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Harmony - Troop Symmetry

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#715
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Overall, I decided to move the Machine Affinity into the Machinery skill – mages simply have too few perks in their racial skill, so what can you do? Now they have 5 perks, while others have up to 8 (not counting the super ability). I also increased the initiative bonus from Runic Machines from +3 to +5, and increased the HP of the Machines. I also gave the Tent 5 shots. Another point – Magic Dampening was already useless for the Orcs, and now I've also deprived them of some perks (again, I developed more general perks and moved many of them there. Besides, I believe that passive perks from magical skills shouldn't be affected by Dampening. For example, if Cursed Lands exist in Dark Magic, which is used to create this curse, how should this perk be unlocked for a hero if they don't develop Dark Magic but try to suppress it?). In general, I would remove Magic Dampening if it were possible to add a Mage Guild to the Orc city (in Heroes 6 and 7, Orcs, like everyone else, can use magic, but I don't like the idea of Dampening). Unfortunately, this can't be done, so Dampening needs to be kept, and ideally, it should be made more worthwhile, as it's currently completely useless. For now, Dampening will remain as it is in the screenshot.
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... 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...