teleport across the entire battlefield (speed=30)
3) Necropolis:
1. Plague Zombies:
a) "Weakening Blow" reduces attack and defense by 3 points instead of 2
2. Ghosts:
a) Distance limit removed from "Ammo Theft" ability
3. Vampires:
a) Attack and defense increased from 6 to 7
4. Vampire Lords:
a) Granted a mana pool of 19 points
a) Added "Subjugation" and "Distraction" spells
b) Maximum damage increased from 5 to 6
5. Liches:
b) Granted a mana pool of 13 points
c) Added "Curse", "Feebleness", and "Plague" spells
6. Archliches:
a) Added "Mass Plague" spell
b) Mana pool increased from 16 to 17
7. Higher Liches:
a) Added "Plague Cloud" ability
b) Added "Plague" and "Curse" spells
8. Undead and their upgrades:
a) Added "Flight" ability
9. Wraith Dragons:
a) Added "Incorporeality" and "Sorrow Strike" abilities
10. Astral Dragons:
a) Added "Incorporeality", "Death Gaze", and "Fear" abilities
b) Removed "Sorrow Strike" ability
4) Dungeon:
1. Stalkers:
a) Usage limit removed from "Invisibility" ability
b) Added "Swift Attack" ability
2. Furies:
a) Growth increased from 5 to 6
b) Added "Swift Attack" ability
3. Beasts:
a) Growth increased from 5 to 6
b) Now immune to "Slow"
4. Hags:
a) Growth increased from 5 to 6
5. Minotaur Overseers:
a) Added "Stunning Blow" ability
6. Lizard Riders:
a) Added "Lizard Bite" ability
b) Removed "Charging Strike" ability
c) Speed increased from 6 to 8
7. Cave Hydras:
a) "Regeneration" ability strengthened - now heals 50-80 HP instead of 30-50 HP
8. Twilight Witches:
a) Added "Whip Strike" ability
b) Added "Distraction" spell
c) Mana pool increased from 11 to 14
9. Shadow Mistresses:
a) Added "Magic Channel" ability
b) Added "Berserk" spell
c) Mana pool increased from 14 to 16
10. Night Masters:
a) Usage limit removed from "Invisibility" ability
b) Added "Crippling Strike" ability
c) Changed to shooters with a shooting penalty and 3 shots
d) Added "Berserk" spell
e) Mana pool increased from 14 to 16
11. Twilight Dragons:
a) Now 50% magic resistant
b) Maximum damage reduced from 70 to 60
12. Red Dragons:
a) Now 75% magic resistant
5) Preserve:
1. Dryads:
a) "Wasp Swarm" spell strengthened - now stuns
2. Nymphs:
a) Granted a mana pool of 10 points
b) Added "Dispel Magic" and "Anti-Magic" spells
3. Wind Dancers:
a) Added "Stunning Blow" ability
4. Bowmasters:
a) Melee penalty removed
5. High Druids:
a) Added "Summon Elementals" spell
b) Mana pool increased from 15 to 20
6. Elder Druids:
a) Added "Lightning" and "Summon Hive" spells
7. Ents and their upgrades:
a) Added "Fire Vulnerability Aura" and "Earth Magic Immunity"
8. Rainbow Dragons:
a) Added "Crystalline Scales" ability
9. Emerald Dragons:
a) Added "Magic Resistance Aura"
b) Granted a mana pool of 18 points
c) Added "Earth Shock", "Earthquake", "Fireball", and "Chain Lightning" spells
6) Academy:
1. Gremlins:
a) Speed increased from 3 to 5
b) Health increased from 5 to 6
2. Gremlin Masters:
a) Usage limit removed from "Repair" ability
b) Strength of "Repair" ability reduced fivefold
3. // same as Gremlins but different type // Gremlin Saboteurs:
a) Maximum damage increased from 2 to 3
4. Gargoyles:
a) Now considered constructs rather than elementals
b) Damage increased from 1-1 to 1-2
c) "Air Immunity" ability removed
5. Obsidian Gargoyles:
a) Now considered constructs rather than elementals
b) Damage increased from 1-2 to 2-3
c) Added "Magic Resistance Aura"
6. Elemental Gargoyles:
a) Now considered constructs rather than elementals
b) Damage increased from 1-2 to 2-3
c) "Vulnerability Aura" now applies to all elements
7. Steel Golems:
a) Added "Bully" ability
8. Battle Mages:
a) Added "Bloodlust" and "Magic Arrow" spells
b) Mana pool increased from 10 to 12
9. Djinn:
a) Granted a mana pool of 10 points
b) Added "Arcane Crystal" and "Dispel Magic" spells
10. Djinn Sultans:
a) Granted a mana pool of 12 points
b) Added "Arcane Crystal", "Dispel Magic", and "Wall of Swords" spells
11. Djinn Viziers:
a) Granted a mana pool of 10 points
b) Added "Arcane Crystal", "Dispel Magic", and "Teleport" spells
12. Colossi:
a) Now constructs
13. Titans:
a) Now constructs
b) Damage from "Slam" ability increased from 30 to 40 per titan
c) Granted a mana pool of 16 points
d) Added "Chain Lightning" spell
14. Thunderers:
a) "Storm Cloud" now lasts until the end of the battle
b) Now constructs
c) Granted a mana pool of 16 points
d) Added "Chain Lightning" spell
7) Fortress:
1. Mountain Guards:
a) Bonus from "Defensive Position" ability increased from 5 to 6
