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Is it possible to use scripts to somehow buff the "machines"?
Specialist ideas:
OP:
1) For every Light spell learned, an unknown Dark spell of the same level is given, and vice versa; starts with Basic Dark and Basic Light;
2) After battle, warriors are resurrected; the number of resurrected warriors is limited by the formula 10*hero level*SP/creature health. Resurrection occurs only for the stack in which the most creatures died (example: a hero is level 10 with 3 SP, if 102 peasants with 3 hp each died, then 10*10*3/3=100 peasants will be resurrected).
Inferno:
1) Demon Lord removes 1 attack and luck for each primary stat that is higher than the opponent's; starts with Average Education.
Academy:
1) For every developed skill +1 to Knowledge, Expert - +2 (Artifact Master counts).
Fortress:
1) For every rune of level n, the hero receives a summoning spell of the same level; starts with Summon Elementals, Basic Summoning, and Spellmaster.
Stronghold:
1) All stats gained from levels or buildings are converted into Attack. The hero starts with 5 Attack, Basic Education, and Basic Attack;
2) For each unit of luck +4% to army damage;
3) All artifacts that enhance magic, necromancy, or grant spells (simply put, those that make no sense for an Orc) give +1/+2/+3 Attack depending on the artifact level (minor/major/relic).
Proposals for hero rebalance (mostly via starting stats), in case anything is liked:
OP:
Miv: 3%->2% per level to Haste initiative, starts with 1->3 Spellpower;
Mirabelle: additionally, at the start of the week +pirates in the amount of "level/2+1", at sea - "level+1";
Vincent: starts with 1->3 Knowledge;
Hiormel and Frida: start with 1->2 Knowledge;
Vittorio: starts with 1->2 Attack.
Inferno:
Valafar: starts with 2->3 Knowledge (so there is enough for the portal);
Xana: starts with 1->2 Spellpower and 2->3 Knowledge;
Lilith: +1 to Luck;
Elmandr: starts with 1->3 Spellpower.
Necropolis:
Abyssid: starts with 1->3 Knowledge;
Balthazar: starts with 3->5 Spellpower;
Galtran: starts with 0->2 Attack;
Deidra: starts with 3->5 Spellpower;
Tessa: starts with 1->3 Knowledge;
Caspar: from level 15, the bonus from tent healing/damage from the specialty is doubled;
Lucretia: give Vampirism spell at the start.
LS:
Istar: starts with 2->4 Knowledge;
Torintan: give a bonus to base movement points, like Grok (or even slightly less);
Ergar: specialty bonus 350->450;
Talanar: starts with 0->2 Attack.
Dungeon:
Kaelin: starts with 1->3 Knowledge;
Olhar: starts with 0->2 Defense;
Kifra: additionally, at the start of each month, minotaur growth is buffed by 1.5 times;
Erin: shot probability 10%+2%*hero level -> 20%+2%*hero level.
Academy:
Zehir: number of elementals after stack death: 1+SP/3 -> 0+SP/3, spell amplification: 1+SP/3 -> 2+SP/2;
Iona: SP bonus = Knowledge/4 -> Knowledge/3 or starts with 3->5 Knowledge;
Kiria: chance to learn a spell 40%->60% (there are many of them, and the guild takes a long time to level up);
Maahir: additionally, for every 50 mana spent in battle, the hero gets +1 attack for the next battle;
Riva: starts with 0->2 Defense;
Hafiz: starts with Magic Fist.
Fortress:
Wolfsten: give a bonus to base movement points, like Grok (or even slightly less);
Telhar: starts with 1->4 Defense;
Eymund: dwarf artifacts, if present on the map, are shown to the hero immediately; if the opponent's hero has them, they are also shown;
Inga: starts with Magic Arrow;
Karli: starts with Fire Mines;
Sveya: starts with 2->3 Spellpower.
Stronghold:
Gotai: rage bonus 1*hero level -> 3*hero level;
Mahur: creature level growth: 1/6*hero level -> 1/5*hero level (cyclopes will appear from level 31, which is still practically unreachable even on large maps, and on very large maps there are stronger heroes, and on small and medium maps he is inferior to heroes with creature specialties except perhaps Kegan);
Kegan: additionally, for every 80 goblins at the start of the week +1 mercury;
Crag: starts with 3->4 Attack.
