Posts from The release date of the expansion pack is approaching.
Please treat this topic seriously. It is well known that the question of which is better – TE or SOD – has caused many pointless arguments.
Therefore, before developing such a system, I want to ask whether it is even necessary. Please answer two main questions:
1) Would you like to play TE that is closer to SOD?
2) If so, what problems might arise with installing TE (nowhere to get it, not enough bandwidth to download it, etc.)
1) I want it if:
a) the slowdown is at level 1
b) the magic portal is in Earth Magic, etc. (everything as in SOD)
c) hero classes can be disabled.
d) creature experience can be disabled (maybe I'm wrong, and it can be disabled)
e) Solmyr, Alamar, etc. should have their specialties returned – they're not that great anyway :)
f) maybe even the Elves will be, I've only played TE a couple of times...
2) No problems with installation – I can help others myself.
and my personal IMHO – you can make an open and accessible link to a ready-made TE for everyone without any interviews...
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.
Also, this version should have a time limit like in TE – i.e., you get XXX+XX time... IMHO, it's very convenient...
Also, make it possible to speed up the units' speed in battle... (I mean the game process itself)...
1) Would you like to play a TE version that is close to SOD?
2) If yes, what problems might arise with installing TE (nowhere to get it, not enough traffic to download it, etc.)
2) There is a possibility to download and play... installing it is not a problem at all, and if it will be a separate patch for TE or SOD (VOGU), to create such a version, it will be even better ;)
Sincerely ;)

Dreamcatcher, what principle was used to create the list of things that can and should be disabled? In my opinion, #1 and #5 are the best parts of the game!
1 and 5 - from which paragraph? :)
The list was compiled based on my own understanding. So, study it, make suggestions. Then we'll vote on it officially.
The relocation of spells across magic levels and spellbooks is being addressed in a different way; I'm still figuring out how.
Which of the following is better to keep:
1. Replacing scrolls with piles of gold.
2. Replacing cartographers with shrouds.
3. Replacing hill forts with magical forests.
4 Bank
5. Choosing types of neutral towns (goodbye, familiar secondary towns)6. Banning seafaring spells and artifacts.
7. Banning the Angel Wings artifact.
8. Limiting damage-dealing and hit-and-run tactics.
9. Pre-built level 2 dwellings at the start.
10. Advanced witch huts.
The issue of familiar secondary towns is debatable. Of course, it all depends on luck. Sometimes, familiar secondary towns add a special flavor to the game, so we need to think about it.

Dreamcatcher, what principle was used to create the list of things that can and should be disabled? In my opinion, #1 and #5 are the best parts of TE!
Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.
Dear Dreamcatcher, please let me know if you need any help... if I have the knowledge, I'm at your service.

Но поскольку я нищий,
у меня лишь есть мечты.
Я разостлал свои мечты пред вашими ногами.
Ступайте бережно, ибо вы ступаете по моим мечтам.
The main advantages of TE:
1. Army transfer.
2. Balanced starting armies.
3. Mandatory presence of a second generator in the castle.
4. Replacement of scrolls, cartographers, and hill forts.
5. Normal hero specializations (no specialists in Eagle Eye, which is completely useless!!!)
6. Necro-patch and modified growth rate of some creatures (especially Phoenixes)
Disadvantages:
1. Creature experience.
2. Hero classes.
3. Spells are not in their usual places (although this is debatable; it might be for the better, but it's just not familiar).
4. Bank (I am strongly against it).
In general, I'm in favor of returning all spells to their original places; frankly, I'm against the bank and definitely against army experience.
However, I'm happy with the ability to transfer armies and artifacts with one button, the separation into individual units, the hit-and-run limit, and replacing Eagle Eye as a specialization....
Лидер клана "Из многих единое"
Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
We have a great game that thousands, if not tens of thousands, of people play.
Most people just want to play a little in their free time, but here there are classes, options, new spells.
I've read many times about the maximum convergence of TE and SoD, and each time this hybrid turns out to be 100% TE.
You can and should try it, but the result will be the same.
What can and should be disabled:
1. Hero classes
2. Creature experience and taxes
3. Chess clock
4. Ban on viewing and vision spells.
5. Modified hero skills.
1 - I support this
2 - I support this with both hands. I read reports from TE players, and I can't figure out how some battles are conducted. Then I remember about experience. When a pikeman levels up to the stats of an angel, or wyverns end up with 130 hits. Definitely against it. Heroes with experience are no longer heroes.
3 - for
4 - idk
5 - idk
What is better to keep:
1. Replacing scrolls with piles of gold.
2. Replacing cartographers with veils of darkness.
3. Replacing heal-forts with magic forest.
4. Bank
5. Choice of neutral city types (farewell, dear secondary towns)
6. Ban on sailing spells and artifacts.
7. Ban on the Angel Wings artifact.
8. Limitation on DD and Hit-and-run.
9. Built-up second-level dwellings at the start.
10. Advanced witch huts.
1 - would be quite good, otherwise by the end of the game so many unnecessary scrolls accumulate in ten identical copies.
2 - for
3 - for
4 - definitely against the bank
5 - ban the dear secondary towns
6 - for
7 - for
8 - for
9 - for
10 - for
Also "for" moving magic to its respective element, that is, as in regular SoD.
