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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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14 years ago
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As I mentioned before, the spells for caster units were not yet fully finalized in the pre-release version.

Therefore, I will provide a preliminary overview of future casters (for the release):

Monks: haste, stone skin
Clerics: dispel magic, mass bless
Adepts: blindness, antimagic

Seraphs: mass smite, divine vengeance

Tinker Gremlins: mines (taken from pests) + renaming to Demolition Gremlins

Wizards: elementals, teleport, antimagic
Mages: earthquake, fist, crystal
Wizard: celestial shield, mass stone skin, mass confusion

Marids: bless, weaken
Ifrits: smite, fireball

Oracles: lightning, stone skin, regen
Wardens: phoenix, wasp swarm
Druids: mass haste, chain lightning

Priests: lingering cold
Veterans: wall of fire
Elders: ring of cold

Abominations: mass beam
Balors: meteor shower

Spellcasters: plague, mass weakness, mass slow
Overlords: berserk, raise dead

Twilight Witches: phantom, slow
Elemental Witches: arrow, spikes, boulder
Shadow Witches: confusion, weakness, beam

Healers: regen, dispel magic

First list of changes for the release (regarding abilities):

1) Rift and Blazing Spawn will receive fire immunity (justification: fire skin and an explosion that doesn't hit same unit - mandatory)
2) Succubi will lose cross attack and receive fear attack, as befits demons (fear works even when shooting)
3) Devils will lose wheel of fortune and receive underground flame (originally flame strike), which combos with explosion (fire sign)
4) Mercenary Centaurs will receive fierce retribution instead of melee without penalty (i.e., a return shot to a melee attack will be at full strength)
5) Nomad Centaurs will receive bloodlust instead of double shot ("analog" that works for both melee and shooting)
6) Marauder Centaurs will receive double attack instead of bloodlust (i.e., melee attack will be stronger than the shot)
7) Amazons will receive stun instead of infection (spider venom)
8) Executioners and Chieftains will swap places while keeping their same visuals (previously, the low defense of Chieftains didn't match their armor)
9) Vulture Wyverns will focus on survivability (defense + corpse eating) instead of speed
10) Winged Beasts will focus on damage (attack + powerful poison) instead of survivability and will lose regeneration
11) Electric Serpents will focus on speed and receive regeneration
12) Nimble Riders will receive agility (combo with drive-by attack, which offsets its disadvantages against heavy troops)
13) Twilight Witches will receive strike of Darkness (whip strike) + shooting without penalty
14) Elemental Witches will lose strike of Darkness and receive blindness (works even when shooting)
15) Shadow Witches will receive enhanced attack (which will ensure a strong hit from invisibility on a vulnerable target)
16) Fairies will receive stealth (providing the surprise effect of an area attack from invisibility)
17) Rainbow Dryads will be renamed to Sylvan Nymphs, and will receive wide attack and symbiosis instead of cleansing
18) Sylvan Nymphs will be renamed to Rainbow Dryads, and will receive no-retaliation, cleansing, and wheel of fortune instead of symbiosis (combo with Azure Dragons and their prismatic breath)
19) Hunters will lose double shot and receive giant slayer (combined with shooting without penalty and highest initiative)
20) Trackers will lose arrow protection and receive agility (motivation for shooters with speed 5 to run)
21) Snipers will receive fortified position (i.e., they will be protected as long as they don't move from their spot)
22) Demolition Gremlins will lose giant slayer and receive mines and cross attack
23) Pest Gremlins will lose mines and receive stun (works even when shooting)
24) Harpooners will receive giant slayer
25) Horn Defenders will lose double attack and receive enhanced attack (combo of enhanced with underground flame, allowing a one-time hit on a vulnerable target without shooting penalties)
26) Light Archers will receive assault (works even when shooting, including lobbed shots)

Dark Riders will be called Dark Devastators, in accordance with the NCF project from which the model is borrowed (they will have a shield, as befits their heavy class).

Magmatic and Lava Dragons will swap places. The Alt (magma) will turn into an Ice Dragon, corresponding to the northern orientation of the dwarf alt.

