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Posts from Heroes 5.5 WarGame Edition - Tactical Edition. Auto-translated

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#348
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I'm aiming to create gameplay that allows players to complete these "2 months" in 2-3 weeks. By engaging in the same number of important battles, exploring the same amount of the map, and leveling up a hero to a comparable strength (here, even a level 15 hero will be stronger than a level 25 hero in the original game). If the top-tier units become available towards the end of the first or beginning of the second week (as in classic Heroes 3), and we spend another week on upgrades, what's the point of prolonging the game for another 2 months? After 2 weeks, there will be no more interesting events in the city, as there were at the start; building takes a backseat, and an entire layer of gameplay is lost. Developing other cities? Sure, but they were already captured in the first week. Okay, let's say it takes another 3 weeks for that. But what do we do in the 4th week? Sell resources that have suddenly become unnecessary? Continue playing for a second month, doing the same thing? It's better to play the same map again, but in a different way. And there's also the question from the perspective of viewers watching streams: which game would you rather watch – one that lasts one evening (2-3 weeks), or one where the same actions are stretched out over 2 months? We could, of course, first ensure a balance of the desired timeframes, and then try to maintain it for a VERY long game in the future. But this would look like a patchwork of solutions, such as "Recruiting troops gives 6% troops per day, -1% for each week starting from the second," "Education provides bonuses of no more than X stats in total," and so on. However, in my opinion, these kinds of things spoil the gaming experience more than they provide any benefit. Different perks have different strengths at different timeframes; competitive Multiplayer is built on these principles (even the growth rates of different tier creatures satisfy this), but they contradict the leisurely single-player game. From the perspective of long timeframes, everything is greatly distorted. Take the Capitol, for example, an "absolute powerhouse" – we spend 10,000 (in the original), and get a bonus of 2x7x6 (6 weeks after construction) = 84,000. Should we increase the price of the Capitol to 30,000? Or reduce the income with each new week? Or reset the income upon reaching a certain limit? No, thank you
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#349
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Well, I didn't take many things into account in the calculations, including factors that work in the opposite direction; I specifically mentioned this.
Regarding reducing the time by one and a half times – okay, I admit, I didn't consider this concept, but I should have. But even so, 5% seems like an imbalance (see the sixth week; if this is a long time, then I don't know. And in the sixth week, the increase is twice as high as normal!).
I must say that I also don't understand this strange desire to build a city to the end just for the sake of building it, and I especially don't understand the urge to set the goal of leveling up a hero to a super ability or level 40... forgetting that the main goal is to win the war, not to have an uber-hero with an uber-army, but still, you are calculating for a very fast game – two months is just right.
Exactly, that's what I'm saying.
Develop other cities? Sure, but they were already captured in the first week.
In the first week, it's not always even possible to leave the starting zone. Not because of the movement range, but because of the guards; the neutrals can be strong.
I'm calculating to provide gameplay that will allow these "2 months" to be completed in 2-3 weeks. Having the same number of important battles, exploring the same amount of the map, and leveling up a hero to the same strength (here, even a level 15 hero will be stronger than a level 25 hero in the original).
Okay, I understand the idea. Although this means that the map generation will also have to be done accordingly. A huge random map with strong neutrals will simply ruin this concept, regardless of how quickly players want to play.
And yet, okay, let's assume that with such short timeframes, a 10% troop increase per week doesn't work. But what's the problem with giving a bonus to the city's growth? What's lost by doing that?
 

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#350
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In the first week, it's not always possible to even leave the starting zone. Not because of the movement range, but because of the guards; the neutrals can be strong.
I consider maps where you can't leave the starting zone, not just in the first week, but even in the first few days, to be terrible. What's the point of crowding a bunch of heroes in the starting zone with zero scouting when you could explore at least 3-4 zones and gather a lot of interesting information, play out some early skirmishes? The starting zone isn't going anywhere; you can clear it later with other heroes. Not only is scouting affected, but also expansion – cities captured after the first week are already significantly weaker compared to the starting one.

