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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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The thing is, in the company where I play, there's no option to either attack or retreat. It immediately attacks. This wastes a turn, and I don't have time to escape. I would also increase the speed myself, but I don't know how.

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But honestly, it's turning out to be a great mod. It's like a new game.
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Is there really no news at all? Where is all the former enthusiasm? I mean, I'm waiting – hoping the author will respond!
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Aks_kun
Is there really no news at all? Where has all the former enthusiasm gone? You see, I'm waiting—hoping—author, A-U-U!!
The volume of work is large and iterative (improvements to what has already been done are made periodically). There haven't been any updates for download yet (which is why I'm not posting on all forums), but planned changes are in progress.

What will be in the next update, which will mainly affect duels (within 2 weeks):

1) Unit Rank System - a system where total strength/growth cost and dwelling availability are not necessarily tied to the creature's level. Specifically:

Castle: peasants < swordsmen < archers < griffins < monks < knights and angels.
Tower: gargoyles < gremlins < golems < mages < djinns < rakshasas and titans.
Rampart: fairies < dancers < unicorns < ents < hunters < druids and dragons.
Fortress: rock-breakers < spearmen < bone-crushers < priests < bears < thans and dragons.
Stronghold: succubi < nightmares < dogs < imps < spawns < pit lords and devils.
Necropolis: ghosts < zombies < skeletons < dragons < liches < reapers and vampires.
Dungeon: scouts < beasts < raiders < minotaurs < witches < hydras and dragons.
Fortress (Orcs): goblins < shamans < brutes < centaurs < wyverns < chieftains and cyclops.

The most unusual (chaotic) are the demons, who start with small numbers of high-level creatures (succubi, nightmares) and only then develop into crowds of low-level ones (imps, spawns), whose growth is an order of magnitude stronger than other races (they overwhelm by number). Considering that low-level creatures have additional support from the Stronghold, as well as a bonus building, a stack of spawns at full development turns out to be the most formidable force among ALL units (including higher levels). A direct analogy is Zerglings from Starcraft or demons (via sacrifices) from Heroes 3.

2) Units Growth and unit strength have been changed according to ranks. Stack sizes in duels have been adjusted based on growth (stacks remain roughly equal in total strength). The general trend is the strengthening of low-level units and a decrease in their numbers (so that hero attacks against them will be more noticeable).

Archers 48->60

Gremlins 72->90
Gargoyles 30->40

Hunters 15->12
Druids 8->6
Unicorns 6->5

Warriors 56->48
Spearmen 42->36
Bone-crushers 25->15
Priests 9->8

Imps 128->80
Spawns 54->45
Pit Lords 3->4

Skeletons 80->90
Ghosts 20->16
Vampires 8->6

Scouts 48->40
Beasts 24->18
Minotaurs 15->12
Lizards 12->10

Goblins 112->80
Centaurs 36->32
Shamans 16->18
Wyverns 4->3

If the stack size decreased, the strength of an individual creature increased proportionally, and vice versa. That is, equality of stacks (in duels) is maintained.

Also, additional unit rebalancing:
- significant weakening of mage shooting (since lines rule)
- fire skin weakened from 50% to 25% - burns too strongly, considering the very high HP of spawns
- basic golems will lose the spike wall, it scratches too much, and reducing it to 25% is not an option (what will be given in return is currently unknown)
- jumpers: jump radius reduced from 6 to 5
- balors: speed reduced from 5 to 4 (will significantly weaken the same-overpowered shearing sword), substantial weakening of the meteorite
- demonesses: chain damage weakened to 90%
- imps: activatable mana regen is cut in half
- titans: lightning damage weakened to 80%
The main purpose of these changes: to weaken overpowered academics and the demon grade (in Deleb's duels).

- vikings: bloodlust duration reduced from 2 to 1 round, base damage weakened, ability effect strengthened
- shamans: half as much mana for sacrificing goblins
- basic cyclops => monstrous cyclops (reference to monsters), strengthened attack (ignores 50% defense)
- scouts, shooting witches: damage increased
- servant skeletons, spearmen, northern bears: damage increased (re-evaluation of crippling wound)
- angels: 50% resist to shock magic (free)

To compensate for the weakening of area Chaos, factions particularly vulnerable to it will be strengthened—elves (light and dark), and partially academics:
- emerald, gold, azure, grey, red dragons will receive 50% resist from shock magic
- all fairies will receive 50% resist from shock magic
- unicorns and nightmares: lower defense, more meat (HP)
- marids and ifrits will also receive 50% resist

3) Heroes. Duel hero levels have been reduced from 16 to 8, and stats from 10/10/10/6 to 6/6/6/6 (on average, see below). Hero attack damage has been increased (so that a level 8 hero deals as much damage as a level 16 did before):
- against level 1 creatures: 40% x (hero level + 2)
- against level 2 creatures: 25% x (hero level + 2)
- against level 3 creatures: 16% x (hero level + 2)
- against level 4 creatures: 10% x (hero level + 2)
- against level 5 creatures: 6.4% x (hero level + 2)
- against level 6 creatures: 4% x (hero level + 2)
- against level 7 creatures: 2.5% x (hero level + 2)
- against level 8 creatures: 1.6% x (hero level + 2)

Accordingly, magic will be generally strengthened, so that a hero with spellcasting 6 casts with the same power as before at 10.

