![]() ![]() Heal - Mass Heal We can mod the amount it heals and the amount it damages by percentage, like +50% or -50% of the default value. Renegeration - Mass Regeneration We can mod the amount it heals by percentage, like +50% or -50% of the default value. So do not suggest things like "give harpies 20 attack" or "make cerberi grow 20 per week", but read the list below and suggest changes to those in order to balance the factions. ![]() Having looked at the code we can mod, what we have should be more than enough to fix most of the imbalances that swarm H6. Things like modding buildings, creature stats (attack, defense, etc), hero stats, creature growth can't be done, yet we can change creature abilities, faction skills, skills, spells. Since modding isn't fully enabled yet we have to find smart ways around the modding limits. Number of meteors depend on the difference between the day of the week, level of the hero, multiplied by the mass of the sun and divided by the number of Battle Hamsters in your army. Arcane Archers now ignore 100% of the defense and their attack casts Empowered Meteor Shower with Extra Expert mastery on the target. Skeletons have no range penalty they are now more valuable to use and worth to defend. Upgraded Liches and Fates now deal a bit less damage. ![]() Dance of Decay deals more damage, making it valuable to switch to Fate Spinner depending on the situation. More health to other creatures to make them on par with other factions. Much better creeping due to improved defense & health for Cerberi. Centaurs are now more valuable as attackers. Fixed the issue where Cyclop's beam would deal low damage: it's now on par with other Champion creatures. Greatly improved early creeping power in the form of no range penalty for Goblins. This way everyone has the roughly the same healing ability (necro/haven still have a bit more than other factions) and those spells are valuable in late game too. FACTION-ONLY healing was severely reduced while COMMON healing (spells) was improved. ![]()
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