Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
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.
Develop other cities? Sure, but they were already captured in the first week.
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).
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?
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 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.
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?
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
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.
1) It's unclear which city to tie it to: there are many.
- 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.
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.
The current solution is simpler, more elegant, and more interesting.
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.
- 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
Everyone uses chains; troops are transferred within a day.
Subjectively. But objectively, it's less versatile. I won't argue about its simplicity, though.
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).
Why would a hero gather troops if they travel with almost no army?
You can. And how do you show it in the game so the player doesn't forget?
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.
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).
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).
Added 10 minutes ago
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 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.
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
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.
Added 4 minutes ago
Everything else seems fine
Пробуждение зла
Нашествие из Преисподней
Смена эпох
Скачать все кампании одним архивом: Яндекс.Диск Google.Диск
You can download the set of 3 Campaigns (English version) here
Одиночные сценарии Heroes V 3.1:
Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы
Мультиплеерные карты для Heroes V 3.1:
Легендарная война
Сердце вулкана
Передел мира
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Graduate: The hero receives +2 to Knowledge and 1000 experience.
Magical Reward: The hero receives +2 to Spell Power and 1000 gold.
Dark Revelation: The hero gains an additional level.
Secrets of Light: Spellcasters in the hero's army spend only 50% of their mana on spells (rounded down).
Cursed Land: When moving, non-flying enemy units take 3 damage for each level of the hero.
Master of Pain – Cursed Land
Master of Curses – Weakness
Master of Curses – Secrets of Darkness
Master of Mind – Seal of Darkness
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)
Magic of Creation
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.
This is complete garbage compared to Wisdom and other perks. I definitely wouldn't take it.
This is also not very good compared to others.
It only makes sense to take it for a Warlock, and even then, only if they are severely lacking in artifacts and wells.
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.
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.
And where is the "Balance of Darkness" here?
Wow, was it like that in the original, or did you change it? If you changed it, how?
Creation, maybe, would be better? It's an established name, after all. By the way, I like renaming "Chaos" to "Destruction".
There's not much mana in this mod, Master... The skill will actually be popular.
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.
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.
Пробуждение зла
Нашествие из Преисподней
Смена эпох
Скачать все кампании одним архивом: Яндекс.Диск Google.Диск
You can download the set of 3 Campaigns (English version) here
Одиночные сценарии Heroes V 3.1:
Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы
Мультиплеерные карты для Heroes V 3.1:
Легендарная война
Сердце вулкана
Передел мира