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Yes, I know I'm already bombarding you with suggestions regarding secondary skills, but I can't help myself). I'll write down a few ideas here that seem most interesting to me:
1) First Aid Tent
On Expert difficulty, the tent provides "area-of-effect" healing, restoring 100% health to all units within a specified area. If the tent is destroyed, it is repaired after the battle.
2) Eagle Eye
The ability to view the opponent's spellbook before the start of the battle. On Expert difficulty, you can immediately learn one spell from it. Before the battle, the enemy receives a notification: "the opponent is viewing your spellbook" or "the opponent has learned a spell from your book."
A similar function could be implemented on the adventure map, so that on Expert difficulty, you can steal a control spell.
3) Training
In the original game, this skill gave a 100% bonus to learning on Expert difficulty, and in the end, it could be forgotten and replaced with another skill. And despite all this, it was still rarely taken, so I suggest adding the following functionality in addition to the learning bonus:
When learning at a level-up, you are offered a choice of 3 skills (instead of 2) for basic learning, 4 for advanced learning, and 5 for Expert learning.
There's also one more thing that comes to mind (pay attention, no one has suggested this to you yet):
The ability to refuse a skill at the witch's hut and at the scholar's!
4) Diplomacy
Leave the percentages for joining (possibly only half the stack), but now on Expert diplomacy, neutral troops always offer to let the hero pass without a fight for a certain fee. That is, they always act as if they are fleeing, but they don't flee, they just let you pass for money.
That is, now you can, for example, quickly level up diplomacy, collect money, and go to the center on Jebus in the early days, receiving a certain bonus.
Yes, I know I'm already bombarding you with suggestions regarding secondary skills, but I can't help myself). I'll write down a few ideas here that seem most interesting to me:
1) First Aid Tent
On Expert difficulty, the tent provides "area-of-effect" healing, restoring 100% health to all units within a specified area. If the tent is destroyed, it is repaired after the battle.
2) Eagle Eye
The ability to view the opponent's spellbook before the start of the battle. On Expert difficulty, you can immediately learn one spell from it. Before the battle, the enemy receives a notification: "the opponent is viewing your spellbook" or "the opponent has learned a spell from your book."
A similar function could be implemented on the adventure map, so that on Expert difficulty, you can steal a control spell.
3) Training
In the original game, this skill gave a 100% bonus to learning on Expert difficulty, and in the end, it could be forgotten and replaced with another skill. And despite all this, it was still rarely taken, so I suggest adding the following functionality in addition to the learning bonus:
When learning at a level-up, you are offered a choice of 3 skills (instead of 2) for basic learning, 4 for advanced learning, and 5 for Expert learning.
There's also one more thing that comes to mind (pay attention, no one has suggested this to you yet):
The ability to refuse a skill at the witch's hut and at the scholar's!
4) Diplomacy
Leave the percentages for joining (possibly only half the stack), but now on Expert diplomacy, neutral troops always offer to let the hero pass without a fight for a certain fee. That is, they always act as if they are fleeing, but they don't flee, they just let you pass for money.
That is, now you can, for example, quickly level up diplomacy, collect money, and go to the center on Jebus in the early days, receiving a certain bonus.