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Posts from BallLM. A mod that changes and improves the original game balance.

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7 years ago
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I tried to create my own comprehensive and simple mod that can improve the balance of the original game. The mod creates conditions for a more or less equal balance of power between players. The number of changes has been reduced and may still be reduced further depending on your suggestions. Some points may be revised based on your feedback. When creating the modification, ideas from the Balanced Units, LBE, Heroes 5.5 WGE, and TBM mods were collected and reviewed. A patch was used to reduce the bonuses from the mini-artifacts of the Academy of Magic. List of current mod changes: I. Changing the original balance 1. The speed of all creatures has been reduced according to the following scheme: 3 and 4 => 3 5 and 6 => 4 7 and 8 => 5 9 and above => 6 2. All melee creatures, except for sorcerers, all Goblins, creatures with the "enemy does not resist" ability (+ Vampire Princes, Ksatria Rakshasa, Hell Hounds, Beasts), except for Air Elementals and Hydras, together with all Scouts and basic Cyclops, receive "infinite retaliation." 3. All ranged units, including the Ballista, have 6 initiative, except for Fire Elementals, Bone Archers, lines of Scouts, and Cyclops. 4. The coefficient from which the penalties and bonuses to attack depend on the difference between "attack" and "defense" has been reduced by half (0.025 instead of 0.05). 5. For 1 unit of knowledge, the hero receives 7 units of mana. 6. In the formulas for attacking and resurrecting spells that creatures-sorcerers have, the base damage/healing value has been removed at the master level of magic, and the coefficients before witchcraft have been changed. Now, sorcerers use these spells at the master level. But the "Summon Swarm of Wasps" spell is used by Dryads at the level without skill. For the correct calculation of witchcraft, the growth of Fairies has been reduced by half, and in return, the damage, health, experience, price, and "strength" have been doubled. - "Ice Block" and "Ring of Cold": /0+23*K/ instead of /96+12*K/ - "Lightning," "Fireball," "Meteor Shower": /0+22*K/ instead of /20+20*K/ - "Stone Spikes": /0+13*K/ instead of /48+8*K/ - "Chain Lightning": /0+28*K/ instead of /25+25*K/ - "Magic Fist": /0+16*K/ instead of /50+10*K/ - "Raise Dead": /0+57*K/ instead of /240+30*K/ - "Summon Swarm of Wasps": /0+4*K/ instead of /10+2*K/ 7. All level 7 creatures and basic level 6 creatures, except for Manticores, have the "Deadly Strike" ability. II. Improving the balance 8. The "Mentorship" skill gives the student hero 5% of the mentor's experience instead of 25%. 9. The "Battle to the Last" skill remains only for the Barbarian, Demon, Ranger, and Knight heroes. 10. The "Relentless Force" super skill now allows all Knight units to attack twice in melee. 11. Successful attacks deal 1.5 times more damage (was 2), the "Elven Accuracy" skill increases damage by 1.75 times (was 2.25). 12. The maximum bonuses from the mini-artifacts of mages have been reduced by approximately half. Bonuses to attack and defense are 8 (16), reduction of armor - 3 (5), morale and luck - 3 (7), health - 7 (13), initiative - 25% (50%), magic resistance - 41% (85%), speed - 2 (5). 13. The specialization of the Mage Faiza adds damage to the "Disrupting Ray" spell for each hero level instead of every three. 14. In duel mode, the Warlock Sinister loses the "Armageddon" and "Armageddon (enhanced)" spells. 15. Creatures that fall into the pit of the Forest Alliance castle have the "Summon Swarm of Wasps" spell cast on them instead of "Entangling Roots." 16. A full set of dragon artifacts summons 1 creature of level 5 each day instead of level 7. 17. Mountain Guards, Minotaur upgrades, Earth Elementals, Dancing with Death, Demonesses, Rajah Rakshasa, and Swift Riders receive the "Battle Fury" skill. 18. Archers: the radius of "accurate shot" has been increased to 4 cells (was 3 cells). 19. Forest Archers: damage 6-6 instead of 8-9. 20. Arcata Dragons: "Liquid Flame" deals 20 damage (was 10) and burns allies. 21. Northern Riders: the scare factor of small creatures with the "Bear Roar" ability has been reduced from 2 to 1.3. 22. Berserkers: 30 health instead of 25. 23. Hell Hounds: "Draining Aura" deals 7 damage instead of 10. 24. Fire Demons: "Explosion" is replaced with "Flame of Vengeance" (the creature explodes after its death), the damage per creature is 10 (was 70). 25. Vampire Princes: the trigger factor of "Stun" has been reduced from 3 to 1. 26. Red Dragons: "Burning" deals double damage (damage was 1.5 times higher). 27. Daughters of the Sky: mana reserve is 16 (was 12). 28. Orcish Warriors: 15 health instead of 12. A link to the mod files is attached to the topic. Unzip the zip archive/extract the files from the archive. Place the ".h5u" file in the "UserMODs" folder. To use the mini-artifact changes in the mod, move the ".exe" file to the "bin" folder and launch the game through it. Download link: https://drive.google.com/open?id=1HbO1Y9UeJJhjHkTbMBHTAwIChGsVXnB6