Added after 13 hours 42 minutes
I have re-evaluated the weight coefficients in the strength calculation formula:

Strength = (Power^A) x (Survivability^B) x ((Speed/4)^C) х ((Initiative/10)^D)

For melee units, they are equal to:
A=0.4; B=0.6; C=0.4; D=0.6 (practically this means that survivability and initiative are the most expensive, so an equivalent damage dealer beats a tank)

For shooters, they were equal to:
A=0.7; B=0.3; C=0.1; D=0.75 (i.e., power is much more valuable for a shooter than survivability, and speed is just an add-on)
Now the weight D=0.9 (i.e., initiative has become significantly more expensive than power), which is due to value refinement.
(for shooters without melee penalty A=0.6; B=0.4; C=0.2; D=0,

Let's consider an example of a stack of Skilled Hunters (with 15 initiative) and Nomad Centaurs (with 7 initiative), both starting at point 0.1 on the ATB scale. Let's assume the centaur stack deals roughly twice as much damage per shot (i.e., shooting power per unit of time is theoretically identical). What we see in practice:

1) time moment 0.6: hunters make the first volley, centaurs rest (score 1-0)
2) time moment 1.3: hunters make a second volley, centaurs - their first (score 2-1)
3) time moment 1.9: hunters make a third volley, centaurs rest (score 3-1)
and so on.

From this, it is clear that the practical shooting power of hunters in various time slices often exceeds the 2:1 ratio. Plus, even in those slices where total damage ends up equal, the hunters win because their damage was dealt at earlier (more significant) moments in time.
Therefore, it is obvious that initiative should be significantly more expensive than power.

In terms of practical results, this will mean that high-initiative shooters (such as elves) will be weakened, and low-initiative ones (such as succubi) - strengthened.

Similar reasoning, by the way, applies to calculations of melee power per unit of time. However, this only concerns direct attacks. On retaliations (where power is many times more important than frequency), low-initiative units make up for it.

Plus, this further confirms the conclusion that in a prolonged struggle, low-initiative units always defeat equivalent high-initiative ones (all else being equal) - because over time, practical power per unit of time smooths out in their favor. That is, if you play as Undead - prolong the battle; if you play as TE - strive to seize the advantage as quickly as possible.

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Also, I would like to highlight the division of shooting troops by the number of shots (which is actually relevant in VGE).

Group A. Archers, crossbowmen and shooters; all gremlins; hunters, trackers and snipers; all centaurs; thunderers.

There are enough arrows (including casts) for 4-5 rounds, which is usually sufficient for the entire battle. However, in prolonged battles, an ammunition cart or saving arrows in the endgame is still necessary. A special unit is the thunderer, who formally has no shooting but has infinite lightning throwing.

Group B. Wizards, mages and Wizard; oracles, wardens and druids; priests, veterans and elders; succubi, demonesses and lilims; skeleton archers.

There are enough arrows (including casts) for 3-4 rounds, so with intensive consumption, shots run out by the endgame - and in the second half of the battle, blocking them makes no sense. For effective use in serious battles, they require saving arrows (maneuvers and refraining from shooting at full range - with penalty) or using an ammunition cart.

Group C. Monks, clerics and adepts; titans; spear throwers and harpooners; liches, spellcasters and overlords; scouts and assassins; twilight and elemental witches.

There are enough arrows (including casts) for 2-3 rounds, so for maximum efficiency, the presence of an ammunition cart or strict economy (shooting only at short distance - without penalties) is mandatory. On the other hand, blocking such units is often useless. Half of the units in this group have melee without penalty; for them, careful maneuvers with the ability to enter combat immediately after shots run out (and sometimes before) are important. Liches and assassins can effectively shoot from a long distance by choosing targets correctly (due to powerful side effects - curses and poison). Spear throwers, scouts and elemental witches can also sometimes play from any distance (probabilistic crippling, freeze, blindness). Twilight Witches play at any distance if vulnerable targets are present - but in their temporary absence (for example, while a vulnerable unit is defending or under the influence of a protective aura), it is better to wait, saving supplies.

I am thinking about moving skeleton archers to group A, and marauder centaurs (more oriented towards melee) to group B.
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14 years ago
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http://www.youtube.com/watch?v=qx_AE2UAEy4&feature=youtu.be - a WGE video created by one of the fans (Giverx). It clearly demonstrates some abilities and realistically depicts troop placement. In a couple of excerpts, you can see an arbalest rush (a tactic where arbalests rush forward), although I myself don't mind using other ranged units to rush forward (in WGE, maneuvering with ranged units is a common thing).