I want to note that accelerating the timeline isn't about playing a rush strategy; it's literally the same gameplay, but with all the delays and stagnation removed. It's the essence, undiluted.
A huge random map with strong neutrals will simply ruin this concept, regardless of how quickly the players want to play.
With strong neutrals, it's unlikely to be beneficial to accumulate troops; under such conditions, other strategies like artillery, magic, or hero-based attacks (in offense), and even ranged units, will play out very well. Magic is much stronger here; a single debuff can halve the damage of an entire stack – and this debuff is applied during a spell attack (offense). Or 50% stun (instead of 10% in the original) – this means that a hero plays as well as, or even better than, half of the strongest stack. In any magic school, I can give examples where it will provide a significantly greater bonus than waiting for troops to gather. Strong neutrals mean that it's initially advantageous to focus on control magic (debuffs, stuns); strong neutrals mean more experience; more experience means the mage levels up faster and invests levels where? in magic. Why bother with troop gathering? Specialized heroes will simply roll over the neutrals, regardless of their numbers, exploit the AI's stupidity, and then gradually build up an army in the cities for the endgame. In fact, you can see something similar in TE (where the neutrals are very strong, and the game lasts 4-6 weeks, and the maps are always huge), but we have even more opportunities to cheat by exploiting the strong neutrals, due to the powerful perks/magic. But "Troop Gathering" definitely cannot be considered a useful perk for such a strategy.
And yet, okay, let's assume that with extremely short timelines, a 10% troop gathering bonus per week doesn't work. But what's the problem with giving a bonus to city growth? What's lost by doing that?
1) It's unclear to which city to tie it: there are many; there may also be several heroes with this perk.
2) The hero gives a bonus to the city, but not to their own army.
3) There's a significant delay: you take the skill on Monday, but you only get the benefit a week later (if the game hasn't ended by then); this significantly devalues it.
4) The current solution is simpler, more elegant, and more interesting
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#351
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When there are strong neutral creatures, it's probably not beneficial to accumulate troops; under such conditions, other strategies like artillery, magic, or hero attacks (in offense), and even ranged attacks, will perform much better.
It might not be beneficial at the very beginning, but gathering troops becomes more effective over time. Discarding it for the first couple of weeks won't drastically reduce its effectiveness.
1) It's unclear which city to tie it to: there are many.
- To the nearest one at the time the ability is acquired.
- To the most developed one in order.
- To the one that came under the player's control first.
- Provide a selection menu with a script.
2) The hero gives a bonus to the city, but not to their own army.
So what?
3) There's a significant delay: you get the skill on Monday, but you only get the benefit a week later (if the game hasn't ended by then); this significantly devalues it.
Everyone uses chains, and troops are transferred within a day.
The current solution is simpler, more elegant, and more interesting.
Subjective. But objectively, it's less versatile. Although, I won't argue about the simplicity.
 

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#352
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Ment
Initially, it might not be advantageous, but gathering troops becomes more powerful over time. Discarding it in the first couple of weeks won't drastically reduce its effectiveness.
What's the point of a troop gathering perk for a hero who travels with almost no troops?
- To the nearest one at the time the ability is acquired
- To the most developed one in order
- To the one that came under the player's control earlier
- Provide a selection menu via script
That's possible. But how do you show it in the game so the player doesn't forget?
Everyone uses chains; troops are transferred within a day.
The chain mechanic won't be supported (as in Heroes 4). Due to the high movement range, troops will be transferred quickly, but not instantly. Spending time on troop reinforcement is a fundamental strategic element.

Subjectively. But objectively, it's less versatile. I won't argue about its simplicity, though.
From the perspective of a map with neutral creatures reduced to "impossible" levels, it's certainly true that you don't need to carry a full army with you, and it's even detrimental (due to losses), which means the Troop Gathering perk won't be worthwhile.

On the other hand, if you take a normal map (of any size), with adequate neutral creatures, where you can effectively break through with a large army, the picture is the opposite: city-based troop gathering is useless (you have to wait for the beginning of the week, hire a creature, wait for it to deliver reinforcements), while equipping new soldiers directly at the army's location is in demand.

