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Well, sorry about the bug issue, but it really ruined the game for me:mad:. I'll try uploading a save file after deleting all mods and checking the disk for errors.
Let's continue with the global analysis of the heroes... :smile44:
Inferno:
Armatur - generally... balanced.
Suggestion: give him another artifact that increases knowledge.
Uragon - mistress of elementals... it's not entirely appropriate to give her racial skills, because the hero is focused on ranged attacks at the beginning. There's a lot of mana needed for phoenixes, and if you add demons, their chain shots will constantly hit their own units and the elementals that appear after the enemy stack is destroyed. If she uses fire elementals + phoenixes (both real and summoned), it would be better to remove the racial branch and enhance attack, elementals, and ranged attacks. Then the hero will be more interesting and won't attack his own units.
Suggestion: instead of the racial line, use skilled attack -> shooting -> battle frenzy -> cold steel + attach +1 defense/attack to elementals (any) and fire phoenixes for every 2 hero levels, starting from the first + fill the remaining 4 empty slots at the bottom with various skills that cannot be taken without the racial line: scavenging (to quickly recruit phoenixes at the beginning), earth tremor (we have an upgraded summoning skill, which should help a lot during an assault), fire fury, and elemental equilibrium (the hero will be able to complete the quest and get reinforcements from fire elementals from the start) + give the hero a bow that removes penalties for ranged attacks (elementals will then become really strong, because the effects will also apply to newly appearing units) + start with the magic crystal spell.
With this setup, regeneration is not needed, and losses will be minimal at the beginning. There is also no particular need to buy native creatures at the beginning.
Phobos - o_0 Well, it's a matter of taste... but generally balanced.
Warlord - at the beginning, he's so weak that centaurs will defeat him, but he can become useful as he levels up. Here, the tactic is rapid attack + wave of flame, and you can restore health with dark magic.
Suggestion: increase the initial stack to 30 units with the second upgrade of hounds (they have a larger attack area) + the vampirism spell + only those artifacts from the dragon set that increase initiative for small, melee units (I don't remember exactly, but it seems to be a shield and greaves) + replace the sword of power with a sword from the same dragon set + a ring of initiative (+10%).
Infarct - an amazing idea :) Tactic: global destruction with fire, but so that your own units don't suffer (after leaving the starting zone: phoenixes + armageddon). Since the hero can take pyrokinesis in the hellspawn dwelling, it's better to replace the initial army with them, but in a small number. And +1 spell power at level 5 is useless (it's easier to wear a +6 spell power crown), this hero can only become really powerful towards the end, at level 35, and the army on the hero is already quite strong, besides, spell power is not very easy to get for Inferno...
Suggestion: replace the initial stack with 2 cave hellspawns (I might be confusing the names, but these are the creatures that give pyrokinesis in the dwelling) + the regeneration spell.
+ reduce the interval for increasing spell power to +1 for every 2 hero levels, starting from the first + logistics basics -> sharp mind + a dragon artifact for the chest for the initiative of hellspawns.
It will be a great hero :)
Kragor - weak, but if you upgrade his attack, he will be tolerable.
Suggestion: give the initial stack an alternative upgrade to "jumpers" + in addition to the devilish skill, add stunning and agonizing strike to the hero + the vampirism spell + raising the dead.
Biara - almost perfect. But with your help, you can unlock the racial ability to its full potential. Tactic: effective summoning, ranged attacks, mutual initiative (hero-army-hero).
Suggestion: the regeneration spell + skilled leadership => master of gates => inspiration => empathy (this is the ideal set for a summoning demon, you can't get it honestly in the game :))
+ increase the initial stack to 9 demonesses (on a non-easy hero with 6 units - it's difficult) + instead of the ring of sinners (what does she need it for?), a dragon ring for archers.
It will be a fast mega-summoner-archer :)
Bitter - some kind of unfinished speedster turned out, without magic, with a weak army, it's terrible in general :) What does he need sharp mind for if there is no decent chaos or attack?
Suggestion: in logistics, replace what is there with finding the path, scavenging, silent pursuit + replace the army with 2 archdevils (the first upgrade of the devil) + regeneration + a sea artifact (+50 movement on the sea).
