Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
Good day. First of all, I want to express my sincere gratitude to you for your work! And I would like to ask, what is the estimated timeframe for completing the work on the global changes to the map? And how playable is that duel mod in the regular scenario mode, rather than in duel mode?
The next format is the arena, in which heroes will be leveled up, equipped with artifacts, and assembled into troops. Balancing it may take 6-18 months.
The final stage (the map) may take another year or two.
So, the map will not appear before 2016, I think.
Regarding the playability on the map now, in general, you can play without balancing. However, scripts and features related to them may not work.
For now, I would recommend the duel format, as it is already done and tested. And everything on the map may change significantly in the end.
I'm very afraid of mods; I'll have to learn everything again, everything is rebalanced, everything is redone, new creatures. I like it, but not everything, unfortunately.
Well, a lot of things I like, and a lot of things I don't. Now the units have become somehow more powerful; they added a heavy class, which is very strong. This change in the growth rate for the heavy class worries me.
The second Multiplayer tournament is already underway for the mod, so I am keeping an eye on the balance.
Also, they are nerfing Sinistar there.
In general, in the duel format, the emphasis is on the units; in this regard, the mod is close to wargames and is positioned as chess. The development of heroes and other aspects is planned for later.
The magic is a bit weaker, although not drastically. Chaos still consumes from 8 to 30 mana, so if it doesn't deal much damage, I'll turn Sinithar into a Sanithar or a buffing caster.
If it were just about duels. When you switch to the global mode, Sinithar will become weaker. =(
Well, as I said, I will definitely try this mod, but only when it's beyond the beta/alpha stage.
It's concerning! "Reducing the damage of impact magic to 80% so that Synitar's life isn't too easy."
The magic is a bit weaker, although not drastically. Chaos still consumes from 8 to 30 mana, so if it deals little damage, I'll turn Synitar into a buffer, a healer, or a caster of support spells.
The magic consumes from 3 to 16 mana, and there are no bonuses in duels.
As I understand it, the map is still being played, so it's better to wait for later versions that include gameplay on the map.
If it were just about duels. When you move to the global map, Synitar will become weaker.
Also, I don't remember how it is now, but the starting Synitar, like other heroes, will have 6 starting perks instead of 3, and a total of 8 stats (specifically for Synitar: 1/0/4/3).
Heroes 5.5 - this is the executable file; place it in the bin folder and launch the game through it. You don't need to delete the old executable.
WGE-Duel 1.02 - extract it into the data folder; this is the mod itself.
WGE-Visual and Tactical Interface - these are optional parts that don't affect the gameplay in any way; they are essentially independent mini-mods. Extract them into the userMods folder.