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Unfortunately, I can't evaluate the mod in the game right now (it's not installed), but overall it looks interesting based on the screenshots. For a Russian-speaking audience, this is a rebalancing mod. What’s immediately apparent (from the screenshots and descriptions) is that some buildings now require a lot of rare resources and 0 gold (buildings for units of levels 6 and 7). Building such structures will obviously take a long time, but recruiting units from them after construction will be slightly faster. The game as a whole shifts the focus to levels 1-5. At the same time, they promise more expensive and powerful upgrades for tiers 6 and 7.
Heroes now starts with one of their own unique abilities
All heroes start with the same racial ability (in addition to the racial skill). In general, I don't know; I find this aspect somewhat questionable – in my humble opinion, enhancing starting heroes is a good idea, but ideally, it should be done so that they all differ from each other as much as possible. I can't resist advertising, but in NHF, attention is paid to this.
Well, basically, the author also promised to rebalance everything else. That's good.
Extended item descriptions and remakes
The fact that rarity and slot have been added to artifact descriptions, I perceive rather as a negative. Simply put, in 95% of cases, this information is unnecessary in my opinion; the appearance of the artifact itself very well conveys where this artifact is inserted... Well, rarity might still be useful, but it is usually clear based on the strength of the effect and the price/protection of the artifact. So, in this case, I am for removing extra, already obvious, information. But strengthening artifacts, especially those that are not always and not very applicable in the original game, is very, very cool! Those same boots with 10% magic resistance were almost useless in the game (well, occasionally used to defeat yellow druids...), but now, with a luck bonus, they are something.
No threat level if the enemy difficulty is challenging or greater
I don’t quite understand the essence of this change. Apparently, the idea is that the “high” and “invincible” neutral difficulty levels do not really correspond to their meaning – either the player already knew that everything was bad there and he could not win, or he possessed some advantage not taken into account by the computer and easily defeated the "invincible" enemy. Well, for an experienced player, this information was superfluous, yes. It was enough to assess the size of the neutral squad itself. But for a beginner, I think the information was removed unnecessarily.
Spell Changes
I see that many spells have been enhanced, but some (acceleration and deceleration, for example) have been weakened. Well, it looks reasonable – unless you make any additional manipulations, such as moving spells up or down a level. In the WGE mod, for example, acceleration and deceleration are even strengthened, but moved from the first level (where they don't belong in the balance of the original game) to, say, the third.
New Magic Guild Costs
Magic guilds no longer require gold to build. Well, okay... From my point of view, this doesn’t particularly change anything, since they almost never required this resource anyway. On the other hand, the formal presence of some amount of gold in the list of resources for the guild is also unnecessary – indeed, it is easier either to remove it completely or increase the gold requirement.
That's about it. Sorry for writing everything only in Russian; it would be difficult to duplicate long explanations in English.