It's worse when a creature (a hero without an army) takes the city-based troop gathering perk. With my implementation, it wouldn't be able to provide bonuses out of thin air, but with a link to the city, it could. So, you either need to make it an overpowered perk because of creatures, or a perk whose power should increase with level. In that case, it's a useless perk for the main hero at the beginning of the game.

And finally, the most important thing is that it's a level 1 perk, i.e., something that can be offered almost always when leadership is available, regardless of the player's desire. On Monday, do you want to be annoyed seeing a perk in the distribution that only increases the number of troops in the city after a week (and in the army after a few more days)? There might be a solution: give creatures to the city immediately upon taking the perk, plus weekly. But such a perk already exists for the Barbarian in The Shadow of Death: summoning a manticore, with the difference that the manticores will arrive once and weekly directly in the hero's army, which is much more practical and convenient.

Also, I want to remind you that there are also role-playing maps without cities at all (hire creatures from external dwellings or via scripts). What should the perk be tied to in that case? And yet, it's a basic perk, i.e., it will be annoying to see often, especially without it, access to a tasty guild leader is blocked (or should we support the perk as a purely passable one? That's not our choice).
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#353
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Why would a hero gather troops if they travel with almost no army?
Well, I'm saying you could take them on the third week, for example.)
You can. And how do you show it in the game so the player doesn't forget?
I don't remember anymore, do you use scripts to change the troop growth rates? And is this displayed? If so, then it doesn't seem to be a problem.
The chain mechanic will not be supported (like in Heroes 4). Due to the high movement range, troops will be transferred quickly, but not instantly.
Hmm, that's worse... And will you be buffing the "call for reinforcements" ability to compensate? I mean, reducing the movement penalty.
In general, yes, it might not be very good without chains, I agree. Either set the values higher from the start (the troops from the castle are relevant anyway).
 

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#354
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Ment
Hmm, well, that’s worse... And won’t you be buffing “call reinforcements” to go along with this? I mean, reducing the penalty to movement.
In general, yes, it might not be very good without chains, I agree. Or, set larger values from the start (the troops from the Castle are relevant anyway).
Calling reinforcements allows you to instantly get huge reinforcements (from top-tier troops) for a ridiculously low mana cost. I don’t think it needs additional buffs, considering that even 1 dragon here is equivalent to 3-5 dragons in the original (depending on how long the game is drawn out).

Added 10 minutes ago
Ment
I don’t remember, are you using scripts to change the growth rates? And is this visible? If so, then it doesn’t seem to be a problem.
No, it’s not visible – I had to manually enter the growth rate information as reference. I had to make these sacrifices for a more interesting Stronghold build.
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#355
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No, it doesn't display – I had to manually enter the information about the increase as reference data. I had to make these sacrifices for a more interesting layout of the Strongholds.
Then it's a miss again... Well, it seems there are just too many problems.
 

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#356
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Thank you for the discussion. I am currently preparing a new set of information: magic branches and "barbarian" transformations. The challenging task of turning the muffled sounds into something worthwhile and enjoyable has been addressed, and in my opinion, it has been successful.
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#357
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Education: The hero receives (and continues to receive) +1 to a random characteristic every 4/3/2 levels (rounded down), and also gains +5/10/15% experience in battle.
Sharp Mind: At the start of battle, the hero receives a +50% turn bonus.
Scholar: The hero can freely exchange spells with other heroes. Additionally, the hero receives (and continues to receive) +1 random level 1-2 spell every 2 levels (rounded down).
Graduate: The hero receives +2 Knowledge and 1000 experience.
Sorcerous Reward: The hero receives +2 Spell Power and 1000 gold.
Intellect: The hero's maximum mana pool increases by 40% (from 5 to 7 mana per unit of Knowledge).
Dark Revelation: The hero gains another level.

