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The wall of fire has returned to the summoning spell (as it was in the original Heroes games), but the earthquake spell has ended up in the chaos magic.
New here? I'm Roha — want a quick tour?
I try to test the mod a little bit every day, making corrections and so on. Right now, I'm facing a problem with magic spells that deal direct damage. If you don't mind, could you help me balance them? Here's my logic:
Direct damage spells that target a single unit are usually stronger than those that are lower level (i.e., Lightning is stronger than Magic Arrow, etc.).
Area-of-effect spells are different; they are equal in damage, but the higher their level, the larger their area of effect (i.e., Fireball is as powerful as Armageddon, but Fireball hits a 3x3 area, while Armageddon hits the entire field; Stone Spikes are as powerful as Meteor Shower, but Meteor Shower has a larger area of effect than Stone Spikes).
I also made the spell calculations dependent on their element:
Earth - strongly depends on level and strongly depends on magic skill.
Water - weakly depends on level and strongly depends on magic skill.
Fire - strongly depends on level and weakly depends on magic skill.
Air - weakly depends on level and weakly depends on magic skill.
Why can't it? It absolutely can – in the form of some kind of buff. For example, a built-in Regeneration.
By the way, the Orc's Special Ability is simply "worthless" because it just adds Fury points, which are also added by cities and Blood Memory. In my old modding experiments, I made Pure Fury a regular perk (naturally, reducing the Fury gain from 500 to 200). And I used General Support as the Special Ability. Which, indeed, looks creepy, especially under Crag.
The mod will partially change all cities, introduce changes to hero progression, unit abilities, affect battle tactics, and make the game more beautiful. The core is balance and adherence to the lore of Ashan (ideas and suggestions are welcome).
PS: The very latest version of the creature table will be attached to the first post, so subsequent posts are just the development of the mod, and the options suggested there are no longer relevant.
Version from 20.02.2017
Colleague, the archive doesn't contain the mod itself – it only contains a description. Please upload the mod itself.
Hydras and gargoyles – yes, they should be included; unicorns – absolutely not, especially since, according to the lore of Heroes of Might and Magic V, they are ordinary animals, not "sacred" ones. Although... someone here recently made pegasi as a replacement for yetis; maybe they would work? Or are they also "totemic"?
That's even better. But we still shouldn't touch them.

Removing the unicorn from the army is a settled matter; let's discuss who should replace them!