He's already been reduced in size. For example, the base growth rate for peasants is 12.
Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
I meant the weekly increase :)
Theoretically, one-time increases have one major advantage that I forgot to mention: they motivate players to either play quickly (rush), develop their strategy (medium-length games), or actively expand (capture cities and dwellings), which is thus encouraged. In the original game, instead of expansion in a long game, creatures simply accumulated: the longer you waited, the more troops you gathered.
But how it will work in practice remains to be seen. I'm not afraid to experiment, especially since no one will stop me from rolling back in case of failure ;)
Yes, the next ones will be elves.
But elves already exist in Duel (dark and light).
But there are elves in the duel (dark and light).
Of course, you can play duels with light elves, but they haven't been balanced yet.
I'll play more and try to offer suggestions.
A-a-a! I see that some of them turned out to be quite strong, in my opinion.)
I'll play more and try to offer suggestions.
I've assigned them characteristics for now, without taking abilities into account; naturally, they will be lower.
Something about the large druids doesn't quite sit right with me, even though I don't play as the Elves very often.
They still look like ordinary elves, not very large. If you need to, you can reduce their stats.
Does the mod affect the graphical aspects?
For example, the Elves will have emerald, gold, and azure dragons, and the Mages are planned to have marble, onyx, and obsidian gargoyles, stone, steel, and diamond golems. There may also be Ifrits as one of the types of Djinns.
Among other added level 3 spells: plague for 11 mana (90 damage per turn, 10 rounds), slow for 9 (reduces initiative to 60%), punishing strike for 13 (+10 to attack), wall of swords for 10 (168 HP for the area), lightning for 10 (160 damage).
I adjusted the damage from the Secret Crystal, reducing the damage from 180 to 120 (it was overpowered before). I increased the damage from the Swarm of Wasps from 80 to 100 (this is because a knockback of 0.6 doesn't push into negative values).
I reduced the mana for dueling heroes from 50 to 30 (because in real conditions, with 10 knowledge, they would hardly have a full 50 mana), which significantly affected the magical tactics (the cost became more noticeable).
I assigned the creatures their actual strength levels instead of formal ones. The Hydra is now the same level 7 creature as the Black Dragon. Accordingly, a hero attack now deals only 32% damage to the Hydra (it was 50%). Now the Hydra is much more dangerous because it doesn't die from 2 hero attacks
The last message dates back to 2011. Is the mod still being worked on, or is it dead? The idea is actually very appealing.
Added 7 minutes later
Just in case, I'll post links to the pre-release version for review:
WGE-Duel8Beta
Info
This version contains almost finished creatures from all 8 factions (with the exception of some details that may be changed, especially the spell set for Warlocks).
Thank you for your response, I will follow the mod's development there.
So, I'm not urging you to necessarily switch to that resource – discuss it wherever it's more convenient for you.