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In Full-WT, it is customary to play with the following settings:
Classes – enabled
Experience – enabled
Bank – enabled
Tax – enabled
Morale – disabled
Growth – disabled
Mage Guild restructuring is enabled
2nd level buildings are always built
Banned items include: water artifacts, water spells, sphere of prohibition, cloak of defiance, medal of valor.
In Full-WT, it is considered good practice to play all castles. To choose a pair, they use a randomizer; then there is bargaining – an auction for the right to choose a castle and color. The winner transfers the required amount to their opponent before the game begins. Regeneration is usually allowed once per game.
How to play in full-WT?
It requires good gaming skills across 7-8 castles. As an example, here's an old article by Wic on how to fight as Castle – something along those lines needs to be mastered for all castles: http://cyberfight.ru/site/columns/56/article_46476/
Why are classes needed? Initially, they were created to reduce the number of unnecessary skills. But ultimately, it turned out to be quite amusing division into main and secondary combinations: to see tips on combinations, you need to press ctrl + left mouse button on the class window in the game.
Why is experience needed? Here’s another article by Wic about experience: /topic/7351/
A little IMHO. High-quality gameplay in SoD usually implies very strict development constraints. You must choose the best option based on the situation and essentially play without deviating right or left. For example, if you have a setup that favors rushing, then you need to execute it quickly. If you have an easy start, then you need to find the fastest way to eliminate it. When playing with experience, variations in development are possible. In principle, for many setups, both aggressive offense and creating a defensive-camping plan are possible. What will be better depends, for example, on what development path your opponent chooses; thus, the level of strategy is fundamentally higher compared to SoD.
Why is a new balance of magic schools needed? The main reason is to destroy the hegemony of earth magic, which in SoD must be practically present in all builds, while in WT, there isn't a single strictly necessary school. And overall, the experiment turned out quite successful; balancing magic in the Heroes community is rarely discussed.
Why is an additional bonus for specialists (+25% HP) needed?
First of all, to weaken attack and defense specialists. Let’s say when choosing between Mephala and a specialist, one can easily prefer either side without significant damage.
Why is Mage Guild restructuring needed? The answer to this question is obvious for those who prefer to play HL+U builds...
Why is necromancy not used in WT? For large builds, even without necromancy, a stack of skeletons becomes impressive by the late game if control is maintained. Necromancy is one of the main "drawbacks" of SoD.
Why do they play with morale disabled: doesn't it make battles with neutrals easier?
Sometimes it really does. And sometimes battles will be more difficult because in SoD, no one would rush into a pack of monks on the first week, for example, as Barbarian. In WT, you need to know how to conduct such battles to defeat strong players. Or against Crusaders. Minotaurs. The list goes on. On the other hand, disabling morale reduces unnecessary randomness. It also allows conducting battles without mass spells. In SoD, the main protection against morale is mass slow, which clearly doesn't make the game more appealing. And in general, playing in WT is primarily about fighting an opponent, not the map; maybe battles with neutrals will be faster and less "adrenaline-pumping" than with morale, but facing a strong player usually compensates for all the "losses."
Finally, for those who don’t think all this is “groundbreaking,” here’s another link to a good article, “How to Play HL Builds”: http://cyberfight.ru/site/columns/56/article_56014/
Good luck in your battles!
Земля нуля.
Все в ней нулево и кукольно.
Все в ней нулево и кукольно.