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One-time use of scrolls, including in battle (even just from the active slots), can still be a huge imbalance. On the one hand, it can greatly increase the ways to conquer a specific map, and on the other hand, it can practically eliminate many interesting and challenging battles, especially in the early game. Unless there are usually few wells generated on the map. We could leave this possibility only for control scrolls (and not come up with a way to implement it in battle). Or make it a bit more exotic, allowing "burning" scrolls in battle if there is no (upd. not built) corresponding guild level. Such a "barbaric" approach.
Regarding "useless" skills and artifacts, I'm in favor of leaving everything as it is. Some things can be tried to be improved. For example, increase Mysticism, Learning - allowing the recording of scrolls of levels 1-3, 4, and 5 in the book.
Improving individual units is also an interesting topic. You can adjust stats, or you can add unique properties. The latter seems more interesting to me. Personally, I like the idea of a "ghostly" creature from Warlords of the Ancient World, but I don't know who to give it to so that it would be "lore-friendly." Demons are already strong. For example, giving Pit Lords two demonizations (under their own hero / for the entire battle (to everyone) / only to humans) could also be interesting.
Regarding new spells, a "scouting" spell seems appropriate for the magic of air. It could be made a unique spell when developing the Scouting skill, with fixed parameters at three levels.
Adding two more slots for primary skills seems quite reasonable with these new features
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
1. I simply laid out a set of similar ideas in "brainstorm" mode. Maybe some of the active modders will be interested (they aren't only on HW). It seems like much of it should not be difficult to implement for someone who is already own the subject. I posted it on HW because I am primarily interested in the domestic player community, as a spectator.
2. Maybe someone will decide that writing such a mod and seeing what happens would be interesting. Perhaps people still have spare strength and time for something like this, but that's clearly an off-topic question. Of course, I'm curious how skilled players would handle such a version of SoD. If you don't mess up the combination of all options (or conversely, enable everything on the principle of "when everything is OP, nothing is OP"), experienced players might even manage a match, it seems to me. Primarily, fundamental decisions are intended, so there is hope that deep balancing and testing won't be required. Well, or it will immediately become clear whether a particular change is worth adding. Overly complex ideas can be left aside.