P.S. By the way, regarding skills for heroes – you could take advanced class specializations from HoMM 4 as a basis and somehow adapt them so that all of this benefits the army :)
P.P.S. Argh, does that mean those ugly things I drew in Nighon aren't cool anymore?! :smile42: :smile04:

P.P.P.S. Ideas for hero skills (before my memory fails me)
- The speed and initiative of enemy units decrease by 1 point for every 5-7 levels of the hero.
- The hero can create a vortex on several cells. The vortex acts like Quicksand in HoMM 4 (or like the ability of drowned women in Preserve :). Its size depends on the level of the hero.
- The hero skips a turn and then has the opportunity to perform two actions per turn (cast twice in a row, or cast and attack; basically, it’s up to the player ;)). Initiative decreases after this action, but less with each level of the hero.
- If 80% of the army dies, the hero gains the ability to resurrect part of the creatures from one stack without losing initiative. The higher the level, the more creatures can be resurrected. Resurrected creatures disappear at the end of the battle.
- The hero can grant any unit any ability for the duration of the battle. After that, the hero and the unit skip their turns. The probability of the ability triggering is at least 30% and increases with each level of the hero (i.e., the ability remains on the unit and does not go away, but it doesn't always trigger; otherwise, a paladin or a lizard rider with permanent retaliation would be terrible!).
That's all for now. I will share more ideas if I have them ;)
🏹🎪+⛓️♿=💕