последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
New here? I'm Roha — want a quick tour?
Why reduce the influence of the native land?
Added an event for +3 morale.
The whole point of the skill test is to make your units move with -3 morale.
If the opponent has a unit in their army for which this terrain is native, the game prevents the use of the minefield spell. This is an unnecessary restriction on an already rarely used spell. Sand (or wasteland) helps in this regard.
I wanted to make some changes, and it turned out so well that I created my own version.
The battle takes place on a random map. Useless and overpowered (in the author's opinion) artifacts, spells, skills, and heroes have been removed (chain lightning, armageddon, explosion, earth and fire elementals, slow, haste, etc.).
Approximate game plan:
1. Gather an army and artifacts, choose one stack of Tier 7 units (taking into account the possibility of upgrading them), visit shrines (wisdom is not needed for now).
2. Upgrade the army in a fort, which removes the morale penalty.
3. Check the magic in the Level 3 and Level 4 shrines. Decide if we need wisdom, gain experience; 30k is enough to reach Level 14.
4. Go to the tent, then through the shrines and the guard post to the well (in the process, remove/equip the necessary/unnecessary artifacts), end the day.
Elunka Arena for city battles; I balanced all the cities purely based on my opinion, so Swamp and Inferno are not underdogs.