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Thank you, I'll look into it.
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From the archive. I created a mod that, in my opinion, balances the strengths of the castles.
Mod description
Inferno.
1. All demons can now shoot, firing a fireball that affects a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; it does not affect allies.
2. All cave demons have been replaced with ifrits. Their speed and initiative have been increased by 2 compared to the cave demons. They have gained the ability to fly. They also have the following abilities: immunity to fire, fire shield.
3. The speed of all devils has been increased by 1.
Academy
1. Elder gremlins can repair 2 times per battle.
2. Gargoyles have become mechanisms, not elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles.
3. Archmages have expert level for all spells.
4. Battle mages have gained the "Frost Breath" ability. The ability works similarly to the mages' magic shot, but it does not affect allies in the line of fire. Although this ability acts like a mage's shot, it is not considered a shot, i.e., it ignores the effects of spells and abilities that reduce ranged damage (Forgetfulness, Dodge, Ammunition Steal, etc.). As a result, it has become a ranged unit with infinite ammunition, hitting all enemies in the line of fire, which cannot be blocked by a nearby enemy unit. Unfortunately, I could not create an animation for this ability; I would be grateful for any help.
5. All djinns have gained the "Incorporeal" ability.
6. The cost of mini-artifacts has been reduced by 2.5 times.
Sylvan.
1. Fairies have gained 10 mana and the "Stinging Swarm" spell.
2. Nymphs can use the "Symbiosis" ability twice.
3. All dancers have gained the "Charge" ability.
4. High druids have expert level for all spells.
5. All ents have gained the "Mind Control Immunity" and "Fire Vulnerability Aura" abilities. Ancient ents have also gained the "Defensive Stance," "Large Shield," and "Protect Allies" abilities. The defense bonus when rooted is 100%.
6. Emerald and crystal dragons have 220 hit points.
7. Instead of 12 wood, 5 sulfur is required to build "tree houses" and "high halls."
8. The "Storm Wind" skill reduces the initiative and speed of flying units by 2.
Haven
1. The maximum damage of crossbowmen has been reduced to 6. They have gained the "Double Shot" ability. The range of the "Accurate Shot" ability has been increased from 3 to 4.
2. Archers have gained the "Arc Shot" ability.
3. Archangels have gained the "Child of Light" ability. In addition, they can resurrect twice per battle.
Fortress.
1. All javelin throwers have 2 more shots.
2. Arcata priests and flame priests have expert level for all spells.
3. To build the "Hall of Clans," 10 crystals and 10 gems are required instead of 20 crystals.
Stronghold.
1. When reaching level 1 of rage, goblins lose the "Betrayal" ability.
2. When reaching level 2 of rage, goblins, trappers, and goblin shamans lose the "Cowardice" ability.
3. All centaurs have become small creatures; when reaching level 2 of rage, all centaurs gain the "Accuracy" ability – they always deal maximum damage. When reaching level 3 of rage, all centaurs gain the "Shot Without Penalty" ability.
4. Assassins, leaders, and executioners have become large creatures.
5. The animal poison of dark wyverns deals 10 damage per turn per creature. The "Regeneration" ability of wyverns and dark wyverns has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.
Necropolis.
1. Spirits can steal ammunition twice per battle.
2. Death messengers, undead, and banshees have been replaced with Death Knights, Dark Knights, and Black Knights.
Dungeon
1. The "Regeneration" ability of hydras has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.
2. The growth rate of scouts, assassins, hunters, beasts, furies, and hags has increased by 1 per week; their hiring cost has changed: scouts – 55, assassins and hunters – 90, beasts – 120, furies and hags – 145.
3. The damage from the poison of assassins has been doubled.
Maybe it's good for balance, but... two shots in a row from a crossbow?
6. Emerald and crystal dragons have 220 hit points.
From the archive. I created a mod that, in my opinion, balances the strengths of the factions.
Mod description
Inferno.
1. All demons can now shoot, firing a fireball that affects a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; it does not affect allies.
2. All cave demons have been replaced with ifrits. Their speed and initiative have been increased by 2 compared to the cave demons. They have gained the ability to fly. They also have the following abilities: immunity to fire, fire shield.