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7 years ago
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You are trying to change the game mechanics through skills, which is a good idea, but what you have done does not add balance to the game; instead, it creates a lot of imbalance, killing the uniqueness of creatures and destroying the point of building a castle. If all units from tier 1 to tier 4 are given a powerful attack, then it is enough to gather an army of archers, divide them into single units, and simply eliminate the enemy with single attacks. The same applies to melee units: gather 7 Furies, divide them, and beat the enemy.
With your mod, you are ruining the game because the individuality of creatures is lost, the importance of luck and morale is diminished, and the importance of initiative is reduced. Of all the changes, I only agree with increasing the number of shots from the tent, and even then, I think 5 shots would be enough.
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7 years ago
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I like the boldness of the ideas... Although, yes, with such a name and the harshness of the mod, I'm afraid it won't be popular.
You're changing the concept. This isn't balance, it's more like imbalance, yes. But the point is to improve the game mechanics themselves, right?
All units have been given "infinite retaliation" (now it will be more difficult to destroy a strong unit with a large number of attacking units)
The tactic of focusing fire, and the tactic of using single units, are really a cancer in the game.
Ideally, this problem should be solved by dividing them into two classes based on defense – regular and protected; the first doesn't give any retaliation at all, the second retaliates against all attacks.
Unfortunately, only the second is technically feasible.
All ranged units, except for the ranged units of Colossus and Cyclops, have received "retaliatory shot" (enemy ranged units cannot freely shoot down your ranged units)
Unpunished shooting at everything is another problem in the game. Only casters are worse, as they do the same thing, but are even more powerful with small armies, and encourage the tactic of "walking around with an army of many druid units," due to the idiotic damage calculation formula. Oh, and they also ignore defense, just for good measure.
In short, yes, it might help solve the problem. But, in my opinion, not very much. Ideally, the range of combat spells and shots should be limited; then, in order to carry out attacks, you would have to at least slightly expose yourself to the possibility of a counterattack... But, unfortunately, this cannot be done. So, you're doing what you can.
"Killing Blade" has been added to all units from tier 1 to tier 4 (equalizing the chances against large armies)
I didn't understand this... Can you explain the use case in more detail?
4. All tier 7 units now have "deadly strike" (fighting large armies and speeding up the game)
Same here. And wouldn't deadly strike encourage players of defensive races to prolong the game? Let's say I'm playing as dwarves... And I'll like it if both of my super-expensive and tough Magma Dragons are killed in the first turn by deadly strikes? I'll want to drag it out even longer until the end and accumulate more of them, until the time when deadly strikes no longer matter...
The bonus for the difference between attack and defense has been reduced to 0.01 instead of 0.05
Isn't that too defensive of a change? And in general, it looks a bit boring after the previous one.
Nomadic Centaurs have 11 initiative instead of 10
This kind of thing raises some slight questions. Do you understand that after the previous changes, you literally need to re-balance the entire game from scratch? An initiative of 1 for the Nomadic Centaurs is a drop in the ocean; you need to look at what really happened and whether the Orcs have suddenly become twice as strong (or weaker) than all the other races.
Well, as for the changes with machines and knowledge, they look logical. The change with the Elf Roost was a pleasant surprise.
In reply to Ment
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7 years ago
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Ment

