Regarding logistics - that's exactly what it will do. But, of course, it won't boost initiative, like a leadership skill, but rather boost the starting ATB of units by 10-20-30%, which is especially useful for units with low initiative, as they will make their first move much earlier.
That's a great idea! I didn't think of that! Like Wingael's proficiency. Clever. It will help warriors rush while mages are still buffing up. And if they want to counter it, they can level it up themselves. I suggest making it work like mutual tactics in the original game - they exclude each other.
Regarding multiple schools of magic - the benefit will be in gaining additional spells. Level up 2 schools - get 2 spells for the combination, level up a third school - get 4 more, level up a fourth school (like an archmage), get 6 more.
I don't quite understand the idea here: how does the hero get new spells in the mod? If I get the basics of light, will I get 1 random low-level spell in the spellbook, or is there no magic guild? And if I get advanced light, will I get 2 more random spells? I'd like to discuss this in more detail.
It's still too early to talk about Chaos, it's an interesting but extremely difficult-to-balance theme. There's a high probability that it will either be the most popular tactic or the most useless. Maybe it's a great tactic for a second hero: level up Chaos and constantly harass the main hero with low-level units. Plus, I read somewhere in the thread of this article that Nargott will make it impossible to immediately recruit from the tavern; a certain number of days must pass. This time frame can be used for balancing. In general, I think Chaos is already better and shouldn't be changed, just left as is, and when people start playing, they will write on the forum in which direction to push it. Practice is needed here, at least for me. In any case, Chaos is in a much better state now than in the original.
Regarding the ballista: I agree. Also, the limits are smaller, and in this mod, it's easier to perceive it as a Tier 7 unit that dies instead of a dragon. So, I think everything is done correctly here.
You correctly pointed out everything about Light (that it buffs powerfully, but only for a limited time and converts to physical stats). Everything is logical; there's nothing to add.
Regarding Holy Word and Divine Might, I just want to say that I don't like them from a visual point of view, not from a mechanical one; there are no questions about the mechanics. They just don't appeal to me. The reason: there are no weak damage spells in Light, so there shouldn't be strong ones either. Since the school buffs, gives strength to its troops, it should do that at all stages. Otherwise, because of 1 spell, you start to fear it like Dimension Door. That is, if it had some kind of spell at the beginning, like Light's Wrath, and a beam of animation fell from the sky like from a monk's attack, and a small amount of damage was dealt, then I would be silent. But it buffs, buffs, and then: a top-tier Dimension Door.
For me, this seems like putting a summon elemental spell into the Chaos magic. It also hits, hits enemies, and then lets you summon. So, either each school is tied to something specific (that is, if roughly 10 spells in a school, then let all 10 do something similar, and not that, for example, Chaos will have 9 damage spells and the tenth - a level 5 vampirism buff with earth element), or let Light buff, Darkness debuff (with a similar story with vampirism), Chaos hit, and summon be control (with an emphasis on summoning, give Light the shield, teleport here)). Or, conversely, mix all the spells in some interesting way (that is, each school has its own summon (Darkness has death knights on level 4, Chaos has elementals on level 3, summon has manticores on level 4 and wolves on level 1, Light has a recolored phoenix, and each school has its own damage spell (you probably understand what I mean))). That is, either one extreme or the other, and not like it was in the original.
While I was writing, I realized that if you swap vampirism and divine might between the schools, everything will fall into place) by the way, both spells were added in the expansion.
I remind you that this is my opinion and my vision; you can ignore it as always, but I am ready to argue for this topic =)
I agree with you about Darkness. Only now, I've been shown that Light and Darkness are not equal, because buffing your own warriors and debuffing enemy warriors is not the same thing. Here is the truth that is born in a dispute =)
Damn, I ended up with a lot of text again - but that's because there's a lot to say about magic. In fact, improving magic is a fundamental improvement of this release compared to the old version, not only compared to the original. Many things were discussed with practicing players of the competitive RTA map, but there the hands are tied by conservative restrictions, and here you can freely implement any requests (there are restrictions, but they are technical). And I can literally talk about each spell, why it was done exactly like this and why it is better than the original (or the previous version of WGE).
In the old version, the spells had their own problems and shortcomings; in the new version, all errors have been taken into account and corrected. And now the finger is also brought into full compliance with magic.
Where can I see the current spells and perks? There are some on the first pages, but I understand from the date that the formulas are no longer valid. The perks for skills are also of separate interest to me. I read about 15 pages ago that you gave the Orc the ability to summon a manticore to help before the battle (is this still актуально?). And what happened to the Barbarian's placeholders? Can they be replaced? I would definitely recommend replacing them. And what about the Gnome runes? The top 3 things I hated in the original:
3rd place: resurrection rune
2nd place: berserk spell
1st place: legion of free gnomes in a built Gnome Castle
Added 16 minutes ago
Here I will add another comment.
The natural advantage gained by learning an additional school of magic is not brute force of spells (it exists in the first school) - but specifically additional spells of levels 3-5. That is, new effective spells.
This is the natural advantage that I am trying to reveal to the maximum. Instead of 3 new spells for the second school, you get 5 (plus two bonus). For the third and fourth - much more.
If this is enough, then great, and no additional "power" or "speed" bonuses will be needed (there is no tool for speed - you can set the position of the hero or unit on the ATB with scripts, but you cannot see its current position - this means that you cannot shift the ATB position relative to the previous one).
For example, you leveled up Developed or Skilled Light - the first school. If you level up Darkness to at least the Developed level, you will get Vampirism (in Darkness) and Holy Word (in Light) additionally. Each of these spells has an appeal comparable to a perk (if you just put each of them on a perk, then they will definitely be in demand). Therefore, I think that the motivation to play 2 schools of magic will be sufficient. Will it be enough to play 3 or 4 schools of magic - we'll see, but this is already an optional indulgence for archmages; other classes do not have easy access to 3-4 schools of magic at once.
Well, I need to understand how getting spells works again. If the only way to get vampirism is to level up Darkness and Light, then this solves my dilemma above: we got the only buff of Darkness because we leveled up the Light school. If the same way you get heavenly shield by leveling up Light and Summon, then it's great!
All the best =)
