That's exactly how all normal ones look, but yours are flickering.
Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
Added after 20 hours and 13 minutes
I checked (changed the browser):smile54: - very interesting, and is it possible to download something if it's ready?
Release 1.0 is expected, and I will post it here as well (in one message). The differences are in the balance refinement (stats).
(Note: when Stun is triggered, the shot is not consumed – this is a feature.)
The change is due to the fact that a group of archers with an extremely high ammunition supply (for 6-8 rounds) did not play well (it was excessive). Now, archers are divided into 2 groups:
- low ammunition (for 3-4.5 rounds, taking into account spells)
- high ammunition (for 4.5-6 rounds, taking into account spells)
As practice has shown, the optimal ammunition supply should not exceed 3-6 rounds (taking into account spells).
I would divide them into: activated, passive standard + class-based, passive uniquely-unstable (random), and finally, passive uniquely-stable. All kinds of immunities would fall into one of these groups accordingly. This makes it a bit simpler.
But this is just my opinion; maybe they should be moved somewhere else and the number of groups reduced to three. I've always considered random effects to be special, especially in connection with the risks involved.
First, auras or area-of-effect abilities,
then activated abilities,
next, immunities,
after that, class-specific/standard abilities,
and finally, static/effect/random abilities.
First, it's clear where to position units,
then, what abilities are used,
when casting, you can see which immunities apply,
class-specific abilities provide additional hints during casting/attack,
and finally, the unique features of a specific unit.
They might deserve it... Perhaps. But then, along with auras and resistances, I think. There's not much difference, except that auras can affect many creatures at once.
As for auras, there are many important combat-related things: an aura of activity that gives +2 to initiative, an aura of protection from arrows, an aura that gives +5 to morale, an aura that gives -3 to morale, attack, and defense, etc.
Added 2 minutes later
I'll set priorities for what I would pay attention to when examining a unit.
First, auras or area-of-effect auras,
then activated abilities,
then immunities,
then class/standard abilities,
and finally, static/effect/random abilities.
First, you can see where to place them,
then, what is used,
when casting, you can see which immunities there are,
class abilities are an additional hint when casting/attacking,
and then, the specific features of a particular unit.
From the beginning of the aura or aura/area-of-effect
then activated abilities
then immunities
static/effect/random
class-based/standard
The principle is simply like a traffic light for the first three groups. And my associations with the colors are exactly like that. The aura is associated with fire, so it's red. Activated abilities are associated with yellow because of the yellow highlight of units when you hover over them. Immunities are always positive abilities, so they are green.
It should also be clear about class-based abilities.
Static/effect/random is difficult. Maybe purple? It will stand out against the other colors, which will emphasize the specificity of these features.
Although 5 groups might be a bit too many.
Added 2 minutes ago
Static/eye-catching/random is difficult. Maybe purple? It will stand out against other colors, which will emphasize the uniqueness of these features.
Blue was chosen after all. Purple turned out to be difficult to read.
Added 2 hours 4 minutes ago
The most colorful unit:

Added 11 minutes ago
Another option for formatting the list of abilities: