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Our mod is well-structured in the video, and I can find the detail I'm interested in within 4 minutes. But if you sit down and write out time codes, you'll go crazy – 8 factions with 7 creatures each is already 56 time codes, and you need a time code for each spell, so I don't want to write 150-200 time codes. It will all be cumbersome. Please spend a couple of hours, write me the time codes, and I will gladly publish them.
You don't need many time codes, just for the main sections and factions.
Time codes solve the problem of a huge video because they allow you to break it down into several small ones, on a topic that interests a person.
For example, a person disagrees with a particular change and can quickly find the arguments for it.
Added 11 minutes ago
For example, with the Rogues, was the option of reducing the duration to 2 rounds and/or reducing the initiative (while increasing stats for compensation) considered? In the Test Environment, invisibility has also been removed, but I haven't seen any arguments yet as to why an alternative solution won't work.
Or here's another question, why do things like Blood Dragon or early invisibility break the game? Because they significantly simplify breaking through defenses. And why is this bad? Because breaking through is the main element of the game. The Test Environment continues to be built around breaking through, but that doesn't mean you can't try to build Multiplayer in such a way that breaking through doesn't play a decisive role in it, and thus the problem of overpowered units in breaking through will be solved. Specifically, either weaken the breaking through factor by generally weakening neutrals and speeding up the game, or weaken only the problematic neutrals so that other races can break through them with acceptable losses in weeks 2-3. In the Test Environment, it has already been suggested (by me or someone else) to generate a reduced number of neutral archers/casters in the guards.