Damage is adjustable. In WGE, there's significantly less "meat" than in the original. By the standards of the original, it would be 6-9 per level.
Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
I don't even know. There's less meat, but many units have more health. I'm especially looking at some cave hydra with 700 HP... Haha, but anyway, you know better.
Now, the units have different stats, closer to the original. The hydra (equal in strength to a dragon) has about 300 hit points, and that's the maximum. I abandoned large numbers for reasons of convenience in calculating, as well as to enhance the relative effectiveness of tents, archer towers, battle frenzy, resilience, etc.
Aaaa... Can you update the second message with stats then, otherwise it's confusing?
Right now there will be another fundamental update of stats, moving from an attack/defense range of 1-42 to 5-25, so I'll post it when it's ready. What I can say is that in terms of physical stats, units will be quite similar to the original (overall). For example, for level 7, around 200 hit points will be typical, etc.
Added after 20 hours 16 minutes
Preparation: Hero receives +1/2/3/4 to defense. Hero's squads deal 20/40/60/80% more damage on counterattacks. A Knight can additionally train troops in the city for 150% price (without discounts), up to 10/20 creatures per week.
Crusade: Hero's squads receive +1 speed on plains or in a city (Castle or Rampart), as well as +1 initiative in battles involving an enemy hero.
Commander: Knight receives a 33% discount on retraining (100% price instead of 150%). Paladin and Templar receive +2 morale instead.
Mentor: When meeting other heroes, the hero increases their level to a level corresponding to 20% of his experience.
Prayer: Hero gains the "Prayer" ability (give all troops +1 attack, defense, and morale, as well as +5% initiative for 2 rounds).
Oversight: Hero gains the "Oversight" ability, which can be used for 50% of a turn: bind to an allied squad, responding to every melee attack against it; damage dealt this way is increased by 3 levels (or by 300% / (level + 2)).
Relentless Force: Damage from the "Oversight" ability increases to 300%.
Guardian Angel: After any battle won by the hero, 50% of losses are resurrected (rounded down). Upon death of all hero's squads, the strongest squad in his army is automatically resurrected once: restoring no more than 30 * (hero level + 8) health. Hero receives the "Resurrection" spell.
Prayer
Homelands – Commander
Homelands – Mentor
Oversight – Relentless Force
Prayer + Homelands + Oversight = Guardian Angel
Gates: Legion hero troops of levels 1-2 / 1-4 / 1-6 / 1-7 gain the "Open Gates" ability (summon reinforcements to any point on the field, which appear after 1 turn; reinforcement size will be 50% of those summoning at the time of call). Hero's movement distance increases by 5/10/15/20% (base 40 cells).
Mark of the Damned: Hero gains the "Mark of the Damned" ability, which can be used for 50% of a turn: bind to an enemy squad, attacking it in response to any successful action – direct or counterattack, spellcasting; damage dealt this way is increased by 3 levels (or by 300% / (level + 2)).
Gate Master: Enhances the hero's troops' "Open Gates" ability: reinforcement size is increased by 20% of those summoning (from 50% to 70%).
Wide Gates: Enhances the hero's troops' "Open Gates" ability: there is a 10% chance for each unit of luck that the reinforcement size will double (from 70% to 140%).
Quick Opening: Enhances the hero's troops' "Open Gates" ability: its use costs only 50% of a turn.
Corpse Eater: Hero gains the "Corpse Eater" ability (destroy a squad corpse on the battlefield, restoring 1 mana for every 30 health of that squad).
Call of Hell: Enhances the hero's troops' "Open Gates" ability: reinforcements appear immediately (rather than after 1 turn).
Mark of the Damned
Gate Master – Quick Opening
Gate Master – Wide Gates
Corpse Eater
Gate Master + Quick Opening + Wide Gates = Call of Hell
Runes: Hero can study, and Clan hero troops can use runes of levels 1-2 / 1-4 / 1-5 / without wood and ore costs. Hero's troops receive +5/10/15/20% health.
