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Returning to the project after a long absence.
I will be porting the project to the "Extended" version (which has more creature, artifact, and other IDs) instead of the standard 3.1.
One of the main reasons is the rework of Necropolis and the new Necromancy.
*The new necromancy will raise not faction-specific undead, but a "non-living" analogue of those you killed. This undead will not appear in normal generation. As a rule, it represents a weakened version of the original creature, having lost some abilities or gained others characteristic of Undead.
Second, this involves creating separate PvE creatures (neutrals), independent of faction creatures. Faction creatures will be removed from generation, which will greatly simplify their balancing.
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Among the latest changes that have already been implemented:
Rebuilding the entire skill tree for all factions.
Updating city construction.
For example, for Inferno.
As you can see, the sacrificial pit is now available at the beginning of the game and is much cheaper. (This is an example of the overall direction of the mod, towards greater use of faction mechanics.)
You can also see that Tier 4 and Tier 6 can be built much earlier, but their upgrades are unlocked later. (Buildings in general have retained their cost and remain expensive for their stage.)
*There are also more daring solutions.
For example, the Mage now builds a city purely for Gold (but more expensive). However, the Mage will now have time and resources to focus on Minotaurs, starting from the early game.
The Necromancer no longer has a connection to the city level, and his faction army and buildings do not require Gold. However, the cost of buildings in Resources is quite substantial there.
The Order can technically (not immediately) train troops without a quantity limit (if there is enough gold), but Tier 5 and Tier 6 have become weaker overall. The Guild of Mages is now unlocked later.