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Suggestions for a SOD mod.

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Marlo_Stanfield
Ideas similar to those mentioned in the topic will not appeal to players. There is the Rose Cavalier plugin for single-player, and there are also unique features in multiplayer, such as the Guild of Mages overhaul. What else can be "improved" here, and, most importantly, for whom?

Of the changes mentioned in the topic, the following are currently relevant:
a) moving resurrection to water magic
b) moving explosion to fire magic
c) expert-level blind sight with a range of 2 hexes
And there are 3 more changes that will help balance the schools of magic.

Therefore, you believe that if it becomes possible to play entire games not only through land, but also through water, fire, or air...
If there are competitive final combinations with different schools of magic, will this not increase the "interest" of the game?

Added 1 minute ago
Ben80
What does the Rose Cavalier plugin have to do with it? The purpose of this plugin is not to change the gameplay. The Guild of Mages overhaul is, in my opinion, already too significant of a change.
I didn't understand your post - you yourself mentioned above what you would like to change in the game.
Regarding the ideas in the topic - in my opinion, they are too radical. However, I agree with Kventin that opinions on this matter may differ. For me, "polishing" is one thing, for him it's another. For me, this is approximately - Mysticism on Expert +5 instead of +4, mana cost for the spells Hypnosis and Mines - 15 instead of 18. Something like that...
And, unfortunately, I completely disagree with the desirability of changes for most players - the suggestions from players that I read on the forums only cause bewilderment (in a mild form)...

Regarding "polishing".
If only cosmetic changes are made, then it will definitely not be needed by anyone - why download or install something if, in essence, it will be the same.
Changes must still be significant, but at the same time targeted and well-thought-out; we must not allow it to turn into a "WoG-like" mess.
For example, regarding Mysticism, as you can see, I initially wanted to strengthen it, but now I think that it is better not to touch it at all.
Because, in order for it to really be strong, it is necessary to give a large amount of mana, and this is crude, and in the end it is not clear
what plus we will get in the gameplay.
That is, in my opinion, if a change does not increase the variability of the gameplay, then it is better not to make it at all.
Now, regarding skills, I would make only 3 changes.

Regarding the desirability for most players.
The goal is to make the changes that are made liked by the players, and they play with them.
But in no case should we collect wishes from the forum in order to see what it turns into; it is enough to look at the thread with suggestions for WoG.

Added 37 seconds ago
Marlo_Stanfield
The Rose plugin is relevant because, in the latest version, there are suddenly changes that affect the original game mechanics. In general, I tend to agree with Marmot. If any more significant changes are to be made to the game than just fixing bugs, then this should have been done many years ago. Players have become too accustomed to the existing state of affairs, and even absurd things, such as the ability to cast Prayer on units from Necropolis, Dungeon, and Inferno, are perceived as the norm.

If we remove WoG and the defunct HotA, then in recent years, there have essentially been no attempts to create something worthwhile for the network game.
And I think this is the main reason, and not the players.