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Balance in HotA.

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HellLighT
I completely forgot to ask, I don't know if anyone has asked this before, why was the feature of rearranging 2-hex units on the tactical map removed? Did it ever occur to you that they are positioned one cell ahead at the beginning of the battle, so they should have the same advantage on the tactical map! If you wanted to somehow balance this, you should have given them the function to step back one cell on the last cell of the tactical map by default.
Simply because it was an obvious bug in the AI code. A feature that is only available through briefly enabling auto-battle is a flaw in the mechanics, not a feature. The fact that the advantage of 2-hex units is nullified by the tactical map was deliberately designed by the game developers. Their logic is understandable - the tactic skill allows you to arrange troops within N cells before the battle, and it is not clear why larger creatures should have more space for maneuvers (+1 cell) right in front of the enemy. But, giving a similar option through the interface wouldn't be that bad. It's a bit unintuitive, but with enough desire (in my opinion), it's possible.
Well, you could make it so that Town Portal and Dimension Door are only available in the Air and Earth spellbooks (artifacts) or remove Town Portal and Dimension Door from the spellbooks altogether (Dimension Door remains in the hat) and increase the chance for the Town Portal scroll.
No, it can't be done. I understand that from the perspective of an ordinary player, anything that comes to mind is possible, but there are certain rules of mechanics and a certain game logic that cannot be violated just like that. If a spell belongs to a certain element, it is enhanced by the element skill, given by the element spellbook, appears in the Pandora's Box for that element, and increases its damage (if any) from the orb of that element. The only option for the absence of a spell in the spellbooks is to ban the spell on the map. But then it will not be in the hat or in the pyramids either.
I don't understand why you can't draw good ideas from Warlords or somewhere else.
Good ideas can be taken. But not bad ones. Changing the tower upgrade tree is an acceptable idea that has been adapted. Introducing experience, classes, etc. is a change to the core gameplay of Heroes. Massively moving spells between levels and schools also changes the game beyond recognition. What seems cool to you from the point of view of balance/diversity may be completely flawed from the point of view of game mechanics, atmosphere, interface, continuity, etc. For a classic, high-quality add-on, such drastic changes are unacceptable. The approach for HotA is described in the information post of this section. For a better understanding, look at what has changed in the game from Armageddon's Blade to Death and Decay and continue the chain indefinitely. You will get an approximate range of possible HotA developments (minus changes to particularly ingrained elements, plus a little more attention to balance).

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