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"Necropolis" - changes to creatures of levels 6-7.

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Multiplayer: At the beginning, the Herald is dominant – the ability is good, deals significant damage, holds the line in the first weeks, and also scares. Banshees tank well and can attack and scare. The damage is weaker, but there are fewer losses (considering raising the dead and 200 HP). Good for clearing mobs. 52 to 48 in favor of the Herald. The multiplayer game is over. Single-player: We played for a long, long time, a very long time, about six months, and it passed by unnoticed. Let's say, 45 Heralds – the damage is still high, BUT: the ability isn't that great, it does scare, but if the enemy focuses on it, sooner or later it will be defeated – which is equivalent to death. And if it also attacks. In general, it's inferior. Banshees – 45 truly invulnerable monsters. The ability is equivalent to combining two blades from Heroes 3 (or not?) – a catastrophe of global proportions. In the first turn, the Banshee reaches the squad – if it's lucky, it scares, then confidently holds the line, if necessary, the Necromancer heals, and then it attacks. 10*(10-0)*45 = 4500. Or not? Anyway, the attack takes down 20 Archangels – and that's not bad. Of course, if the Archangels are attacked by the Herald – and if he's lucky – it will be even more painful for them, BUT: he still takes damage in return. I think the balance is 65 to 35 in favor of the Banshee. The end of the single-player game. Now, about the rest. I have removed the aura from the Banshee for now, and left everything as it was for the Herald. If you're making a map for multiplayer, the balance is fine. As for the choice, for example, if a unit is in three squares, in my opinion, it's better to attack with a chance of not receiving a response – with fear

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