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#382
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1) Remove the 25% hit bonus for monster specialists.
This 25% only hinders Broghur; I wouldn't touch the others, including Tyraxor.
2) Remove classes as a concept and transfer their functionality to individual skills.
Warrior, Sage, Explorer, and Governor, Speedy.
Don't touch.
Terraformer -> Pathfinding (prices are negotiable, need to increase)
Healer -> First Aid (plus casts spells based on skill level)
Leprechaun -> Luck
Marauder -> Leadership (numbers need to be reduced)
Merchant -> Estates (numbers are negotiable)
Artificer -> Eagle Eye (conditions are negotiable)
I agree.
3) Additional skill functionality
Diplomacy - reduces the cost of monetary transactions with the Merchant and Terraformer, increases the maximum purchase volume with the Merchant. Numbers are negotiable. Also, on the advanced difficulty level, it allows you to bribe neutrals, and on the expert level, to bribe them "from the map," like breaking a scout.
We can try.
Learning - reduce the experience bonus (numbers are negotiable), but on the expert level, don't forget the skill, but change it to any basic skill of the player's choice.
Don't touch.
Ballistics - increases the range of direct fire by 2/4/unlimited (currently 1/2/4), and on the expert level, ignores walls (similar to Guardian Angel).
I agree.
4) Give specialists in armor and logistics a 2.5% bonus per level. For now, we won't touch offensive specialists; they don't seem to be overpowered.
Don't touch armor specialists; give the bonus to logistics specialists.
5) Add Yavor's scripts for the Inferno patch, new constructions, and the symmetrizer to the standard package. Include the Inferno patch by default (remove the checkbox), and make the rest optional (with a checkbox).
- Inferno patch. Leave +1 speed on native land by default, and make the rest optional.
- New constructions, hives. Optional. Include the mirror image spell in the list of templates.
6) We need to somehow improve the Tavern faction; it's a very weak castle. For now, I don't want to touch the heroes from the Tavern; it's still unclear what balance of skills will be established, and even with heroes alone, it won't help much, so we need to change the building tree and prices.
Don't touch the building tree; return the golem lair.
7) Forget about complexes regarding the starting army and give Ufretin, Straker, Edric, and Korbak an army like ordinary heroes of the corresponding castles.
Pyredrake, Ufretin, Edric, and Korbak are playable as is; perhaps give Straker a stack of skeletons.
8) Remove scrolls at the zaobjts.txt level, i.e., simply prevent them from generating on the map. Also, remove the checkbox for replacing them.
Against.
9) Adjust the number of starting troglodytes for the Dwarven faction to 20-25 (currently 15-25).
We've been playing like this for a long time.
10) Make the Dungeon faction use dual magic - Water and Air.
Against.
11) On the expert level, replace the Scholar skill with any basic skill of the player's choice. Another point of strengthening the Tavern. Also, put it in a checkbox "new skills."
I'm all for it

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