Is it possible to provide a link to version 1.23? It was quite playable.
The latest version is currently at the top, including the latest changes to increase the hero's attack + executable fixes (the Earthquake spell now affects all units).
Added 1 hour 14 minutes ago
Hero attack power against human units:
Before the nerf:
Tier 1 = 400% = 40
Tier 2 = 250% = 37
Tier 3 = 150% = 37
Tier 4 = 100% = 35
Tier 5 = 60% = 24
Tier 6 = 40% = 24
Tier 7 = 20% = 14
Average damage = 30 (14-40)
After the nerf:
Tier 1 = 200% = 20
Tier 2 = 100% = 15
Tier 3 = 60% = 15
Tier 4 = 40% = 14
Tier 5 = 30% = 12
Tier 6 = 20% = 12
Tier 7 = 10% = 7
Average damage = 14 (7-20)
After the buff (latest version):
Tier 1 = 250% = 25
Tier 2 = 150% = 22
Tier 3 = 100% = 25
Tier 4 = 60% = 21
Tier 5 = 40% = 16
Tier 6 = 25% = 15
Tier 7 = 15% = 10
Average damage = 19 (10-25)
For comparison, the power of the free Magic Fist:
1) with 3 spell power: 12 / 15 / 18 (basic / advanced / expert Summon)
2) with 5 spell power: 18 / 21 / 24
3) with 7 spell power: 24 / 27 / 30
4) with 9 spell power: 30 / 33 / 36
Average damage with basic skill = 21 (12-30)
The power of the free Magic Arrow:
1) with 3 spell power: 15 / 21 / 27 (basic / advanced / expert Chaos)
2) with 5 spell power: 21 / 27 / 33
3) with 7 spell power: 27 / 33 / 39
4) with 9 spell power: 33 / 39 / 45
Average damage with basic skill = 24 (15-33)
Ideally, the hero's attack can be further increased, as:
- the current attack is comparable to the Magic Fist in terms of damage (slightly weaker against humans due to the large number of Tier 7 units)
- at maximum levels (Tier 1 Guardians, Tier 2 Zombies, Tier 6 Ents, Tier 7 Northern Dragons), it deals 37 damage, which is comparable to the maximum Fist with an expert Summon (36 damage)
Added 2 hours 1 minute ago
Update:
I will still slightly increase the hero's attack to the following values (damage calculated against human units):
Tier 1 = 30% per level = 300% = 30
Tier 2 = 20% per level = 200% = 30
Tier 3 = 12% per level = 120% = 30
Tier 4 = 8% per level = 80% = 28
Tier 5 = 5% per level = 50% = 20
Tier 6 = 3% per level = 30% = 18
Tier 7 = 2% per level = 20% = 14
Tier 8 (summoned Phoenix) = 1% per level = 10%
Average damage = 24 (14-30)
The main reason for the increase is the relevance of the "Double Attack" skill to double the hero's attack. With too weak damage, this skill loses its appeal.
Thus, with low spell power, the hero's attack becomes slightly more effective than the free area-of-effect Chaos or Fist.
Added 3 hours 59 minutes ago
Earthquake will also be buffed in damage from 4 x SP to 5 x SP (and 10 times more against walls). This ratio of 1 to 10 mirrors the Wall of Swords, which also returns 10% of the damage received.
In other words, 10 units of wall strength is equal to 1 unit of creature health, for both spells.
Added 1 hour 23 minutes ago
While writing, I realized that if you swap Vampirism and Divine Might between schools, everything will immediately fall into place. Both spells were added in the expansion pack.
Indeed, Vampirism can be placed in Light (there are no changes in terms of school combination - it still requires advanced Light + advanced Darkness).
And Divine Might - in Darkness.
In this case, everything fits nicely in pairs:
Light + Darkness = Vampirism (Light) + Wrath (Darkness) - in duels, the Knight receives Wrath instead of Holy Word
Light + Chaos = Holy Word (Light) + Armageddon (Chaos) - in duels, the Warrior receives Holy Word instead of Divine Might
Darkness + Chaos = Divine Might (Darkness) + Ice Storm (Chaos) - in duels, the Assassin and Overlord receive Divine Might instead of Wrath
Darkness + Summon = Wave of Death (Darkness) + Raise Dead (Summon)
Light + Summon = Regeneration (Light) + Hive (Summon)
Chaos + Summon = Wall of Fire (Chaos) + Earthquake (Summon)
Added 33 minutes ago
The only nuance is that I will need to recolor the Vampirism icons (dds) from Darkness to Light, and Divine Might - from Light to Darkness, which I don't know how to do yet.