Specialist ideas:
OP:
1) For every Light spell learned, an unknown Dark spell of the same level is given, and vice versa; starts with Basic Dark and Basic Light;
2) After battle, warriors are resurrected; the number of resurrected warriors is limited by the formula 10*hero level*SP/creature health. Resurrection occurs only for the stack in which the most creatures died (example: a hero is level 10 with 3 SP, if 102 peasants with 3 hp each died, then 10*10*3/3=100 peasants will be resurrected).
Inferno:
1) Demon Lord removes 1 attack and luck for each primary stat that is higher than the opponent's; starts with Average Education.
Academy:
1) For every developed skill +1 to Knowledge, Expert - +2 (Artifact Master counts).
Fortress:
1) For every rune of level n, the hero receives a summoning spell of the same level; starts with Summon Elementals, Basic Summoning, and Spellmaster.
Stronghold:
1) All stats gained from levels or buildings are converted into Attack. The hero starts with 5 Attack, Basic Education, and Basic Attack;
2) For each unit of luck +4% to army damage;
3) All artifacts that enhance magic, necromancy, or grant spells (simply put, those that make no sense for an Orc) give +1/+2/+3 Attack depending on the artifact level (minor/major/relic).
Proposals for hero rebalance (mostly via starting stats), in case anything is liked:
OP:
Miv: 3%->2% per level to Haste initiative, starts with 1->3 Spellpower;
Mirabelle: additionally, at the start of the week +pirates in the amount of "level/2+1", at sea - "level+1";
Vincent: starts with 1->3 Knowledge;
Hiormel and Frida: start with 1->2 Knowledge;
Vittorio: starts with 1->2 Attack.
Inferno:
Valafar: starts with 2->3 Knowledge (so there is enough for the portal);
Xana: starts with 1->2 Spellpower and 2->3 Knowledge;
Lilith: +1 to Luck;
Elmandr: starts with 1->3 Spellpower.
Necropolis:
Abyssid: starts with 1->3 Knowledge;
Balthazar: starts with 3->5 Spellpower;
Galtran: starts with 0->2 Attack;
Deidra: starts with 3->5 Spellpower;
Tessa: starts with 1->3 Knowledge;
Caspar: from level 15, the bonus from tent healing/damage from the specialty is doubled;
Lucretia: give Vampirism spell at the start.
LS:
Istar: starts with 2->4 Knowledge;
Torintan: give a bonus to base movement points, like Grok (or even slightly less);
Ergar: specialty bonus 350->450;
Talanar: starts with 0->2 Attack.
Dungeon:
Kaelin: starts with 1->3 Knowledge;
Olhar: starts with 0->2 Defense;
Kifra: additionally, at the start of each month, minotaur growth is buffed by 1.5 times;
Erin: shot probability 10%+2%*hero level -> 20%+2%*hero level.
Academy:
Zehir: number of elementals after stack death: 1+SP/3 -> 0+SP/3, spell amplification: 1+SP/3 -> 2+SP/2;
Iona: SP bonus = Knowledge/4 -> Knowledge/3 or starts with 3->5 Knowledge;
Kiria: chance to learn a spell 40%->60% (there are many of them, and the guild takes a long time to level up);
Maahir: additionally, for every 50 mana spent in battle, the hero gets +1 attack for the next battle;
Riva: starts with 0->2 Defense;
Hafiz: starts with Magic Fist.
Fortress:
Wolfsten: give a bonus to base movement points, like Grok (or even slightly less);
Telhar: starts with 1->4 Defense;
Eymund: dwarf artifacts, if present on the map, are shown to the hero immediately; if the opponent's hero has them, they are also shown;
Inga: starts with Magic Arrow;
Karli: starts with Fire Mines;
Sveya: starts with 2->3 Spellpower.
Stronghold:
Gotai: rage bonus 1*hero level -> 3*hero level;
Mahur: creature level growth: 1/6*hero level -> 1/5*hero level (cyclopes will appear from level 31, which is still practically unreachable even on large maps, and on very large maps there are stronger heroes, and on small and medium maps he is inferior to heroes with creature specialties except perhaps Kegan);
Kegan: additionally, for every 80 goblins at the start of the week +1 mercury;
Crag: starts with 3->4 Attack.