The focus tactic and the single-unit tactic are truly detrimental to the game.
Ideally, this problem should be solved by dividing units into two classes based on defense: regular and protected. The first class wouldn't retaliate at all, while the second would retaliate against all attacks.
Unfortunately, only the second option is technically feasible.
The first option can also be implemented. Cowardice + Steadfastness (no retreat). It won't retaliate due to cowardice and won't retreat due to steadfastness.
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7 years ago
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That’s interesting, I must say!
In reply to Ment
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7 years ago
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I ran a couple of duels and would like to share all the problems that caught my eye.

1. All units have been given "infinite retaliation" (now it will be more difficult to destroy a strong unit with a large number of attacking units)
All units that initially had infinite retaliation lose this feature.
Possible solution: give them the "battle griffon" ability, and add "retaliation" to the griffons themselves.
All units with double attack (and its variations, cleave and strike) have become less valuable, as they receive a response twice, but there is no compensation.
I can't figure out what could fix this... perhaps give them "swift attack" or simply add stats...

2. All archers, except for the tier 5 colossus and cyclops, have received "retaliation" (enemy archers cannot shoot at your archers without consequences)
Succubi have lost their individuality and have not received anything in return.
Should we give them "retaliation"?
Wizards of some factions can still attack enemy archers by shooting at other units (although this can be considered a feature)
The ballista breaks when trying to shoot at an enemy archer.

3. "Killing blow" has been added to all units from tier 1 to tier 4 (leveling the playing field against large armies)
This is an absolutely unnecessary change! Not only do "single-target" units return (now, however, with an emphasis on area attack), but, for example, the "chain shot" ability of demonesses disables this ability. And the cave troll also loses its uniqueness...

4. All tier 7 units now have "killing blow" (to combat large armies and speed up the game)
I just didn't understand the idea behind this change.

5. All units have the "shield wall" ability (the chance of surviving an attack from fast creatures at the beginning of the game increases)
The "cavalry charge" ability of the horses under Axel becomes meaningless - the damage reduction is higher than the charge.
Increase it from 5% to, say, 25%.

6. The bonus for the difference between attack and defense has been reduced to 0.01 instead of 0.05
Of the factions that rely on swords, only the Barbarian has not turned into complete garbage, and even then only because of its uniqueness...

16. Bonuses and penalties from morale (+ and -) have been reduced to 0.25 (0.5) movement on the turn order scale
This seems too radical to me - morale has almost ceased to play any role. At least it would be nice to return the negative morale...

26. The ballista has 125 hit points (it used to have 250)
The poor thing already receives a response to every shot, while it cannot do the same, and now its hit points are being reduced :D
In reply to Уриэль Септим Х
7 years ago
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Uriel Septim X
If the lethal blade is added to all units from tier 1 to 4, it's enough to gather an army of shooters, split them into ones, and simply take out the enemy with those ones. Similarly with melee squads: get 7 Furies, split them, and beat the enemy.
With the "lethal blade," I aimed to reduce the number of other edits. Thus, an advantage appears against the opponent's numerical superiority in the form of large detachments of joined neutrals, dwarf garrisons, armies from other factions converted into undead by the Necropolis, or squads of elven dancers and goblins appearing when a hero acquires certain skills. Also, this ability should help against Ingvar's same-race warriors with increased health and strengthen units lacking damage.
So far, I haven't found an alternative to it.
Uriel Septim X
Your mod kills the game, because the individuality of creatures is lost, the significance of luck and morale vanishes, and the importance of initiative is reduced.
Morale is reduced because units can get a second turn immediately after completing one, or the entire army has several turns between the turns of another army.