Sharp Mind
Scholar – Graduate
Scholar – Sorcerous Reward
Intellect – Dark Revelation

Sorcery: The hero spends 10/20/30% less turn on casting spells (except for mass and general versions of Light and Darkness spells), and also receives +1/2/3 Spell Power.
Distraction: The hero receives +1 Spell Power. Barbarian/Chief/Shaman instead receive +1 Knowledge. After casting, the enemy hero is pushed back an additional 20% turn (does not work against creatures). In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Counterspell: The hero gains the "Counterspell" ability (block the effect of the next spell from an enemy hero or casters for 200% mana cost).
Mysticism: The hero's daily mana regeneration rate is doubled (from 20% to 40%).
Mana Refund: If a target or area spell cast by the hero was deflected (by all targets), 100% of the spent mana is returned, and the hero restores 20% turn. Additionally, the hero restores 20% of mana spent in battle after each fight.
Secret Knowledge: The hero's spells consume only 80% mana (rounded down).
Wisdom: The hero receives one random level 3 spell from each school. The hero gains the ability to learn all level 3 spells.
Secret Revelation: The hero receives +2 Spell Power and 1 random level 1-3 spell.
Secret Art: The hero receives +2 Spell Power. The enemy hero loses 20% mana.

Distraction – Counterspell
Mysticism – Mana Refund
Mysticism – Secret Knowledge
Wisdom – Secret Revelation – Secret Art

Light Magic: The hero can study Light magic spells up to level 3/4/5. Increased/high/maximum efficiency of Light magic.
Protector: The hero's "Evasion" and "Stone Skin" spells are enhanced (if present): the hero receives special versions of these spells ("General Evasion" and "Mass Stone Skin") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Storm Wind: Enemy flyers receive a -2 speed penalty and -20% initiative penalty.
Blesser: The hero's "Bless" and "Exorcism" spells are enhanced (if present): the hero receives special versions of these spells ("General Bless" and "Mass Exorcism") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Eternal Light: The hero receives the "Regeneration" spell. There is a 50% chance that magical effects attempting to remove the hero's light enchantments are deflected.
Secrets of Light: Casters in the hero's army spend only 50% mana on spells (rounded down).
Wrath-Giver: The hero's "Righteous Might" and "Haste" spells are enhanced (if present): the hero receives special versions of these spells ("Mass Righteous Might" and "Mass Haste") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn. The "Holy Word" spell is enhanced (if present): the hero receives +4 Spell Power when using it.
Seal of Light: The hero receives the "Divine Vengeance" spell. The enemy hero's mana costs for casting Light magic spells increase to 200% (does not affect creatures).
Surprise Attack: The hero receives the "Teleport" spell. When this spell is cast, the transported creatures restore up to 50% of their turn.
Twilight: The hero receives +3 Spell Power when using Light or Darkness magic spells.

Protector – Storm Wind
Blesser – Eternal Light
Blesser – Secrets of Light
Wrath-Giver – Seal of Light – Surprise Attack
Wrath-Giver – Seal of Light – Twilight

Darkness Magic: The hero can study Darkness magic spells up to level 3/4/5. Increased/high/maximum efficiency of Darkness magic.
Master of Pain: The hero's "Destruction Ray" and "Plague" spells are enhanced (if present): the hero receives special versions of these spells ("Mass Destruction Ray" and "Mass Plague") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn. The "Death Wave" spell is enhanced (if present): the hero receives +4 Spell Power when using it.
Cursed Land: When moving from their position, non-flying enemy units take 3 damage per hero level.
Master of Curses: The hero's "Curse" and "Weakness" spells are enhanced (if present): the hero receives special versions of these spells ("General Curse" and "Mass Weakness") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Balance of Darkness: The hero receives the "Vampirism" spell. The enemy hero's Spell Power is reduced by 50% when using Darkness magic spells (does not affect creatures).
Secrets of Darkness: The hero receives +5 Spell Power when using Darkness magic spells. The hero's units receive a -1 morale penalty.
Master of Mind: The hero's "Confusion" and "Slow" spells are enhanced (if present): the hero receives special versions of these spells ("General Confusion" and "Mass Slow") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Seal of Darkness: The hero receives the "Sorrow" spell. The enemy hero's mana costs for casting Darkness magic spells increase to 200% (does not affect creatures).

