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Work on the mod continues; I will be posting current ideas and developments in this thread.
Planned changes for Humans and Demons in the distant future (which depend on modifying the executable file):
Archers: increase the arc shot percentage from 50% to 60% - I really want this change, which would make arc shots an equally viable and frequently used option; however, I haven't been able to find this location in the executable file yet.
Ash Horrors: reduce the aura of fear from -5 or -6 morale to -3 - a desirable change to make the Horror aura much more influential and as powerful as the Blazing Horror's draining aura.
Currently, the aura of fear is a playable but not very noticeable aura, and arc shots are almost a useless ability.
Future features for Elves (currently being calculated).
**Fairies / Nymphs / Dryads**
General abilities: flight, wide attack, retaliatory strike
Fairies: spellcasting (bees deal 10% or 20% damage per turn, for 0 mana) - a reliable and infinite source of ranged control.
Nymphs: symbiosis - only fairies will be resurrected, but in large numbers (the complete opposite of Goblins repairing Golems).
Dryads: wheel of fortune (infinite number of activations): ideally, +/- 3 luck or more, as a random minimum of +/- 1 is very annoying (wasting a turn), but I haven't been able to find this location in the executable file yet.
**Dancers**
General abilities: agility (+3 defense for each tile) - a significantly enhanced version compared to the original. In terms of strength, it can be said that this is an analogue of a heavy class, but for light units.
Blade Dancers: double strike + retaliatory strike - the most effective attacking damage against a single target.
Death Dancers: area attack (100% damage around) - maximum damage against multiple targets, a unique area attack for a small unit.
Wind Dancers: bypass defense (ignore 20% defense for each tile) - maximum bonus for a full run, a killer of units with high defense.
Unlike the original, Elven Dancers are focused on survivability (agility) and will have low base damage, which is increased by their abilities.
**Stingers / Rangers / Snipers**
General abilities: ranged attack, double shot (increased ranged damage, decreased melee damage)
Stingers: agility + poison (new)
Rangers: shock arrows (50% chance of 25% turn loss for each shot) - the chance will be restored (but high and independent of HP), the turn reduction will be stronger than the Fairy's sting, but less consistent.
Snipers: ranged attack without penalty (enhanced arrow - armor penetration, characteristic of Humans, not Elves - is removed).
Unlike the original, all Elven archers will have reduced base damage, but the highest initiative, which will distinguish them from other archers.
Stingers are similar to Assassins (ranged poison) on one hand, but significantly different in characteristics on the other.
Stingers have many shots, but weak poison, which they will use to poison 2-3 different targets. The melee damage of Stingers is extremely weak, but they have defensive agility.
Assassins have strong poison, but only 1 shot, which will be used to attack only 1 target at range. The melee damage of Assassins is high, but there is no defensive agility.
Similarly, Rangers and Scouts (ranged stun) are closely related.
Rangers have many shots, but weak stun (with 2 attempts to trigger). Melee damage is very weak, there is no melee stun, and there is no defensive agility.
Scouts have strong stun, but only 1 shot. Melee damage is without penalty, with the same stun and with defensive agility.
**Druids / Theurgs / Archons**
General abilities: ranged attack, spellcasting.
Druids (8 mana): hive (for 8), energy channel (strength is still being calculated).
Theurgs (16 mana): phoenix (for 15), regeneration (for 4), mana transfer (limited by the number of creatures - in a duel, up to 6 mana at a time).
Archons (12 mana): area haste (for 12), power (for 8), skin (for 4), power channel (in a duel +5 SP).
It was decided to make the hive one, not two - because single Druids will provide too much control in the attack (with infinite free bees).
Yes, Secrets of Light will allow each Druid to cast the hive twice, gaining very strong field control in the attack.
But a similar effect can also be achieved with single Rangers with soldier's luck and a cart.
Druids will have the strongest field control, but the hives still need to be placed correctly - because they do not choose targets, but attack the nearest one, are easily destroyed (due to low SP), and cannot be restored.
Planned changes to spells:
**Bees:** reduce the knockback from 20/30/40/50% to 10/20/30/40%, while increasing the damage (since 50% bees provide too much control for a free 1st-level spell).
Will the damage of Bees be fixed or depend on SP - the answer to this question depends on whose SP the hive will look at, the SP of the Druids (which is logical), or the hero's SP. In the second case, it makes sense to make the bees independent of SP with fixed damage (10), so as not to violate the logic. And in this case (fixed damage), the bees of the Fairies should also be weakened from 20% to 10% - since good knockback combined with high damage (for single Fairies) is too much.
**Resurrection** and **Reanimation:** will be strengthened by 20-25%, and will resurrect approximately 1.5 times more HP than Chaos removes.
Why is this?
Some players have complained that it is difficult to win duels as a Paladin (while I personally play against the AI with a hero advantage, purely on troops, and I don't see any problems with the Paladin's troops - therefore, the problem is with the hero).
Resurrection is the strongest, ultimate spell of the Paladin, which significantly affects his effectiveness as a hero.
Similar high-level spells are generally most effective at the beginning of the battle (the sooner a powerful effect occurs, the greater its impact on the outcome of the battle).
However, powerful resurrection effects are quite difficult to apply at the beginning of the battle, and this significantly weakens their impact.
That is why they should be much stronger than similar Chaos spells.
Another argument is that Chaos allows you to destroy the strongest enemy units with superior physical power.
While, playing with Resurrections, the hero may have significantly weaker physical power than the opponent, and thus the resurrected units will be much weaker than those that could simply be destroyed by Chaos.
Resurrection spells have an undeniable advantage in the attack - however, their application is limited by the huge mana cost.