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Are there any mods for HOMM5 3.1 that do the following:
1. Make liches small (1 square). Nothing else is changed.
2. Area-of-effect spells deal damage to large creatures based on how many squares of that creature are affected by the magic. (Except for chain lightning.)
3. Each stack in a hero's army can have no more than 1 creature (like in Disciples). + Spells are reduced in power for the hero + the hero's damage scale is stretched out, i.e., a level 7 creature can be killed in one hit, say at level 36-40 + growth in castles is limited to 1 creature (without a Citadel), no more than 2 with a Citadel, no more than 3 with a Castle. For creatures on the map, no more than 1 creature per stack.
4. Heroes with melee attacks deal more damage than heroes with ranged attacks, but cannot attack enemies during a castle siege unless at least one wall is destroyed, and there are no enemy units outside the wall, or if the creature is completely surrounded on all sides (by terrain, other creatures).
5. Female heroes add +1 luck (only) to units from their castle in their army, while male heroes add +1 morale.
6. As in HOMM3, creatures appear that are stronger against another specific creature. For example:
* Hellhounds (and their modifications) deal 50% more damage to unicorns (and their modifications), and vice versa.
* Lizard Riders - Knights
* Djinn - Fire Demons (instead of Efreet)
* Titans - Black Dragons, etc.
7. Inferno and Necropolis creatures deal 30% (or other percentage) more damage to Inquisitors and Angels (and their modifications), and those creatures, in turn, deal 30% more damage to these creatures.
8. Changes that adjust combat:
* a) A creature cannot kill more than 1 creature in an enemy stack. A large creature - no more than 2.
* b) If these are dragons or units that target units behind the stack that the creature is attacking, then these creatures can kill no more than 3 creatures.
* c) Flying units - no more than 3. And if flying units also have an attack, as in b), then no more than 4-6 (this needs to be determined).
9. The "Control War Machines" skill allows you to control Towers when defending a city.
10. Any ranged creature from your castle can be placed in a Tower if the corresponding building that allows you to hire these creatures has been built. At the same time, the creature's abilities (combat abilities that affect enemies) will also work when the Tower is firing. For example, if Elven Archers are in the Towers, their arrows will push back the unit they hit, based on the initiative scale. Towers with mages will fire through units, and succubi will fire with a chain attack. It can also be made so that active abilities or spells that creatures in the Towers can cast sometimes trigger on enemies. The damage of the Towers will increase with the level of the creatures inside them.
11. In all castles, except for the Mountain Clans castle, add additional buildings (different ones for each): a wider moat, a 4th Tower, increased moat damage, increased Tower damage. Otherwise, it seems unfair that the Dwarves' castle is so well-fortified. And the buildings that add city defenders are just overpowered. Although, if balancing buildings are added to each castle, they can be left in.
12. When castle walls are destroyed during an attack, the winner must repair the walls using wood and ore. The more holes in the wall, the more resources will be needed to repair it.