b) Added "Ally Protection" ability
2. Spear Throwers:
a) Melee penalty removed
b) Removed "Crippling Strike" ability
3. Bonecrushers and their upgrades:
a) Added "Rage" ability
4. Flame Priests:
a) Added "Vengeful Flame" ability
b) Damage from "Vengeful Flame" reduced from 70 to 20 per flame priest at the start of battle
5. Thanes:
c) Removed "Storm Strike" ability
d) Damage increased from 8-12 to 20-25
6. Lava Dragons:
a) Added "Burn" ability
7. Arcat's Dragons:
a) Added "Fire Shield" ability
8) Stronghold:
1. Goblins:
a) Health increased from 3 to 4
b) 1st level of rage now cancels "Betrayal" ability and grants +2 health
c) 2nd level of rage now cancels "Cowardice" ability and grants +3 defense
2. Goblin Shamans:
a) Added "Betrayal" ability
b) 1st level of rage now cancels "Betrayal" ability and grants +2 health
c) 2nd level of rage now cancels "Cowardice" ability and grants "Cleanse", "Curse", and "Sorrow" spells
d) Granted a mana pool of 10 points
3. Trappers:
a) Added "Betrayal" ability
b) 1st level of rage now cancels "Betrayal" ability and grants +2 health
c) 2nd level of rage now cancels "Cowardice" ability and grants +3 attack
4. Daughters of the Earth:
a) 2nd level of rage now grants "Unanswered Attack" ability and +8 health
b) Added "Earthquake" spell
5. Chiefs:
a) 2nd level of rage now grants "Bravery Aura" ability and +12 health
6. Wyverns:
a) "Regeneration" ability strengthened - now heals 50–80 HP instead of 30-50 HP
7. Dark Wyverns:
a) "Regeneration" ability strengthened - now heals 50–80 HP instead of 30-50 HP
b) Poison strength ("Poisonous Bite" ability) doubled
c) Added "Scavenger" ability
8. Paokais:
a) Added "Regeneration" ability
b) Maximum damage increased from 25 to 30
9) Neutrals:
1. Black Knights:
a) In the "Hill Fort" building, you can convert them into Death Knights
b) Stats changed
c) Added "Fear Attack", "Terror Aura", and "Evil Presence" abilities
2. Death Knights:
a) In the "Hill Fort" building, you can convert them into Black Knights
b) Added "Doom Grip" ability
3. Water Elementals:
a) Added "Freeze" spell
4. Manticoras:
b) Poison strengthened 3 times
II. Heroes:
1) Knight:
1. Elaina:
a) Starts with "Defense" skill and "Fortitude" ability instead of "Leadership" skill and "Army Recruitment" ability
2) Demonlords:
1. Alastor:
a) Starts with "Dark Magic" skill at an advanced mastery level instead of "Sorcery" skill and "Mysticism" ability
2. Marbas:
a) Starts with "Luck" skill and "Magic Resistance" ability instead of "Defense" skill and "Reflection" ability
3. Nimus:
a) Starts with "Leadership" skill and "Army Recruitment" ability instead of "Luck" skill and "Magic Resistance" ability
4. Nibros:
a) Receives "Sorrow" spell
3) Necromancer:
1. Naadir and Giovanni:
a) "Soul Catcher" specialty strengthened 3 times
4) Warlock:
1. Letos:
a) Added "Elemental Sense" ability
2. Vaishan:
a) Starts with "Leadership" skill and "Army Recruitment" ability instead of "Luck" skill and "Soldier's Luck" ability
3. Iranna:
a) Starts with "Leadership" skill and "Army Recruitment" ability instead of "Education" skill and "Magic Attraction" ability
5) Rangers:
1. Vinrael:
a) Starts with "Education" skill at an advanced mastery level, but without the "Magic Attraction" ability, allowing for the final ranger ability "Natural Luck"
2. Gilraen:
a) Starts with "Offense" skill and "Battle Fury" ability instead of "Defense" skill and "Reflection" ability
3. Anwen:
a) Starts with "Education" skill and "Arcane Deciphering" ability instead of "Defense" skill and "Reflection" ability
4. Talanar:
a) Starts with "Offense" and "Light Magic" skills instead of "Leadership" skill and "Army Recruitment" ability
b) Receives "Regeneration" spell
5. Ossir:
a) Starts with "Offense" skill and "Shooting" ability instead of "Luck" skill and "Magic Resistance" ability
6. Tieru:
a) Added to the hero set – "Pyromaniac" specialty. Playable in the single-player scenario "Days of Flame"
6) Wizard:
1. Nura:
a) Starts with "Secret Knowledge" ability instead of "Mana Replenishment" ability, allowing for the final mage ability "Arcane Omniscience"
2. Haviz:
a) Starts with "Offense" skill and "Battle Fury" ability instead of "War Machines" skill
3. Razzak:
a) Starts with "Leadership" skill and "Machine Loyalty" ability instead of "Defense" skill and "Fortitude" ability
4. Faiz:
a) Damage from his "Destructive Beam" is now 60+10/2xLevel instead of 10+10/3xLevel
b) Starts with "Dark Magic" skill at an advanced mastery level, but without the "Lord of Pain" ability
