-------------------------------------- Heroes 5 Manual - 3.0 to 3.1 changelog -------------------------------------- Legend: - FIX: bug correction or important missing detail in previous manual - UPD: update due to a balance change or new feature in the latest patch - NEW: new content (new section, new comment...) [Generic] - UPD: new 3.1 official texts used - NEW: creatures listed in the abilities section are now links to the corresponding creatures table - NEW: First pages slightly reorganized - NEW: added "Creature Descriptions" section [Heroes] - FIX: Coven Mistress (Dungeon) - bonus shot doesn't trigger with area spells - FIX: if the Avatar of Death is killed, Arantir loses all his Mana points immediately - FIX: details added for Pounder and Warchief (Stronghold) - FIX: official description fixed for Paragon Knight (Haven) and Banshee (Necropolis) - effect does not increase with the hero's level - NEW: comment added for Golden Tongue (Fortress) - FIX: Tracker (Stronghold) formulas fixed and effects explained [Duel Heroes] - UPD: multiple Duel Heroes updated to 3.1 (+ some errors fixed from 3.0) - FIX: stats bonus from Enlightnement is now indicated (it is applied randomly on each duel) [Skills] - FIX: SkillTrees/SkillWheels - Wizard: Remote Control also requires Mark of the Wizard - FIX: SkillTrees/SkillWheels - Warlock: Teleport Assault requires Pathfinding, not Scouting - FIX: SkillTrees/SkillWheels - Demon Lord: Gate Master requires Recruitment, not Diplomacy - FIX: Attack/Retribution - the bonus is limited to 25% - FIX: Dark Magic/Corrupted Soil affects only non-flying creatures - FIX: Blood Rage/Powerful Blow - the chance for a critical strike is increased by 10% (giving 40% with Excruciating Strike, and 10% without). The Barbarian spends only half a turn to place the link. - UPD: Light Magic/Storm Wind - enemy flyers -20% Initiative, -2 Speed (instead of -10%/-1) - UPD: Summoning Magic/Fog Veil - enemy shooters' damage decreased by 20% (instead of 10%) - UPD: Logistics/Warpath movement points bonus reduced to 250 (instead of 350) - UPD: Defence/Defend Us All - Goblins reinforcements now depends on the current week's number - NEW: Sorcery/Mana Regeneration - Mana regeneration rate is doubled to 2*Knowledge Mana Points per day - NEW: Enlightenment/Intelligence - Mana regeneration rate is not increased - UPD: Attack/Flaming Arrows - Target Defense is reduced by 50% for Ballista shots (not to 0) [Creatures] - UPD: Zealots now have 7 shots (instead of 5) - UPD: Horned Grunts now have Defense 2, Initiative 8 (instead of Defense 1, Initiative 9) - UPD: Matron icon updated - FIX: Whirlwind only damages enemies - FIX: Force Arrow does not stun the target - FIX: Acid Breath is the same as Fire Breath (as before), not Prismatic Breath - FIX: Torpor - all three types of Vampires do maximum damage against sleeping stacks - FIX: Siphon Mana drains 0.125 Mana per creature in the stack (half the "Mana Drain" amount), not 0.5 - FIX: Stormcaller - details added - FIX: Magnetism - details and example added - FIX: Irresistible Magic has no effect on Enchanted Armor - FIX: Bear Roar - details added - FIX: Energy Channel - the spells' cost is reduced by 25%, and rounded down - FIX: Blinding Attack - Blindness is cast with basic mastery (with Spellpower 8: duration is 1.6 turns) - UPD: Sabotage works if Target_HP is lower than 10*Gremlins_HP (instead of 5*Gremlins_HP in 3.0) - UPD: Firehound - damage to other targets reduced to 0.75 (instead of 1) - UPD: Death Wail (Banshee) damage formula updated (damage has been doubled) - UPD: Leap (Horned Grunt) - Horned Grunts take triple damage retaliation after leaping (instead of double) - UPD: Festering Aura (Rot Zombie) reduces Attack by 3 (instead of 2) - UPD: Torpor (Vampire Prince) lasts for 2 turns (instead of 3) - UPD: Sorrow Strike (Ghost Dragon) - Sorrow is cast at Expert level (instead of Basic) - UPD: Crippling Wound decreases target's Speed by 40% (instead of 50%) and Initiative by 20% (instead of 30%) - UPD: Manticore's Poisonous Attack lasts for 10 actions (instead of 