Even then, he will be a weak hero, you can also give him both (+10% and +20%) initiative rings at the start. And maybe instead of teleport, he should be given a general improvement (defense, attack, initiative, speed) for native level 7 creatures as the hero levels up (similar to Axel for the knights)
Let's continue with the global analysis of the heroes... :smile44:
Inferno:
Armatur - generally... balanced.
Suggestion: give him another artifact that increases knowledge.
Uragon - mistress of elementals... it's not entirely appropriate to give her racial skills, because the hero is focused on ranged attacks at the beginning. There's a lot of mana needed for phoenixes, and if you add demons, their chain shots will constantly hit their own units and the elementals that appear after the enemy stack is destroyed. If she uses fire elementals + phoenixes (both real and summoned), it would be better to remove the racial branch and enhance attack, elementals, and ranged attacks. Then the hero will be more interesting and won't attack his own units.
Suggestion: instead of the racial line, use skilled attack -> shooting -> battle frenzy -> cold steel + attach +1 defense/attack to elementals (any) and fire phoenixes for every 2 hero levels, starting from the first + fill the remaining 4 empty slots at the bottom with various skills that cannot be taken without the racial line: scavenging (to quickly recruit phoenixes at the beginning), earth tremor (we have an upgraded summoning skill, which should help a lot during an assault), fire fury, and elemental equilibrium (the hero will be able to complete the quest and get reinforcements from fire elementals from the start) + give the hero a bow that removes penalties for ranged attacks (elementals will then become really strong, because the effects will also apply to newly appearing units) + start with the magic crystal spell.
With this setup, regeneration is not needed, and losses will be minimal at the beginning. There is also no particular need to buy native creatures at the beginning.
Phobos - o_0 Well, it's a matter of taste... but generally balanced.
Warlord - at the beginning, he's so weak that centaurs will defeat him, but he can become useful as he levels up. Here, the tactic is rapid attack + wave of flame, and you can restore health with dark magic.
Suggestion: increase the initial stack to 30 units with the second upgrade of hounds (they have a larger attack area) + the vampirism spell + only those artifacts from the dragon set that increase initiative for small, melee units (I don't remember exactly, but it seems to be a shield and greaves) + replace the sword of power with a sword from the same dragon set + a ring of initiative (+10%).
Infarct - an amazing idea :) Tactic: global destruction with fire, but so that your own units don't suffer (after leaving the starting zone: phoenixes + armageddon). Since the hero can take pyrokinesis in the hellspawn dwelling, it's better to replace the initial army with them, but in a small number. And +1 spell power at level 5 is useless (it's easier to wear a +6 spell power crown), this hero can only become really powerful towards the end, at level 35, and the army on the hero is already quite strong, besides, spell power is not very easy to get for Inferno...
Suggestion: replace the initial stack with 2 cave hellspawns (I might be confusing the names, but these are the creatures that give pyrokinesis in the dwelling) + the regeneration spell.
+ reduce the interval for increasing spell power to +1 for every 2 hero levels, starting from the first + logistics basics -> sharp mind + a dragon artifact for the chest for the initiative of hellspawns.
It will be a great hero :)
Kragor - weak, but if you upgrade his attack, he will be tolerable.
Suggestion: give the initial stack an alternative upgrade to "jumpers" + in addition to the devilish skill, add stunning and agonizing strike to the hero + the vampirism spell + raising the dead.
Biara - almost perfect. But with your help, you can unlock the racial ability to its full potential. Tactic: effective summoning, ranged attacks, mutual initiative (hero-army-hero).
Suggestion: the regeneration spell + skilled leadership => master of gates => inspiration => empathy (this is the ideal set for a summoning demon, you can't get it honestly in the game :))
+ increase the initial stack to 9 demonesses (on a non-easy hero with 6 units - it's difficult) + instead of the ring of sinners (what does she need it for?), a dragon ring for archers.
It will be a fast mega-summoner-archer :)
Bitter - some kind of unfinished speedster turned out, without magic, with a weak army, it's terrible in general :) What does he need sharp mind for if there is no decent chaos or attack?
Suggestion: in logistics, replace what is there with finding the path, scavenging, silent pursuit + replace the army with 2 archdevils (the first upgrade of the devil) + regeneration + a sea artifact (+50 movement on the sea).
Even then, he will be a weak hero, you can also give him both (+10% and +20%) initiative rings at the start. And maybe instead of teleport, he should be given a general improvement (defense, attack, initiative, speed) for native level 7 creatures as the hero levels up (similar to Axel for the knights)