Posts from BallLM. A mod that changes and improves the original game balance.
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Ckreeep, you are testing your own changes, aren't you? Tell me, how do you see the gameplay as a Summoner, and in general, playing as different Factions after your changes?
The Summoner school has become quite boring – who needs it now, besides the Necromancers?
Why do 7 units need "Deadly Strike"?
It is now more difficult for Sorceress heroes to accumulate a large mana reserve. Chaos factions can no longer easily destroy the enemy army with spells at the beginning of the game. The value of low-level spells increases. In the Summoner school, everything should remain as it was in the original, only the mana reserve needs to be slightly increased. What exactly makes the Summoner school boring?
A weak army now has more chances to survive an attack from a stronger army and fight back. Overwhelming the opponent with numbers should be problematic, as "Deadly Strike" can work against numbers if 7th-level units are hired.
The issues with Greater Demons and Skeleton Archers have been fixed in the new version.
Deleb has turned from a tempo hero into some kind of monster – enemies go to her in ~3-4 turns instead of ~2 + the gates hold the neutrals in the starting position for a long time, the damage from the ballista has not changed.
Update for the second version:
• The "no retaliation" ("cowardice" + "no retreat") has been removed from archers and sorceresses and replaced with a reduction in initiative to 6 units (if this is too radical, I can replace it with 8 units). Basic Spear Throwers, Dryads, neutral units, and the line of Scouts are not affected.
• The "strength" and "experience" parameters have been increased by 2 times for all units to make penetration easier (reducing the number of neutrals in squads by 2 times and achieving the original difficulty).
• In duel army mode, the armies of the heroes Iris and Anwen have been reduced by a quarter. The "Armageddon" spell has been removed from Sinister. The number of units in squads of levels 1 and 2 has been adjusted in accordance with the current growth rates.
• All Imps drain 1/8 of the mana from the number of their growth (it was 1/4 for the base and upgraded versions).
• The "Withering Aura" of Hellhounds deals 5 damage instead of 7 per creature.
• A complete set of dragon artifacts adds 1 creature of level 4 instead of level 7 per day.
• The coefficients for some of the changed spells have been rewritten:
1. "Ice Block" and "Ring of Cold" - /0+15*K/ instead of /60+12*K/
2. "Stone Skin" - /0+9*K/ instead of /24+8*K/
3. "Raise Dead" - /0+28*K/ instead of /120+15*K/
4. "Magic Fist" - /0+6*K/ instead of /20+4*K/
5. "Plague" - /0+9*K/ instead of /32+8*K/
According to the new formulas, at the level without a skill, the spell is weaker than at the basic level or does not exceed it when casting 20.
https://drive.google.com/open?id=1bsjAbGDlt6xsR_JeGv3ikTgrdIQs7Ynb
Gameplay on this mod: https://www.youtube.com/watch?v=2ToBfs70A2Q
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
The ability "Fight to the Last" is now only available to Barbarian, Demon, Ranger, and Knight heroes.
18. Archers: the radius of the "precise shot" has been increased to 4 cells (it was 3 cells).
19. Forest Archers: damage is 6-6 instead of 8-9.
27. Sky Daughters: mana reserve is 16 (it was 12).
28. Orcish Warriors: 15 health instead of 12.
I agree, these are useful changes.
11. Successful attacks deal 1.5 times more damage (it was 2), the "Elven Luck" ability increases damage by 1.75 times (it was 2.25).
12. Maximum bonuses from minor artifacts for mages have been reduced by approximately half.
Bonuses to attack and defense are equal to 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).
These changes are quite questionable and will lead to imbalance.