5. Ora:
a) Starts with "Sorcery" skill at an advanced mastery level, but without the "Secret Knowledge" ability
7) Runemages:
1. Karli:
a) Starts with "Offense" skill at an advanced mastery level instead of "Luck" skill and "Soldier's Luck" ability
8) Barbarian:
1. Garuna:
a) Starts with "Leadership" and "Offense" skills instead of "Offense" skill and "Shooting" ability, allowing for the final barbarian ability "Pure Rage"
III. Ability Wheel:
1) Knight and Barbarian swapped "Assistance" and "Supervision" skills
2) "Fire Arrows" skill moved from "Offense" line to "War Machines" line. Requires "Ballista" skill instead of "Shooting"
3) "Rune Shield" skill moved from "Summoning Magic" line to "Light Magic" line. Dwarves, Knights, Rangers, and Mages now require "Fire Protection" skill. Note that "Rune Shield" is required for Dwarves to obtain "Absolute Defense"
4) "Sharp Mind" skill moved from "Logistics" line to "Sorcery" line. Requires "Wisdom" skill
5) "Cold Steel" skill moved from "Offense" line to "Chaos Magic" line
6) "Endurance" skill moved from "Education (Barbarians)" line to "Defense" line. Now any class hero can obtain this skill, requiring "Fortitude" skill
7) "Magic Attraction" skill became basic in the "Education (Barbarians)" line
8) "Inspiration" skill now requires:
1. for Barbarians – "Battle Euphoria";
2. for Demons and Warlocks – "Army Recruitment" and "Diplomacy";
3. for Mages – "Empathy"
9) "Retribution" skill now requires:
1. for Barbarians, Knights, Rangers, Warlocks, and Mages – "Battle Madness";
2. for Rune Priests – "Attacking Hird"
10) "Inhabited Mines" skill for Necromancers now requires "Lord of Life" and "Master of Earth" skills
11) "Mentorship" skill for Barbarians now requires "Magic Attraction" and "Military Knowledge" skills
12) "Elven Luck" skill for Rangers now only requires "Soldier's Luck" and "Arrow Rain" skills
13) "Mastery of Machines" skill for Mages now requires "Ballista" and "First Aid Tent" skills
14) "Earthquake" skill for Mages now requires "Wizard's Mark" skill
15) Now any class hero can obtain the "Dark Revelation" skill, requiring "Magic Attraction" skill, or "Military Knowledge" for Barbarians
16) Now "Lucky Sorcerer" skill requires "Soldier's Luck" and "Magic Resistance" skills for all classes except Rangers. Rangers require "Elven Luck" skill
17) Now "Empathy" skill requires "Diplomacy" skill for all classes except Knights
18) Now "Fire Fury" skill requires "Lord of Fire" for all classes
19) Now "Speed Magic" skill for Demons requires "Battle Madness" and "Devilish Strike" skills
20) Now "Readiness" skill requires "Tight Defense" skill for all classes except Barbarians, who require "Protect Us All"
21) Now "Forest Cunning" skill for Rangers requires "Arcane Deciphering" and "Scholar" skills
22) "Stunning Blow" and "Devilish Strike" abilities are now available to Knights. Requires "Battle Madness" and "Supervision"
23) "Twilight" skill is now available to Demons. Requires "Cursed Mark"
24) "Lord of the Dead" skill strengthened 10 times. Necromancy bonus is now +50%, though the Turn Limit will likely prevent full utilization
25) Some Blood Rage bonuses/penalties changed:
1. Waiting – removes 60 rage points instead of 100, as stated in the manual
2. Destroying an enemy stack – adds 50 rage points instead of 20
3. Taking damage from a direct attack by an enemy hero – additionally removes 35 rage points
4. Fleeing due to cowardice – removes 80 rage points instead of 100
5. Shouts grant 30/40/50 instead of 20/30/40
26) Damage absorption percentage by rage for Orcs changed (Basic – 30%, Advanced – 40%, Expert – 50%, Master – 60%), while rage loss during damage absorption reduced by 20%
27) Counter-attack of creatures under the effect of Knight's "Preparation" skill strengthened:
Basic – from 5% to 15%
Advanced – from 10% to 25%
Expert – from 15% to 35%
Master – from 25% to 50%
28) Final Knight ability "Relentless Force" now requires "Empathy", "Guardian Angel", and "Readiness" skills
29) Final Demon ability "Call of Urgash" now requires "Speed Magic", "Surprise Attack", "Gate Master", and "Speed Aura" skills
30) Final Mage ability "Arcane Omniscience" now requires "Mastery of Machines", "Mentorship", and "Arcane Advantage" skills
31) Final Ranger ability "Natural Luck" now requires "Lucky Sorcerer", "Forest Cunning", and "Native Lands" skills
32) Final Rune Priest ability "Absolute Defense" now requires "Pyrokinesis", "Fire Fury", "Readiness", and "Rune Shield" skills