Added after 54 minutes
Ment
But the point is to improve the game mechanics themselves, right?
To improve the original balance, while also changing the mechanics that hinder the equilibrium of power.
Ment
Focusing tactics and "ones" tactics are truly a cancer on the game.
Ideally, this problem could be solved by dividing into two classes based on defense — normal and protected; the first gives no retaliation at all, the second retaliates to all attacks.
Alas, technically only the latter is implementable.
Then I think it's better to leave the first class with a one-time retaliation. This could be applied to tier 1-4 units that currently have the "lethal blade."
Or this ability remains for all units.
Ment
The unpunished slaughter of everything and everyone by shooters is another problem with the game. Only casters are worse, who do the same but are even more powerful with small armies, and encourage the tactic of "marching with an army consisting of a bunch of druid squads" due to the idiotic damage calculation formula. Oh, and they ignore defense, for good measure.
In short, yes, it might help solve the problem. But, in my opinion, not really. Ideally, the range of combat spells and shots should be limited; then, to perform attacks, one would have to expose themselves at least a little to the possibility of a counterattack... But alas, that cannot be done. So you do what you can.
I have an idea to give several units from each faction protection against shooters (the "large shield" + "ally protection" abilities) and protection against mages ("magic resistance aura"), or give all units 25% "magic imperviousness."
Ment
This is what I didn't understand... Can you explain the use case in more detail?
Now the opponent risks taking heavy losses when attacking if they try to overwhelm the enemy with numbers. A small army will now be able to deal significant damage and have a slight chance of winning the battle.
Ment
Same thing. And wouldn't the lethal strike contribute to dragging out the game by players using defensive races? Say, I'm playing as dwarves... Would I like it if both of my super-expensive and thick magma dragons were killed on the very first turn by lethal strikes? I'd want to drag the finale even longer and accumulate more of them until the time when lethal strikes no longer matter...
One dragon still remains, who is no longer threatened by this ability and can in return halve the number of attackers and deal significant damage.
Upon obtaining last-tier creatures, the party should be coming to an end, and the "lethal strike" should equalize the chances between opponents. I haven't found any alternatives yet.
Ment
Isn't this a too defensive change? And in general, it looks a bit boring after the previous one.
I think now instead of this, I will increase unit health 2-3 times. Units will be slightly more protected from critical damage. Also, due to "infinite retaliation," they will have to withstand more damage than usual.
Ment
These kinds of things cause slight bewilderment. Do you realize that after the previous changes, you literally need to re-balance the entire game from scratch? One point of initiative for nomadic centaurs is a drop in the ocean here; we need to see what actually happened and whether orcs suddenly became twice as strong (or weaker) than all other races.
These are the points that remained untouched after applying global edits. It was intended that global changes would replace several smaller fixes — the number of changes is greatly reduced and thus easier to remember.

