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BallLM. A mod that changes and improves the original game balance.
Ckreeep, you are testing your own changes, aren't you? Tell me, how do you see the gameplay as a summoner, and in general, how is the gameplay for different factions after your changes?
Greater demons have infinite retaliation.
The skeleton archer has an incorrect power level (<50, which is even less than the original skeleton, and yet it was buffed in the mod), and there are also suspicions that this is not the only case of an incorrect power level, but I'm too lazy to check.
It's not a bug, but a feature - a creature with cowardice + no retreat still retaliates if surrounded on all sides.
The difference between the zombie upgrades has become more noticeable (and plague zombies have almost always outperformed their counterparts), there are probably other examples, but this is the most striking one in my opinion.
Summoning has become a rather uninteresting school - who needs it now, except for the Necromancers?
A Chaosite without Chaos is stronger than a Chaosite with Chaos already at skill point 10... although there's something to it.
The damage of units has been reduced, which leads to longer battles, and the hero's attack is the same as before, but it was already quite strong.
In the early game: just auto-attacks from heroes while their units survive - it's boring, and there are no other good options, because the units only have damage in the case of the Necromancer's dozens of skeleton archers or machines.
Deleb has turned from a tempo hero into some kind of monster - enemies take ~3-4 turns to reach her instead of ~2 + the gates hold the neutrals in the starting position for a long time, and the damage from the ballista has not changed.
...
Why do 7 units need a deadly strike?