/topic/7486/
I'm playing using the link on this page, post 162. I didn't find another link on this forum.
Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
Карты которые готовятся: Пролог: День незвисимости 4% :smile52:
Please enlighten me, those who have played and tested it, because I haven't had the time to try it out myself.
Sorry for the repetition, but what's new in WarGame compared to the standard 3.1? I read somewhere that in 3.1 there was a lot of cheating with abilities, and then I saw somewhere else that in 5.5 they removed and cut out almost half of the game...
Enlighten me, those who have played and tested it, because I haven't had the time or opportunity(((
And tell me, what exactly were the "cheating" abilities that were cut, if a huge number of combat perks of units were strengthened many times over, and magic was strengthened many times over (except for mass spells and Chaos)? For example, the difference between +150% initiative acceleration and +40% initiative acceleration, or the difference between 100% cavalry bonus per tile and 5%, speaks for itself. And all this is within the balance.
What was actually cut:
- influence of luck (50%/150% damage instead of 50%/200%)
- speed of infantry (only flyers retain class mobility), previously speeds were reduced for everyone (it seems that this version was published here)
- the ability to focus is limited by the introduction of heavy-class units, which, on the other hand, made it possible to introduce super-damage dealers of the "one hit = minus stack" class into the game, because they can now be blocked
- ammunition for archers, which makes the supply wagon relevant and prevents building the entire game on shooting from a corner
- mana reserves of heroes, because spells have much greater power
- mass versions of powerful spells are replaced with area-of-effect spells (4x4), because see the example of buffs above
- spell durations are reduced - this makes Sorcery more playable
- less "meat" in duels, the difference between top-tier units and numerous squads is emphasized, the micro-management element for the HP of top-tier units is emphasized
- formally, the damage from a hero's direct attack has been reduced, but in fact it has increased, due to the amount of "meat" (but now you can't kill an entire dragon with just one hit)
- formally, the levels of duel heroes have been reduced, and artifacts and hero perks are not used (except for schools, silences, and luck), simply because in this format there are troops and magic, but not progression (unlike the future Arena format)
Added 8 minutes ago
It's not that there's a lot of new stuff in WarGame Edition, it's just that everything has been completely reworked, everything. It's all that the technical possibilities of modding and the author's imagination could come up with.
Added 1 hour 55 minutes ago
Regarding the game on the map, what direction is being taken (in future development):
Strategicality. And this is:
1) distribution of resources between multiple objects:
- many cities
- many armies
(against the RPG-ness, when 1 fist is pumped up, and 1 city is developed for it)
2) game dynamics, allowing for such classic strategies as:
- rush (the ability to arrive in week 1)
- harass (weak passage guards, the ability to arrive with combat cockroaches)
- expand (the ability to quickly move into several cities in week 1)
- development (various builds that give an advantage at different stages of the game)
- reconnaissance (the ability to quickly scout the map with cockroaches to track the opponent's actions)
The problem of chains is currently being tested. A chain is the ability to instantly teleport troops from any point on the map to any other, which makes it very easy to gather a "fist". This simplifies breaking through, allowing you to break through huge armies of neutrals as many times as you want per turn (with the same army, but with different heroes). This reduces the outcome of the game to the results of one "final" battle of such super-fists.
On the other hand, here is a perfectly normal game with accelerated dynamics. By the end of week 1, both players already have 6 cities. However, the first player was lucky enough to capture the second home castle, and 2 more home dwellings of level 6. And on day 8 (red rush), he arrives with 15-20 units of level 6, teleported through a chain, and simply wins the game, because the second player could not gather the same "fist". An obvious contradiction between balance and chains.
If chains are canceled, this same super-fist, gathered from 2 identical castles, will no longer be able to win the game, because it is not all-powerful (it does not have super mobility). It can be successfully opposed by many armies, gathered from different castles, because these armies faster "eat" the map and capture more objects and other cities.
On the other hand, without chains, the supply of troops is very difficult (as in a real strategy). This can lead to a large dispersal of troops (breaking through with "beggar" troops). That is, there are 2 extremes: breaking through with a "fist" and breaking through with "beggars", which we would like to avoid.
Another element, the introduction of a 50% turn penalty for battle. With accelerated dynamics (the range of movement of heroes), the number of battles per turn is skyrocketing, which increases the time spent on a turn. The introduction of penalties solves this problem, but reduces the pace of breaking through. Also, the introduction of penalties slows down combat heroes, but the logistics of "cockroaches" remains at a high level, which allows you to quickly transfer troops or scout the area before breaking through.
The ban on fleeing solves the problem of teleporting heroes through neutrals, as well as free "cheats". But it solves it too harshly; it is possible that in the end, a variant like in Dota will be adopted, where killed heroes are resurrected only after a certain time.
In short, these elements of the game on the map have both advantages and disadvantages, so they need to be carefully worked out. At the moment, I cannot say that these elements will definitely be implemented exactly in this form.
Author, hey, make WGE!
Regarding duels:
- a re-evaluation of ability power is needed (there are about 200 of them including spells, and about 800 tied to specific units); about 50% is done - this is the most labor-intensive part of the work
- a redistribution of unit power stats is required (planning to increase physics for all units by +20%, which will weaken strike spells, which are currently favored)
- updated descriptions for units are needed (see below)
Additionally, in parallel, I am working on development for map play, testing ideas in Heroes 3. The main vector now is the re-evaluation of the economy (emphasis during construction is placed on resources rather than gold). The essence of the idea is to increase the relevance of resources (as is known, in Heroes, gold is always in deficit, while resources only when there are too few of them). Furthermore, focusing on resources will complicate the construction of identical or allied towns, which is logical since they are more advantageous (in terms of morale and the ability to combine super-stacks).
