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I suggest we discuss the transition to Equlibris.
But first, I will write about what changes have occurred in Equlibris.
I will describe several of the main ones:
Interface and Gameplay Improvements
After a battle, a message appears about the experience gained by each of the player's heroes.
The army dialogue shows the magic resistance of the hero and units.
Necromancy and summoning have received a new menu (activated with ALT-E).
New animation speeds have been added in battle (7, 8, 9, 10).
When merging 2 stacks of identical creatures with different movement bonuses, the bonuses are no longer lost. The resulting stack has an average movement bonus. The same rule applies to creatures revived after battle and summoned using the summoning skill (such troops are considered to have no movement bonuses).
AI Improvements
Computer players will not build a Summoning Portal in their castles (they don't hire anyone from there anyway - yet ;)).
The AI tries to divide its armies depending on the attacking army.
At higher difficulty levels, AI heroes drink potions of immortality before battle.
Bug Fixes:
Fixed issues with experience output in some cases (quick battle, hero death in battle).
The Lich's morale indicator on the adventure map is always "0", reflecting his dead nature.
The "First Strike" and "Snake Strike" spells cannot be cast on creatures with an innate first strike ability.
The "incorrect map file" error has been fixed.
Battles in swamps no longer slow down the game.
The "Hydra Health" spell is now displayed in the list of spells applicable on the adventure map.
It is no longer possible to use a bug (or even a cheat) to attach an entire stack using diplomacy or charm. The top row simply disperses.
Scripting System
Fixed errors in scripts:
"Increase Movement"
"Increase Level"
"Divide by"
"Negate"
"Take the remainder modulo"
"Combat".
Variables can be used in messages and descriptions.
The number of armies can be set by a script (you just need to define the MAX_ARMIES variable).
Magic
Fixed a bug with Armageddon (it did not deduct mana when cast).
Fixed an error where Cancellation and Dispel affected creatures created using the Raise Vampires, Animate Dead, Death Call, and Summon Imp spells.
Buildings
=== General ===
Stronghold: gold 3000 (was 7500), wood 5 (was 10), ore 5 (was 10).
Castle: gold 4500 (was 7500), wood 10, ore 10.
Caravan: gold 3000 (was 4000), wood 10, ore 2 (was 0).
Heroes and Skills
The values of the secondary skill Resurrection of the Life Magic school have been changed.
Basic 15% (reduced from 20%)
Advanced 25% (reduced from 30%)
Expert 35% (reduced from 40%)
Master 45%
Grandmaster 55% (increased from 50%)
! A hero with the Cardinal class, Resurrection V circle (Grandmaster) and the artifacts Saint Ranan’s Staff and Ankh of Life revives 100% of the warriors who died during the battle.
B-A-E-M-GM Combat gives 15-20-30-40-50 to the hero's Defense, respectively.
B-A-E-M-GM Melee divides the defending creature's defense by 1.5 - 2.0 - 2.5 - 3.0 - 3.0, respectively.
With each level increase, the hero receives +1 to defense.
With every fifth level increase, the hero receives +1 to speed.
B-A-E-M-GM Summoning summons 7-14-21-28-42 XP (+10 XP for the advanced Summoner class + 10 XP for the Druid's chain artifact) creatures + 15% per level. The selection of creatures is now made from all nature creatures of levels 1-3.
The Summoning skill now allows you to choose which creatures to summon (or none at all). To do this, you need to switch to windowed mode, select the desired hero on the map, and in the Equlibris menu, select who to summon.
The hero's mana increases by 1 for each level.
The hero's own magic defense increases by 3% every 2 levels. It acts as a resistance cloak, with the effect depending on the hero's level.
Heroes start (at level 1) with a speed of 5.
This is just a brief list of changes; you can find more detailed information here!
PS Information taken from the official website equilibris.celestialheavens.com
Sincerely, Luchik!