Added after 30 minutes
CuriousGhost
All units that originally possess infinite retaliation lose their trait
possible solution: give them the combat griffins' battle frenzy ability, and add retribution to the griffins themselves.
Perhaps I will leave tier 1-4 units without infinite retaliation and such creatures won't exist. Or I'll give them "fierce retribution," but I think it can be left as is.
CuriousGhost
All units with double strike (and its variations: cleaver and assault) have decreased in value, since they receive retaliation twice, with no compensation
I just can't think of WHAT could fix this... maybe give them a swift attack or simply bump up their stats...
I plan to increase health instead of the modified damage penalty.
CuriousGhost
Succubi lost their individuality and got nothing in return.
Give them retribution?
Wizards of some factions are still able to hit enemy shooters through shots at other units (though this could be considered a feature)
The ballista falls apart when trying to shoot an enemy shooter.
I will try to give several units in each faction protection against shooters and mages ("large shield", "ally protection", "magic resistance aura" or "25% magic imperviousness" for all units (skeletons will at least keep the stunning blow, djinns have a random spell)) instead of this change.
CuriousGhost
An absolutely unnecessary change! Not only do the "ones" return (now, however, with an emphasis on area attack), but also, for example, the demonesses' chain shot disables this ability. And the cave alt loses its uniqueness...
Fighting against numerical superiority, Ingvar the dwarf's specialization, compensating for lack of damage. I haven't found an alternative yet.
CuriousGhost
I just didn't catch the idea behind the change here
"Lethal strike" is countered by large armies. Upon obtaining 7th-level creatures, there should be no point in dragging out the game.
CuriousGhost
The cavalry charge of horses not under Axel loses its meaning — damage reduction above the charge
increase from 5% to, say, 25%
Perhaps I will change creature speeds instead of this edit. What do you think about this option?
. 4-5 speed => 4 speed;
. 6-7 speed => 5 speed;
. more than 7 speed => 6 speed.
CuriousGhost
Too radical, it seems to me — morale has almost stopped playing any role. At least returning negative morale would be a good thing...
Sometimes because of morale, units move too frequently.
Maybe I'll bring it back.
CuriousGhost
The poor thing already gets retaliation for every shot, while it can't do the same itself, and now its hp are being cut :D
If I raise unit health, the ballista will remain as before.
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7 years ago
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It seems I should elaborate on the "killing blow" ability in more detail... 1) The only reason it counters Ingvar is that having more than one Tier 1 unit is now simply useless. Ingvar is actually the least affected by this change; unlike others, he only loses 20% of his stack (and even less, around 10%, after upgrading), unlike a knight without protection (lol) who loses 66% of his peasants (33% after upgrading). 2) For the same reason, it counters creature perks, but if they are still disliked even after weakening the mentor skill and strengthening neutrals (who now also have the "killing blow" ability), you could either ban them or remove Hotabych from the map. 3) Imbalance in the skill tree - not only has resistance in defense become noticeably more valuable, but, for example, battle frenzy in attack has become meaningless, not to mention that warriors now find it much harder to counter mages (and if you consider points 5, 6, 16, 17, and 18, which are not related to the "killing blow" ability, then it's even worse). 4) I don't quite understand the point about the lack of damage from small creatures - the only reason this might occur after stat adjustments (attack and defense, because they were the only reason it was impossible to defeat a dragon with a hundred militia) is their small number in the army... due to most enemies having the "killing blow" ability. 5) The above becomes irrelevant after a significant HP boost, but then the question arises: is it even needed? Because with high HP values, the "killing blow" ability becomes more of a cosmetic effect, and therefore unnecessary in light of the minimal changes.