Master of Pain – Cursed Land
Master of Curses – Balance of Darkness
Master of Curses – Secrets of Darkness
Master of Mind – Seal of Darkness

Destruction Magic: The hero can study Destruction magic spells up to level 3/4/5. Increased/high/maximum efficiency of Destruction magic.
Lord of Cold: The hero's Ice element spells are enhanced (if present): they freeze (disable) targets for a total of 40% turn (distributed equally among targets).
Cold Steel: The hero's units deal +10% Ice element damage. The hero receives the "Frostbite" spell.
Deadly Cold: The hero's Ice element spells are enhanced: they deal additional damage equal to the base health of a creature in the affected unit (kill 1 additional creature).
Lord of Storms: The hero's Lightning element spells are enhanced (if present): they stun the primary target by half (it loses 50% of its accumulated turn).
Mana Burst: Upon using magic, enemy casters take 10 damage per hero level.
Secrets of Destruction: The hero receives +2 Knowledge and 1 random level 1-3 Destruction magic spell.
Lord of Fire: The hero's Fire element spells are enhanced (if present): they reduce targets' defense by 50% for 1 round.
Fire Fury: The hero's units deal +10% Fire element damage. The hero (except Barbarian/Chief/Shaman) receives the "Fire Wall" spell.
Pyrokinesis: The hero's Fire element spells are enhanced: they continue to deal 33% damage over 3 turns to targets.

Lord of Cold – Cold Steel – Deadly Cold
Lord of Storms – Mana Burst
Lord of Storms – Secrets of Destruction
Lord of Fire – Fire Fury – Pyrokinesis

Creation Magic: The hero can study Creation magic spells up to level 3/4/5. Increased/high/maximum efficiency of Creation magic.
Master of Earth: The hero's "Energy Crystal", "Wall of Swords", and "Mines" spells are enhanced (if present): the hero receives +4 Spell Power when using them. The hero receives the "Earthquake" spell.
Indestructible Warriors: The hero receives the "Ethereal Shield" spell and a +4 Spell Power bonus when using it.
Master of Life: The hero's "Magic Fist" and "Reanimation" spells are enhanced (if present): the hero receives +4 Spell Power when using them.
Mist Veil: Enemy ranged units receive a -30% initiative penalty.
Master of Charms: The hero's "Summon Elementals" and "Create Phoenix" spells are enhanced (if present): the hero receives +4 Spell Power when using them.
Elemental Balance: The hero receives the "Summon Elementals" spell. When an opponent uses "Summon Elementals" or "Create Phoenix", troops of equal strength are summoned on the hero's side in response (the elemental type is opposite).
Fire Warriors: The hero's "Summon Elementals" spell is enhanced: it always summons Fire Elementals, and 40% more of them.

Master of Earth – Indestructible Warriors
Master of Life – Mist Veil
Master of Charms – Elemental Balance – Fire Warriors

Barbarian Education: The hero receives (and continues to receive) +1 to a random characteristic every 4/3/2 levels (rounded down), and also gains +5/10/15% experience in battle.
Strength vs Magic: The hero receives +2 Spell Power. Opponent's spells are weakened: when applied, their spell power is penalized by 50% of the hero's spell power (penalty rounded up).
Barbarian Might: The hero receives +1 Attack and Defense. The hero's troops receive +10% health for the next battle.
Military Knowledge: The hero receives +1 Knowledge and can freely exchange war cries with other heroes. Additionally, at the start of each day, the hero automatically unlearns all missing cries of the levels they possess.
Intellect: The hero's maximum mana pool increases by 40% (from 5 to 7 mana per unit of Knowledge).
Dark Revelation: The hero gains another level.

Strength vs Magic – Barbarian Might
Military Knowledge
Intellect – Dark Revelation

War Cries: The hero spends 10/20/30% less turn on using war cries, and also receives +1/2/3 Knowledge.
Distraction: The hero receives +1 Spell Power. Barbarian/Chief/Shaman instead receive +1 Knowledge. After casting, the enemy hero is pushed back an additional 20% turn (does not work against creatures). In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Secrets of Voice: The hero's war cries consume only 80% mana (rounded down).
Mighty Cry: The hero's war cries are enhanced: upon use, the hero gains +5 levels.
Cry of Fury: The hero's war cries are enhanced: upon use, the secondary rage bonus is increased to 200%.
Mysticism: The hero's daily mana regeneration rate is doubled (from 20% to 40%).

