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[1x1] The Last Stand

#17
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Suggestion: 1) Creature upgrades are chosen randomly, so for example, in a Castle, it could result in an Archangel, Champion, or Monk, rather than always getting White Archers, and never seeing upgraded versions. You fight with what you get. 2) Automatic skill allocation (if possible). If you can set the level and automatically choose skills, ideally, the skills would be assigned randomly after choosing the hero, even including useless ones (at the discretion of the randomizer) – again, you fight with what you get. Remove the Mentor. 3) Elves / Mages – in cities, the Artifact Workshop and Ranger Guild are missing (but the Guild that provides +10 critical hit chance is present). There is an additional building that is currently used for Elves. Instead of combat, if the race is Mage, it gives creatures random mini-artifacts based on the level of knowledge and artifact mastery, for one-time use. If the race is Elf, it assigns random enemies from the opponent's race based on the level of the Avenger, for one-time use. 4) Artifacts – each hero receives (and activates) 10 random artifacts, one in each slot (from the current list of combat artifacts, all artifacts of random value). For Mages and Dark Elves, there is a choice from the artifact shop in the city; for others, there is none. Remove the shops. Also remove freely available artifacts. 5) Stat boosters – remove them. Instead, depending on the chosen level, simply add skills via script (or by visiting one object that grants skills, similar to visiting all available objects at that level). Calculate the Arena as +1/+1 to combat stats, so you don't have to run around unnecessarily. 6) Lunar Weeks – remove the neutral ones, leaving only those that provide some combat effect. Remove the Astrologer. 7) All spell guilds and the spell library are available regardless of the chosen level (otherwise, a level 10 Dark Elf has nowhere to get black magic, as it's not in the guild or Utopia). 8) There is no tavern or the ability to hire heroes in it (as there's nothing to change about the heroes; you fight with what you get). This will be a very diverse analogue of a duel, with an imbalance in one direction and very diverse, new heroes each time, with minimal running around the map / clicking (game duration: choose level - Castle - special object (Mages/Dark Elves) - spells - portal for combat)