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Harmony - Troop Symmetry

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SRD
Reflections:
Given that the second special ability for Dwarves is related to the spell "Wrath," there's a conflict with the "Holy Hammer" specialization – Wrath from Holy Hammer will be applied on top of Wrath from the special ability, leading to the following:
Firstly, why have two ways to apply mass-wrath simultaneously?
Secondly, when Wrath is applied through the special ability, it’s permanent. However, applying Wrath from the specialization overwrites the existing effect, resulting in the removal of the permanent wrath and the application of a temporary one.
Due to these reasons, I decided to remove this spec from the Dwarves. One option is to give it to the Elves and replace the Wrath application with a dispel charm spell – I tested it (it works), but now I'm wondering if it might be too situational since it would only truly shine against an opponent using mass dark magic. On the other hand, it could become overpowered, almost completely countering the enemy on dark magic (berserk still wouldn't be removable). Otherwise, it provides mass-dispel for all your units.
What do you think about changing the specialization? What can we put instead (what spell)? I tried regeneration – not bad, but probably also imbalanced (mass regen is strong) plus I fear they'll start dragging out battles to benefit from it.

Considering the impossibility of implementing your initial idea regarding the 2nd special ability for Dwarves, and that the Great Rune currently blocks access to both special abilities, here's a suggestion for replacing the 2nd special ability at your discretion.

Added 6 minutes ago
SRD
Another new feature:
I have an idea to introduce racial and class bonuses to differentiate characters.
Currently, there are 10 races and 8 classes (classes remain unchanged - we won't use the new exe file).

Races:
1) Humans
2) Demons
3) Light Elves
4) Dark Elves
5) Dwarves
6) Orcs
7) Djinns
8) Angels
9) Faceless Ones
10) Nagas

General principle:
1) Initially, before applying racial and class bonuses, all hero stats are equal to one.
2) Then, depending on the character's affiliation, they receive bonuses (two stat points or one skill point per race, and two stat points per class).
3) Specialization bonuses will be applied on top of the results, so even heroes from the same city will start the game with different stats.



Explanation for the table:
Class – Bonuses for the class
Race – Bonuses for the race
Total – Sum of bonuses for class and race
Total_2 – Sum of total and base stat values (one for each parameter)

Note that in Ashan, there is no "Mage" or "Necromancer" race - characters like Zehir, Ora, Arantir, and Zoltan are humans. This creates a slight problem: they should have bonuses like other members of this race, which aren't necessarily magical abilities (starting bonus +1 to attack and defense), so I had to introduce an eleventh race: human-mages.

P.S.: The four races highlighted in blue represent a small number of characters, and their racial bonus is proficiency in a particular type of magic. Thus, any angel (4 heroes), including Belquet (Necropolis) and Sarah (Inferno), always starts with light magic; every djinn (3 heroes) possesses innate magic; the Faceless Ones race (1 hero), represented by Jorgen, wields dark magic; and the Naga race (1 hero), represented by Osiro (Dungeon), controls frost from the school of destruction magic.

That’s quite an interesting idea, but please explain about the Faceless Ones and Nagas. Do you want to introduce new creatures? I fear that this addition will significantly increase the time it takes to finish the mod, which is already greatly delayed.

Added 4 minutes ago
SRD
Super Abilities (Perks)
Now each faction has two, one more effective but harder to obtain, while the second is weaker but easier to master.

Knights
1. Holy Host. The hero's army cannot be cursed by the "Weakness" spell and is always under the effect of the "Divine Might" spell. The hero also receives the "Haste" (general) spell.
2. Dawn's Charge. At the beginning of each turn, the last fallen unit in each squad is resurrected. The hero also receives the "Spiritual Armor" (general) spell.

Demons
1. Call of Urgash.
2. Legion of Ruin. Initiative of units commanded by the hero increases by 20%. The hero's army cannot be cursed by the "Slow" spell. If the hero wins a battle, they receive some resources proportional to the defeated army.

Necromancers
1. Scream of Terror.
2. Undying Legion. All units commanded by the hero become undead and gain the ability to absorb life force from enemy squads upon attack (20% of damage dealt). When excavating Tears of Ashi, the chance of finding it increases.

Rangers
1. True Luck.
2. Power of Nature. During combat, the hero's army is always under the effect of the "Spiritual Armor" spell. The hero receives the "Earthquake" spell, dealing damage and stunning all units behind city walls.

Warlocks
1. Coordination. All squads commanded by the hero can attack twice; the second strike occurs after a counterattack. (RedHeavenHero’s idea implemented in his “Haven_SA_AbsoluteCharge” mod)
2. Fury of Elements.

Mages
1. Magical Omniscience.
2. Great Engineer. Initiative of war machines commanded by the hero increases by 10 units. (needs testing - might be too much)

Rune Priests.
1. Absolute Protection.
2. Fiery Resolve. The hero's army is always under the effect of the "Wrath" spell and cannot be cursed by the "Weakness" spell.

Barbarians.
1. Pure Rage.
2. Challenge. All enemy ranged attacks are weakened (all damage spells and shooting); their effectiveness is reduced by 50%, forcing the opponent to fight the Horde army in melee combat.

Don't you think that the new special abilities: Dawn's Charge, Undying Legion, and Coordination are quite powerful and could lead to imbalance? Perhaps they should be toned down?

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