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How can you even confuse the icons? They are all different.
Besides, the circle here is much more convenient than this multicolored eyesore and doesn't lose out in practicality.
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How can you even confuse the icons? They are all different.
Besides, the circle here is much more convenient than this multicolored eyesore and doesn't lose out in practicality.
Why don't you launch a duel with alternate demons against alternate demons, or alternate Tier 3 creatures against alternate Tier 3 creatures? Then we'll see if you can immediately tell which icons belong to the Tiamats and which belong to the Shadow Witches.
In reality, it's easier to fix these two icons than to rework the entire interface because of them ;) And no one has canceled the "glow" effect when hovering over the icon. But this is not so important if the add-on is optional.

The left column shows the chances of increasing certain stats when leveling up. Level 1 heroes have proportional stats (attack and defense are 1 point lower). For example, a Knight at level 1 will have 3/2/2/1.
The right column marks the skills that can be learned with plus signs (12% chance of learning). Unmarked skills are rare (3% chance of learning). The chance of learning a racial skill (if it is not already present) is 10%.
Each class has 6 available and 6 rare skills. Any two different classes have 3 common and 3 different available skills (not counting the racial skill). Exceptions:
1) Classes-antipodes (1 antipode for each class): all 6 available skills are different.
2) Barbarian classes Barbarian and Shaman (antipodes of each other). They can have 2 and 4 formal intersections with other classes. However, since they have magic dampening instead of magic schools, there are no more than 3 actual intersections.
Green highlights the unifying characteristics of classes belonging to the same Faction.
This scheme presents the absolute maximum differences between classes that could be achieved. Moreover, this property is not lost when any rows (classes) and columns (skills) are rearranged, with the exception of the Barbarian and Shaman rows, which must remain Barbarian in any case.
That is, any changes that are a rearrangement of rows or columns are permissible and are considered alternative options.
List of all skill combinations:
All schemes have a perfect structure, i.e., they include all the variety of combinations and cannot be expanded without repetitions. For this reason (and also because there are no adequate new specializations), the number of heroes per faction will be exactly 9, 3 per class.
It seems to me that banning red rushes already negates the first player's advantage over the second. Unless they are running around in the same zone, and the first player, due to the advantage of having one turn earlier, manages to grab some artifacts.
When heroes meet, part of the turn is lost, but when leaving/taking a garrison, it is not.
But it is not yet clear how it affects the gameplay as a whole, whether such a strategy adds interest, or it is just an unnecessary complication.
Adds lag, which isn't ideal given the mod's concept.