Below I provide a list of which plugins are currently available for classic heroes (each item is a separate plugin). Some are definitely worthwhile and will be useful, while others are more for general review (I don't even like them myself). You can pick the ones you like - put them in one folder and they will work as a single plugin, and simply omit the rest. Therefore, you will filter out what you need and what you don't yourself. If anything interests you, I will post the plugins individually or I can make a build so that they can be connected as one plugin. Some plugins are customizable - I can configure them for specific tasks.
Plugin List:
Specializations:
1) Logistics depends on level and is nerfed to 2% (can be applied for mirror matches, for example)
2) Moon's Fire Wall is nerfed to x1.5 (instead of x2)
3) Fixed bonus of 5% for logistics, attack, and defense specialists. The bonus does not depend on the hero's level
4) Armor and weapons are nerfed to 2% and depend on level
Skills:
1) Mysticism (+4/+8/+12 mana units per day)
2) Mysticism restores 5% / 10% / 15% of the maximum number of spell points per day. But, at least, skill_level + 1 (as with mysticism by default).
3) Estate (+250/+500/+1000 gold units per day)
4) Estate brings (50/100/150)
5) Eagle Eye learns spells from the enemy hero's book as soon as they take a turn in battle. The probability of learning a spell is (30/35/40 + bonuses for artifacts and specialization)%
6) Diplomacy only recruits creatures for payment (no free recruitment)
7) Button to renounce skills at the witch's hut
8) Button to renounce skills with the scholar (he disappears regardless of the answer)
9) Learning is buffed - 5/10/15% is added for each level gained, and the gap from other heroes constantly grows
Artifacts:
1) Artifact Cloak of the Undead King: no or basic Necromancy - generates Skeletons; advanced or expert Necromancy - generates Living Dead.
Heroes:
1) All heroes start with three stacks of creatures and always have the second level of creatures built in the city (less randomness at the start and better breakthrough power for strong blocks, speeding up the game)
2) Ability to ban and unban any heroes in the game (for the tavern and prisons). Works great for regular templates (there is a bug on mirror maps where banned heroes appear in prison during generation)
Spells:
1) Changes the duration and effect of the "Disguise" spell.
Using a dialog, any player can choose how strong their hero's army using the "Disguise" spell will look when viewed by other players via right-click. At the same time, information about the number of units in the hero's army will be distorted: understated or overstated.
The following options are available:
At basic and advanced levels of Air Magic - 66%, 150% (of the number of troops in each unit).
At advanced - 50%, 66%, 150%, 200%.
At expert - 25%, 33%, 50%, 66%, 150%, 200%, 300%, 500%.
Spell duration - 2 player turns.
2) Changes the duration and effect of the Disguise spell. Additionally, it allows the same Vision spell at expert level to discover the true size of the army even if Disguise was applied. The Vision spell becomes a Water School spell; coefficients for calculating the distance at which the spell acts have been changed from 1/2/3 to 2/2/2.
The algorithm for changing the hero's disguise field differs from that used in the NewDisguise plugin, possibly towards greater reliability.
3) Changes the duration of the Blindness spell depending on the level of Fire Magic - 1/3/5 rounds depending on the skill level. Spell power does not affect the duration of the spell.
Additionally, the AI's "value" calculation procedure for the spell has been changed to account for these modifications.
4) The Joy spell at any level now affects all friendly units immediately. At the same time, morale increases by 1, and (if final morale is positive) the probability of triggering fighting spirit is further increased - by 50/50/75/100% of the bonus associated with morale, depending on the Water Magic level. For example, with an initial morale of 3, after applying an expert-level Joy spell, the probability of triggering fighting spirit will be 25% instead of 12.5%.
Furthermore, the secondary skill Leadership now also additionally increases the probability of triggering fighting spirit - by 10/20/30% of the bonus associated with morale, in addition to increasing morale. For example, with a morale of 3 and this skill at expert level, the probability of triggering fighting spirit will be 16.25% instead of 12.5%.
5) Changes spell duration according to the following formula: Duration = 1 + (2 * Magic_Power + Knowledge) / n
6) Town Portal - now a city can be chosen at any level of Earth magic. MP costs have significantly increased - 1200 MP for basic, 1000 MP for advanced, and 800 MP for expert.
7) Mines and quicksand now appear in greater quantities - not 4/6/8, but 6/8/10
8) Mana Vortex replenishes the mana pool and adds a random amount (from zero to full mana capacity); additionally, it can now only be built after a level 2 Mages' Guild.
Global:
1) All necromancy (artifacts, secondary skill, specialization, amplifier, grail) is nerfed by half in one go.
2) Improved protection of artifacts, scrolls, and Pandora's boxes from the possibility of theft without flight (theft with flight is still possible).
3) Opening the entire map for both players at the start of the game (suitable for testers or open play)
4) Prohibition of upgraded stacks appearing among neutrals (to prevent the bug involving reducing an upgraded stack)
5) Ability to change the value and frequency of appearance of scrolls, prisons, conservatories, hives, Dragon Utopia, cartographers, forts on the hill (editing generation and guards through them).
6) Ability to pay off neutral creatures during battle
7) Allows AI to save mana in battles with neutrals to be more combat-ready for encounters with humans and to fight strong neutrals more successfully.
Bugfixes:
1) BenBugFixes
- damage bug received from shooting towers when having the "Armor" secondary skill or cast "Air Shield" or for a petrified creature (RoseKavalier)
- bug where additional sea movement points are given to all players instead of the lighthouse owner (RoseKavalier)
- luck not triggering in battle for creatures without a hero
- game crash when AI attacks a hero without creatures (RoseKavalier)
- interface bugs for Fairy Dragons (RoseKavalier, igrik)
- bug related to Harpies attacking Dendroids (igrik)
- "Disguise" spell bug (the spell lasted for one game day instead of one cycle of player turns)
- bug obtaining an infinite number of movement points using the Admiral's Hat
- bug receiving Defense and Attack bonuses for Blood Obelisk and Signs of Fear (Fortress faction)
- same-unit destruction bug with "Earthquake" spell (RoseKavalier)
- bug where sea movement points are not recalculated into land points when a hero retreats in a sea battle
2) Fixes.dll
- small graphical and gameplay fixes:
- Fairy Dragon button coordinates
- button in the tavern dialog
- button in the unit splitting dialog
- "cancel" button removed from the arena
- centering of the image on right-click in town on the troop recruitment icon (previously shifted far left). Very noticeable when playing with HD mod at very high resolutions
- ability to enter the mages' guild without a book or money for a guest hero
- bugs with Armor secondary skill, monster petrification and air shield against shooting towers
- centering of the image on right-click in town on the icon
3) Castle_lighthouse - The Castle lighthouse now applies only to the owner of the castle

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