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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.Auto-translated
This is especially for those who don't understand why doubling the damage is acceptable with +3 luck, but not with +1 (asked on ICQ).
There is a concept in mathematics called variance (the square of the deviation from the average), which characterizes the stability of a random variable.
1) 50% luck with a 10% chance: D = (1.5-1.05)^2 = 0.45*0.45 = 0.20, increasing the chance to 50% reduces it to 0.06
2) 100% luck with a 10% chance: D = (2-1.1)^2 = 0.9*0.9 = 0.81
3) 100% luck with a 30% chance: D = (2-1.3)^2 = 0.7*0.7 = 0.49
4) 100% luck with a 40% chance: D = (2-1.4)^2 = 0.6*0.6 = 0.36
5) 100% luck with a 50% chance: D = (2-1.5)^2 = 0.5*0.5 = 0.25
The same variances after normalization (relative to the average damage):
1) 18%, decreases to 4% as the chance increases
2) 67%
3) 29%
4) 18%
5) 11%
What we get when taking Elven Luck (which gives 100%): it's a level 3 perk, i.e., in fact, we will have luck from +3 and above. Plus, the motivation to increase it to +5 (with an enhanced bonus).
Without Elven Luck (with 50% luck), the variance is low, and luck plays a consistently stable role.
For comparison, the maximum luck variance in TE (70% luck):
- with a 10% chance (1.7-1.07)^2 = 0.63*0.63 = 0.40, normalized 35%
In early versions of TE and in RPE (80% luck):
- with a 10% chance (1.8-1.08)^2 = 0.72*0.72 = 0.52, normalized 45%
Conclusion: a variance of no more than 40-50% is comfortable for many players.
Another comparison:
- Maximum damage range in G5 (and G5 WGE) = 40-160% (1:4) has a variance = 0.6*0.6 = 0.36 = 36%.
- Typical damage range in G5 = 75-125% (3:5) has a variance = 0.25*0.25 = 0.06 = 6%.
- Typical damage range in G5 WGE = 70-130% (7:13) has a variance 0.3*0.3 = 0.09 = 9%.
All these figures are significantly lower than the crazy variance of 67%. It would only be achieved with a range of 1-10.
I hope I have clearly argued my position regarding the stability of 50% and 100% luck.
P.S. And about negative 50% luck:
1) -1: D = (0.95-0.5)^2 = 0.2 = 22% (after normalization)
2) -2: 0.16 = 20%
3) -3: 0.12 = 17%
4) -4: 0.09 = 14%
5) -5: 0.06 = 11%
That is, it is clear that the variance is initially low everywhere, and there is no need to change anything.
P.P.S. The concept of variance in this review is deliberately simplified for ease of understanding. Instead, the term "square of the maximum deviation" is more correct, which serves as a measure of stability.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Great! I've wanted to create something beautiful for Heroes for a long time. I limited myself to a couple of mods, but now my web studio is idle, and I have some time. How can we discuss this?
- Basic growth for levels 1-5 will be twice as high as it is now in WGE (for example, Druids: 4 instead of 2, Griffins: 6 instead of 3).
- When building a basic building, only half of the basic growth will be available for recruitment immediately (50%). Level 6-7 dwellings will provide 100% growth immediately (instead of 50%).
- When building an upgraded building, another half of the growth will be added (50%), and starting next week, the growth will increase by 100%. In other words, the effect will be exactly the same as with a repeated basic building; plus access to alternative unit versions. Upgraded level 6-7 dwellings will provide 100% growth immediately (instead of 50%).
- A Fort enhances basic dwellings of levels 1-5. All basic dwellings of levels 1-5, when built (after the Fort), provide an additional 50% of the basic growth. In other words, with a Fort built, all subsequent basic buildings provide the same growth as in the original game (100% upon construction, and 100% starting next week). The bonus does not apply to upgraded dwellings or dwellings built before the Fort.
- A Stronghold and a Castle increase the growth of basic dwellings of levels 1-5 starting next week. With a Stronghold, there is a +50% bonus; with a Castle, there is an additional +50% (total +100%).
- Level 6 and 7 dwellings provide 100% growth immediately upon construction (including upgraded versions). Bonuses from fortifications (Fort, Stronghold, and Castle) do not apply to them.
- Bonus dwellings (such as farms) increase the growth of basic and upgraded dwellings (if present) by 100%, starting next week.
As an example:
1. Peasants. Basic growth is 24 (was 12).
When building peasant huts, 12 peasants are immediately available for recruitment (and 24 starting next week).
With a Fort, after building the huts, 24 peasants are immediately available for recruitment.
When building peasant houses, an additional 12 peasants are immediately available for recruitment (total 24, or 36 with a Fort), and the peasant growth increases by 24 starting next week (total 48).
When building a Stronghold, the peasant growth increases by 12 starting next week (total 36 or 60 with an upgrade). When building a Castle, the peasant growth increases by another 12 starting next week (total 48, or 72 with an upgrade).
When building farms (bonus dwelling), the peasant growth increases by 24 starting next week, or by 48 if an upgraded dwelling is present.
For example, a series of buildings on week 1: Fort + Peasant Huts + Peasant Houses + Farms + Stronghold + Castle, will result in 36 peasants arriving immediately (12 for the Fort, huts, and houses). And on week 2, 120 peasants will arrive (24 for the huts and houses, 12 for the Stronghold and Castle, and 48 for the farms).
