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#92
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Moving spells between schools and levels is unlikely. Most spell icons clearly identify their school through their design, and they would simply look inappropriate in another school. From my point of view, the level of a spell strongly influences habit, as it affects where you obtain the spells, and there are quite a few places to get them; changing the levels would mix everything up. Moreover, essentially moving all unusable trash to the first level wouldn't increase diversity in the game. Changing the effect or price of spells, especially those that are rarely used, seems more promising. Because the details of the original effects of these spells are not used very often, I don't think people will mind if they change. I already answered this topic here: /topic/at/878021/
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#93
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Generally, there was already positive experience with changing spells by school and by level. This did not cause any inconvenience due to habit.
In reply to FireToSky
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#94
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FireToSky
In general, there was already a positive experience of changing spells by schools and levels. It caused no inconvenience due to habits

+1. Give us Dimension Door in water, Town Portal in fire, anti-magic in all schools, visions only with scouting, and views only with iglay!
http://ru.twitch.tv/lizard_wt
In reply to Sav
#95
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Sav
Most spell icons clearly identify their school through their design, and they would simply look inappropriate if they were different.

Well, in this case, we're talking about the fact that what was initially in SoD is already excessively inappropriate – earth spells that are essentially just "opi-opi" and the feeling of being constantly given water instead of what's needed. In terms of magic schools, the strategy is lacking. So, rebalancing spells is a move from a very strong level of inappropriateness to a lesser one.
This move aligns with the overall concept of creating HotA – removing/transforming all sorts of "strange" decisions from SoD to create a ready-made, high-quality product in the style of "sit down and play," without being annoyed by imbalances.
All these changes to scroll weights, neutral creatures – it's all meticulous and very necessary work to balance the game. The same applies to spells.

P.S. I'll read the materials in the links before continuing on this topic.
https://www.twitch.tv/grando__
In reply to =Lizard=
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#96
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=Lizard=
+1. Give us Dimension Door in water, Town Portal in fire, antimagic in all schools, visions only with scouting and views only with iglay!
And did the number of jumps not decrease?
Скачать HoMM3 ERA 2.8.3 (Repack: Rus & HD)
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#97
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[igrik]
Didn't the number of jumps decrease?

It's the same as when playing with HW rules. 1 jump without a school, with a basic and advanced school. With an expert school, there are 2 jumps. The only significant difference in this regard in VT is that 2 jumps were allowed on all templates.
http://ru.twitch.tv/lizard_wt
#99
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A couple more questions.
1. How did it happen that the guild rebuilding feature was removed in HotA?
(There's a sub-question here - did I understand correctly that HotA generally removed additional options from the HD Mod? This is a technical decision. And if so, then the question about rebuilding is more of an ideological one - that is, what were they thinking when they cut this good idea? Or maybe, as they say, "they threw the baby out with the bathwater (along with the additional options)," and there are ideas to add it back?)
2. How did it happen that control scrolls in HotA were given a separate value, but it seems they still missed the mark with this value? (too low). Moreover, they are now more noticeable because of this value. What thoughts have accumulated on this matter so far?
https://www.twitch.tv/grando__
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#100
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Extensive testing in HotA led to two conclusions:

1. (which has been obvious for a long time) a rework is needed. 2. (less obvious) scrolls of levels 4-5 should be used in the same way as in SoD, only after building a guildhall of the corresponding level. 3. (for both versions) using animate and antimagic scrolls should require building a guildhall of level 3.
http://ru.twitch.tv/lizard_wt
#101
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Anarchy is the mother of order, the mother of it all!
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#102
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Could you please explain how the assembled artifact from AOTD works?
A case has been identified where skills do not trigger if the opponent has a cloak from level 1 magic, even though the main hero has Knight's Shield and the Unlucky charm of level 3 was still applied.
The current functionality of the artifact is essentially incorrect:confused:
ICQ 694248141

#103
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KSH does not hinder the operation of AOTD in any way, but cloaks of levels 1-2 and 3+ block their spell levels from AOTD. The mechanic is the same as in SoD.
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#104
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There is such a question. In 1.5, it seems it will be possible to ban heroes for a template. Does this mean we should expect changes to the list of allowed heroes on existing templates? For example, will Logistians and Jeremy be banned on h3dm1, will Gosha be released on Jebus Cross?
In reply to Benis_xDD
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#105
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Possibly.
In reply to ДаУ
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#107
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DaU
describe how turn-based mode works at the moment
HERE

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