Renewed Rune: Hero gains the "Renewed Rune" ability (restore a random rune for an allied squad, allowing it to be used again).
Greatest Rune: Hero's troops gain the ability to reuse runes for 300% price.
Completed Rune: When using runes, hero's troops have a 50% chance not to consume resources.
Runic Harmony: Hero's squads receive +3 morale for 1 turn each time a rune is used.
Runic Recoil: Each time runes are used by the hero's troops, the hero restores 50% mana based on the knowledge value.
Defensive Hird: Defense of Clan hero squads increases if other allied Clan squads are nearby (up to +10 with tenfold superiority).
Attacking Hird: Attack of Clan hero squads increases if other allied Clan squads are nearby (up to +10 with tenfold superiority).
Absolute Defense: All normal enemy attacks become unsuccessful (50% damage), and successful ones (150% damage) become normal (100%).
Renewed Rune – Greatest Rune
Completed Rune – Runic Harmony
Completed Rune – Runic Recoil
Defensive Hird – Attacking Hird
Renewed Rune + Greatest Rune + Completed Rune = Absolute Defense
Wrath: Hero's troops with the "Blood Wrath" ability absorb up to 20% damage (losing wrath points), and can reach wrath level 1/2/3, receiving additional bonuses. Hero receives +1/2/3/4 attack.
Support: Hero gains the "Support" ability, which can be used for 50% of a turn: bind to an allied squad, supporting its attacks with his own; damage dealt this way is increased by 3 levels (or by 300% / (level + 2)) if the squad attacks in melee.
Blood Memory: Hero's squads with "Blood Wrath" ability receive +50-100 wrath points at the start of battle.
Fire of Fury: Hero's squads with "Blood Wrath" ability gain and lose wrath 1.5 times faster.
Battle Euphoria: Hero's squads with "Blood Wrath" ability gain +50 wrath points every time their positive morale triggers.
Goblin Help: At the start of each day, 1 Bandit Goblin joins the hero's army for each hero level, as long as he has a baggage train.
Goblin Defense: Hero receives +1 defense, and 4 Bandit Goblins join his army for each unit of defense.
Pure Fury: Hero's squads with "Blood Wrath" ability receive an additional +500 wrath points at the start of battle.
Support
Blood Memory – Fire of Fury
Blood Memory – Battle Euphoria
Goblin Help – Goblin Defense
Blood Memory + Fire of Fury + Battle Euphoria = Pure Fury
Avenger: Hero can choose 1/2/3/4 sworn enemies in the Avengers Guild. Hero's troops have a 40% chance to deal critical 200% damage to sworn enemies. Hero receives the "Elven Ritual" strategic ability (by spending 25% of a turn at the start of the day, change sworn enemies remotely from the Avengers Guild).
Death Shot: When the hero attacks, level increases by 3 (or by 300% / (level + 2)). Hero's attack on sworn enemies deals 200% damage and kills at least 1 creature.
Arrow Rain: Hero gains the "Arrow Rain" ability: attack all sworn enemy squads simultaneously, while level increases by 3 (or by 300% / (level + 2)).
Enchanted Arrow: Hero gains the "Enchanted Arrow" ability, which can be used for 50% of a turn (bind a direct damage spell or negative enchantment from available ones to his attack; this spell will automatically be cast on the target with each attack, consuming mana).
Enchanted Ballista: Hero receives a ballista. Enhances the hero's "Enchanted Arrow" ability: the hero automatically casts the bound spell every time an allied ballista shoots at a target.
Sylvan Fury: Hero receives +1 luck. Maximum base damage of Sylvan hero troops increases by 1.
Sylvan Cunning: Hero receives +1 knowledge. Chance to deal critical damage to sworn enemies increases by 10% (from 40% to 50%).
Sylvan Leader: Hero receives +1 attack, and 1 Blade Dancer joins his army for each hero level.
Absolute Luck: All attacks from the hero's squads become successful (deal 150% damage).
