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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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The next version will include: - Reducing the effectiveness of impact magic to 80%, so that Synitar's life doesn't seem too easy; - Reducing the strength of top-tier creatures, especially Rakshasa and Hydras (they were previously over-buffed); - Reducing the vampirism of units to 50% health regeneration (the spell will still be 100%). Regarding the last point, some clarification is needed. On the one hand, the mod emphasizes powerful abilities; on the other hand, 100% vampirism + the damage output of vampires allows them to regenerate very quickly, especially when clearing neutral stacks (vampire lords with retaliation in a corner or Nosferatu with infinite retaliation in a block). If we consider vampire lords, on the one hand, this unit is not a tank, but on the other hand, it has 3 strong defensive abilities: heavy class, retaliation, vampirism, and it is a flying unit (physics are weakened), hence its very high base fragility in terms of stats, i.e., such a unit dies immediately from any strong attack or shot (and leaves no chance for units with weak attack). Therefore, vampirism is being reduced in favor of increasing the defense of vampires (reducing fragility). Despite this, in our mod, the "Vampirism" ability remains the strongest in the hero series, because even if compared to 100% vampirism from Heroes 3, it worked on tanks, but here it works on damage dealers, and therefore, due to the stats, it allows them to regenerate faster. In addition, vampire lords have the ability to sharply accelerate regeneration by attacking units with low defense, dealing double or triple damage based on the difference.
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Future changes to abilities: - The "vampirism" ability will heal for 50% of the damage dealt (the Vampirism spell will still heal for 100%). - Call of Death: increased base damage from 5*(10-Defense) to 8*(10-Defense) per Reaper. - Self-regeneration = "regeneration" (renaming). - Withering Aura: increased from 5 to 7 damage per Nightmare. - Attraction: increased range from 6 to 7. - Lightning Bolt: reduced from 60 to 40. - Storm: reduced damage from 30 to 20. - Fire Shield: 50% damage reflection (instead of 100%). - Animal Venom: reduced damage from 20 to 15 per creature. - Pack Leader: reduced damage from 10 to 7 per creature. Spells: - Grief: reduced from 2.5 to 2 rounds at the expert level (cast by Marids). - Vengeance: reduced damage from 4x(Skill+3/4/5/6) to 3x(Skill+3/4/5/6). - Berserk: can only target enemies (targeting allies is pointless, as there is no damage bonus). - Wall of Fire: +weak level (24 damage) (cast by Sorcerers). - Celestial Shield: reduced durability at the weak level from 12*(Skill+1) to 10*(Skill+1) (cast by Sorcerers). - Disintegrate: increased damage at the weak level from 8*(Skill+6) to 9*(Skill+6) (cast by Balors). - Hornets: reduced damage from 6*Skill to 5*Skill
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In reply to Nargott
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Good day to you. First of all, I want to express my sincere gratitude for your work! And I would like to ask, what is the estimated timeframe for completing the global changes to the map? And how playable is that duel mod in the regular campaign mode, as opposed to duels?
In reply to 12.7mm
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12.7mm
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 duel format (units, magic) has been in development for 4 years, plus some development related to the map.
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.
Разработчик Heroes 5.5 WarGame Edition.
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A tournament dedicated to the release is starting, with prizes (participation is free). I invite everyone who wishes to join!
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I'm really worried about the mod; I'll have to learn everything from scratch again, everything is rebalanced, everything is redone, there are new creatures. I like it, but not everything, unfortunately.
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turinik
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.
It's like a new game. What exactly don't you like? I need specifics.
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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, and that worries me about the change in growth rate for the heavy class. I will definitely try it, but I don't promise that it will stay in my build. No offense! Also, they are nerfing Sinistar, weakening him. Now it will be harder to play as him. But he is my favorite, followed by Sorgall (Ranlit), and then Erin. Oh well, it's not a big deal. That's how it is.
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turinik
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.
Currently, the mod only functions in duel mode; it's still too early to test it on a map. The heavy class can be defeated quite normally with a 1-2 tile gap or by shooting. It is definitely not overpowered.

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.
Where are they nerfing him? On the contrary, in duels, he is a hero with top-tier (the strongest) Chaos. The problem is that you can't rely solely on Chaos, as there are many tanky units, but if you aim skillfully, you can inflict significant damage and then finish off the troops.

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.
Разработчик Heroes 5.5 WarGame Edition.
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Exciting! "Reducing the power of offensive magic to 80%, so that Sinithar's life doesn't seem too easy."
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.
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turinik
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.
Chaos was too powerful before, but I want to point out that this is a weakening compared to the previous version of the mod, not the original. Compared to the original, a level 2 stone spell can now be compared to a level 5 shock spell, considering the bonuses in duels.

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.
He will become weaker – at what stage of the game? If it's about running out of mana during exploration, I plan to add mana regeneration after each battle, 1 per point of knowledge, and 2 with mysticism.

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).
Разработчик Heroes 5.5 WarGame Edition.
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I give up =) But regardless, I will try this mod =)
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Hello. I've been following your work for a while, but I've never posted on the forum before. I just had a question about the mod. It's a simple question: can I play on this mod? In other words, if I download the Heroes 5.5, WGE-Duel 1.02, WGE-Visual, and Tactical Interface 1.0 files (although I understand that they are still under development, except for the duel version), what can I expect in the future (i.e., will I be able to play on this mod at all)? And which game should I install these files into (specifically, "Tribes of the East")? Sorry if anything is unclear, and thank you in advance.
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Hello!
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.
Разработчик Heroes 5.5 WarGame Edition.
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