Added 8 hours and 47 minutes later
Update for the duel mode beta version:

http://ifolder.ru/31283830.

Changes:

1) Rebalancing of some units, many received interesting features, others became more balanced.
2) Spells for spellcasters have been refined.
3) Native schools have been changed (demons - chaos + darkness, elves - light + summoning, academics - chaos + summoning, dwarves - chaos + light).
4) The barbarian's attack has been reduced to 80% (160% of normal), at the request of fans.
5) 20% resistance to impact magic for heroes has been removed, spells that ignore resistance have been strengthened, raising the dead has been weakened by 20%, and regeneration has been weakened by approximately twice.
6) The ammunition of ranged units has been increased by an average of 30%.
7) Bugs have been fixed (long-lasting confusion, weak damage from the explosion of rift spawn, expert curses on spell attack, crippling wound on speed 4, insufficient orcs).
8) The visual effect of stun has been changed (now it is different from blindness), the model of dark riders with shields has been changed - thanks to Psatkha.
9) Combat logs have been modified.
10) Unit names have been changed: desperate marauders => steppe marauders, dark riders => dark ravagers, magmatic dragons => ice dragons (the model is temporarily the old one)
14 years ago
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Interesting project. I just don't understand why the mod is 300KB on the website, but 6MB on the hosting. And there's not much information on the website – it's unclear whether the project is still active. Maybe you could add more information; I'll be following it with interest. Changelogs from version 0 to the current version, and more information beyond the general concept, would be helpful. I only play offline with the computer, so I hope to see the classic mod in the future. I tried it out, and it's quite good. Very good, actually. I'll allow myself to give some advice: bring back the old unit names, at least for those that don't contradict the description. They seemed more harmonious. For example, calling a dwarf a Viking is a bit much. Also, there are many inconsistencies between the unit names and the menus. Seriously, the descriptions are good, but most of the names are terrible. Or Berserk-Wolverine... where did that come from? Of course, it's a matter of taste, but in my opinion, they don't fit into the game's universe; it feels disjointed. It's like calling an Ethiopian Ivan. You can only retrain already purchased units between an upgrade and an alternate upgrade. But since all three options are now equal, it sometimes turns out badly. Are you planning to modify the AI for your mod? Battles with a good AI on this mod would be a great pleasure. The current AI is incredibly stupid, even for modders. They created Eternal, but today I defeated its aggressive AI on Heroic difficulty with some scraps from my only vanguard squad. If someone could bring it up to the level of the third game, it would be much more enjoyable. It would also be helpful to know which mods your mod conflicts with or might conflict with, if there is any such data. In general, good luck to you. I'll be waiting for the release and the classic mod.
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14 years ago
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Vasya11
Interesting project. I just don't understand why the mod on the website is 300KB, but from the hosting it's 6MB? And there's not much information on the website - it's unclear whether the project is still active. Maybe you could add some, I'll be following it with interest.
The website is a bit behind right now; I'll bring it up to date closer to the full release of the duel part.
I'll allow myself to give some advice: bring back the old unit names, at least some of those that don't contradict the description. They looked more harmonious. For example, calling a dwarf a Viking is a bit much. Also, there are many inconsistencies in the unit names and menus. Seriously, the descriptions are good, but most of the names are terrible. Or Berserk-Wolverine... where did that come from? It's a matter of taste, of course, but in my opinion, they don't fit into the game's universe; it feels disjointed. It's like calling an Ethiopian Ivan.
It's a matter of taste. There are plans for 2 versions: with full names (as it is now) and with short names. In the short version, for example, Berserk-Wolverine will simply be called Berserk. But a Viking will remain a Viking, because for some it's too much, but for others it fits in quite well, since dwarves are very close to this culture.
You can only retrain already purchased units between an upgrade and an alt. But since all three options are now equal, it sometimes turns out badly.
There will be no retraining at all. It's just that I haven't gotten around to it yet. That is, the choice will be either to leave the base or to upgrade (once). Why - it was mentioned in the concept, I think.
Are you planning to edit the AI for your mod? Battles with a good AI on this mod would be a great pleasure. The current AI is terribly stupid, even for modders. They created Eternal, but today I defeated its aggressive AI on heroic difficulty with some scraps of my only vanguard squad. If someone could bring it up to the level of the third game, it would be much more enjoyable.
No, I'm not working on editing the AI. Full editing is only available to the author of Eternal; for me and others, these resources are closed.

So, you'll only be able to feel the difficulty if you give the AI a lot of units, faster upgrades, etc. And the neutrals will be difficult at a high level, with the number doubling every week. So offline hardcore players won't be bored.
It would also be helpful to know which mods your mod conflicts with or may conflict with, if there is such data.
It's hard to say in general. The mod is complex. Accordingly, it will most likely only work together with interface/visual mods, and even then not with all of them. So, to answer this question, you need to know with which specific mods it is being tried to combine.
In reply to Nargott
14 years ago
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Nargott
Different strokes for different folks. There are plans for two versions: one with full names (as it is now) and one with short names. In the short version, for example, a berserker-wolverine will simply be called a berserker. But a Viking will remain a Viking, because for some, it's too much, but for others, it fits in quite well, since dwarves are very close to that culture.

At least the short version would be good. These Varangian-warriors and other characters are grating on my Forgotten Realms sensibilities. History and culture are great, but tying them to game universes kills it. You read the names, and the dwarves, instead of being mountain clans, have become some kind of semi-fairy-tale Scandinavians. I haven't even looked at the other castles yet.

Added 9 minutes later
Nargott
No, I'm not working on AI fixes. Full-fledged fixes are only available to the author of Eternal; for me and others, these resources are closed.

So, you can only feel the difficulty if you give the AI a lot of resources, faster upgrades, etc. And the neutrals will be difficult at a high level, with the number doubling every week. So, offline hardcore players won't be left without something to do.

The problem isn't the number of armies the bot has, but its behavior patterns. In the third game, the bots played very aggressively, but here, sometimes they just defend the base and accumulate troops. Well, maybe they'll fix it; I'll wait.

I specifically asked about your AI and mods – will your mod be compatible with the Eternal AI? The standard AI sometimes takes up to forty minutes to make a move on large maps. This is completely unacceptable. If you don't plan to develop your own AI, can we hope for compatibility with Eternal? Otherwise, all offline maps from XXL and above will simply become unplayable.
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14 years ago
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Compatibility with Eternal is planned for when the project reaches the appropriate stage (i.e., when there are games on the map, not just duels). In any case, as I already wrote, especially on large maps, playability will be present even WITHOUT active AI resistance, simply because the player (on a high difficulty level) will be competing with neutral creatures. Every week on such a difficulty, the number of neutral creatures will double, which means that if the player plays slowly and not efficiently enough, they will lose (be unable to win) simply because they won't be able to defeat the necessary neutral creatures in time. Since they will not be able to double the power of their army every week, the relative growth rate of their army and its strength will slow down significantly over time. And they will be forced to break through as quickly and efficiently as possible, capture cities early, hire additional heroes and new troops, etc., in order to complete the objectives before they become impossible. Thus, for a competitive (sporting) element, AI is not necessary. It will be possible to play maps without any active AI participation at all.
In reply to Nargott
14 years ago
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Nargott
Compatibility with Eternal is planned for when the project reaches the appropriate stage (i.e., when there are games on the map, not just duels).

In any case, as I already wrote, especially on large maps, playability will be present even WITHOUT active AI resistance, simply because the player (on a high difficulty) will be competing with neutral creatures. Every week on such a difficulty, the number of neutral creatures will double, which means that if the player plays slowly and not efficiently enough, they will lose (be unable to win) simply because they won't be able to defeat the necessary neutral creatures in time. Since they will not be able to double the power of their army every week, over time, the relative growth rate and strength of their army will slow down significantly. And they will be forced to break through as quickly and efficiently as possible, capture cities early, hire additional heroes and new troops, etc., in order to complete objectives before they become impossible. Thus, for a competitive (sporting) element, AI is not necessary. It will be possible to play maps without any active AI participation at all.