I might change creature speeds instead of this adjustment. What do you think about this option?
. 4-5 speed => 4 speed;
. 6-7 speed => 5 speed;
. more than 7 speed => 6 speed.
Without other stat adjustments, this would be a subtle buff to low-speed creatures (which were already decent), archers, and demons (which could be good...), and heroes-casters, and it would remove a rare distinction between bone warriors and armored warriors)))
In combination with something else, it could be an interesting change.
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7 years ago
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Then I think it's better to leave the first tier with a one-time retaliatory strike. You could try applying it to units of tiers 1-4, which currently have a "killing blade."
My idea is that we need to completely remove the "single unit" tactic from the game, reduce the importance of the "focus fire" tactic, but not remove focus fire altogether – it's more interesting when it's still applicable in some specific cases. More tactics > fewer tactics.
In this regard, it would also be good to reduce speeds a la WGE – so that positioning makes the application of these tactics even more deliberate – even a unit without a retaliatory strike is dangerous to focus fire if it has good support.
Obviously, a one-time retaliatory strike, especially on units of tiers 1-4, which are mainly used as neutral guards, will again bring back the "single unit" tactic and thus will not solve the problem.
Improve the original balance, also by changing the mechanics that hinder the balance of power.
In my opinion, we need to break these tasks into two. Improving the mechanics is one thing. Balance is another. The first can be solved by introducing global mechanics, such as giving all units ability X, and the second is better to address separately for each faction, tier, and grade. Otherwise, one of the two will either fail to achieve balance, or the second task will interfere with the first and make the mechanics unappealing.
Although this statement is unsubstantiated, I really can't imagine how you can equalize everything with a global change and still leave interesting faction features.
I have an idea to give several units from each faction protection against archers (the "large shield" + "ally protection" abilities) and protection against mages ("magic resistance aura") or give all units 25% "magic immunity."
I would rather suggest, in the zero iteration, setting the skill of all spellcasters with combat spells to zero, the base damage of spells with zero skill to zero, and increasing the bonus to spell damage from magic. So that the lightning of two druids in one stack is not twice as weak as the lightning of two druids in different stacks – at least the problem with the stupid formula is solved.
But this will require careful balancing not only in terms of the damage of spellcasters, but also in terms of the damage of heroes, as it will also affect them.
Now, the enemy risks taking heavy losses when attacking if they try to overwhelm the enemy with numbers. A small army will now be able to inflict significant damage and will have a small chance of winning the battle.
So, now tricksters don't need to be warlocks? )
I think now, instead of this, I will increase the hit points of units by 2-3 times. Units will be slightly better protected from critical damage. Also, due to the "infinite retaliatory strike," you will have to withstand more damage than usual.
At first glance, after this, you will have to revise the stats of "glass cannons," which had the "deal a lot of damage and die" mechanic. Like the lizard riders.
Now they will no longer be able to one-shot an enemy stack, but, being surrounded, they will die even with increased health.
I would, in your place, first check if the introduction of a universal infinite retaliatory strike already reduces attacking tactics enough to change damage coefficients or increased health? That is, is there any point in these changes, or are they trying to fix something that has already been successfully fixed?
These are the points that remained untouched after applying global changes. It was assumed that global changes replace several smaller changes – the number of changes is significantly reduced and, therefore, it is easier to remember.
Well, if you conducted a detailed analysis for each faction, what was strengthened/weakened in it, ideally with numbers, and ideally with replays of battles; and it turned out that the balance really lacks some subtle changes – then I would agree ;)