IV. Spells:
1) Light Magic:
1. "Regeneration" spell restores 50%+5%xK instead of 75%+5%xK, but lasts 1 turn longer
2. "Divine Vengeance" spell moved from level 4 to 5
3. "Teleport" spell:
a) Moved to Summoning Magic school from Light Magic school
b) Can now be used against enemies
4. "Holy Word" spell moved from level 5 to 4
5. "Heavenly Shield" spell:
a) Moved to Light Magic school from Summoning Magic school
b) Fixed error when using the spell without magic mastery
6. "Resurrection" spells:
a) Health penalty removed
b) New formulas:
No skill – 60x10 health
Basic – 100x15 health
Advanced – 140x15 health
Expert – 180x20 health
2) Dark Magic:
1. "Unholy Word" spell moved from level 5 to 4
3) Chaos Magic:
1. "Freeze" spell:
a) moved from level 5 to 4
4) Summoning Magic:
1. "Summon Elementals" spell now additionally summons n elementals, where n=(Mastery+1)x4
2. "Raise Dead" spell:
a) HP penalty calculation changed:
No skill – 25%+0.5%xK
Basic – 20%+0.5%xK
Advanced – 15%+0.5%xK
Expert – 10%+0.5%xK
Note: HP penalty can be negative. In this case, it is calculated as zero (i.e., no HP bonus)
3. "Earthquake" spell:
a) Spell cost increased from 7 to 12
b) Wall damage formulas changed:
No skill – 20x5K-100x10K
Basic – 20x5K-200x10K
Advanced – 20x5K-300x10K
Expert – 50x5K-300x10K
4. "Teleport" spell:
a) Moved to Summoning Magic school from Light Magic school
b) Can now be used against enemies
5. "Heavenly Shield" spell:
a) Moved to Light Magic school from Summoning Magic school
b) Fixed error when using the spell without magic mastery
V. Towns:
1. Inferno:
a) Experience granted in "Sacrificial Pit" increased from 3 to 5 per health unit
b) City build plan changed:
1) "Castle" now requires "Citadel" instead of "Sacrificial Pit"
2) "Sacrificial Pit" no longer requires "Castle", and now requires city level 9 instead of 12
2. Dungeon:
a) "Shipyard" now costs the same as in other towns – 2000 gold and 20 wood
b) Poison damage from moat increased from 28 to 53
3. Preserve:
a) Moat entangles roots for 3 turns instead of 5
4. Fortress:
a) "Magistrate", "Capitol", "Fort", "Citadel", and "Castle" for Fortress now cost the same as in other towns
5. Academy:
a) "Artifact Shop" for Academy now costs the same as in Dungeon – 1000 gold, 5 ore, and 5 wood
6. Stronghold:
a) "Castle" for Stronghold now costs the same as in other towns – 5000 gold, 10 ore, and 10 wood
b) City build plan changed:
1) "Capitol" requires "Magistrate" to be built instead of "Slave Market"
2) "Fort" now requires city level 6 instead of 3
3) "Citadel" now requires city level 9 instead of 6
4) "Castle" now requires "Citadel" instead of "Skull Pile"
5) "Hall of Trials" now requires city level 6 instead of 3
6) "Traveler's Hut" now requires city level 3 instead of 6
7) "Spirit Shelters" require "Hall of Trials" instead of "War Yurts"
8) "Shrines of Wrath" require "War Yurts" instead of "Spirit Shelters"
9) "Slave Market" now requires "Market" and city level 9 instead of "Magistrate" and city level 12
10) "Skull Pile" now requires "Spirit Shelters" and city level 12 instead of "Citadel" and city level 9
11) "Dark Lair" no longer requires "Traveler's Hut"
12) "Shipyard" now requires city level 15 instead of 9
VI. Miscellaneous:
1) Battle log fixes applied
2) Hidden map "Birth of Orcs" unlocked
3) Secondary skill probability for Demonlords changed (Leadership – 6%, Sorcery – 6%, Dark Magic – 6%)
4) Orc talisman costs changed ("Ship Summon" - 3000 gold, "Reinforcements Summon" - 4000 gold, "Astral Gates" - 5000 gold, "Town Portal" - 6000 gold)
5) First aid tent usage limit increased to 100
6) Changing the week at the astrologer now costs 7000 gold
7) Defense bonus when a creature enters defensive stance increased from 30% to 50%. Accordingly, with "Tight Defense" skill, the defense bonus increases from 60% to 100%
8) Experience granted during sacrifice at the "Sacrificial Altar" building increased from 3 to 5 per health unit
9) "Library of Enlightenment" building now increases all primary skills by 2, not just Knowledge and Sorcery
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Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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I installed a mod for the Tribes of the East faction, replacing the main background with a cyclops and changing the city view. Question: is there a mod that also changes the music to the one from Necropolis?
In reply to Ranmaru Rei
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Irdys Evalle

