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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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#288
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The second option is neat, but I prefer the first one (maybe because it's the default in Heroes 5?), and I think the colors were chosen with the first option in mind – to make the necessary elements stand out from the rest. Overall, I'm in favor of the first option.
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#289
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The colors were chosen for two reasons: - to improve the readability of individual abilities (similar to what a list achieves) - to highlight important abilities (a list doesn't offer this, as it doesn't allow setting a specific order).
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#290
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When choosing between a list and a paragraph, the decision should be made by selecting a creature with the maximum number of skills and comparing the two options. A list might be problematic because it would take a long time to scroll through, and it takes longer to read. In a paragraph, the skills are read quickly, but the information is not as well retained. I personally lean towards the second option. Moreover, it can be improved by increasing the spacing between the skills, creating a kind of middle ground.
 

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#291
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Ment
When choosing between a list and a paragraph, you need to decide as follows: take the creature with the maximum number of abilities and compare the two options. A list might have the problem that it will take a long time to scroll through, and it also takes longer to read. In a paragraph, abilities are read quickly, but what is read is absorbed worse. I personally tend to prefer the second option. Moreover, it can be improved by increasing the spacing between abilities, creating a kind of middle ground.
The maximum number of abilities is 8 (onyx gargoyle: 4 vulnerability auras, flight, heavy class, elementals, stun). If spells were listed as abilities (which, unfortunately, they are not, but there seems to be an idea on how to fix this), there would be 10. There is no right-click menu for scrolls (and this is precisely a right-click menu).
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#292
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Ah, right-click, yes. Well, then we can use a list, since everything will fit on the screen anyway.
 

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#293
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I chose the list format (instead of the enumeration format) because it solves the problem of separating abilities better. Colors are not sufficient for this purpose: there are abilities that follow each other and have the same color. I can also note that the old enumeration format works well with a small number of abilities, around 3-4 (which was approximately the case in the original).
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#294
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Okay, so be it, I just thought that a list might be too long...
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#295
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Future changes to abilities: 1) Warrior Skeletons: will lose the aura that protects against ranged attacks, in favor of higher damage (unlike armored units; also, undead have mass dispel from Alt-liches). 2) Field Clerics: will lose the ability to fight in melee without penalty (unlike Battle Monks), but ranged damage will increase. 3) Astral Genies: will lose immunity to all elements except air; will gain magic resistance (50%). 4) Mountain Trolls: will lose immunity to air (unlike Thunderbirds). 5) Granite Golems: will gain immunity to earth. 6) Granite Golems, Skeleton Archers, Defender Dwarves, Earth Elementals will lose magic resistance (with their HP, this is a purely decorative perk), as will Mirror Succubi and Balrogs of the Pandemonium. 7) Earth Elementals will gain ranged resistance (unlike Steel Golems; plus a unique combination of ranged resistance and retaliate). 8) Water Elementals will gain Lay on Hands, renamed to Healing (previously, they were just casters without interesting abilities). 9) Air Elementals will gain Etherealness (in exchange for reduced defense). + as I mentioned before: 10) Defender Dwarves: Retaliate instead of Counter-Attack (a combination of Retaliate and Savage Retaliation). 11) Hellhounds: Provoke instead of Savage Retaliation (a combination of Provoke and Retaliate, Provoke and Large Size). Regarding elemental immunities: - a course towards equalization (3 immunities against water, earth, air; against fire - 9, but this element has a bonus from the Fire Signs); - a course towards reducing magic resistance (only the most relevant and typical ones remain: all angels, all flying dragons, all genies, all rakshasas, all witches). Regarding abilities in general: - similarities between some units are being corrected (even if their stats are significantly different). The ethereal immunity will be increased 2 or 3 times: now, healing Magnetic Golems with impact magic will become strong and beneficial. The Cyclops's Evil Eye, like in the original, will now affect any target (including allies), because in its current form, the ability looks like a buffed version of Acid Breath (the same 100% secondary damage, safe for allies). The Crushing Blow of Siege Cyclops will no longer stun, but the damage will be increased. Rationale: it is impossible to track the activation of this ability in the log; also, it is illogical that the secondary target of the attack is stunned, while the primary target somehow still does not react. Added after 48 minutes Additionally: 12) Manticores will gain Giant Killer, unique to large or flying creatures (currently, they are just a large flying beast with Stun as in Heroes 3); however, they are absent in duels. From an atmospheric point of view, the perk is simply explained: competition with dragons.
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#296
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Regarding the manticores, it sounds great; I hope the stunning ability remains. I eagerly await the opportunity to play with the WGE mod on a map.
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#297
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Aks_kun
Regarding the manticores, it sounds great. I hope the stunning effect remains? I can't wait to play with the WGE mod on a map.
Yes, the stunning effect will remain, just like with the creatures from Heroes of Might and Magic III.