Death Shot – Arrow Rain
Enchanted Arrow – Enchanted Ballista
Sylvan Fury – Sylvan Cunning
Sylvan Fury – Sylvan Leader
Sylvan Fury + Sylvan Cunning + Sylvan Leader = Absolute Luck
Artifacts: In the artifact forge, the hero can create mini-artifacts of level 1 / 2 / 3 / for 50% price and attach them to Academy creatures. Hero receives 10/20/30/40% more experience.
Wizard's Mark: Hero gains the "Wizard's Mark" ability, which can be used for 50% of a turn: bind to a squad, duplicating a spell on it (spending mana) whenever a spell is cast on the main target.
Machine Loyalty: Hero receives +1 morale. Mechanisms (war machines and golems) in the hero's army become susceptible to positive morale.
Mastery over Machines: Hero gains all war machines. During battle, one of the enemy's war machines (except catapult) comes under the hero's control.
Magic Mirror: With a probability of 2% * (hero level + 5), enemy target spells directed at the hero's creatures are deflected and redirected to a random target.
Artifact Absorption: Hero gains the "Artifact Absorption" ability, which can be used for 50% of a turn: by destroying 1 mini-artifact, resurrect killed creatures in a squad, restoring no more than 5 * (artifact level + 1) * (hero level) health.
March of Golems: 1 Granite Golem joins the hero's army for every 10 gremlin demolitionists/pyromancers/saboteurs, but no more than 1 golem per hero level.
Arcane Omniscience: Hero receives all spells and the ability to cast them at an expert level.
Wizard's Mark
Machine Loyalty – March of Golems
Machine Loyalty – Mastery over Machines
Magic Mirror – Artifact Absorption
Wizard's Mark + Magic Mirror + Artifact Absorption = Arcane Omniscience
Necromancy: After each battle, the hero raises 5/10/15/20% (rounded down) of killed living enemies (except angels and unicorns) as undead.
Spiritual Link: Hero gains the "Spiritual Link" ability, which can be used for 50% of a turn: bind to a squad, restoring 1 mana for every 40 damage it receives.
Eternal Slavery: After battle, the hero resurrects losses in a random undead squad, restoring no more than 7 + (5 * hero level) health.
Death's Tread: After each battle, 1 Moon Templar joins the hero's army. At the start of each week, all Moon Templars leave the player's armies.
Lord of the Dead: Necromancy skill allows raising an additional 5% creatures after battle. Hero receives +1 knowledge.
Banshee Scream: Hero gains the "Banshee Scream" ability: give all enemies a -2 penalty to luck and morale for 2 turns.
Inhabited Mines: When capturing each mine, 1 Ruin Ghost settles in it for each hero level, who can then be taken into the army.
Scream of Terror: Enhances "Banshee Scream" ability: additionally reduces morale of all enemies by 6.
Spiritual Link
Eternal Slavery – Death's Tread
Eternal Slavery – Lord of the Dead
Banshee Scream – Inhabited Mines
Banshee Scream + Eternal Slavery + Spiritual Link = Scream of Terror
Occultism: Hero receives +1/2/3/4 to spell power and knowledge. Hero's spells ignore 20/40/60/80% magic resistance.
Dark Ritual: Hero gains the "Dark Ritual" strategic ability (by spending 25% of a turn at the start of the day, fully restore his mana pool).
Secret Fire: During direct attacks, hero's squads have a 30% chance to deal an additional 8 damage for each unit of spell power, consuming 1 of the hero's mana.
Fiery Retribution: Hero receives +1 defense. "Secret Fire" ability also applies to counterattacks.
Withering Flame: "Secret Fire" ability deals 150% damage (12 damage for each unit of spell power).
Arcane Wave: Enhances hero's Destruction magic spells if present (including "Magic Fist", but excluding "Fire Wall"): the hero receives enhanced versions of these spells in addition to normal ones, which deal 150% damage but require 200% mana cost.
