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Heroes VII

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I must note that resistance types are standard for many games with RPG elements, and Heroes can be considered such a game, albeit with those elements. So, it's unlikely anyone will perceive this as stealing an idea from another game.
Still, there's no need to copy this feature exactly. Let them develop their own physics and magic system, and perhaps add some subcategories – for physics, this could be melee/ranged weapons (and even crushing, slashing, and cutting weapons, hello, TES!), and for magic, it could be elemental damage, light, and darkness.
The feeling of a populated map in the fifth installment can be created by using the mouse wheel to zoom out.
You won't believe it, but I zoomed out as much as possible, and it still felt too small.
Personally, I dream of a Total War-style option: the hero is not an overpowered, invincible combat machine, as in the fourth installment, and doesn't always deal a lot of damage, but is surrounded by a guard of specially trained soldiers who take all the hits. Of course, until they die.
And what will you do with these soldiers afterward, where will you get them, how will you replenish them after they die, and how much space will they take up? This option isn't the worst, but there are some unclear aspects. Again, it could be implemented as an additional building with additional units to choose from.
Well, the developers didn't create Beastmen for nothing; you can put anyone in there, even human sea cucumbers, let alone lizardmen.
They're already being used by half of the factions in their armies, so Beastmen aren't really suitable as a full-fledged faction, although taking and isolating the lizardmen, sending them across the Sea of Irsus
А, вот почему.

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