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Various mods by zahar0z

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#185
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Lizard – a creature with growth rates more typical of a 3rd-level unit than a 2nd-level one, but that's fine, because the only purpose of a level for neutral creatures is to modify the damage dealt by the hero. Compared to its closest analogue in terms of growth, the Hound, it looks roughly comparable: more damage, less initiative, less survivability, a ranged attacker. Poison – is it like the Assassins? If so, then that will add to the damage, which is good. Although not by much, it adds more to its nuisance value. Sea Elves – essentially an improved Dancer, but with slightly higher growth rates and no abilities (double damage doesn't count, it just changes the damage from 2-6, right? Although, if attacks are considered independent, then as a consequence, the statistical variance of the damage may also decrease, but that's not crucial either). In short, it's good. Black Guard – wow, a 3rd-level unit with betrayal! Interesting feature. With a growth rate of 10, it makes sense to compare them to Swordsmen. And, doing so... Hmm... They have the stats of a Swordsman... No stun or frenzy, but they have Cleave (almost like a double attack) and Betrayal (a strong negative ability). It seems harmonious, but I would tweak the stats a bit so that it isn't just a copy. Slightly less health, but slightly more attack, for example, since it's so aggressive, with Cleave. Elite Black Guard. First, the name seems too long to me. Seriously, look at the screenshot! In most Western countries, you can get into a lot of trouble for "Elite Black." Something more harmonious, maybe "Black Guard"? Although, there will be a problem with how to translate it into English. I also like using Roman terms, like "Praetorian." In terms of stats and abilities, it's a Zealot with slightly more damage and a crippling wound. There are suggestions here. First, slightly reduce the attack to avoid taking away the Zealots' unique feature ("the highest attack in the game among 3rd-level units"). Second, you could consider giving this unit Betrayal as well, at the cost of increasing it in some other aspects: health and/or defense. Then the unit will be less like the Zealots and become noticeably more unique. Ancient Golems are similar in class to Bone Golems. Less initiative, more damage, better protected (including against magic), a stunning strike. They seem noticeably stronger, but considering the outsider status of Bone Golems, that's how it should be. Blazing Golems. I agree with Gerter, the Fire Sign looks interesting if it works with the Fire Shield. If not, it might be worth giving these Golems some kind of activated fire ability, perhaps at the cost of the Fire Shield, but keep the sign. Stun is definitely not appropriate. But, in my opinion, magic immunity should be a feature of all Golems. Reforged Golems – with that 6-10 damage, infinite retaliation, and a stunning strike... Does the stunning strike work with infinite retaliation, by the way? In general, it needs to be tested in the field, especially in terms of comparability with the regular upgrade, but it's hard to say. But, reducing magic resistance to 50% would be a good starting point. Although, compared to Royal Griffins, maybe it doesn't need to be nerfed much? It's hard to say. Ancient Titan. Slightly weaker than the regular one, doesn't regenerate, that seems reasonable. From a lore perspective, the Shantari Titans in Heroes 7 also regenerated, right? Well, let them, otherwise how would these mechanisms have survived for so long. Have you tested, by the way, whether autoregeneration works for creatures with the "mechanism" property? Regarding the applicability of enchanted armor, it's hard to say where it would get attack magic from... But at least Warlocks won't be able to take it down with magic, that's also a feature. Kraken. Quite comparable to other 7th-level units, such as the Black Dragon and Archangel. The lack of offensive abilities and stats (flight, initiative, speed) is compensated for by fear and terror. Well, I'll admit, a speed of 5 seems a bit low to me, there's too much chance that Krakens won't be able to reach anyone to scare them. The fact that they were assigned to Urgash's creatures, I personally like – not everyone has to be fiery, it would be an inappropriate attempt to exploit Arkat's feature. Boss Kraken. Excellent, a tough one, lots of health, defense, everything, attacks in 2x2 cells. How much damage does the poison deal? With these parameters, less than 100 damage per turn would not be respectable. Of course, it needs to be tested to see at what point in the game this beast can be defeated. Regarding speed, if you increase the speed of the regular Kraken, then you can leave it at 5 here. Like a big, slow one. But it will be a little easier to deal with. Oh, and what about dark magic? There are still many spells that can be used to focus on it. Also, a note – all creatures should be named in the plural, as in the game itself... Except for the Boss Kraken, perhaps.
 

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