2. Ballista Archers:
a) Reduced maximum damage from 8 to 4
b) Added abilities “Double Shot”, “Retaliation”, and “Maneuvering”
c) Removed penalty in melee combat
d) Increased range of the “Accurate Shot” ability from 3 to 4
e) Increased initiative from 8 to 10
I don’t understand the purpose of these changes: either the ballista archer is good at long range (double shot, retaliation), or at close range (accurate shot, no penalty in melee combat). It’s neither fish nor fowl. In general, the combination of double shot and the absence of a penalty in melee combat is exactly the same as the absence of these abilities, with double the damage.
Although increasing the range of the accurate shot is good.
Irdys Evalle

3. Archers:
a) Added abilities “Arc Shot” and “Maneuvering”
b) Increased initiative from 8 to 10
Are we buffing the already overpowered archers? I wouldn’t give maneuvering to just anyone, because it’s buggy: when the arrows run out, the unit runs away and shoots without arrows, dealing 0 damage.
Irdys Evalle

8. Fanatics:
a) Added spells “Blind” and “Holy Word”
So, this is to make the 90% chance of choosing Fanatics become 100% (blindness), as well as to kill undead with ease.
Irdys Evalle

3. Fire Hounds:
a) Now attack with fire breath, also hitting their own
The idea is logical, but it doesn’t quite fit with the fact that demons are generally immune to fire.
Irdys Evalle

