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Which creatures from the alternative upgrade options do you choose?
The very concept of control in a turn-based game isn't too ambiguous. But even if you really don't want your club-wielding units to harm your own, you'll still be unlucky when they retaliate. Yes, you can send a cyclops into the enemy's rear, but then it won't be able to attack and eat the enemy units. And they'll focus fire on it quickly. Destroying walls is cool, but it's a bit slow. But I'm saying, these cyclops are still my favorite unit now.
I realized that dispel means removing spells, and I think it's in every fantasy game. Do Orcs have a dispel ability? And what about Dungeon creatures? Exactly. And by the way, light isn't as useless as you think.
If we're talking about the damage from hydras, it's a terrible ability. There are few hydras. They're expensive. Besides, without regeneration, they die in a crowd of enemies. If the damage were at least half as much, it might be worth considering...
In the final battle, if the best you can do is summon a dozen slow pit fiends, then I don't think you did anything right. So, it's not a mega-trump card. Just something to play around with.
And it really hasn't been overlooked.
Added after 2 hours and 53 minutes
Here's an idea. It seems that the new golems heal and are resurrected when you attack them with magic. And what if new gargoyles stand next to them, increasing magic damage in the area? Does this mean that you can, for example, cast a fireball and damage the enemy and heal the golems, and the damage will be even greater due to the gargoyle's aura?
If that's the case... then that's cool. Hmm. And what new possibilities open up for Armageddon with the new golems... Hmm...