Building dwellings (profile resources):
Castle: gold, ore, wood
Academy: ore, gems, mercury
Rampart: wood, gems, crystals
Inferno: wood, mercury, sulfur
Dungeon: ore, sulfur, crystals
Fortress: gold, sulfur, gems
Stronghold: gold, crystals, mercury
Necropolis: all resources
Principle: any pair of towns overlaps in exactly 1 profile resource, while identical towns overlap in all 3 profile resources, which complicates construction. Exception - Necropolis, which overlaps across all 3 profiles but is weaker. Its specialty is the ability to convert troops from any other towns.
Building the Mages' Guild (profile resources):
Castle: mercury + crystals
Academy: gems + sulfur
Rampart: crystals + gems
Inferno, Dungeon: mercury + sulfur
Necropolis: mercury + gems
Fortress: sulfur + crystals
Stronghold: crystals + gems
Principle: each profile school of magic corresponds to its own rare resource (orcs have war cries instead of schools of magic). Thus, building guilds with shared magic profiles is complicated (profiles are especially felt on floors 4-5).
Building the economy (municipality + market branches)
Castle, Academy, Rampart, Fortress: gold + ore
Inferno, Necropolis, Dungeon, Stronghold: gold + wood
Principle: towns of allied factions (by morale) overlap in 2 profiles, while hostile ones - only in 1. Thus, building allied towns is complicated.
Regarding creature descriptions that need updates
(help from forum members would be useful here; outdated descriptions are provided):
Field Clerics:
(regeneration spell added, plus there is a general blessing, and removing charms has been replaced by anti-magic)
Sun Adepts:
(changes: mass power (punishing) + holy word spells added; abilities added: shooting without penalty + half-power shooting)
Marble Gargoyles:
(additional silencing aura added as with alt-mages)
Obsidian Gargoyles:
(elemental immunities replaced by magic immunity, energy channel added (as with mages))
Granite Golems:
(spike wall replaced by arrow protection + magic protection, i.e., spikes are no longer relevant)
Guild Magi:
(energy channel removed, crystal, fist, and arrow in the book)
Star Mages:
(focus on summoning: summoning elementals/phoenix/hive/wall of swords)
Desert Sorcerers:
(book: celestial shield, anti-magic, fire wall, chain lightning)
Oasis Marids:
(death blow removed, cast sorrow and phantom, neutral by alignment, but hired in Academies as a subspecies of djinn)
Volcanic Ifrits:
(cast fireball and armageddon, demons by alignment, but hired in Academies as a subspecies of djinn)
Astral Djinn:
(magic immunity replaced by all-element immunity, death blow added)
Gluttonous Imps:
(bloodlust added, as with alt-berserkers)
Collector Devils:
(no-response attack added)
Crimson Nightmares:
(new distinctive abilities: panic terror (analogous to incorporeality, but with fear effect instead of miss) instead of aura of terror)
Fire-skin Nightmares:
(new distinctive abilities: aura of terror instead of panic terror, fire skin, immunity to fire)
Abyssal Monstrosities:
(abilities: bully + infinite retaliation, book: plague + mass beam)
Lords of Chaos:
(summon ifrits instead of balors, who are usually unavailable for Inferno towns since they are hired permanently in Academies)
Grim Nosferatu:
(infinite retaliation added)
Plague Liches:
(book: mass slow, weakness, and plague, wave of death (=unholy word))
Higher Liches:
(book: reanimation, berserk, general distraction and curse)
Furious Goliaths:
(name change: rudiarii to goliaths)
Twilight Witches:
(vampirism spell added)
Sturdy Rock-breakers:
(arrow protection added)
Highland Defenders:
(arrow protection removed, infinite retaliation added)
Spear Throwers:
(old name change: spear-thrower beast-hunters due to length; maybe keep old description but change name to <some adjective> + beast-hunters?)
Goblin Bandits:
(name change, unit essence: fast-footed, high damage, cowardice + double strike (if no retaliation), betrayal)
Monstrous Cyclopes:
Pigs, roasted, two dozen. Fish, boiled. Foul salad, the shamaness made it. For the chief, there are two more deer.
For the cyclops – five dozen goblins. We'll starve them before the battle."
(devouring goblins replaced by enhanced attack: ignore 50% of unit defense, analog to monsters from Heroes 3)
Tropical Cyclopes:
(goblin devouring added)
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Additionally, descriptions for neutral units are completely missing:
Seasoned Wolves (tier 2, reserve (splitting) + double strike)
Water Elementals (tier 3, book: boulder + ring)
Air Elementals (tier 3, analog to harpies: flight+no-response attack+return)
Earth Elementals (tier 3, heavy class, infinite retaliation, magic protection)
Fire Elementals (tier 3, shooting + fire skin)
Catacomb Mummies (tier 4, magical attack, regeneration, book: reanimation, plague, sorrow, distraction)
Grotesque Manticores (tier 5, flight + numbness)
Lunar Templars (weak tier 6 (strength = knight), heavy class, death blow, cursed strike)
Preserve Phoenixes (tier 7, flight, immunity to fire, fire shield, rebirth, magic protection)
they all flicker there, I didn't watch it - it's impossible, but I'm really curious to see it.