2. Knights. Basic growth is 4.
When building a Knight Arena, 4 knights are immediately available for recruitment (and 4 starting next week). When building a Paladin Order, an additional 4 knights are added (total 8), and the knight growth increases by 4 starting next week (total 8). No bonuses from fortifications apply to knights.
Thus, the system is designed to provide higher growth rates than in the original game (due to upgrades and bonus dwellings). At the same time, the game accelerates to the endgame in 2-3 weeks. Because of this, by the time of the encounter, players will have significantly fewer troops than in the original game (in terms of numbers). But against this background, the army's recovery ability (from the city) is much higher, in case of repeated encounters.
City level caps will either be shifted from 1/3/6/9/12/15 to 1/3/5/7/9/11, or removed completely. This is a controversial issue. In its current form, the caps slow down the development of cities (especially secondary ones) and create a too linear building scheme. If the caps are removed completely, their function will be performed by links (the link mechanism in the original game was poorly developed, unlike Heroes 3).
The first player will start with a level 2 city (Tavern by default). In hotseat mode or with simultaneous turns disabled, the second player will start with a level 3 city (Tavern and Fort by default). The bonus for the second player is given as compensation for going second. With simultaneous turns, compensation is not needed (the second player will start with a Tavern, like the first).
Neutral cities on the map will be captured partially built, to motivate their subsequent parallel development (without lagging behind the starting city).
Added 24 minutes ago P.S. The doubled basic growth system will allow for more substantial reinforcements from external dwellings. It will also significantly reduce the magical power of spellcasting units, which will allow them to be given stronger, more diverse, or reusable spells. Until now, spellcasting units in WGE suffered from a poor selection of spells (2-3) and many only cast one spell per battle (because magic was too powerful).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The bonus for the second player is given as compensation for their second turn.
No, but I'll say it anyway... Is compensation for the second turn really fair? Considering all the complex mechanics related to turn-based advantages that have been implemented? It seems like an overly generous compensation. Unless the resources required to build it are taken away from the second player.
No, but I’ll say it anyway... Is a Fort really a fair compensation for going second? Considering all the enhancements and growth mechanics that have been implemented? It seems like an overly generous compensation to me. Unless the resources for building it are taken away from the second player.
We’ll still need to assess the resource balance. The Fort was chosen as a universal building that is frequently constructed (like the Tavern).
The building costs will be different (the Fort will definitely be cheaper than in the original game). The bonus from the Fort isn’t actually that high, as it only provides an initial boost to dwellings of levels 1-5. For example, 3 dwellings after building a Fort will immediately give 3 growth points + another 3 growth points in the second week. And 4 dwellings without a Fort will immediately give 2 growth points + another 4 growth points in the second week. Thus, the Fort is comparable to a regular dwelling.
Why do I say “frequently constructed”? Because there are 3 strategies, one of which doesn’t include fortifications at all: 1) open opening - early Fort (in week 1), for a boost and access to the Stronghold 2) semi-open opening - late Fort (in week 2), for access to the Stronghold 3) closed opening - the Fort/Stronghold/Castle is not built at all, because the focus is on an early jump to levels 6-7, for which they are not needed
Added 2 hours 30 minutes later The bonus Fort system works not only for two players. In the case of (M+1) players: (n+1)-th player will have an (n/M) chance of starting with a Fort.
For example, for 3 players: 1 player starts without a Fort, 2 players start with a 50% chance of having a Fort, 3 players start with a guaranteed Fort.
The compensation is lower due to the influence of randomness. However, the game duration increases with the number of players, and the advantage of going first also decreases.
The idea of a bonus building was borrowed from Heroes 3 (there was a chance that the starting city would have an extra level 2 dwelling, but without being tied to the player number).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
In the upcoming update:
1) In duels: Reduction of the magical power of spellcasters (level 4 (full stack): from 13 to 9, level 5: from 11 to 7).
2) Increase in ammunition or mana by 1 extra shot or cast:
- Oracles and Guardians
- Succubi, Demonesses, and Lilims
- Wizards, Mages, and Sorcerers
- Veterans and Elders
- Monks, Clerics, and Adepts
- Liches, Dark Casters, and Death Lords
- Twilight and Elemental Witches (+ Shadow Witches: 1 or 2 extra casts)
- Scouts and Assassins
- Javelin Throwers and Harpooners
- Titans
- Ifrits (+ Marids: up to 3 casts)
- Archers and Crossbowmen
- Hunters
- All Goblins
- Skeletons
- Centaur Mercenaries (2 extra shots)
- Centaur Marauders (minus 1 shot)
3) Denomination of HP and damage (halving), including magic and abilities.
Added 13 hours 57 minutes ago
Zoltan will be completely removed; instead, Sandro will be used with a special ability: +5% skeletons based on the number of living enemies killed, with the same starting skills (education and attack branches). When upgrading the attack expert, tactics + "forest fury" + battle frenzy, skeletons will receive +30% damage and an additional 1.5 on top, i.e., the damage will be roughly doubled.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
On the Heroes League, recruitment for players for a tournament in the WGE-Duel format has been announced.
The approximate start date of the tournament is February, depending on the number of participants recruited. Registration is carried out in advance (in the same place).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат