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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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#1577
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You can create any kind of associations; the point is that the established norms of the familiar and somewhat chaotic system of Heroes of Might and Magic III are being broken, and the question is whether this is worth it and who will want to get used to the new arrangement.
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#1578
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The four elements are clearly inspired by Heroes of Might and Magic III, but from the perspective of a fan of the third game, this distribution of specific spells is heresy.
Drawing inspiration from the third game is one thing, copying it is another. The third game also had its own shortcomings. And here, even the universe is different (the third game's universe cannot be simply copied).
Personally, I see the magic of four elements as a way to diversify the schools: in Heroes of Might and Magic V, each school has such a narrow specialization that a whole range of problems arise, starting from balance (different schools will work with different efficiency at different stages of the game, no matter what), and ending with playing single-player scenarios (where darkness dominates in 90% of cases, killing the diversity of gameplay).
Here, I saw an attempt to make the schools more diverse, while keeping the specializations within reasonable limits. To be honest, I really like this idea and I internally supported the developers.
 

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#1579
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the point is that it breaks old, established norms
But is that really a bad thing...? Your mod also broke a lot of "old, established norms" ;)
who will want to get used to the new arrangement
That's a different, more complex question. Public opinion is a tricky thing... But that's not my business; I think the authors will be able to figure it out.
 

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#1580
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The fact that different things work differently at different stages of the game is not a balance issue, but rather a fundamental foundation of the strategy. However, if a map is designed in the spirit of "defeat a million dragons" (the main guard, the purpose of which is unclear to me), then the subordinate will control the situation no matter where he is placed (blindness and berserk are, by the way, left in the same school, which is an imbalance from this point of view).

But okay, the idea is clear.
Ment
Isn't that a bad thing... Your mod also broke a lot of "old, established" things ;)
Yes, but I don't have a single unjustified change in the spirit of "change for the sake of change." That is, I am aware that changes are the price that must be paid for specific gameplay improvements. But here, questions arose as to why a number of such controversial changes were made.
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#1581
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I posted this so that people could suggest their own options, and therefore I tweaked the related spells, but it seems that what confuses everyone most is the connection between spells and skills.
I distributed the spells slightly differently.
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#1582
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I remember seeing a system for rearranging spells by element implemented on a Heroes community forum. Try searching for it using keywords related to the magic system "like in Heroes 3".
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#1583
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Nargott
Yes, that's true, but I don't have a single unjustified change in the spirit of "change for the sake of change." That is, I am aware that changes are the price you have to pay for specific gameplay improvements.
not at all, it's just that there will be a whole bunch of factions with the same schools of magic; darkness and chaos should have been for dwarves, chimera mages, and orcs, and then other factions might have overlapping schools.

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Nargott
I saw a rearrangement of spells by element implemented somewhere on the Heroes Community. Google it on the topic of magic schools "like in Heroes 3."
yes, I was looking for that topic, but the download links and tables have all expired:(
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#1584
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That is, it is implied that dwarves, highelves, and orcs should be dark chaos factions, so the schools were mixed? But now, as a result of the mixing, they will completely lose their clear focus on darkness/chaos, gaining the ability to use spells of a completely different kind.

+If the races are the determining motive for the distribution of spells, it should be stated directly in the table header, which race corresponds to which school.
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#1585
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In other words, does this imply that dwarves, chimera mages, and orcs should be dark chaos factions, which is why the schools were mixed? But now, as a result of the mixing, they will completely lose their clear focus on darkness/chaos, gaining the ability to use spells of a completely different kind.
Not exactly. We simply decided to show that these factions are "bad" in this way. Giving orcs/dark dwarves light or summoning spells would be strange, wouldn't it?
Besides, each of the elements does not represent good or evil (or partially (summoning demons/archdevils)) and can be distributed more freely.
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#1586
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Since the "bad guys" are traditionally associated with Dungeon, a division could have been made based on this characteristic (without adding Chaos).
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#1587
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Nargott
So, the "bad guys" are traditionally Dungeon, and you could have divided them based on this characteristic (without adding Chaos).
Well, in any case, something will be duplicated because it's not very appealing to put Dungeon and Haven against each other, but otherwise, the variety is good, and it turned out to be interesting; many people like it.
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#1588
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Nargott
Villains are traditionally associated with Darkness, so a distinction could be made based on this characteristic (without adding Chaos).
Yes, I don't disagree, but let's consider it specifically using races as an example:
Might and Magic (MX) - here, they are intended to be evil and love to destroy everything, so we won't touch them.
Orcs - Darkness - a characteristic of villains, and the second school naturally suggests Chaos (due to their connection with demons); Light is definitely not suitable, leaving Summoning, which is a questionable option.
Dark Elves - Darkness - a characteristic of villains, and they worship Malassa, which means Light is definitely not suitable. Chaos and Summoning remain. Besides Malassa, they also worship Arkat. Arkat -> Fire -> Chaos.
Or, here's another perspective: Light and Summoning
Naga - a good faction, so Darkness is out of the question. Their lifestyle is peaceful, and they generally like to create, so Chaos is also out of the question.
Humans - Light - it's obvious here. Darkness is out. Chaos and Summoning remain. Chaos shouldn't be given to them, at least because something like Earth Shock + a rain of arrows = death to all living things! Summoning remains!
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#1589
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Well, in any case, something will be duplicated because it's not very desirable to combine Light and Darkness, but otherwise, the variety is good, and it turned out to be quite interesting; many people like it.
You can't avoid duplication in any case; there are only 6 possible combinations of pairs, and 8 races.
As for Light and Darkness in one set, it's the most harmonious and atmospheric combination, perfectly fitting the concept of the old Humans, and also the new races; such a powerful combination could be useful. It's like "on the verge of balance between light and darkness."
WizardNazyr
Humans - Light - it's all clear here. Darkness is out of the question.
I understand, but depriving Humans of their legitimate, native Darkness is simply a cut, a simplification of the race within the framework of "only white, nothing black."

That is:
Naga Light + Summoning
Humans Light + Darkness
Dark Elves Darkness + Chaos
Orcs either Chaos, or Darkness + something (for example, Chaos + Summoning)
Lizardmen either Darkness, or Chaos + something (for example, Darkness + Summoning)
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#1590
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I understand, but depriving the Human faction of its inherent, natural darkness is simply a form of pruning, simplifying the faction to "only white, nothing black."
Firstly, why is it "legitimate"? Secondly, a barrage of arrows + mind control + berserk – isn't that a bit too overpowered?
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#1591
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Ment
To avoid being unsubstantiated, I will explain with examples.
Regeneration => pain absorption. The essence: it's like a thirst for blood (which in Heroes 3 is fire), but with a different effect. Instead of increasing damage, it gradually absorbs it, putting the unit in a state close to berserk.
Phantom => flaming phantom. The essence: an unstable copy of a unit that can move and deal damage, but is relatively easily destroyed.
Blessing => righteous wrath (since there is no such skill anymore, as I understand it).
Confusion => sleep. The essence: using water and cold to make the enemy unit incapacitated.
Slow => slow. I don't see a problem here.
And so on.
Well, with this approach, you can come up with any association, but still, regeneration turning into fire :smile18: has a clear connection either with water or with earth - here, not only associations play a role, but also elementary logic and at least some laws of nature. Of course, fire is not only destruction, but also a hearth that warms and shelters from the cold, for example, but it all turned out too unconvincing. There are, of course, spells that can be placed in two ways - for example, holy word can be used as air (an association with the heavens, as in Heroes 3) or as fire, as a sacred flame that burns away all evil (let's remember the same religious views on flame). But still, a number of spells have a clear connection with an element, and pushing this same unfortunate regeneration into fire - no, I'm sorry...
... И древний лес, роскошен и печален,
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...