Here’s my most humble opinion about certain things in the dwiggs mod. First of all I thank timelord for the auto-install, which saves such a chaotic person as me a great amount of ordering. My first point is that there should come two downloads of the new update, one which can be installed over the last fix (small file), and a bigger file which updates the game from scratch.
Second things are changes to the game, I shall start with things that are obvious mistakes (at least to me).
-The first removed mercenary has somehow reintroduced himself again. With stats that make titans tremble, and throw blade at silver and something very nice at gold and a cost of 140 gold he’s definitely too strong in my opinion.
-Forgot to mention path of decay on evil ent (you might want it not to level up in certain occasions)
-I thought roger had a problem with selling a library, I cannot test this at the moment.
-Remove the posses ring
Now some more personal suggestions:
-Call hero still too cheap
-Ghost too good vs. AI, I think phys., death, poison and cold imm. are just too good against indy towns, huge towns can be taken without a single risk, same goes for many other structures. The Basilisk has phys. Imm too, but is a lot harder to get and not immune to poison/death etc. I suggest making it more like the original spectre. (phys. Prot.)
-Snow queen should be longer lasting, often you start with a snow queen and some weaker lvl 1’s/ 2’s and it’s really no good at all in battles vs ai. Perhaps regen?
-Make the monastery or whatever the 350 gold mana + people giving building costs a lot cheap, I would like to see it for 200 gold. The population advantage is not that great and can be toned down, the 20 mana isn’t that superb either and it would make the step to lvl 4’s just a bit easier which I think should be.
-Make lvl 5 like guards for certain sites, that are not available to the player
-The liche is too powerful, even for a hard quest. Phys. prot, dominate, high res, animate dead, resurgence, strong fighting abilities and many immunities and will power make it way too strong in my opinion.
-Extra person in the balloon/throw spear at silver
-Change throw blade from 7 att, 4 dam. to 9 att and 2 dam, this makes more sens to me, and makes it a bit more special. (not sure about 7 and 4 stats)
-Reduce combustion hero (20 cp) to 15, so he has to earn it a bit more (really strong ability)
-Elven dryad has become a bit too strong (kicked my spear wielding orc, and increase of animals)
-Rootsinger/Druid really needs control animal, he’s not running around with a green robe and an elk’s head on his stick for fun.
From others: (made quick comprehension of your opinion, I’m sorry if I torn apart/changed your opinion/post and accidentally skipped something.). Added my opinion about it between the brackets. Also you might have thought otherwise since the patches have been done.
Ravinhood:
Make lvl 4’s recruiteable from sites only. (I think this is a bit too dramatic, and I would really miss the lvl 4’s too much)
Harlequin
Goblins migrating capital (As Jom mentioned, I think too that the advantage of fast growing races is not that great at all not to mention the cost of migrating your own race which takes 3-5 very precious turns. Also the goblins have cheap units with nice abilities and are just hard to play with)
Make goblin lvl 4 stronger (I’ve never really seen the kharagh in action, it’s not too good I admit but definitely a decent unit for the low price and fast growth of the goblin folks)
Ghost perhaps too strong (agrees)
TimeLord
Make trap weaker (I have no idea how trap exactly works, the first try is against def or res? Then it checks res wether it takes the unit once, or every turn it’s trapped? What if drained will during trapped?)
Martyr spell too cheap ( I disagree, while it can be a strong spell, it already has a cost of 13 mana if I’m right, so one needs 40 cp for it to cast 3 times, and also the unit dies after the battle)
Increase venom to med range, because dragons lack ranged def (I don’t think the issue of lacking ranged def should be solved for the dragons. I like their exceptional position and they also have a nice fire breathing unit)
Only lvl 3’s recruiteable from sites (I would like this change too, but I would miss the ‘odd’ lvl 4’s too much)
Air_warlord
Hellfire fire dam only (this seems like a nice idea, however I had no clue about it’s current stats)
Tir Asleen
Keep hellfire the same (also good idea, since it’s an extremely costly spell and expensive to research)
Transport for the undead (I slightly disagree with this, I do not think they really need it. They have a lot of floating units, which are on certain occasions better then fast ones. Also their units are strong in my opinion. Although a bone wagon kind of unit with some 32 movepoints might be cool)
Increase res undead (I disagree, since undead already have a lot of immunities and a lot of them got phys. protection too. And they seem not weak to me the times I played with them)
Add life stealing to bone dragon (I don’t think they need it, they are quite strong now fire weakness is removed and strong flyers are rare in dwiggs)
Cheaper undead units (disagree, I think the current lvl 1’s are the right unit for the right price and zombies are supercheap and not bad)
Lower summoning costs of lvl 4’s (I agree the costs are a bit on the expensive side, but still in line with dwiggs, which should have higher level for a high price I think. And it’s not totally out of range for a strong flying, life stealing unit)