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Changing Regeneration in the way it is currently implemented in the mod is the most "minimal-optimal" approach.
Returning to the question of regeneration – unfortunately, in Heroes 5, regeneration not only heals wounds but also resurrects. Considering its formula, which includes a coefficient before the magic skill, it becomes clear that with a magic skill above 5, resurrection is guaranteed [75+5*5=100(%)] . Perhaps we should do the following: remove the coefficient before the magic skill, but make the duration of the spell dependent on the magic skill. Regeneration will continue to resurrect, but not so obviously and in such quantities (for example, on a normal map, playing as the Elves with blue Druids and a focus on development, it is not particularly difficult to achieve a magic skill of around 25, which leads to the resurrection of 2 Emeralds per turn [75+5*25=200(%)]). In other words, we will get less resurrecting regeneration, but a longer duration – those who like to prolong battles in order to "reach a draw" probably won't do this, because they will have to prolong it until the cows come home. The question arises – how will the formula change depending on the level of knowledge of light magic? I think we can use percentages and play with it, for example, 20, 40, 60, 80(%)
... 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...