Elemental Sense: Warlock begins to see the elements of enemy squads. Hero's spells of the opposite element deal 10% more damage for each level of Occultism skill. Assassin/Witch instead gives their troops a +1 initiative bonus.
Elemental Fury: Bonus from "Elemental Sense" ability is doubled.
Secret Advantage: Hero receives 100 mana once and +2 spell power. 1 dragon joins the hero's army for each passed week (including current). Grey Dragons come to the assassin, Red Dragons to the witch, and Black Dragons to the warlock.
Dark Ritual
Secret Fire – Withering Flame
Secret Fire – Fiery Retribution
Arcane Wave – Elemental Sense – Elemental Fury
Secret Fire + Fiery Retribution + Dark Ritual = Secret Advantage
Added after 24 minutes
All ultimates (Guardian Angel, Call of Hell, Absolute Defense, Pure Fury, Absolute Luck, Arcane Omniscience, Scream of Terror, Secret Advantage) require only 3 perks in the racial skill, as well as a legendary (4) level of the racial skill, which opens only if the hero has the "Pendant of Mastery" super-artifact. To avoid cheating, upon taking an ultimate, this artifact is permanently bound to the hero. It will be impossible to sell or transfer it to another hero.
Moon Templars = former Death Knights
Prayer and Banshee Scream currently look a bit weak; this is due to these abilities also being present in units. I will look for solutions to this problem, but the current figures are listed for now.
For many racial skills, heroes receive additional bonuses related to the weakness or specialization of the racial ones.
Preparation gives not only a good bonus to counterattacks (instead of measly 10/15/20%), but also + to hero defense. This makes the skill attractive.
Occultism gives not only extremely situational ignoring of magic resistance, but also excellent bonuses to spell power and knowledge.
Artifacts give not only a limited bonus (only for Academy troops), but also + to hero experience.
Gates give not only a limited bonus (only for Legion troops), but also + to hero logistics.
Runes give not only a limited bonus (only for Clan troops), but also + to health of any hero's troops.
Wrath gives not only a limited bonus (only for Tribe troops), but also + to hero attack.
In March of Golems, the classic +2 speed and initiative bonus is replaced by the arrival of golems, based on the reasoning that +2 speed is a huge bonus that fundamentally changes the unit class (from infantry to flyer). Mage mini-artifacts will always be crafted at fixed knowledge = 10, but for a cheaper price. This will allow balanced bonuses that work from the start of the game and also solves the super speed problem (speed bonus from mini-arts will only be +1).
In Elemental Sense and Elemental Fury (for assassin and witch), I didn't want to duplicate bonuses like +1 initiative, typical for orcs (Haste, Eagle Eye, Light Transformation), but no better ideas have come yet. Drier bonuses to attack and spell power were also considered, or elementals joining the army (a new element each week) / one-time doubling of elementals (current element). But elementals fit by name, but not in essence, as they belong to Creation magic, which is not typical for dark elves at all (Darkness and Destruction).
To avoid cheating, when obtaining the ultimate artifact, it becomes permanently bound to the hero. It will be impossible to sell or transfer it to another hero.
It's the same. In my opinion, "Creation" sounds better. In which games has the name "School of Creation" become established for magic?
Synonyms, of course, but the thing is that you also have "destruction." And "creation" is a more accurate antonym for destruction in my opinion. Because creation is a beautifully worded creation. "Creation" has a slightly different semantic nuance, implying a bit of creativity, and this semantic nuance violates the opposition to destruction (which implies nothing additional).
What if a hero removes the artifact, puts it in their inventory, and puts on another one?
Hmm, perhaps it would be simpler to make the amulet "disappear" when the ultimate ability is taken (i.e., destroy the amulet), if it is possible to preserve the racial skill at level 4 using scripts.
It's not a big deal; only the 4th level of the racial skill will be removed. The artifact can remain in the inventory. The main thing is to prevent its repeated use. Selling it can also be allowed, as long as the ultimate ability is reset at the same time.