4. Temptresses:
a) Added ability “Explosive Strike” (shoot a fireball in a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; does not hit allies)
This is probably to finally end the choice between upgrades.
Irdys Evalle

5. Devils and their upgrades:
a) Now teleport across the battlefield (speed=30)
Interestingly, after this, the “teleport” ability of Archdevils will finally work properly ;)
Irdys Evalle

2. Spirits:
a) Removed the range restriction on the “Ammunition Steal” ability
It’s about time ;)
Irdys Evalle

4. Vampire Princes:
a) Given 19 mana points
a) Added spells “Dominate” and “Confusion”
b) Increased maximum damage from 5 to 6
So, we’re buffing the already overpowered level 4 unit? Vampire Lords were nowhere near as good as Princes (in the original), and now they’re even less relevant.
Irdys Evalle

9. Ghost Dragons:
a) Added abilities “Ethereal” and “Grief Strike”
10. Astral Dragons:
a) Added abilities “Ethereal”, “Death Gaze”, and “Fear”
b) Removed ability “Grief Strike”
The changes are correct, but incomplete. You also need to reduce the mercury requirements for building, because it’s impossible to build.
Irdys Evalle

1. Stalkers:
a) Removed the limit on the number of uses of the “Invisibility” ability
Really? I would have believed in increasing the limit to, say, 100 or 1000 activations.
Irdys Evalle

2. Furies:
a) Increased growth from 5 to 6
How can you buff Furies even more?
Irdys Evalle

5. Minotaur Overseers:
a) Added ability “Stunning Strike”
They weren’t bad even without it.
Irdys Evalle

10. Night Hags:
c) Made them archers with a penalty for shooting and 3 shots
I don’t like the violation of the concept.
Irdys Evalle

3. Wind Dancers:
a) Added ability “Stunning Strike”
Seriously! Are you going to buff the Wind Dancers? Even so, experienced players rarely choose them.
Irdys Evalle

4. Master Archers:
a) Removed penalty in melee combat
What’s the point of that? You could have achieved the same effect by simply doubling the damage and removing the double shot.
And we’re not talking about the most terrible overpowered unit – the forest archers, which are many times stronger?
Irdys Evalle

7. Ents and their upgrades:
a) Added abilities “Fire Resistance Aura” and “Magic Resistance to Earth”
Fire resistance would be normal, but the aura is not quite right.
Irdys Evalle

9. Emerald Dragons:
a) Added ability “Magic Resistance Aura”
b) Given 18 mana points
c) Added spells “Earth Shock”, “Earthquake”, “Fireball”, and “Chain Lightning”
I don’t like the change of concept.
Irdys Evalle

2. Master Gremlins:
a) Removed the limit on the number of uses of the “Repair” ability
b) The strength of the “Repair” ability is reduced by a factor of five
So, the ability is effectively killed.
Irdys Evalle

3. Pest Gremlins:
a) Increased maximum damage from 2 to 3
But the already preferred Pest Gremlins are buffed even more.
Irdys Evalle