Distraction
Secrets of Voice – Mighty Cry
Secrets of Voice – Cry of Fury
Mysticism

Light Transformation: The hero's troops receive +0/1/2 initiative. Enemy Light magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Storm Wind: Enemy flyers receive a -2 speed penalty and -20% initiative penalty.
Light Corruption: The mana costs for the enemy hero and creatures to cast Light magic spells increase to 200%.
Light Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Light magic spells.
Light Containment: The hero receives +1 Knowledge. After casting Light magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Secrets of Light: Casters in the hero's army spend only 50% mana on spells (rounded down).

Storm Wind
Light Corruption – Light Weakening
Light Corruption – Light Containment
Secrets of Light

Darkness Transformation: The hero receives +0/2/4 Knowledge. Enemy Darkness magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Cursed Land: When moving from their position, non-flying enemy units take 3 damage per hero level.
Darkness Corruption: The mana costs for the enemy hero and creatures to cast Darkness magic spells increase to 200%.
Darkness Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Darkness magic spells.
Darkness Containment: The hero receives +1 Knowledge. After casting Darkness magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Call of Darkness: 2 Grotesque Manticores join the hero's army for each passed week (including the current one). The replenishment repeats at the start of each week (each time 2 more manticores arrive). Manticores do not arrive if their total number in the army would exceed 1 per hero level.

Cursed Land
Darkness Corruption – Darkness Weakening
Darkness Corruption – Darkness Containment
Call of Darkness

Destruction Transformation: The hero receives +0/2/4 Attack. Enemy Destruction magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Mana Burst: Upon using magic, enemy casters take 10 damage per hero level.
Destruction Corruption: The mana costs for the enemy hero and creatures to cast Destruction magic spells increase to 200%.
Destruction Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Destruction magic spells.
Destruction Containment: The hero receives +1 Knowledge. After casting Destruction magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Fire Fury: The hero's units deal +10% Fire element damage. The hero (except Barbarian/Chief/Shaman) receives the "Fire Wall" spell.

Mana Burst
Destruction Corruption – Destruction Weakening
Destruction Corruption – Destruction Containment
Fire Fury

Creation Transformation: The hero's troops receive +0/10/20% health. Enemy Creation magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Mist Veil: Enemy ranged units receive a -30% initiative penalty.
Creation Corruption: The mana costs for the enemy hero and creatures to cast Creation magic spells increase to 200%.
Creation Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Creation magic spells.
Creation Containment: The hero receives +1 Knowledge. After casting Creation magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Pack Leader: At the start of each day, 5 Great Wolves join the hero's army. Wolves do not arrive if their total number in the army would exceed 5 per hero level.

Mist Veil
Creation Corruption – Creation Weakening
Creation Corruption – Creation Containment
Pack Leader
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Secret Revelation: The hero gains +2 to Sorcery and 1 random spell of level 1-3.

This is complete garbage compared to Wisdom and other perks. I definitely wouldn't take it.

Added 19 minutes ago
Cursed Land: When moving, non-flying enemy units take 3 damage for each level of the hero.

This is also not very useful compared to others.

Added 3 minutes ago
Secrets of Destruction: The hero gains +2 to Knowledge and 1 random Destruction magic spell of level 1-3.

It only makes sense to take it if you're playing a Warlock, and even then, only if you're really lacking in artifacts and wells.

Added 6 minutes ago
Is it possible to make an enhanced version of Divine Retribution available for Warlocks as well, and to make the Phoenix Cloak and Pyrokinesis also apply to this spell? After all, it deals fire damage.

Added 1 minute ago
Secrets of Destruction: The hero gains +2 to Knowledge and 1 random Destruction magic spell of level 1-3.
In my opinion, it would be better to increase the damage of all spells by 10% instead, for example, and maybe add magic penetration.