Perhaps I will change the speeds of creatures instead of this change. What do you think about this option?
. 4-5 speed => 4 speed;
. 6-7 speed => 5 speed;
. more than 7 speed => 6 speed.
I think positively about reducing speeds, I'm afraid to say about the specific numbers. Perhaps there is nothing wrong with speeds of 3.
7 years ago
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Perhaps this question is a bit off-topic: how would you rate the balance of Bonecrushers, Berserkers, and Arcata Warriors (level 4 Dwarves) compared to other level 4 units?
7 years ago
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I've reviewed all the changes to the mod. Some of the global changes can be reverted. Here are the main changes:
• The speed of all creatures is reduced as I suggested:
- 5 speed => 4 speed
- 6 and 7 speed => 5 speed
- More than 7 speed => 6 speed
• The damage of all creatures is reduced by half. However, since some Tier 1 and 2 units have low damage, the growth rate for these tiers is reduced, and their health, cost, strength, and experience are increased.
• Tier 7 creatures retain "Deadly Strike".
• All melee units, along with Scouts and Cyclops, receive "Endless Retaliation". All ranged units, except for Succubi, Monks, Colossi, and Javelin Throwers, do not retaliate, but they retain a one-time retaliatory attack.
Griffons, Iron Golems, and Earth Elementals, which already have "Endless Retaliation," will receive "Furious Retaliation." This is also given to units that need a damage boost: Mountain Guards, Demonesses, High Vampires, Minotaur upgrades, Nomadic Centaurs, Rakshasa Rajahs, Cerberuses, Fire Demons, and Acid Hydras.
Due to the increased health of Goblins, the bonus to mana from their shamans' sacrifices is reduced to 1 mana per 1 hit point.
• The reduction in hero mana reserves per knowledge point remains.
• Regarding the weakening of Tier 1 mages. If the skill is lowered to the "no skill" level and the base number is removed from the formulas, theoretically, small groups of spellcasters will cast spells too weakly, but the larger the group, the stronger they will be compared to the original. The attack and resurrection spells are weakened according to the formulas. This is done so that the values in the new and old formulas coincide or are close when the growth is at its maximum. Here are the resulting formulas:
- "Ice Block" and "Ring of Cold": /0+24*K/ instead of /60+12*K/
- "Wall of Fire" and "Meteor Shower": /0+11*K/ instead of /9+9*K/
- "Lightning" and "Fireball": /0+13*K/ instead of /11+11*K/
- "Stone Skin": /0+13*K/ instead of /24+8*K/
- "Chain Lightning": /0+12*K/ instead of /10+10*K/
- "Magic Fist": /0+8*K/ instead of /20+4*K/
- "Summon Hornets": /0+4*K/ instead of /10+2*K/
- "Raise Dead": /0+39*K/ instead of /120+15*K/
- "Plague": /0+14*K/ instead of /32+8*K/. Remains at a developed level due to different durations at different levels.
The list of minor changes is now as follows:
• - "Mentorship" now gives 5% experience (was 25%);
• - "Fight to the Last" remains only for Barbarian, Demon, Ranger, and Knight;
• - The Knight's super ability gives an additional attack to units in addition to the enhanced "Vanguard" ability.
• - Mana Burst: 20 damage per hero level (+10)
• - Reduced parameter bonuses from minor artifacts when increasing the knowledge level.
• - Dragon Graveyard, Dragon Tomb require 10 mercury (instead of 20 and 15), Dragon Shrine: 5 mercury (instead of 10).
• - Winghael and Haggeesh specializations are weakened by 2 times: 0.5% starting initiative for units instead of 1%.
• - Ballista: 125 health (250)
• - The "Regeneration" spell has a coefficient of 1/1/2/2% (5%) in the formula.
• - The Elven Castle's moat now casts "Summon Hornets" instead of "Entangling Roots".
• - Some changes to units:
1. Archers: armor-piercing shot radius = 4 cells (was 3)
2. Human Archers: damage 2-6 (was 2-8)
3. Dancing with Death: 100% morale (was 50%)
4. Master Archers: initiative 11 (was 10)
5. Forest Archers: damage 6-6 (was 8-9)
6. Arcata Dragons: Liquid Fire deals 20 damage (was 10) and burns allies.
7. Hell Hounds: aura damage 7 (was 10)
8. Vampire Princes: chance of stunning reduced to 1 (was 3)
9. Banshees: Scream formula /(15 (instead of 10) - morale)x2/
10. Swift Riders: 100% damage from flanking attack (25%)
11. Red Dragons: 200% damage from "Burning" (150%)
12. Daughters of the Sky have 16 mana (12)
13. The reduction in the effectiveness of neutral faction spells is removed (coefficient 1 instead of 0.3)

