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It would also be good to rework the dwellings on the map, for example, you could base them on the refugee camp, so that only the hero can recruit troops there, and a random enhanced or non-enhanced creature would appear, while caravans would only travel between cities, and then there would be four types of troops available to recruit at outposts.
Regarding the outposts, it is planned to replace them with individual dwellings of levels 4-7.
As it turns out, to fix the ifrits, it is enough to rewrite the buildings:
GameMechanics/TownBuildingSharedStats/Inferno/Dwelling_6/Desecrated_Temple.xdb:
CREATURE_MASTER_GENIE
GameMechanics/TownBuildingSharedStats/Academy/Dwelling_5/AltarOfWishes.xdb:
CREATURE_BALOR
Added 2 hours 7 minutes ago
The next version (1.1) will include significant changes:
Changes in the duel format:
1) new arenas (10 pieces)
2) all heroes will receive eagle eye (through logistics), which will allow them to see the skills and spellbook of the opponent in real time
3) update of some heroes (personas, without gameplay changes):
- Frida instead of Vittorio
- Zephyr instead of Orry
- Aranthir instead of Orson
4) all heroes will receive +1/+1 to magic and knowledge, which corresponds to the natural distribution (physical stats start at 0, magic stats - at 1)
5) as compensation for the orcs:
- Garun: level 13 (+50% damage from hero attacks)
- Krag: advanced machinery + ballista (double, unguided shot)
- Shaq: advanced machinery + tent (6 heals)
6) change of spellbooks:
- level 0 spells regen/vampirism/fire wall/elemental will only be available to specialists with a skilled school (Frida/Iranna/Jezebeth/Anwen);
- archmage Zephyr will have all spells only of levels 1-2 (instead of 0-4), but all 4 schools will be at a developed level (instead of zero)
Changes in combat mechanics:
1) increase melee damage by 25%
2) increase ranged damage by 12%, reduce their survivability by 12%
3) change of the heavy class: from -20% penalty per cell to -50% penalty for any movement (i.e., they always take 50% damage if the opponent moved to attack); the bug with flyers is thus eliminated
4) increase the mana limit from 5 to 6 per unit of knowledge (compensation for mages for the increased combat speed); thus, the total mana limits will increase from 15-45 to 24-60 (taking into account +1 to knowledge)
5) rebalancing of spells for the new dynamics
6) increase the ammunition of low-rate ranged units that have penalties in melee combat (so that they will be relevant units for most of the battle)
Local changes:
1) marids, ifrits, djinns - neutral (but with a buyout from the Academy)
2) rebalancing of units with rage, bloodlust, cavalry charge, agility, magic
Changes in growth rates (the number in the squad in duels is in parentheses):
The total strength of each squad in duels remains unchanged (if the number increases, then the strength of one creature weakens, and vice versa).
Level 1:
- goblins 20->24 (80->96)
- fairies 16->18 (64->72)
- rocklings 48->60 (12->20)
- imps 40->20 (80)
- assassins 10->16 (40)
Level 2:
- archers 24->16 (60->48)
- centaurs 16->12 (32->36)
- gargoyles 10->14 (40->35)
- pikemen 12->8 (36->32)
- dancers 8->10 (24->30)
- beasts 6 (18->24)
Level 3:
- ghosts 4->6 (16->24)
- swordsmen 10->8 (30->20)
- golems 6->4 (15->16)
- hunters 8->6 (12->15)
- dogs 12->10 (30)
- minotaurs 6->4 (12)
Level 4:
- shamans 6->8 (18->16)
- succubi 4->8 (16->12)
- lizards 4 (10->8)
- druids 6->8 (6->8)
- monks 6->4 (9->8)
Level 5:
- griffins 6->4 (12->6)
- unicorns 2->4 (5->6)
- nightmares 2 (6->4)
- liches 2->4 (3->4)
Level 6:
- demons 4->3 (4->3)
- reapers 2 (2->3)
- thanes 3->2 (3->2)
- rakshasas 1->2 (1->2)
Level 7:
- angels 2->1 (2->1)
The changes are caused by a revision of the growth rate system and the ranks of dwellings (for the game on the map), as well as a desire to give more realism to the stats of units (for example, a fury cannot have a lot of HP because she is an elf, and on the other hand, the squad size of 18 was too small, and therefore the attack/defense stats were exorbitant for a tier 2 unit).
Separately, it is worth noting the changes in the individual strength of humans, adapted for training (the difference between creatures of neighboring tiers is now stable - 2-2.5 times). Griffins were moved to level 5, and monks - to level 4.