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BallLM. A mod that changes and improves the original game balance.

#7
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Uriel Septim X
If the lethal blade is added to all units from tier 1 to 4, it's enough to gather an army of shooters, split them into ones, and simply take out the enemy with those ones. Similarly with melee squads: get 7 Furies, split them, and beat the enemy.
With the "lethal blade," I aimed to reduce the number of other edits. Thus, an advantage appears against the opponent's numerical superiority in the form of large detachments of joined neutrals, dwarf garrisons, armies from other factions converted into undead by the Necropolis, or squads of elven dancers and goblins appearing when a hero acquires certain skills. Also, this ability should help against Ingvar's same-race warriors with increased health and strengthen units lacking damage.
So far, I haven't found an alternative to it.
Uriel Septim X
Your mod kills the game, because the individuality of creatures is lost, the significance of luck and morale vanishes, and the importance of initiative is reduced.
Morale is reduced because units can get a second turn immediately after completing one, or the entire army has several turns between the turns of another army.

Added after 54 minutes
Ment
But the point is to improve the game mechanics themselves, right?
To improve the original balance, while also changing the mechanics that hinder the equilibrium of power.
Ment
Focusing tactics and "ones" tactics are truly a cancer on the game.
Ideally, this problem could be solved by dividing into two classes based on defense — normal and protected; the first gives no retaliation at all, the second retaliates to all attacks.
Alas, technically only the latter is implementable.
Then I think it's better to leave the first class with a one-time retaliation. This could be applied to tier 1-4 units that currently have the "lethal blade."
Or this ability remains for all units.
Ment
The unpunished slaughter of everything and everyone by shooters is another problem with the game. Only casters are worse, who do the same but are even more powerful with small armies, and encourage the tactic of "marching with an army consisting of a bunch of druid squads" due to the idiotic damage calculation formula. Oh, and they ignore defense, for good measure.
In short, yes, it might help solve the problem. But, in my opinion, not really. Ideally, the range of combat spells and shots should be limited; then, to perform attacks, one would have to expose themselves at least a little to the possibility of a counterattack... But alas, that cannot be done. So you do what you can.
I have an idea to give several units from each faction protection against shooters (the "large shield" + "ally protection" abilities) and protection against mages ("magic resistance aura"), or give all units 25% "magic imperviousness."
Ment
This is what I didn't understand... Can you explain the use case in more detail?
Now the opponent risks taking heavy losses when attacking if they try to overwhelm the enemy with numbers. A small army will now be able to deal significant damage and have a slight chance of winning the battle.
Ment
Same thing. And wouldn't the lethal strike contribute to dragging out the game by players using defensive races? Say, I'm playing as dwarves... Would I like it if both of my super-expensive and thick magma dragons were killed on the very first turn by lethal strikes? I'd want to drag the finale even longer and accumulate more of them until the time when lethal strikes no longer matter...
One dragon still remains, who is no longer threatened by this ability and can in return halve the number of attackers and deal significant damage.
Upon obtaining last-tier creatures, the party should be coming to an end, and the "lethal strike" should equalize the chances between opponents. I haven't found any alternatives yet.
Ment
Isn't this a too defensive change? And in general, it looks a bit boring after the previous one.
I think now instead of this, I will increase unit health 2-3 times. Units will be slightly more protected from critical damage. Also, due to "infinite retaliation," they will have to withstand more damage than usual.
Ment
These kinds of things cause slight bewilderment. Do you realize that after the previous changes, you literally need to re-balance the entire game from scratch? One point of initiative for nomadic centaurs is a drop in the ocean here; we need to see what actually happened and whether orcs suddenly became twice as strong (or weaker) than all other races.
These are the points that remained untouched after applying global edits. It was intended that global changes would replace several smaller fixes — the number of changes is greatly reduced and thus easier to remember.

Added after 30 minutes
CuriousGhost
All units that originally possess infinite retaliation lose their trait
possible solution: give them the combat griffins' battle frenzy ability, and add retribution to the griffins themselves.
Perhaps I will leave tier 1-4 units without infinite retaliation and such creatures won't exist. Or I'll give them "fierce retribution," but I think it can be left as is.
CuriousGhost
All units with double strike (and its variations: cleaver and assault) have decreased in value, since they receive retaliation twice, with no compensation
I just can't think of WHAT could fix this... maybe give them a swift attack or simply bump up their stats...
I plan to increase health instead of the modified damage penalty.
CuriousGhost
Succubi lost their individuality and got nothing in return.
Give them retribution?
Wizards of some factions are still able to hit enemy shooters through shots at other units (though this could be considered a feature)
The ballista falls apart when trying to shoot an enemy shooter.
I will try to give several units in each faction protection against shooters and mages ("large shield", "ally protection", "magic resistance aura" or "25% magic imperviousness" for all units (skeletons will at least keep the stunning blow, djinns have a random spell)) instead of this change.
CuriousGhost
An absolutely unnecessary change! Not only do the "ones" return (now, however, with an emphasis on area attack), but also, for example, the demonesses' chain shot disables this ability. And the cave alt loses its uniqueness...
Fighting against numerical superiority, Ingvar the dwarf's specialization, compensating for lack of damage. I haven't found an alternative yet.
CuriousGhost
I just didn't catch the idea behind the change here
"Lethal strike" is countered by large armies. Upon obtaining 7th-level creatures, there should be no point in dragging out the game.
CuriousGhost
The cavalry charge of horses not under Axel loses its meaning — damage reduction above the charge
increase from 5% to, say, 25%
Perhaps I will change creature speeds instead of this edit. What do you think about this option?
. 4-5 speed => 4 speed;
. 6-7 speed => 5 speed;
. more than 7 speed => 6 speed.
CuriousGhost
Too radical, it seems to me — morale has almost stopped playing any role. At least returning negative morale would be a good thing...
Sometimes because of morale, units move too frequently.
Maybe I'll bring it back.
CuriousGhost
The poor thing already gets retaliation for every shot, while it can't do the same itself, and now its hp are being cut :D
If I raise unit health, the ballista will remain as before.