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The abilities of magogs, liches, firebirds, archdevils, the order and prices of town buildings, creature costs and growth, negative luck, gameplay-altering bugfixes — all of this is already "very non-SoD". Nothing like that was done by SoD with AB or AB with Hive.
— In starting armies, the Tower had 50–75 gremlins.
— Gremlin rush: all heroes arrived at the tavern with troops, even after fleeing. Given the aforementioned number of gremlins in the army, this was especially effective for accumulating them.
— After a break, a hero would have 2000 movement points.
— External taverns offered different heroes than town ones; you couldn't buy own fled heroes there.
— Troops could not be left in mines.
— You couldn't revisit objects using the spacebar.
— Lizardman warrior damage was 2–3.
— Dragonflies did not cast weakness.
— In Confluxes, it was 40–60–80–100 griffins for 2–3–4–5 angels.
— Artillery did not grant control over shooting towers.
— Town moats dealt no damage.
Gameplay-altering bugfixes existed too — at least the fix regarding the ability to sacrifice enemy creatures with Sacrifice and completely clear all enemy fortifications using Cyclopes on tactics.
Now this is probably not remembered much, but RoE isn't just SoD without Conflux, neutral creatures, and collections; there were quite a few changes as well. HotA has more changes — but not so many more that one could say "nothing like that was done." Moreover, the changes are mostly pinpoint rather than mass: some specific things change, but overall, HotA has the same creatures as SoD, the same artifacts, heroes (and spells). Familiar images are broken in separate places, not absolutely everywhere.
Why is it okay to touch all the above (+ secondary skills) (since they also fundamentally change the familiar gameplay), but SoD spells cannot be touched?
Specifically, moving spells between levels has the following downsides:
— The game system is such that a hero's starting spell either matches their specialization or is a level 1 spell. Moving a spell from level one to another automatically triggers changes for a whole range of heroes.
— With any movement of spells between levels, the drop chances in towns will have to be redesigned — as their sum at each level must equal 100%.
— Currently, there are exactly 15 spells on levels 1–4 and exactly 10 on level 5. If too many movements between levels are made, it might also require a number of additional, essentially unnecessary movements so that the number of spells per level doesn't drift too far from these proportions.
— If there are enough trash spells in the game — is there really such a big difference as to which levels they are on? What good is it to just take and collect all the unusable trash on level 1, instead of actually trying to change the spells themselves to make them useful?
The idea that "the higher the level 'X', the stronger 'X' must be" is not universally used in Heroes; this can be seen at least with artifacts, where among identical rings with +1 hp, one is treasure and another is minor (and for +1 speed — a necklace is treasure, while a ring is major). Artifact levels mostly determine where such artifacts can be found, and only roughly define the artifact's power. The situation is similar with spells. If spells were distributed by level strictly according to their power, TP would have to be placed on level 5. But then the Spellweaver's hat would immediately grant full control, which is unlikely to affect the game positively.
This doesn't mean levels cannot be changed at all under any circumstances. Perhaps in some cases, changing a level is exactly the thing that best solves the problem. But mass changes to the levels of many spells as a solution to all magic problems seems doubtful.
In my opinion, it looks more promising in several cases to try and modify the spell effect itself (numerical parameters or mechanical peculiarities, perhaps the cost), thereby making them useful.
Gameplay in HotA is relatively new, barely a week old, what's the point of referring to it)
I've seen several times that people think we position HotA as some fundamentally new game unrelated to the original Heroes. This is not true; HotA is positioned as an expansion to the original, and we try to make it as the developers of the original Heroes might have made it.
Briefly about the concept of HotA written here: /topic/11579/
Since the topic was not opened immediately after the section opened, perhaps not everyone noticed it.
Why not deal more closely with spell balance, especially since a mass of options were proposed?
But it must be understood that online gameplay requirements are not the only criterion in these matters, and same-action options are also evaluated based on other considerations (including those that may seem insignificant to an online player but are important to us).
At the same time, the goal is not to make absolutely all spells strictly correspond to their level in terms of power. Rather, the goal is to diversify gameplay by adding utility — even if situational, but occurring in real games — to spells that were unused in the original.
And still, the first priority for balance is to completely eliminate all bans in the rules. In my opinion, the presence of bans hinders the development of the online community more than the presence of unbalanced elements in gameplay, deterring single-player players from trying to play online.
And also, I don't quite understand the position of not adding checkboxes.
However, this doesn't mean there can be no optionality at all. Diverse game modes are achieved through the existence (and possibility of creating) various maps and templates. Ideally, we plan to expand the gameplay configuration options in templates. Even now, mandatory and forbidden roads can be configured in a template. In the future, the ability to ban artifacts and spells in a template will certainly be implemented. It may even come down to configuring object spawns, including the minimum number of objects of a certain type in a zone and their distance from roads.
Adding map generator settings (independent of the template but affecting only the created map) is also possible, although this is a less desirable method.
but the "Ideology" regarding the guild is still not clear
If we take the option from HW_Rulez: shift-clicking on the Mage Guild brings up a "Mage Guild Rebuilding" window with the ability to choose a level — how does this look from the outside? Unusual mechanics, an interface foreign to Heroes, lack of atmospheric justification, the name "rebuilding" evoking doubtful associations — it looks unattractive and seems like a crutch made for online players. This will not help attract new non-online players both to HotA and to the online community.
The other thing is that such a feature could be attempted differently, integrated so that it looks natural and harmonious in the game and doesn't cause irritation for most people, but remains roughly the same gameplay-wise. Whether this is possible — there is no general consensus in the team on this yet. There is an understanding that this is demanded by online players and that the "rebuilding" effect is difficult to fully replace with some fundamentally different mechanisms.