Skip to content

Posts from ASW – Alternative hero leveling.

5.0 (1 rating)
Auto-translated
Yes, the official patch is installed, and the game is a licensed copy.
In reply to denis-cam
User Avatar
Auto-translated
denis-cam
Yes, the official patch is installed, and the game is a licensed copy.
60 or 61? Multiplayer mode? No third-party mods or maps? I need the save file and the map.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
After the Lightning Lord, there will be the Lightning Altar perk, which grants a spell that places an altar on the battlefield, which throws lightning at the nearest enemy.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
Auto-translated
Dyrman
After the Lightning Lord, there will be the Lightning Altar perk, which grants a spell that places an Altar on the field, which throws lightning at the nearest enemy.
Will the chain lightning be overpowered?
Accordingly, you can create similar altars: one will have a fireball exploding around it, and the other will have a ring of cold around it.
In reply to Slovenec
User Avatar
Auto-translated
Slovenec
Will the chain lightning be overpowered?
Accordingly, you can create similar altars: around one, a fireball will explode, and around the other, a ring of cold will appear.
It will be overpowered. Lightning also stuns. The altar has a lot of health, and you can cast it every turn.
No, it's not possible. Unfortunately, there can only be one.
Instead of a Hive.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
The binary scheme turned out to be more interesting and promising than I thought during the preliminary discussion with Dirman. For example, I'm glad that in the magic schools, it's impossible to take all 3, and often not even 2, lords at once. The idea of simplifying (stabilizing) the progression by using 2 bases instead of 3 certainly deserves attention. But it's still unclear how this will play out in practice, as the downsides could also have a significant impact.

Now, regarding the scheme itself for the academic, some criticism and questions. As I understand it, all elements not related to unique perks (i.e., racial + golem march) are common to all races, with all their connections (with the exception of unique perk insertions). Therefore, the questions relate to the general wheel.

1) Machinery. Devotion to Machines, and from it, the catapult. To put it mildly, the entire branch seems questionable. Will there be any balance changes?

2) Seals. Against Darkness in Light, against Light in Darkness. There is already Eternal Light against Darkness in Light; is a second perk necessary?

3) School of Light. I don't see a connection between Ritual and Wrath and Teleport.

4) School of Darkness. From Master of Pain, Weakening Strike, and from Master of Weakness, Misty Veil? Where is the logic, or are the icons simply mixed up? I don't see a connection between Deadly Misfortune and its branches.

5) School of Chaos. I don't see a connection between Cold Steel and lightning. It's unclear why the more powerful Deadly Cold comes before the Ice Lord.

6) School of Summoning. Elemental Balance as a purely transitional perk instead of a counter? It's unclear why the Life Lord comes after Cursed Lands.

7) Attack. I would like to see the overpowered Battle Blow as a level 3 perk, not level 1.

8) Leadership. Resilience doesn't seem appropriate, as it's a bonus to HP, and this is traditionally related to defense (similar to Battle Blow).

9) Education. There is no connection between Economy and Revelation.

The remaining connections seem more or less logical, many are interesting and deserve attention.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
Auto-translated
Nargott

1) Machine Lore. Devotion to Machines, and from it, the catapult. To put it mildly, the entire branch is questionable. Will there be any balance changes?
Synergies: Devotion to Machines + rate of fire, Devotion to Machines + tent, Devotion to Machines + catapult - and all of them are Rune-based.
Nargott

2) Seals. Against Darkness in Light, against Light - in Darkness. There is already Eternal Light against Darkness in Light, is a second perk needed?
There are few perks in Light. This perk will give an additional bonus.
Nargott

3) School of Light. I don't see a connection between Ritual and Wrath and Teleport.
Punishing and acceleration are very strong under Wrath. Therefore, it will cost more mana.
The Ritual of Light itself is aesthetically pleasing because light is more suitable for restoring good than other magic.
Light is important for the Knight, but there may not be enough mana.
Nargott

4) School of Darkness. From Master of Pain - Weakening Strike, and from Master of Weakness - Misty Veil? Where is the logic, or are the icons simply mixed up? I don't see a connection between Deadly Misfortune and its branches.
What is the point of Weakening Strike if there is mass weakening?
Weakening reduces damage, and so does Misty Veil.
Deadly Misfortune reduces a parameter, hence Darkness. Darkness is suitable for Necromancers - it's okay. Necromancers have Banshee's Cry. Although it would be more suitable for the Lord of Curses, giving it there is dangerous - the Lord of Pain and the Lord of Mind must be in different branches, and the Fallen One with Pain - in one. Although it is possible to swap the Fallen One with Deadly Misfortune.
Nargott

5) School of Chaos. The connection between Cold Steel and Lightning is not visible. It is unclear why the more powerful Deadly Cold comes before the Lord of Ice.
Lightning and ice shards stun, albeit in different ways. The connection comes from a semi-physical ability, which is not so critical (and there is nowhere else to put it).
Nargott