Hmm, perhaps it's simpler to make the amulet "disappear" when the ultimate ability is used (i.e., destroy the amulet), if it's possible to preserve the racial skill at level 4 using scripts.
Oh well, I've forgotten the scripts.
1. The hero gains the strategic ability "Elven Ritual" (spending 25% of their turn at the beginning of the day to remotely swap units with the Guild of Avengers).
2. Landlord: The hero's spells "Energy Crystal," "Wall of Swords," and "Mines" are enhanced (if they are available): the hero receives +4 to spell power when using them - because before, it was quite silly to get +4 to spell power for "Earthquake" when spell power isn't taken into account in the "Earthquake" calculation.
Renaming the schools of magic - I agree with the respected Ment - destruction and creation.
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
:smile54: I really liked the ideas:
1. The hero gains the strategic ability "Elven Ritual" (spending 25% of the turn at the beginning of the day to remotely change allegiance from the Guild of Avengers).
2. Landlord: The hero's spells "Energy Crystal," "Wall of Swords," and "Mines" are enhanced (if they exist): the hero receives +4 to spell power when using them - because before, it was quite silly to get +4 to spell power for "earthquake" when spell power isn't considered in the "earthquake" calculation.
Renaming the schools of magic - I agree with the respected Ment - destruction and creation.
2. Landlord already influenced the crystal and swords, it just wasn't described. As for the earthquake, there's also the "Earth Tremor" ability, which deals damage.
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
I'm curious about the Elven ritual. Is it actually possible to do something like that?
By analogy, the dark ritual will also cost only 25% of a turn.
Land Master already influenced crystals and swords, it just wasn't in the description. As for the earthquake - there is also the "Earthquake" ability that deals damage.
Please note that a number of spells cannot be obtained in the guild, only through perks: Earthquake, Summon Elementals, Divine Retribution, Regeneration, Frostbite, Wall of Fire, Sorrow, Vampirism.
Thus, Earthquake will never clutter the guild layout anymore :)
In general, here is the list of perks that were removed:
- Reflection (too low resistance)
- Resistance (replaced by improved Fire-resistant Armor; and Call of Darkness - manticore will be based on it)
- Grave Cold (negligible damage)
- Patronage of Ashi (potential dummy perk for new perks)
- Trophies (weak and uninteresting)
- Traveler's Luck (weak and uninteresting)
- Navigation (extremely situational; by setting the options to 0, a dummy perk for new perks can be obtained)
- Barbarian Luck (Barbarians already have fine magic protection in transformations, no need to add extra resistance; and Pack Leader - wolves will be based on it)
- Ground Shake (extremely situational, only for sieges; by setting the options to 0, a dummy perk for implementing new perks can be obtained)
- Death's Tread (extremely situational, only for sieges; and a perk of the same name with Lunar Templars will be based on it)
- Exploding Corpses (extremely useless)
- Magic Exhaustion (a worse version of Undead Magic Protection, as it only affects hero spells)
- Banishment (extremely situational perk, since Elemental Balance already exists)
- Exorcism (extremely situational perk, since Elemental Balance already exists; by setting the options to 0, a dummy perk for implementing new perks can be obtained)
- Return to Void (extremely situational perk, since the summoning nerfs in Summoning Transformation are sufficient)
- Harbinger of Death (no need to duplicate the corresponding building in the Necropolis)
Added after 4 minutes
It's possible... Or you could check if the amulet is equipped. There might not be a script function to check for an artifact, though... But I think there was a function to check for an equipped artifact set.
Sigh, I've forgotten scripts.
