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#5
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Saruman;57486
The concepts of day warrior and night warrior currently include +10 damage at night and +15 at sunset for night warriors, and the same but during the day for day warriors. Should they be changed?

I think we shouldn't include these concepts at all for balance reasons, and besides, it's extra work.

Regarding the Zodiac signs. In more detail:

1. There are 12 Zodiac signs - dragon, griffin, etc. We attach a suitable Zodiac sign to each hero.


2. There are three types of bonuses and penalties: magic-blue, arena-yellow, and global-green.

3. The Zodiac sign determines the bonuses and penalties for a specific week. For each week, there are 4 values for each sign: two pluses and two minuses.

Pluses and minuses can come in two variations: magic and global, or combat and global, depending on whether the hero is a warrior or a mage. That is, if the hero is a warrior, they will have a pair 1 every week: a combat minus and a combat plus, and a pair 2: a global minus and a global plus.


As for how the plus or minus is determined. Each Zodiac sign has a specific schedule for each week. 3 categories (magic, warrior, global) contain 2 parameters each. The hero selects 2 categories - global and warrior/magic depending on the hero's class. Thus, there are 2 parameters in these categories.

There is a standard parameter that should occur if certain conditions are met. For example, a navigation penalty requires the hero to be on a ship. If the hero is not on a ship, the navigation penalty is replaced by a second value, which is universal.

4. These are located in the hero menu. To see the current two pairs of bonuses and penalties for the week, you need to click the Zodiac button. A window will appear. Advantages will be on the right, disadvantages on the left. At the bottom is a checkmark to close the window.

5. The "Astrologer" skill removes the negative influence of the stars entirely. That's it. Compared to other hero skills, it's quite a valid skill, as the disadvantages are intentionally not too strong.

6. Negative influences:

Global:

1. Enemy in the army. - 150 gold every day.
2. Fog. The hero's vision is reduced by 1/3.
3. Calms. Reduces movement distance on a ship by 20%.
4. Curse. -1 luck.

Combat:

1. Dampness. Broken war machines on the battlefield - half HP.
2. Vengeful. +1 damage; - 2 defense.
3. Spirits. Morale of creatures below level 4 drops by 1.
4. Evil Fate. Impossible to retreat from the battlefield;

Magic:


1. Hex. Inability to cast the "Magic Arrow" spell and -1 mana every day.
2. Hated Friend. 1 troll joins your army, filling a slot, and cannot be dismissed. After dying in battles, it is resurrected, and leaves at the end of the week.
3. Cursed Sword. A sword "grows" into your hand slot, which cannot be removed during the week. The sword gives -2 to defense. It disappears at the end of the week.
4. Chaos. If there are creatures from different towns in your army, starting from the lower-level creatures, they will desert your army by 5% on the first day, 10% on the second, 15% on the third, 20% on the fourth, and 25% on the fifth. On the seventh day, 35% of creatures will leave. With each new day, the number of creatures decreases, and the percentage is subtracted from that new total.

Positive influences:

Global:

1. +n money every day. n=50*hero level.
2. Resource +1 every two days. The resource is unique for each race.
3. Insight. "Diplomacy" skill for a week. Not expert.
4. Swift March. Increases vision by 1/4 and slightly increases hero speed. By how much is a question.

Combat:

1. Desperate Fight. All melee creatures - +1 attack, and after their death, 1 unit of that stack is reborn at the stack's location. Does not apply to creatures of level 7 and above.
2. Stout Defense. +3 defense, and -1 hero attack. Activation: if the hero is in a town. If not, it does not activate. It also works outside the town.
3. Tactics. Basic tactics if the skill is missing, expert if basic is present. If expert is present, "Tactics" will not appear in the astrologer slot.
4. Surprise Attack. Hero's troops always move first during days 1, 3, 5, and 7 of the current week.

Magic:

1. Celestial Mana. +1 mana on the first day, +2 on the second, and so on in an arithmetic progression.
2. Ancestral Knowledge. Grants a spell, and not a random level 1-2 one, but a special one, unique to each race, and not too strong.
3. Hidden Power. Gives +n damage to attacking spells, where n=1/2*hero level.
4. Help of the Gods. Gives air elementals in amount n, where n=1.3*hero level. They do not fill a slot, but appear at the start of each battle in quantity n.



Essentially, two pairs of pluses and minuses provide a great many combinations and diversify the game. I have introduced 4 bonuses/penalties for 3 categories, but it's generally better to make 5 for broader variety. You won't like some of them.

2Saruman: you can think up a 5th skill and replace those you find unsuitable with your own. Some parts at the end will have to be discarded due to unfeasibility. If you like the concept in general.

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