For duels, everything is fine, of course. But this won't work in offline mode. Rapid development and timed capture of mines, key points, etc., is not very good. Such development implies perfect knowledge of the map, race, vast experience in Heroes, and knowledge of all units, races, and classes of this mod, etc. In general, all newcomers, those who like to play slowly and defensively, and other players simply won't be able to play. It seems to me that this forced acceleration is unnecessary, at least for offline play with AI. It is better to play based on the number/quality/prices of buildings and recruitment/certain tactical moments and features of each race - this will provide extremely flexible gameplay with a huge number of diverse tactics without artificial stimulation from external factors, and leave the pace of development and other nuances to the player's choice.
That is, I understand that we are talking about a hardcore difficulty, and it is possible to set the difficulty to medium so that it is not so harsh with the neutral creatures. But as I understand it, the AI level will also decrease. As a result, it will be uninteresting to play on medium, and impossible on hard.
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14 years ago
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Vasya11
This is certainly true for duels. But it won't work in offline mode. Rapid development and capturing mines, key locations, etc., within a limited time frame isn't ideal. This kind of development implies perfect knowledge of the map, the faction, extensive experience with heroes, and knowledge of all units, factions, and classes in this mod, etc. In short, all newcomers, those who prefer a slower pace, and those who enjoy playing defensively will simply be unable to play. I think this forced acceleration is unnecessary, at least for offline play against the AI. It's better to focus on the quantity/quality/prices of buildings and recruitment, or on certain tactical elements and unique features of each faction – this would provide extremely flexible gameplay with a huge number of diverse tactics without artificial stimulation from external factors, and leave the pace of development and other nuances up to the player's choice.
So, what's the problem? Those who want it can set the difficulty lower and get a lower rate of neutral creature growth. The challenge will remain, but the conditions (difficulty) can be adjusted:

Easy = 1 (neutrals don't grow, suitable for learning the game)
Normal = 1.2 (neutrals grow, suitable for a leisurely playthrough in the spirit of classic Heroes)
Hard = 1.4 (neutrals grow quickly, a challenging mode for experienced players)
Very Hard (Hardcore) = 2 (neutrals grow unrealistically quickly, for champions)

In my opinion, it's all logical: a player who plays slowly (inefficiently) should choose easier levels, as they play less effectively.
In reply to Vasya11
14 years ago
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Vasya11
So, I understand that we're talking about a hardcore difficulty level, and you can set it to medium to make it less harsh with the neutrals. But as I understand it, the AI level will also decrease. As a result, playing on medium will not be interesting, and playing on hard will be impossible.

I added a bit late.

Added 4 minutes later
Nargott
In my opinion, it's all logical: a person who plays slowly (inefficiently) should choose easier levels, since they play weaker.

I see neutrals as an additional obstacle. You are the main opponent. Eliminating neutrals, even very quickly, gets boring soon. It's monotonous. For a good offline game, you need interaction with a good AI.
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14 years ago
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But as I understand it, the AI level will also be lowered. As a result, it will be uninteresting to play on medium, and impossible on hard.
The AI level will definitely not be lowered; only the set of tools for the player to defeat it will be expanded.

I don't think that switching from normal to hard will be a big problem for a more or less experienced player.

Added 2 minutes later
Vasya11

I see neutrals as an additional obstacle. You – as the main opponent. Eliminating neutrals, even very quickly, will soon become boring. It's monotonous. For a good offline game, interaction with a good AI is needed.
I agree, a good AI is even more important in a strategy game. But they didn't provide it, and whether such an AI will be implemented in Eternal is unknown. Therefore, the option with neutrals is a backup. It is a very simple to implement and, at the same time, effective tool (although not as good as AI).
14 years ago
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Well, subjectively, when the difficulty is lowered, the AI becomes easier.
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14 years ago
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Subjectively, when the difficulty is lowered, the AI becomes easier.
The dependence of AI behavior on difficulty is easily adjustable in the game's resources. At least, those components that depend on the difficulty. That is, setting the maximum AI everywhere is not a problem; the problem is that this maximum AI should be strong enough (this is beyond those settings).