Added after 9 hours 4 minutes
There's hardly any mana in this mod
On the other hand, I haven't played much on the map with my mod yet. It's possible that mana regen will be increased from 20% to 40% (60% with mysticism) per day, meaning essentially 1 knowledge will restore 2 mana - which is twice as high as in the original. Theoretically, this solution is almost obvious: why should a player spend 5 times less mana on a breakthrough battle than on a final battle? Since the goal was to make knowledge desirable, rather than forcing the player to cast only 1-2 times per battle (breakthrough). In my opinion, this solution is stronger and better than the classic 10-fold limit, which makes the mage too dependent on wells and leaves tons of unused mana in the finals.
I really hope it will be possible to implement it in this way. The developer said it might be possible.
Similarly, the dark ritual will also cost only 25% of a turn.
Added 6 minutes later
The upcoming mod completely removes late-game units.
Added 5 minutes later
Hmm, perhaps it would be easier to make the amulet "disappear" when the ultimate ability is acquired (i.e., destroy the amulet), if it's possible to preserve the racial bonus at level 4 using scripts.
But linking the ultimate ability to an artifact, in my opinion, is not a good idea.
Added 7 minutes later
I still think the perk system 2-(1)-2-(2)-4 is ideal.
The numbers in parentheses indicate connections.
If we choose one line, initially only 1 primary perk of that school will be offered instead of two, which immediately increases the probability. Considering that 4 perks of level 3 are stronger than the previous ones.
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Is it possible to change an arch-enemy without a forced connection to a Castle?
The upcoming mod completely eliminates late-game mana issues.
But tying the ultimate ability to an artifact, in my opinion, is not a good idea.
I still see the 2-(1)-2-(2)-4 perk system as ideal.
Numbers in parentheses indicate connections.
If we choose one line, initially only 1 primary skill of that school will be offered instead of two, which immediately increases the probability. Considering that 4 perks of level 3 are stronger than the previous ones.
Your 2+2+4 option, although it simplifies the upgrade process a bit, provides only 6 skill upgrade options (I mean a complete upgrade, 3 perks).
This is very few; even with 5 perks (instead of 8), 5-6 options are provided. And with full skills (7-9), the variability is twice as high. Note that the more perks that lie at lower levels, the more options there are. That's why I have so few level 3 perks.
Also, a key feature of the scheme is the fact that only really cool perks are left or enhanced, there are no narrowly situational or mediocre perks, as in TE (where they left the trash in order to make it more difficult to obtain "imba" perks).
Below, I see schemes with a bunch of useless perks that are supposedly discarded.
Added 4 minutes later
Also, I'm in favor of situational perks.
Even for navigation (but at level 3).
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I haven't been convinced yet.
2-2-4, with the perks arranged correctly (your arrangement doesn't suit this scheme). A variant for the sake of a variant is pointless.
From this point of view, the structure with no connections between all level 1 perks offers maximum variability, but then there are major problems in leveling up the desired skills randomly.
The current option (3-4+) is a balanced compromise between variability and accessibility. Such connections allow for targeted leveling, while at the same time minimally restricting variability. Your variability is much more restricted.
Also, a number of skills cannot be logically divided into 2 basic perks (such as machinery or schools of magic). That is, it is possible, but it looks worse.
For example, in defense:
1) A line of magic reflection (in this case, it refers to damage reduction).
2) A line of physical resistance.
Below, I see schemes with a bunch of useless perks that are supposedly discarded.
Also, I'm in favor of situational perks.
Even for navigation (but at level 3).
According to your scheme, Barbarian Luck will be useless for a demon. It only works on orcs. And you yourself discarded navigation. :)
BB, aura of speed, fallen knight, secret advantage, and sharp mind are too powerful perks for level 1. I also have sharp mind at level 1, but this is specific to the mod (all perks are powerful + with reduced speeds, going slightly earlier isn't that important).
According to your scheme, barbarian luck won't benefit a demon. It only works on Orcs.
Not much effort was put into it. All of this can be implemented in a week (for all factions).
I removed the navigation because I was reworking the tech tree wheel, where it wasn't present))))
Added 5 minutes later
The ideal version differs from the real one due to several factors, as the wheel example demonstrates.
Choosing from competing perks is much better than choosing from random ones.
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