Changes, again, should be outlined specifically, rather than leaving vast swathes of artistic text to fanfic writers... If you don't quite understand what "specifics" means, and think I'm not reading carefully, I can drop a link to a web fiction server.) I'm sure the only questions you'll have are: what exactly was changed? And yes, that would be a massive hindrance to the mod's distribution.
Since xuxo has no objections, I have no objections to using GEMNOD as well.
There are enough changes to consider the mod a game distinct from the original. Want me to list them? Well, if someone understands modding, they can just open the balance.h5u file (I can upload it separately). But if a casual player is content with the original and only needs a bit of cosmetic tweaking, this mod isn't for them, as the author long ago abandoned that line of thought. Without the mod, the scenario will still work, though it might prove too hard to handle enemy creatures (some units might completely wreck unskilled heroes at certain stages).
In broad terms:
- added abilities (among known ones) for certain units, in line with a logic of greater realism (for example, Enhanced Arrow for Grenadier Gremlins and Crossbowmen, stopping arrows for Wizards who cast Lightning; Storm Titans gained Storm Strike with half damage; Cavalry gained Swift Strike and Maiming Strike; Angels gained Child of Light; Rangers gained No Retaliation and Stunning Blow; Dragons and Vyrants gained Regeneration, etc. I hope the logic is clear?);
- some units have been buffed (for example, Master Archers gained +1 initiative, Hell Hounds and their upgraded forms gained damage, Vampires and Griffins gained damage, spellcasting creatures had their spells replaced/improved (overall, they became more useful), etc.);
- experience points for killing creatures changed, especially for high-level ones (tied to health and initiative (average initiative is considered 10));
- the skill tree is based on the Extra Mod (I liked the idea for its simplicity and logical skill progression), meaning to unlock a Special Ability, a hero just needs its three prerequisites (simple as that, no need to take useless perks and skills just to get a Special Ability);
- magic skills of all schools became more useful (for example, Slow and Haste effects scale with Spell Power and skill level, Phoenix summoning and Hives from Magic, Chaos from Magic, perks, and skills);
- the abilities themselves in the DefaultStats.xdb file have been adjusted (for example, Hymn and War Cry - +20% initiative, Master of Cold - freezes for 1 turn, Master of Shock - initiative reduction by 0.8, Stunning Blow - cooldown reduction of 0.4, Sharp Mind - grants +80% initiative at the start of battle, etc.);
- artifact buffing (since the balance shifts toward epic battles... artifacts are harder to obtain on one hand due to increased scaling, and on the other, heavily guarded treasure vaults)... Overall, artifacts are buffed with additional stats (Morale or Luck or all attributes, depending on rarity/value);
- campaign heroes (some with modified classes to avoid duplicates);
- buffed War Machines skill.
In other words, as you can see, there are a ton of changes, so it's fair to call this modification a different game. Meaning it's for people who aren't afraid of change, who move forward without looking back (they'll play for a while and maybe find another game). For example, many people say Heroes 6 is too, too... [something extreme], yet look how many people play it.
To reiterate, the core of the mod is balance adjustment to support and encourage epic battles, and accordingly, adjustments to abilities, skill expansion, and artifacts. That's why the attached scenario includes special settings. The whole thing is set up to ensure you've got enough endurance to play for at least 5 in-game months.