P.S. Finally, the project website is starting to be filled with information. :)
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#298
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Dear Nargott, I didn't know you had a YouTube channel; I was pleasantly surprised and subscribed.
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#299
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The main reference information has been posted on the website.

Added 20 hours and 8 minutes ago
It was decided to reintroduce re-upgrades on the map (previously, only a single "upgrade" from the base version was possible).
The following question was raised:
1) either hire upgrades at a 20% discount
2) or give them the same rights as the base units (i.e., give them the same flexibility)

The second option seemed better.

I wanted to set the price of a re-upgrade to 20%, but it wasn't technically possible, as the game performs the re-upgrade using the upgrade mechanism (choosing 1 out of 2).
Therefore, the re-upgrade will be free.

However, given the ban on chains, the main limitation is the fact that the troops for re-upgrade must be in the city. So, it won't be possible to abuse it.

Also, the hiring prices of creatures will be adjusted in accordance with what is stated on the website (a 1.5 times reduction).
The top-tier creatures will cost:
1) light and dark dragons: 3000 + 2 rare resources (crystals and sulfur, respectively)
2) titans, cyclops, devils, dragon riders: 3500 + 1 rare resource (gems, crystals, mercury, sulfur, respectively)
3) rakshasas, hydras: 4000
4) phoenix: 2000 + 1/1/1/1 (gems + crystals + mercury + sulfur)
5) angels, necrodragons: 1500 + 1 rare resource (gems and mercury, respectively)

In general, the prices of tiers 4-7 will be similar to the original Heroes 5 (upgrades). And the prices of tiers 1-3 will be similar to Heroes 3 (in the Fifth part, low-level units were too cheap).

The cheapest unit – the peasant – will cost 40 gold.

Added 7 hours and 13 minutes ago
Regarding abilities.

Ice dragons will lose their immunity to fire, which will be given to Jarls. Previously, immunity to fire was technically necessary (due to a shortage of technical abilities), but now I have found a way to bypass this limitation.

Therefore, the immunities for dwarves will be as follows:
- to fire: fire dragons, lava dragons, and jarls
- to air: erls
- to water: ice dragons
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#300
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Continuing the topic of immunities: 1) All beasts, including furies and megaras, will gain immunity to Curse, resulting in a record-breaking damage range of 1-5. 2) Daughters of the Sky will gain immunity to Slow, preventing them from being slowed down (making it impossible to slow the source of inspiration). 3) Leaders will gain Courage (a morale bonus of at least +1), allowing them to be used in mixed armies. 4) Siege Cyclops and Firehounds will gain immunity to Berserk, as they deal very high damage. 5) Cutthroats and Acid Hydras will gain immunity to Subdue (replacing succubi and demonesses), as they also deal very high damage. 6) Mountain Trolls will gain immunity to Earth instead of Granite Golems, as it is more relevant to their HP, and the entire line of trolls will benefit from immunities to Earth, Fire, and Air elements. As always, immunities will be given to those for whom they are most relevant. 7) Hunters will gain Agility (combining with invisibility: allowing them to launch surprise attacks with unfavorable damage for the enemy; synergy with poison: beneficial for both). Ability renames: - Piercing Charge => Bypass Armor - Enhanced Attack => Armor Burn - Linear Shot => Piercing Shot - Aura of Dampening => Aura of Impenetrability Added 8 hours 19 minutes ago Lilims (alternative to succubi) will have Retaliation instead of the Aura of Withering (a general idea for the succubus line is the ability to retaliate in melee combat: Fierce Retribution (base), Vampirism (upgrade)). The Aura of Withering will be doubled in strength (Nightmares will play better with it). Fire Elementals will gain Burning (meaning that a melee attack will be similar to a ranged attack).
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#301
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A new version of the WGE-Duel mod has been released. Significant improvements have been made, but there is still much ahead (approximately a month's worth of work).
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#302
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Update 0.99c,
details.

1. Nerf to teleport, return to Haven (Shield - into Summon)
2. General increase in physical damage for fast (especially flying), rushing (initiative-based), and light units.
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