My plan is to make the differences in difficulty only in the growth of neutral creatures and computer bonuses. That is, the AI (excluding bonuses) will be at its maximum on all settings, and the player's starting resources will be fixed. Because, in my opinion, an excessive amount of starting resources does not make the game easier (a beginner can always calmly accumulate by waiting a couple of days), but makes it less interesting (strategically). Of course, if Eternal's experiments turn out to be successful, it will be possible to vary the AI difficulty as well, but now there is nothing to vary (the AI is too weak), except for bonus increases for the computer.
In reply to Nargott
14 years ago
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Another question – I noticed that some units in certain factions will be changed. It seems like golems, azure dragons, etc., will be replaced with current units. Are you planning to rework and edit the Dark Elves? Change the faction's name, introduce more specific creatures for this faction, or something else? Hydras seem questionable for this faction. Some kind of spiders would be very appropriate. Blood sisters and witches are logical, but bland and boring. And they don't look good – it's clear they were put together in a hurry. Minotaurs would be more suitable for Barbarians in general. Instead of wyverns, for example. Currently, the Dark Elves have a mishmash of swamp and dungeon units from the third game, plus some underdeveloped units. Also, their emblem is somehow out of place. Give them the spider from the Necromancer faction, and give the Necromancers some kind of skull or something similar. A hammer would suit the Dwarves, and the Orcs could have the large-horned skull from the map loading screen and their heroes' flags, instead of the nightmare they have now. In general, if you tweak it, you can create a very colorful faction that is enjoyable to play, instead of the mess that exists now. Since the balance is being reworked anyway, it's just a matter of a couple of models. It would also be great to replace the Dwarven dragons. They don't fit in and look like generic garbage. And there are clearly too many dragons in the game. For the Necromancers, replace the Death Messengers with Knights, and put the Messengers instead of dragons on level 7. Bone dragons are, of course, a classic, but Death Messengers are a great replacement for them. The Mages have some kind of Rakshasa. The old, good Nagas were much nicer. Or, for example, elementals. There don't seem to be any particularly colorful creatures like Eyes, Harpies, Hippogryphs, etc., in the game. Hippogryphs and Harpies would look very good for the Barbarians. You can, of course, create all of this yourself and add it as separate mods, but since the topic of role-playing has come up... and it might glitch. I don't have any particular comments on the composition of Haven, Elves, and Inferno. In general, regarding the composition of the factions, I can come up with some ideas. If you're interested and there are people willing to create/replace models and so on, I'd be happy to share my ideas. Regarding the heroes: 6 skills at the beginning is debatable. It turns out that I haven't even started playing yet, and the heroes are already one-third of the way through their progression. And not with the skills that I need for my tactics and play style. Will there be an option to choose these six skills or some of them? I understand that variety is important... but what's the point of all those educations if you're going to cut them down? Also, the Dwarf Warrior has a low chance of getting Leadership, but a high chance of getting it... for the Death Knight. Why does he need it? The Necromancer has the Battle Machines skill, but the Death Knight doesn't. It's not very logical. And another thought: "Defense" now increases the squad's defense by 50%, instead of 30% in the old versions. That is, the tactic of focusing on defense, waiting, and so on has been significantly expanded. But the Barbarians are deprived of this, as Blood Rage does not allow them to defend and wait. That is, the Barbarians are somewhat disadvantaged compared to the other races. Is this taken into account? Will there be any compensating bonuses for the Barbarians? For example, something like a bonus to attack/speed/initiative for each defending enemy. I saw your answer to the request to replace Haven with Conflux. If this is possible, why not replace the Academy with Conflux? There are five models in the game, and two more, and that's it. The cities are identical in terms of magical focus. But Conflux is much more specific and interesting than this oriental thing. In general, I think the Academy and the Dark Elves are two unsuccessful cities. The Dark Elves are not well-developed, and Order/Academy has become dull since the fourth part, and in the sixth, it has completely withered. The Tower is no longer the same. There seems to be a free city of Outcasts – you can create something from it, rather than from the Academy. By the way, why don't you involve more people? Many people create various mini-mods, change textures, add cities, and so on. I think many of them would be happy to participate in the development of such a global mod. It would be easy to attach a simple mini-forum to the site for discussion, voting, uploading work, and sharing experiences, recruit willing people, and assign various tasks to each person according to their abilities. The process would go much faster – some people would check the balance, some would model, and some would test. Judging by the dates, the work has been going on for more than two years, and at this rate, you will be working on it for another two or three years. If everyone worked together, you could create at least a duel and classic version in a reasonable amount of time.
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14 years ago
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Regarding the replacement – it's essentially just a recoloring. The other aspects are much more complex, and creating models from scratch is almost impossible.
Hydras are questionable for this faction. Some kind of spiders would be very appropriate.
Hydras are hydras; it's a matter of taste. Why can't a hydra be an underground creature? Again, I have nothing against spiders (although in Ashan, spiders are logical for the undead), but who will draw them?
Blood sisters and witches are logical, but they are bland and boring. And they don't look good – it's obvious that they were hastily made.
The warrior women are just warrior women. The only thing is, the heels are a bit of a misstep.
Minotaurs would be more suitable for barbarians in general. Instead of wyverns, for example.
Why would they be suitable for barbarians? Don't they have enough similar creatures (orcs, executioners)?
Now, the Tower faction is a mishmash of swamp and dungeon creatures from Heroes 3, plus some kind of mediocre units.
I advise you not to compare it to Heroes 3 in this regard, because the game world is completely different. There, by the way, I also had the impression of a mishmash, rather than in Heroes 5, where in the dungeon, 4 out of 7 units are units of the core race (Tower).
Since the balance is being reworked anyway, it's just a matter of a couple of new models.
As I said, these 2-3 new models are practically impossible.
It would also be great to replace the dwarven dragons. They don't fit and look like generic garbage. And there are clearly too many dragons in the game.
I liked the original version of the dwarven dragon (as in the developers' artistic concept), but unfortunately, there is no such model in the game.
It would be good to replace the death messengers with knights in the necropolis, and put the messengers instead of dragons on level 7. Bone dragons are, of course, a classic, but death messengers are a great replacement for them.
I might have supported this idea before, but not now. Because everyone has their own role. Necrodrakes in WGE are clearly debuffers, while death knights would be more like damage dealers, which doesn't fit the current style of the undead (where damage dealers already exist – messengers).
The mages have some kind of rakshasas. The old, good nagas were much nicer. Or, for example, elementals.
Rakshasas are rakshasas, a perfectly normal alternative to nagas. Why not? But I have a rather negative attitude towards elementals as full-fledged castle units, because they are boring (and poorly drawn in Heroes 5).
There don't seem to be any such colorful creatures as cyclops, harpies, hippos, etc. in the game. Hippos and harpies would look very good for the barbarians.
The cyclops in Heroes 5 performs the role of a hippo; I would say that it even resembles it more than a cyclops. And harpies – well, why are they needed if there are furies?
Regarding the heroes. 6 skills at the beginning is debatable. It turns out that I haven't even started playing, and the heroes are already one-third upgraded. And not with what I need for my tactics and play style. Or will there be an opportunity to choose these six skills or some of them? I understand that diversity is important... but what's the point of all these educations if you're going to cut them down? Also, the dwarven warrior has a low chance of getting leadership, but a high chance for... a death knight. Why does he need it? The necromancer has the battle machines skill, but the death knight doesn't. It's not logical.
It's not 6 skills, but 6 skill branches. And that's a lot, because each branch essentially gives 6 slots (racial – 8). For comparison, in Heroes 3, there are 8x3 slots.
Education is very useful in Heroes 5, but, as they say, if you don't want it, don't take it, what's the problem?
Necro-leadership is planned for necromancers (a minus to the morale of enemies).
And another thought occurred to me. "Defense" now increases the squad's defense by 50%, instead of 30% in the old games. That is, the tactic of retreating, waiting, and so on has been significantly expanded. But the barbarians have been deprived of this, as blood rage does not allow them to defend and wait. That is, the barbarians are somewhat disadvantaged compared to the other races. Is this taken into account? Will there be any compensating bonuses for the barbarians? For example, something like a bonus to attack/speed/initiative for each defending enemy, or something like that.
No, these bonuses will not be. Blood rage is a great skill in its original form, and in WGE, it will probably have to be limited (weakened).
And by the way. I saw your answer to the request to replace heaven with conflux. If this is possible, why not replace the academy with conflux? There are five models in the game, and two more, and that's it. The cities are identical in terms of magical orientation. But conflux is much more specific and interesting than this oriental thing.
I'm not a fan of conflux and elementals, and I don't think it's a good idea to put a pseudo-conflux with a recolored academy castle instead of the academy.
There is a free city of outcasts; you can make it, not from the academy.
There is no free (extra) city.
In reply to Nargott
14 years ago
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Nargott
Regarding replacements, it's essentially just a recolor. The other aspects are much more complex, and creating models from scratch is almost impossible.

