If chess has become boring and seems too commonplace, I recommend Fischer Random Chess!
I have a more interesting option in mind.

Sorry for the off-topic, but I couldn't resist.
New here? I'm Roha — want a quick tour?
If chess has become boring and seems too commonplace, I recommend Fischer Random Chess!

Sister DeiraMany residents of Alvara parted with their loved ones after they left and were changed by the Abyss. Despite her older sister's decision to leave Alvara for something more sinister, Sister Deira remains a guiding star for those who challenge the darkness. Let's learn her story!Although the inhabitants of Alvara emerged into the light, the magic of daylight remained unattainable for them. Undeterred, they founded a cult dedicated to the Sister Mages, believing that their emissary, Eridor, could grant divine power through sacred masks.
When the Triumvirate outlawed the cult, the masks continued to exist. Serene Deira discovered that her masks could dispel the darkness, weakening some monsters. This brought her recognition, but her sister, Keiri, rejected this path and chose something much darker.Specialization: Mask of the Sun
Starts with the "Arina's Chosen" spell at the expert level. This version of the spell gives the target +1 action point.
When casting this spell, the spell's effective power increases by 1 for every 3 levels of the hero.
Sister Deira

Compared to this Disciples: Domination - gameplay trailer, the olden era has every chance of becoming a truly great game.
I don't see any "overload" in the fact that each creature has unique (or almost unique) active and passive abilities. This actually deepens and expands the gameplay. It's definitely better than the bland creatures in the seventh and early second installments (though, of course, people would criticize the 1996 game now). Where the creatures differ only in their visuals and stats. And we shouldn't make the game in the HoMM series cater to casual players. They already have plenty of games to choose from...
So, it turns out that for wanting to play "relaxed," the game punishes me for not opening every faction and memorizing every faction and every unit before the game. Even in "non-casual" games like Dark Souls or Sekiro, you clearly understand why you died, which makes it interesting to learn and overcome all these obstacles. I hope that this part of the game will be simplified or made clearer by the early access or release.
Or another example, this time related to hero skills. I attack Temple units, kill angels, their death animation plays, and then, without any animation, they are resurrected and give me Jigguards. Why? Even opening the unit window doesn't provide any information on this. It turns out it's some kind of faction skill of the Temple, which resurrects units after death! You can only find this out through trial and error, or by asking people who know the game well.
I agree that in modern realities, it is not worth relying entirely on the 3rd skill. Another example related to hero skills. I attack Temple units, kill angels, their death animation plays, and then they are resurrected without animation and give me Jigguards. Why? Even after opening the unit window, there is no information on this. It turns out that this is some kind of faction skill of the Temple, which resurrects units after death! You can only find this out through experience or by asking knowledgeable people.
I understand your frustration regarding the game's user experience. I think it's worth repeating that I'm not against, but rather in favor of, new mechanics, but it should be possible to read about them calmly. In Heroes 5, for example, most passive abilities, such as dodge and combat guard, can be viewed in a pop-up window by clicking on the unit. In Heroes of Might and Magic 3, there is no such thing. Moreover, due to the lack of animation, I initially thought it was just another bug, like the one where my penetration of a neutral creature wasn't being registered (and I had to penetrate it twice), or when, at some point, I was prevented from opening the hero's inventory. New mechanics are good, and I enjoy figuring them out, even if I make mistakes, but when these mechanics are explained clearly and concisely, as in previous installments (although not always perfectly).
Based on the description, it seems similar to the existing "Guardian Angel" ability in the Light magic skill in Heroes 5. It's not the strongest ability there. What's the difference in Heroes of Might and Magic 3?
What kind of creature is this? Could it be an early version of an angel?
I played a bit and was amazed by the number of bonuses pouring in from all sides. Whether it's hero skills, abilities, sub-abilities, laws, artifacts, or buildings - everything gives huge bonuses. It seems like a regular map, but by the third month, and not even with the entire territory explored, I already have stats of 40, all creatures are like on steroids, there are no neutral creatures on the map above the lowest difficulty level, and my income is 70k per day. When there are ten ways to get additional creature growth in all Castles, it somehow diminishes the joy of getting these bonuses.