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Bethowen's mod production

#8
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Narron
I guess I'll never understand them, why they are so unhappy with the original game's balance.
When you're playing, you don't really think about why it's so easy or so difficult, because you don't see the tables and calculations. But when you open the source code and start doing mathematical analysis, it turns out that there are quite significant imbalances. And how to solve the balancing problem is up to each modder. For example, I take mathematical formulas, add subjective coefficients for the cost of skills, and test the finished options for adequacy.

Besides, everyone has their own idea of what is beautiful. Some people like big numbers, some like small numbers, some like everything to be bigger, and some, on the contrary, prefer it to be more casual. In general, this is the beauty of mods: everyone can choose what they like best. The original game is also good overall, and I wouldn't say that there are a lot of broken things in it, but all experienced players know about the abusive heroes, abusive mechanics, and abusive units, etc.

My task is not to eliminate all the abuses, but to give players the opportunity to abuse their faction in different ways and, more or less, equally with other factions. I personally don't like the fact that an Orc can level up indecently quickly and come to kill you with a Balista and Centaurs. Of course, you can choose your own strategy for each map, but other factions don't have as many options to counter such things on small maps. I also always wanted, like in part 3, to choose, for example, a mage hero if I want to build a guild of mages and, accordingly, get the maximum benefit from it, and not as in the vanilla version. If I choose Haven, I will never get 20 magic skill by level 30. And magic in the vanilla version is also very poorly made for 1 hero class. In fact, it doesn't matter how much magic skill you have, 70% of light spells ignore magic skill almost completely when calculating the effect, so it is impossible to play a mage hero with light magic for Haven in the vanilla version. But in my mod, it will be possible, and in my opinion, it will be much more fun.

Added 5 minutes ago
Waterfall_13

In fact, I did 80% of the work. But, of course, people were inspired and helped in any way they could (were able to).

Someone will create an avatar, someone will allow the use of their model, someone will draw textures for a new creature, someone will help make an additional interface, and so on. The advice of mentors was very helpful, and of course, Dreadknight with his Exe modifications, without which there would be no additional art, creatures, and classes in the mod.
Yes, you've done a great job! I really respect your work, although I've never understood the idea of adding so much to the game. It seems fun and interesting, but it's like my eyes are overwhelmed by the abundance of everything. I adhere to the philosophy that brevity is the soul of wit, a minimum of expressive means, a maximum of efficiency =)
Tell me, how did you balance all this? I read your forum thread, and you wrote that it is important for you to maintain balance in the game.