3. The speed of all devils has been increased by 1.
Academy
1. Elder gremlins can repair 2 times per battle.
2. Gargoyles have become constructs instead of elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles.
3. Archmages have expert level for all spells.
4. Battle mages have gained the "Frost Breath" ability. This ability works similarly to the mages' magic missile, but it does not affect allies in the line of fire. Although this ability acts like a mage's missile, it is not considered a missile, meaning it ignores effects of spells and abilities that reduce ranged damage (Forgetfulness, Dodge, Ammunition Steal, etc.). As a result, it has become a ranged unit with infinite ammunition, hitting all enemies in the line of fire, which cannot be blocked by a nearby enemy unit. Unfortunately, I couldn't create an animation for this ability; I would be grateful for any help.
5. All djinns have gained the "Ethereal" ability.
6. The cost of minor artifacts has been reduced by 2.5 times.
Sylvan.
1. Fairies have gained 10 mana and the "Swarm of Wasps" spell.
2. Nymphs can use the "Symbiosis" ability twice.
3. All dancers have gained the "Charge" ability.
4. High druids have expert level for all spells.
5. All ents have gained the "Mind Control Immunity" and "Vulnerability to Fire Aura" abilities. Ancient ents have also gained the "Defensive Stance," "Large Shield," and "Protect Allies" abilities. The defense bonus when rooted is 100%.
6. Emerald and crystal dragons have 220 hit points.
7. Instead of 12 wood, 5 sulfur is required to build "tree houses" and "high halls."
8. The "Storm Wind" skill reduces the initiative and speed of flying units by 2.
Haven
1. The maximum damage of crossbowmen has been reduced to 6. They have gained the "Double Shot" ability. The range of the "Accurate Shot" ability has been increased from 3 to 4.
2. Archers have gained the "Arc Shot" ability.
3. Archangels have gained the "Child of Light" ability. In addition, they can resurrect twice per battle.
Fortress.
1. All spear throwers have 2 more shots.
2. Arcata priests and flame priests have expert level for all spells.
3. To build the "Hall of Clans," 10 crystals and 10 gems are required instead of 20 crystals.
Stronghold.
1. When reaching level 1 of fury, goblins lose the "Betrayal" ability.
2. When reaching level 2 of fury, goblins, trappers, and goblin sorcerers lose the "Cowardice" ability.
3. All centaurs have become small creatures; when reaching level 2 of fury, all centaurs gain the "Accuracy" ability – they always deal maximum damage. When reaching level 3 of fury, all centaurs gain the "No Penalty Shot" ability.
4. Assassins, leaders, and executioners have become large creatures.
5. The animal poison of dark wyverns deals 10 damage per turn per creature. The "Regeneration" ability of wyverns and dark wyverns has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.
Necropolis.
1. Spirits can steal ammunition twice per battle.
2. Death messengers, undead, and banshees have been replaced with Knights of Death, Knights of Darkness, and Black Knights.
Dungeon
1. The "Regeneration" ability of hydras has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.
2. The growth rate of scouts, assassins, hunters, beasts, furies, and harpies has increased by 1 per week; their hiring cost has changed: scouts – 55, assassins and hunters – 90, beasts – 120, furies and harpies – 145.
3. The damage from the poison of assassins has been doubled.
Mod review: https://www.youtube.com/watch?v=vDWQ1UaK0lU&list=PLGpNWhdMwySe2vgmP9f3bERouXzITJOSN&index=20
How did you manage to reduce the size of centaurs and increase the size of leaders? I've been wanting to reduce the size of liches for a while.
Heleg, still, the mod could use some improvements; otherwise, we can forget about balance.
What about the game balance? It's obvious that there will be a clear imbalance.
And in this mod, in your opinion, which faction surpasses the others?
Gargoyles have become mechanical creatures rather than elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles.
First of all, I would like to point out what I believe is the most important problem with all user-made fixes.
They either transfer abilities from previous installments of the Heroes series or simply buff creatures that they believe are weak, without considering the overall game balance.
In my opinion, the Academy already has one of the strongest starts among all factions, due to the large number of strong Tier 1 creatures.
Can you tell me which version of the game this mod is for? Installing the file in the UserMODs directory doesn't give any results.
This doesn't work!
In my opinion, and in the opinion of most forum participants, the Academy is the weakest Castle in Heroes 5. That's why I tried to mainly strengthen the mages. Not everything worked out; I lacked the knowledge, and not everything can be fixed with a mod. Do you have your own solutions? Suggest them.