4. Gargoyles:
a) Now they are mechanisms, not elementals
b) Damage increased from 1-1 to 1-2
c) Removed ability “Immunity to Air”
5. Obsidian Gargoyles:
a) Now they are mechanisms, not elementals
b) Damage increased from 1-2 to 2-3
c) Added ability “Magic Resistance Aura”
6. Elemental Gargoyles:
a) Now they are mechanisms, not elementals
b) Damage increased from 1-2 to 2-3
c) Now “Resistance Aura” for all elements
Are we turning normal gargoyles into overpowered gargoyles?
Irdys Evalle

7. Steel Golems:
a) Added ability “Taunt”
An interesting addition, but illogical.
Irdys Evalle

14. Thunderbirds:
a) “Thunderstorm” now lasts until the end of the battle
Yeah, it was just a useless thing for 3 turns, and now it’s a useless thing until the end of the battle.
Irdys Evalle

27) Increased the retaliatory attack of creatures under the effect of the Knight’s “Preparation” skill
Basic – from 5% to 15%
Advanced – from 10% to 25%
Expert – from 15% to 35%
Master – from 25% to 50%
I support this, but I would make the bonuses 25/50/75/100 and weaken troop training accordingly.
Irdys Evalle

V. Cities:
1. Inferno:
a) Experience gained in the “Sacrifice Pit” building increased from 3 to 5 per hit point
Can you tell me how this was technically implemented? :)
Irdys Evalle

5) The number of uses of the first aid tent has been increased to 100
I wouldn’t give the tent an infinite supply, because it’s an imbalance in healing (long, tedious waiting/running until fully healed).
Irdys Evalle

7) The bonus to defense when a creature goes into defense has been increased from 30% to 50%. Accordingly, with the “Stalwart Defense” skill, the bonus to defense increases from 60% to 100%
The trends are correct, but the bonuses are still laughable. Increase them from 50 to 100%
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2Nargott:
I recommend that you first take a look at how everything works and explore the code. I created this mod in its current form about a year and a half ago, but it has existed for 3 years. I made it primarily for myself, to suit my play style. You can download and use it as a template, changing what you don't like to suit your needs. Many have done so. You can find previous versions at zzima.com.
Later, I will explain why I made certain changes.

I wish you a pleasant game!
Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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Irdis Evalle
2Nargott:
I recommend that you first take a look at how everything works and delve into the code. I created this mod in its current form about a year and a half ago, but it has existed for 3 years. I made it primarily for myself, to suit my play style. You can download and use it as a template, changing what you don't like to suit your needs. Many have done so. You can find previous versions on zzima.com.
Later, I will explain why I made certain changes.

I wish you a pleasant game!
I am interested in this because I have been working with the Heroes balance for several years, and for the past six months, I have been writing and testing my own mod (WarGame Edition). Therefore, the thoughts of other players and modders, including those regarding the balance, are of interest to me. In particular, why certain changes are proposed.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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Okay. By the way, as far as I know, I'm the only author of mods that change the castle structure scheme. I'll come back later and explain everything. You can ask questions in a private message.
Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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Irdis Evalle
Understood. By the way, as far as I know, I'm the only mod author who changes the castle structure scheme. I'll come back later and explain everything. You can ask questions in a private message.
Not the only one. There is at least TE (Tournament Edition balance mod), and in the future, the schemes are planned to be rewritten in WGE.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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Hello, I have a dilemma: I have the game with version 1.5, and I want version 3.1. Do I need to download a mod, or...?
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You need to buy the "Tribes of the East" expansion. Then, if it's version 3.0, install patch 3.1. There's no other way.
Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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A mod that changes the game balance so much that it can be called a different game. Read about the many changes in the text file within the mod archive.
Author: Psionic
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Description: One of the most useful mods, if not the most... Adds the ability to view the skill wheel directly in the game.
Author: Azard
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1 file attached • Total size: 2.4 MB
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Guys, I know there's a mod that adds a button to collect caravans in the city. Can anyone tell me which one it is?
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Could you please tell me where I can download the latest version of the TE mod for Heroes 5 and find a complete list of changes in it?

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