Additional changes may be included in the general list of changes. What do you think about them?

1. Summoning: The "Wall of Swords" spell has a fixed duration of 5 turns.
2. Faiza's specialization: formula - /10+10*hero level/ damage (was "hero level/3").
3. Inferno: The "Sacrifice Pit" and "Gate of Chaos" buildings are swapped.
4. White Bears: weaken the chance of scaring small creatures (by 1.5 times) (coefficient 1.3 instead of 2).
5. Wyverns: poison deals 10 damage (was 5).
6. Goblins have 2 repairs.

7. Yellow Golems have 100% healing from chaos damage (was 50%).
8. Thunderers: the penalty to ranged unit damage from storms is equal to 5% (1%) per giant.
9. Reduction of the additional growth of creatures from a full set of Dragon artifacts from 1 per day to 1 per week (if possible).

Added 9 minutes ago
Dushadushadusha
The question may not be entirely relevant: how do you rate the balance of Bone Crushers, Berserkers, and Arcata Warriors (Tier 4 Gnomes) compared to other Tier 4 units?
Bone Crushers and Berserkers lack health. This is less noticeable in Arcata Warriors. The damage is small for these creatures, except for Berserkers under "Berserker Rage." However, they are useful for blocking ranged units. They don't take much damage and can withstand it, reach them in 1 turn, but they don't hit them critically.
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7 years ago
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All ranged units except Succubi, Monks, Colossi, and Javelin Throwers do not retaliate against attacks, but they retain a one-time retaliatory attack.
...what, if I may ask, does this mean?? o_0

• The damage of all creatures is reduced by half. But since some Tier 1 and Tier 2 units have low damage, the growth of these units is reduced, and their hit points, cost, strength, and experience are increased.
• All melee units, along with Lurkers and Cyclops, receive "infinite retaliation." All ranged units except Succubi, Monks, Colossi, and Javelin Throwers do not retaliate against attacks, but they retain a one-time retaliatory attack.
Griffins, Iron Golems, and Earth Elementals, which already have "infinite retaliation," will receive "ferocious retaliation." This is also given to those units that need a damage boost: Mountain Guards, Demonesses, Higher Vampires, Minotaur upgrades, Nomadic Centaurs, Rajah Rakshasa, Cerberuses, Fire Demons, Acid Hydras.
So, how are Higher Vampires supposed to be killed?

• The reduction of a hero's mana pool per point of knowledge remains.
without changing the spell costs... am I mistaken, or summoning has become practically unplayable?
In reply to CuriousGhost
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7 years ago
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CuriousGhost
...excuse me, what could that mean?? o_0

and how are you supposed to kill higher vampires?

without changing spell costs... am I imagining things, or has summoning become practically unplayable?

It seems like we're talking about a counterattack in melee combat. It's a one-time use ability.
In reply to CuriousGhost
7 years ago
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CuriousGhost
...so, excuse me, what could that mean?? o_0
The fact is that the mentioned units (succubi, monks, etc.) only respond to one attack from the enemy between their turns.
In reply to Ckreeep
7 years ago
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Made a new version and revised the fixes from the previous changelog.
• Creatures with retaliatory attacks no longer deal retaliatory damage themselves (Sprites, Vampires along with Vampire Lords, Rakshasa along with Kshatriyas, Hydras, Beasts without a basic unit, Hell Hounds without a basic unit, and Air Elementals).
• Some weak upgrades in unit tiers have been strengthened compared to other upgrades using "infinite retaliation" (Demonesses, Higher Vampires, Rajah Rakshasa, Fire Demons (Elder Demons no longer retaliate). These units have had "Fierce Retaliation" removed. Cerberuses and Nomadic Centaurs have also lost this ability due to rounding the reduced damage of all creatures down.
• The Scout, Beast, Archer, Blade Dancers, and Centaur tiers have had their original hit points, experience, costs, growth rates, strength, and damage reduced by half restored.
• Speeds are now reduced using a different scheme:
3 and 4 => 3
5 and 6 => 4
7 and 8 => 5
9 and higher => 6

Link to the new version:
https://drive.google.com/open?id=1bsjAbGDlt6xsR_JeGv3ikTgrdIQs7Ynb

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