Added 4 minutes ago
Everything else seems fine
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Одиночные сценарии Heroes V 3.1:


Незваные гости
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Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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#359
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Revenge deals purely magical damage. In any case, it's not just Warlocks who can use it to attack Lava Dragons and other creatures that are immune to fire.
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#360
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Graduate: The hero receives +2 to Knowledge and 1000 experience.
Magical Reward: The hero receives +2 to Spell Power and 1000 gold.
A question arose: Nargott, did you plan to somehow solve the problem with chests? I mean, in treasure chests, everyone takes gold, and experience is useless in the vast majority of cases.
Dark Revelation: The hero gains an additional level.
What's the point? This is equivalent to a +3/2 bonus to a random stat, a small bonus to damage from the hero's normal attack, and at the same time, increasing the amount of experience needed to reach the next level (which is a negative). Is that right? It seems to me that this perk needed a buff even in the original.
Secrets of Light: Spellcasters in the hero's army spend only 50% of their mana on spells (rounded down).
I'm not sure, but it seems to me that here the rounding is upwards.
Cursed Land: When moving, non-flying enemy units take 3 damage for each level of the hero.
In your mod, is this ability relevant in terms of its power? I remember that in the original, I only took it for fun, and there is also such a hypothetical use case as destroying enemy phantoms.
Master of Pain – Cursed Land
Master of Curses – Weakness
Master of Curses – Secrets of Darkness
Master of Mind – Seal of Darkness
And where is "Balance of Darkness" here?
By the way, gaining vampirism looks quite powerful, as does regeneration in the light. However, the latter is still not as...
they freeze (disable) targets for a total of 40% of the turn (distributed equally among targets)
Wow, was this the case in the original, or did you change it? If you changed it, how?
Magic of Creation
Perhaps "Creation" would be better? It's an established name, after all. By the way, I like renaming "Chaos" to "Destruction."
There are also good ideas regarding transformations.
it only makes sense to take it as a Warlock, and even then, if you are really lacking in artifacts and mana wells.
There's not much mana in this mod, Master... The skill will actually be popular.
 

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#361
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MasteR
This is complete garbage compared to Wisdom and other perks. I definitely wouldn't take it.
Keep in mind that the stats here are 1:2. That is, +2 to magic = +4 to magic in the original.
This is also not very good compared to others.
The damage is adjustable. In WGE, there is much less meat than in the original. By the standards of the original, this would be 6-9 per level.
It only makes sense to take it for a Warlock, and even then, only if they are severely lacking in artifacts and wells.
The Warlock will never go for air combat here. And knowledge is very valuable.
Ment
A question arose: Nargott, did you plan to somehow solve the problem with chests? I mean, in treasure chests, everyone takes gold, and experience is almost always useless.
Experience is very useful at the start, given such great skills. Later, the role of chests as a source of experience is lost - I think this is normal.
What's the point? This is equivalent to a +3/2 bonus to a random stat, a small bonus to damage from a normal hero attack, and at the same time, an increase in the amount of experience to the next level (which is a negative). Is that right? It seems to me that this perk needed a buff even in the original.
That's right, this is a situational perk that looks great in the long run for 3-4 days, and then it starts to lose its power. Perhaps it will be necessary to strengthen it, giving, for example, +1 to knowledge.
And where is the "Balance of Darkness" here?
Typo, I forgot to rename it. Weakening is the Balance of Darkness.
Wow, was it like that in the original, or did you change it? If you changed it, how?
In the original, it was 30%, I just increased the coefficient.
Creation, maybe, would be better? It's an established name, after all. By the way, I like renaming "Chaos" to "Destruction".
It's the same thing. In my opinion, creation sounds better. In which games is the name "School of Creation" established for magic?
There's not much mana in this mod, Master... The skill will actually be popular.
But the spells are very powerful on the other hand. So both magic and knowledge are in demand to the same extent as physical stats, i.e. 1:2 (1 knowledge here is as much in demand as 2 in the original).
For example, compare: Weakness here is -8/10/12/14 in the new stats. The old Weakness from the original would be -1.5/3/4.5/6.
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#362
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Nargott
Keep in mind that the stats here are scaled 1:2. That is, +2 to magic = +4 to magic in the original game.

The damage is adjustable. In WGE, there is much less "meat" than in the original. By the standards of the original, this would be 6-9 per level.

Okay, then. Although it still seems a bit low.
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