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Dyrman, Brief description:
This mod changes a significant number of units and affects all Factions. Most of the weak and unpopular creature upgrades can now compete on equal terms with their stronger upgrade versions, thanks to new abilities or characteristics. At the same time, the mod does not shift the balance towards any particular Faction; each race will receive updated creatures. There are also visual and cosmetic changes to some creatures and abilities.
The main goal I pursued was to rid the Factions of "favorites" and useless creatures that, in most cases, no one hires. Each creature should be in demand, depending on the opponent and the style of play. Let's take, for example, the long-suffering dragons of Necropolis. Their survivability, low damage, and high weekly cost (3 creatures per week) have always cast doubt on the usefulness of the unit, not to mention the enormous cost of building the recruitment building... Now, the Ghost Dragons have increased health, a small increase in attack, and additional defensive abilities that have a certain chance of completely avoiding damage or significantly reducing it, and the Astral Dragons have also gained the ability to return to their original position after an attack (but while receiving a counterattack), thereby gaining a tactical advantage to compensate for their fragility.