4) Magic Relative to targeted Chaos, area Chaos is weakened to 70-80% (the larger the area, the greater the weakening). Nerf, because spamming spikes, balls, and rings has become tedious—it affects formations too much and is too frequently high-efficiency.

In this update, varying hero stats and school levels will be implemented in duels, and the spell assortment will be expanded.

Notation (using Light as an example):
Light-: all Light spells level 1-2, no skill
Light: all Light spells level 1-3, basic skill
Light+: all Light spells level 1-4, developed skill
Special level is counted as 3 in this case.

Knight (Axel, alt) 9/7/5/3 Darkness+, Light-
Paladin (Laszlo, grade) 5/9/7/3 Light, Darkness
Templar (Dugal, base) 7/5/9/3 Light+, Darkness-

Alchemist (Nura, grade) 7/5/3/9 Chaos, Summoning
Magister (Hafiz, base) 3/7/5/9 Summoning+, Chaos-
Archmage (Ora, alt) 5/3/7/9 Chaos+, Summoning-

Ranger (Ossir, base) 3/9/5/7 Light+, Summoning-
Warden (Gilraen, grade) 3/7/9/5 Summoning+, Light-
Druid (Ilfina, alt) 3/5/7/9 Summoning, Light

Warrior (Ibba, base) 7/9/5/3 Chaos, Light
Engineer (Helmar, grade) 5/9/3/7 Light+, Chaos-
Hermit (Carli, alt) 3/9/7/5 Chaos+, Light-

Overlord (Marbas, base) 9/7/3/5 Darkness+, Chaos-
Demonologist (Nimus, alt) 9/5/7/3 Chaos, Darkness
Warlock (Jezebeth, grade) 9/3/5/7 Chaos+, Darkness-

Reaper (Deidra, alt) 5/7/9/3 Summoning, Darkness
Cultist (Orson, grade) 7/3/9/5 Darkness+, Summoning-
Necromancer (Vlad, base) 3/5/9/7 Summoning+, Darkness-

Assassin (Letos, alt) 9/3/7/5 Chaos, Darkness
Witch (Iranna, base) 7/3/5/9 Darkness+, Chaos-
Warlock (Sinitar, grade) 5/3/9/7 Chaos+, Darkness-

Barbarian (Crag, grade) 7/9/3/5, level 12 (140% hero attack), no dampening
Chieftain (Garuna, base) 9/5/3/7, level 8 (100% hero attack), developed Chaos and Summoning dampening (+ corruption and weakening)
Shaman (Shak'Karukat, alt) 5/7/3/9, level 12 (140% hero attack), developed Darkness and Light dampening (+ corruption and weakening)

Stats are based on actual hero classes; for this reason, some old duel heroes had to be replaced with new ones (as they represented repeating classes).

Thus, each faction (except orcs) will have heroes specializing in the first racial magic school, the second racial magic school, or remaining generalists. Generalists will receive 4 additional special-level spells of the corresponding schools. Specialists will receive 2 additional level 4 spells of the corresponding school and lose 2 level 3 spells of the second school.

Evasion will be added to duels as a level 1 spell, but immediately in its mass version (8 mana). Regeneration will be considered a full special-level spell, meaning some heroes without Light level 3 will lose access to it.

With this setup, players in duels can try not only generalist heroes, but also mages and warriors, feeling the difference in stats. For example, some heroes have knowledge = 3 (15 mana), others = 9 (45 mana); same with spellcasting—the difference is noticeable. Also, the dynamics of how spell strength changes based on spellcasting and skill level will become apparent (each spell has its own). Magic lovers complaining about weak spells in WGE can try, for example, a developed chain lightning from a warlock with spellcasting 9.

However, hero perks that grant uber-versions of spells and uber-strength to warriors will still not be included in duels for now. Firstly, leveling hasn't been implemented yet, so there's nothing to test; secondly, uber-versions of spells (e.g., area buffs/debuffs) displace ordinary spells, making them irrelevant.

P.S. This update is recommended for duels, but not for map play, as it will unbalance it.

After this (within 4 weeks), there will be an update dedicated to towns (town layouts and building prices). Significant changes are planned here as well.

Main ideas for layouts:
1) use of a large number of links, making development more complex, forcing the player to operate with combinations rather than just placing the most convenient available building
2) racial uniqueness of layouts
3) expanded layouts, i.e., absence of overlapping buildings whose price cannot be seen without building the previous level

Prices will be rebalanced toward racial uniqueness and cost reduction (in gold), since hiring creatures in WGE is significantly more expensive than in the original. As mentioned, town tiers will be shifted from 1/3/6/9/12/15 to 1/3/5/7/9/11, which will sharply accelerate development to top levels and make it non-linear.

After that, there will be another update dedicated to racial town specializations. This will be expressed in the fact that general buildings (e.g., municipality branch, taverns) will have a racial flavor.

Current proposals for municipality branches are as follows:

Fortress (Dwarves). Specialization: resource discount. Each level of municipality gives a discount on building structures in this town for a specific resource. After building, 50% of the cost of that resource type is returned. Important savings for using runes.

Castle. Specialization: troop discount. Each level of municipality gives a discount on hiring certain troops in this town. After hiring, 50% of the unit cost is returned. Administration: 50% discount on peasants; Town Hall: 50% discount on archers and monks; Municipality: 50% discount on swordsmen and knights; Capitol: 50% discount on angels. Important savings in light of training.

Tower. Specialization: overview. Each level of municipality significantly increases the observation range from the town (similar to the tower from H3, but much more powerful in aggregate).

Necropolis. Specialization: skeletons. Each level of municipality initializes a 10% growth of skeletons in all player mines starting next week. That is, with base growth 20, at Capitol (40%), each mine will bring 8 skeletons at the start of every week. Skeletons are placed in the mine garrison, from where they can be (free) taken by any player hero. Reference to multi-skeleton armies of H3 + "inhabited mines" perk.

Stronghold. Specialization: reinforcements. Each level of municipality temporarily increases the number of certain creatures for heroes before battle. Administration: +10% imps; Town Hall: +10% spawns; Municipality: +10% hounds; Capitol: +10% succubi. These creatures are removed after battle if they were not killed during it. They are useful for reducing losses—the Achilles' heel of demon breakthroughs. Reference to reinforcements from H6, a logical development of gating.

Dungeon. Specialization: assassination. Each level of municipality reduces the number of neutrals of the corresponding level by 20% when attacked by player heroes. Administration: kills level 1 creatures; Town Hall: level 2; Municipality: level 3; Capitol: level 4. Reference to thieves from Disciples 2, who could perform sabotage, weakening enemy armies. Works only against neutrals, emphasizing the Dark Elves' focus on easier breakthroughs.

Fortress (Orcs). Specialization: creature arrival. Each level of municipality increases the arrival of corresponding creatures when building structures (bonus +50% of base growth). Administration: increased goblin arrival; Town Hall: increased centaur arrival; Municipality: increased brute arrival; Capitol: increased shaman arrival. Affects only the one-time arrival from subsequent buildings (dwellings and fortifications), does not affect weekly growth. Reference to barbarians from H4 with bonus growth.

Rampart. Specialization: wolf summoning. Each level of municipality brings +1 wolf daily to a random elven hero of the player outside town walls (i.e., in the field). For example, Capitol will bring 4 wolves a day to a random elven hero. If there is no room in the hero's army, the arrival of wolves is canceled (rather than passed to another hero). Reference to elves from H4 with creature summoning skill.

Regarding taverns, specializations:

Castle. When hiring a hero, they receive +2 levels (i.e., arrive at level 3).
Tower. When hiring a hero, they receive +1 minor artifact.
Dungeon. When hiring a hero, they receive +20 mana beyond the limit.
Necropolis. When hiring a hero, they receive +2 random level 1 spells.
Rampart. When hiring a hero, they receive a movement range bonus of +25% for one day.
Fortress (Orcs). When hiring a hero, they receive a +5 attack bonus for one day.
Fortress (Dwarves). When hiring a hero, they receive a +5 defense bonus for one day.
Stronghold. When hiring a hero, they receive a +5 spellcasting bonus for one day.

All figures provided here are approximate and subject to change.
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Here's approximately what the city layouts will look like:

Academy


Inferno


Fortress


Necropolis


Rampart


Dungeon


Castle


Stronghold
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This is awesome! Especially the racial specializations of the towns.
Humans. When hiring a hero, they gain +2 levels (i.e., they start at level 3).
In my opinion, it's overpowered compared to the bonuses for other races, but if you consider it in terms of quickly reinforcing the castle's defenses, then there's a balance here, but at first, it still stands out.
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In my opinion, it's overpowered compared to the bonuses for other factions, but if you consider it in terms of quickly reinforcing the castle's defenses, then there's a balance here, but at first, it still stands out.
Well, the numbers are approximate. I think in the end it will remain at +1 level, which isn't that much (only +1000 to the starting experience).
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Maybe it would be worth adding a permanent bonus for each hero to balance them with Humans, Mages, and the Undead.
I don't understand, can you now build a Grail without finding it first?
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Aks_kun
Maybe it would be worth creating a permanent bonus for each hero to level the playing field with Humans, Mages, and the Undead.
I'm considering replacing the temporary bonuses received upon hiring with temporary bonuses received when visiting a town, i.e., so that, for example, a +5 attack bonus would be refreshed upon repeated visits after hiring. This would eliminate the need to hire heroes on the same day that the opponent plans to attack the town.
Aks_kun
I don't understand, can you now build a Grail without finding it?
No. But the Grail, like many other buildings, will have certain building requirements, depending on the faction.
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I've had a question about the mod's PR for a while now. I remember someone here wanting to revamp the mod's website, but I guess that person disappeared? The hosting payment has expired... Will the website ever be functional again?
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Aks_kun
I've had a question for a while regarding the PR aspect of the mod. I remember someone here wanting to tidy up the mod's website. I guess that person disappeared without a trace? The hosting payment has expired... And will the website ever be functional again?
Yes, that person disappeared...
The website has temporarily stopped functioning because the information on it is outdated, and there is no time to update it yet.

Considering that in Heroes 5, few people are directly interested in duels (they lack development, progression, map exploration, and consist only of pure tactics), I believe that a full-fledged PR campaign can be launched when a map mode is created, with at least basic elements such as cities and heroes (progression + artifacts). When this is implemented, the website can be reopened.
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Everything is clear, it's the right decision. Well, good luck with this challenging task! I'm eagerly awaiting further news, and I hope I'm not the only one.
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Future update of names.
More suitable/accurate/descriptive epithets have been selected:

Zealous Rebels => Guerrilla Rebels
Light Archers => Assault Archers
Marksmen => Long-Range Archers
Guard Swordsmen => Guard Blades
Heavy Plate Armor => Legion Plate Armor
Battle Griffons => Storm Griffons
Militant Monks => Battle Monks
Holy Clerics => Field Clerics
Knights of Justice => Retinue Knights
Great Champions => Arena Champions
Angels of Life => Regent Angels

League Assassins => Poison Assassins
Dungeon Gladiators => Interceptor Gladiators
Brave Rudarians => Savage Ogres
Formidable Raiders => Lightning Raiders

Vengeful Snipers => Sniper Avengers
Mighty Ents => Young Ents

High Vampires => Vampire Lords
Ominous Liches => Unholy Liches
Dark Spellcasters => Plague Liches
Lords of the Dead => High Liches
Doom Dragons => Dragons of Doom

Imp Leeches => Voracious Imps
Devil Parasites => Infernal Parasites
Imp Clingers => Devil Harvesters
Blazing Spawns => Sulfur Spawns
Gate Cerberuses => Untamed Cerberuses
Agony Succubi => Agony Succubi
Pure Nightmares => Crimson Nightmares
Gehenna Nightmares => Blazing Nightmares

Guild Wizards => Guild Mages
Sodom Ifrits => Volcanic Ifrits
Olympian Atlanteans => Mighty Atlanteans
Ancient Thunderers => Relentless Thunderers

Stern Highlanders => Horn Defenders
Vandal Bonecrushers => Reckless Bonecrushers
Viking Warmasters => Impulsive Vikings
Horn Defenders => Firebrand Jarls

Goblin Sentries => Goblin Watchers
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Olympic Atlanteans => Mighty Atlanteans
Ancient Thunderlords => Relentless Thunderlords
This change is particularly pleasing to the eye. The combination of Olympus and antiquity with Ashan didn't quite work.
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Table showing the correlation of creature strength and growth rates (relevant for a future update):

In the column to the left of the creature type name, the percentage of the strength of 1 of that creature is indicated, relative to 1 dragon. In the column to the right, the strength of the full growth rate is indicated, as a percentage of 1 dragon.

A growth rate of x2 means that the actual full growth rate is equal to double, but when building the basic dwelling, only the simple (non-doubled) growth rate is applied. The subsequent weekly growth rate of such dwellings (if a Fortress is present) is equal to the full (doubled) growth rate. When building upgrades, the new creatures that appear are also equal to the full (doubled) growth rate.

+: creature growth is supported by the Castle (+X/+X arrival/growth rate).
++: creature growth is supported by the Stronghold and Castle (+X/+X for each)
!: there is an extension (+Y growth rate)
where X is the basic growth rate, and Y is the full growth rate.

Thus, the actual growth rate of creatures, taking into account fortifications and extensions, can exceed the full growth rate.
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What do the red and green color highlights mean?

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