6) School of Summoning. Elemental Equilibrium as a purely passable perk instead of a counter? It is unclear why the Lord of Life comes after Cursed Lands.
Passable, but important. And it is easier for the Knight and other non-summoners to find a counter. It is aesthetically important to achieve elemental equilibrium in order to command them.
Cursed Lands, at least, somewhat restrict movement. In order to raise the dead, no one should be standing on them or have died. And if there are few hit points, it is dangerous to approach - you will die before you reach them. And putting it in another branch is worse.
Nargott

7) Attack. I would like to see the overpowered BB (Berserk Barbarian) as a level 3 perk, not level 1.
At level 3, they are already very strong.
Nargott

8) Leadership. Resilience doesn't seem to fit, as it is a bonus to HP, and this is traditionally in defense (by analogy with BB).
A bonus to HP gives resilience to the army, as does HP bonus. Leadership and the army are one and the same. Or should HP bonus also be moved?
+HP is not a direct increase in defense.
Nargott

9) Education. There is no connection between Economy and Revelation.
Economy also brings experience, and Revelation also brings gold.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
Synergies: Machine Loyalty + Rate of Fire, Machine Loyalty + Tent, Machine Loyalty + Catapult – and runes everywhere.
I was talking about the entire branch, not just Machine Loyalty. Will there be bonuses for upgrading the Catapult?
Punishment and Haste are very strong under the effect of Wrath. Therefore, they should cost more mana.
The Ritual of Light is aesthetically pleasing in itself because light is more suitable for restoring good than other magic.
Light is important for the Knight, but there may not be enough mana.
Lightning and Stone Curse stun, albeit in different ways. The connection comes from a semi-physical ability, which is not so critical (and there is nowhere else to put it).
Cursed Lands, at least, somewhat restrict movement. To raise the dead, no one should be standing on it or have died on it. And if there are few hit points, it is dangerous to approach – you will die before you reach it. And putting it in another branch is worse.
This is unconvincing (weak gameplay justifications with a complete lack of atmosphere). The problem stems from the fact that the binary scheme creates too rigid a system of connections (more arrows), and some of them may turn out to be superfluous, far-fetched. It is difficult to meet too much rigidity without violating other (logical) connections. Perhaps not all schools should be made binary.
A bonus to HP gives the army resilience, as does HP Bonus. Leadership and army are one element. Or should HP Bonus also be moved?
+HP is not a direct increase in defense.
And an increase in damage from Battle Fury is not a direct increase in attack. Maybe then it should also be moved to Leadership?
Regarding HP Bonus – absolutely not, its place is precisely in Leadership, both for gameplay (weakening mages) and for atmospheric reasons.
Economy also brings experience, Revelation also brings gold.
That is, an artificially created connection.

As for the other arguments, OK.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
User Avatar
Auto-translated
As practice has shown, attack and defense skills only work for dwarf units, so they need to be replaced.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
Auto-translated
Nargott
Attacking and defensive auras, as practice has shown, only work for dwarven units, so they need to be replaced.
Only the icon will remain for auras for other races, so everything is fine.

Added 1 hour 13 minutes ago
The mod may have new perks. Does anyone have any ideas about them?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
New screenshots: Approximate "Wheel" of the Dwarves in the game: "Wheel" of the Inferno faction:
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
New racial perks will be added for the "wheel" (presumably referring to a game mechanic or feature). Do you have any suggestions or wishes regarding them? Orcs will be able to place traps and totems on the map. Humans will be able to build forts. Dwarves will be able to mess with mines. Warlocks will be able to use magic crystals. Dwarves will be able to build rune temples. Demons will likely have to give up Valafar's special ability. Mages will be able to dabble in alchemy. Light Elves will be able to set traps and ambushes.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
User Avatar
Auto-translated
Hello, I'm sorry I didn't see this thread right away, I created my own, but now it's probably not needed anymore. Here's the version for the Elf, some things were taken from existing versions, and some things I changed.
Attachments 1
1 file attached • Total size: 360.1 KB
In reply to SRD
User Avatar
Auto-translated
For example, I never liked the skills of magic, speed, and stone skin – let the spells be in magic – if you want acceleration (stone skin), make it a general skill – kill a slot for light magic and level up Wrath or Guardian Angel. Besides, if there's stone skin in defense, there should be punishing strike in attack. I'm for removing these skills or replacing them with others. And why give enchanted arrow to others? Let's give stunning strike and banshee scream to everyone – this could reduce the choice of game race to choosing how the creatures we lead into battle will be designed – this is about the need for individuality (the more, the better).

Added after 12 minutes
I also suggest adding a modification to the mod that changes the starting skills of heroes (without changing the specialization or the hero's composition).
User Avatar
Auto-translated
For now, the project is at a standstill. =(

But some ideas for a skill upgrade system have emerged:
I like the last one, but there aren't that many skills. =)
And then it hit me: we could use one system in some schools, and another in others.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...

Statistics

Welcome our newest member: Emil