There are free models in the game that can be used. There are people who do this. I saw information that they are also creating models from scratch, although it's not really necessary, as it's quite a hassle.

Nargott
Hydras are hydras, it's a matter of taste. Why can't a hydra be an underground creature? Again, I have nothing against spiders (although in Ashan, spiders make sense for the undead), but who will draw them?

Anything can be underground. But a hydra is a swamp creature, like trolls. It doesn't fit there. I agree about the spiders – there aren't any such models, but you can still find something more suitable. And in terms of role-playing, spiders are an attribute of the Dungeon, not the undead. It's unclear why they were added there.

Added 3 minutes ago
Nargott
The warrior women are just warrior women. The only problem is the heels.

Yes, I agree. That's what's off-putting – it's a generic unit, nothing special. There are dozens of them. There's no variety, which is boring.

Added 3 minutes ago
Nargott
Why would they be for the Barbarians? Don't they have enough of that kind of meat (orcs, executioners)?

Why not? They fit the Barbarians better than the Dungeon. In the Dungeon, they don't really fit at all. The Barbarians' strength is their meat rush, building up rage, and then applying pressure.

Added 2 minutes ago
Nargott
I advise you not to compare it to Heroes 3 in this regard, because the game world is completely different. There, by the way, I also got the impression of a collection of random things, not in Heroes 5, where in the Dungeon, 4 out of 7 units are units of the main faction (Dungeon).

It might be different, but the factions are the same. They just made the Tower in the style of Heroes 4 – Eastern (that's where the rakshasas come from), and added part of the swamp and the Dungeon to the Dungeon.

Added 1 minute ago
Nargott
I liked the original (as in the developers' artistic concept) version of the gnomes more, but unfortunately, there is no such model in the game.

I haven't seen the original. But what's there looks ugly and crude. Although I don't even know what to suggest as a replacement. It's just sad to look at them.

Added 6 minutes ago
Nargott

I might have supported this idea before, but not now. Because everyone has their own role. Necrodrakes in the Stronghold are clearly debuffers, while death knights would be more like damage dealers, which doesn't fit the current style of the undead (where damage dealers already exist – heralds).

What prevents you from simply swapping the textures without changing the abilities? In my opinion, a death knight with a scythe is worthy of level seven. And put the knights in their place – there have been models of all three for a long time. You can even not change the abilities and stats much – just swap the textures. Visually, it will look more complete. They are all the same size. Except that the dragons are flying, but you can give the heralds a little more speed, and that will balance it out.
And no one liked the dragons anyway. I doubt anyone will miss them. And there are already too many dragons – almost every other faction has them.

Added 9 minutes ago
Nargott
Rakshasas are rakshasas, a perfectly normal alternative to nagas. Why not? But I have a rather negative attitude towards elementals as full-fledged castle units, because they are boring (and poorly drawn in Heroes 5).

Rakshasas are not in the same category. They have no relation to the game universes of Heroes. It's like adding Baba Yaga or a forest spirit here.

I think they are well drawn. And there is a phoenix, which is quite pleasant. Regarding boredom, it's debatable. You can create your own exclusive features for them. Summoning elementals – reinforcements, banning the summoning of elementals for the enemy, resistance to elemental magic, absence of light and dark magic, there are many things you can come up with. If you balance it correctly, it will be a very specific castle. I think someone found a Haven-like castle with a free ID.

Added 5 minutes ago
Nargott

In Heroes 5, the cyclops performs the role of a behemoth; I would say that it is even more similar to a behemoth than to a cyclops. And harpies – why are they needed if there are the same furies?

I'm not talking about roles. You can make all factions have the same units, but with different stats and abilities. Tactically, it will be identical. I'm talking more about the appearance than about the characteristic abilities and roles in combat. Variety increases interest – it's much more enjoyable to play with completely different units than with the same ones, just with different colors.

Added 6 minutes ago
Nargott

There are 6 skill branches, not 6 skills. And that's a lot, actually, because each branch gives 6 slots (racial – 8). For comparison, in Heroes 3, there are 8x3 slots.

The penalty for education is huge in Heroes 5, but, as they say, if you don't want it, don't take it, what's the problem.
Necromancer leadership is planned to be necromantic leadership (minus to enemy morale).

I meant not the total number, but the number of skills a hero has at the start. Maybe I misunderstood what was written in the concept. I was talking about "if you don't want it, don't take it." It's quite annoying sometimes that the hero you need initially has learned what is not needed for your tactics, but there is not enough space for what is very desirable. In addition, here, as in the fourth game, there are many skills that are practically useless – it would be better to work on them.

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