3) - FIX: Crushing Blow (Untamed Cyclops) - if at least one enemy stack is stunned, the target stack does not retaliate - FIX: Wheel of Fortune (Djinn Vizier) - duration is equal to the stack Spellpower - FIX: Evil-Eye (Bloodeyed Cyclops) - the effect is permanent - FIX: Incorporeal only allows 2 hits/misses in a row (not 3) - NEW: Liquid Flame Breath - comment detailed [Spells] - FIX: Horde's Anger is reduced by magic protection and can be resisted. It can not be reflected by Magic Mirror. - FIX: Call of Blood - only the target receives Rage Points, not the rest of the army - FIX: Master of Earthblood adds +4 to the effective Spellpower of Arcane Crystal and Blade Barrier - NEW: Vampirism - effect of undead attributes clarified - UPD: Arcane Armor "no mastery" formula fixed to 250+50*Power (instead of 250+250*Power!!) - UPD: Divine Vengeance power decreased - UPD: Rune of Charge is active for one action (instead of one turn), including waiting or defending [Artifacts] - NEW: comment added for Crown of Leadership - FIX: Spells from Wands are always cast with Advanced mastery and Spellpower 8 [Towns] - UPD: Stronghold grail can now be built before reaching town level 15 - FIX: Fortress native war machine is Ammo Cart, not Ballista [Map Locations] - NEW: added comment about Military Posts - NEW: added comment on Magic Shrines and Battle Sites for Barbarian gaining experience instead of spells [Weeks] - FIX[en]: fixed a few "Week of..." in-game descriptions with incorrect creatures names (Week of Flame, Week of Hydra, Week of Gremlin) [Racial Skills] - FIX: Artificer - mini-artifacts' effects are automatically increased each time the Wizard enters a town with the Arcane Forge built, if his Knowledge is higher (effects are never decreased) - FIX: Necromancy - Amulet of Necromancy removed from the Necromancy% modifiers table - FIX: Necromancy - the current amount of Dark Energy in your pool is displayed in the Dark Energy bar, just below the resources bar - FIX: Blood Rage - Rage Points are gained when attacking, even when missing - UPD: Blood Rage - Damage absorbed reduced and formula for Rage Points transfer updated [Hero Development] - FIX: Barbarian chances of increasing statistics are 45%/35%/5%/15% (not 50%/35%/5%/10%) - NEW: Barbarian development strategy - NEW: Gaining Experience - Custom Treasure Chests offer Gold-500 experience - NEW: Gaining Experience - Barbarian gain 1000*Spell_Level instead of learning spells - NEW: Gaining Experience - 50% of the battle experience is still gained if a neutral army flees when attacked [Main Game Mechanics] - FIX: Movement - Familiar ground gives +2 speed to creatures, not +1 - FIX: Movement - Tracker analysis updated with correct formulas - UPD: Neutral faction's spellcasters (Water Elemental, Mummy) do only 30% damage with spells - FIX: Fortress native war machine is Ammo Cart, not Ballista - NEW: Initiative - explanations added about combining different bonuses - NEW: Initiative/Starting Combat - paragraph added about Haggash, Centaur Commander - FIX: Initiative/In-combat modifiers - Deep Freeze added to paragraph about Master of Ice - FIX: Morale - elementals are subject to Morale [Advanced Game Mechanics] - NEW: Extended the analysis about how to dispel curses and blessings, with new detailed tables - NEW: Triggering abilities subsection completed with all the details about ToE abilities - FIX: Magical Immunity only protects from spells up to level 2/3/4/5, depending on Light Magic mastery - UPD: Astrologer Tower week change will apply the week's effects - NEW: Memory Mentor - added the per level cost table - FIX: Memory Mentor - Heroes do not lose their remaining movement points - FIX: Memory Mentor - Enlightment bonus to primary stats is removed if Enlightenment is unlearned - NEW: Diplomacy subsection updated with Golden Tongue and Crown of Leadership effects - FIX: Mixed armies - Chance_To_Join computation for mixed armies explained - NEW: Defile Magic - added table with pre-computed chances - FIX: Defile Magic - improved phrasing in the list of possible outcomes