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Overall, the changes are good, and I don't see anything critically wrong at first glance (except for the question about the Hell Horses, but it's not critical since they weren't taken before, and they still won't be taken against all factions except Necropolis, and in terms of breaking through, the red ones lower morale better and enemies don't die from the aura while you're resurrecting the horses). I would like to clarify what exactly is wrong with the current IRMG generator with templates? Or is it about the entry threshold? Personally, I learned in TE that the women shoot with a direct arrow and that the shamans immediately shoot with lightning (there seems to be something similar here), and I started playing, and within the first year, I was playing at a decent level. It is written that the wheel has been reworked in TE, well, if it is not reworked, there will be no balance, and you won't get rid of overpowered units. The same League on BDP or the Silent One for Necropolis... If they removed invisibility from the Hunters (which is correct), then they need to fully understand what and where is overpowered, and not act with half-measures.
P.S. What this mod really lacks is a player base. In TE, you can play with the top Heroes 5 players and test yourself against the best of the best. Most of them came from the standard game and arrived when the level of players was not very high. It's like drinking 20-year-old cognac and cheap liquor from a store. If the "hardcore TE players" who are also the best Heroes 5 players join, then it will be good for the mod.
P.S. What this mod really lacks is a player base. In TE, you can play with the top Heroes 5 players and test yourself against the best of the best. Most of them came from the standard game and arrived when the level of players was not very high. It's like drinking 20-year-old cognac and cheap liquor from a store. If the "hardcore TE players" who are also the best Heroes 5 players join, then it will be good for the mod.