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	<title>Heroes 3 wiki - User contributions [en]</title>
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	<updated>2026-04-12T13:37:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User:Csaros/Pumpkin_Patch&amp;diff=194034</id>
		<title>User:Csaros/Pumpkin Patch</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User:Csaros/Pumpkin_Patch&amp;diff=194034"/>
		<updated>2026-03-19T11:07:46Z</updated>

		<summary type="html">&lt;p&gt;Csaros: Redirected page to Pumpkin Patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=193784</id>
		<title>User talk:Csaros</title>
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		<updated>2026-03-14T18:43:36Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* PP wiki structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= PP wiki structure =&lt;br /&gt;
* It looks like about half of the Pumpkin Patch pages are under User:Phasma and the other half are under User:Csaros. Is there a reason for this? Maybe move them all under User:Csaros? --[[User:Legate|Legate]] ([[User talk:Legate|talk]]) 17:54, 21 January 2026 (UTC)&lt;br /&gt;
** Aphra prepared half of them. And the mod is supposed to go on a non-user page once the tournament is complete, which is in about 2 weeks.&lt;br /&gt;
** Ah, perfect. Nevermind then :) --[[User:Legate|Legate]] ([[User talk:Legate|talk]]) 20:15, 21 January 2026 (UTC)&lt;br /&gt;
* Looks like (mostly) everything is cleaned up. Congrats on being &amp;quot;official&amp;quot; :) There are a few stray pages:&lt;br /&gt;
** [[User:Csaros/Pumpkin Patch/FAQ]] - I added this as a link on your user page as it was previously orphaned. Feel free to move it or delete the page or whatever.&lt;br /&gt;
** [[User:Csaros/Pumpkin Patch]]: Is this just an old/defunct version of [[Pumpkin Patch]]? Maybe delete it?&lt;br /&gt;
** [[User:Csaros/Old Changelog]]: Is this just an old/defunct version of [[Pumpkin Patch/Changelog]]? Maybe delete it?&lt;br /&gt;
&lt;br /&gt;
*** Thanks!&lt;br /&gt;
*** I fixed FAQ, marked PP user page for deletion; the Old Changelog serves for the people who prefer to play with an old version of HotA. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
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Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
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// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być w porządku nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% (&amp;lt;- To by było chyba najlepsze, by Air School się bardziej opłacało brać) albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, trochę mniej ważne w częstszych situacjach przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma - oczyścić jej już za jednym zamachem z Debuffa nie oczyścisz, więc niech już Mirror ma przynajmniej to 100% na Expercie. W przeciwnym wypadku Anti-Magic+Earth Magic Skill wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mysticism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-16) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
&lt;br /&gt;
Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
&lt;br /&gt;
== Interference and Water/Fire magic ==&lt;br /&gt;
&lt;br /&gt;
Would you be okay with Interference to give same values as the original Resistance? I feel like removing in completely on most magic heroes was not good idea.&lt;br /&gt;
&lt;br /&gt;
Also additionally some heroes originally have fire and water magic banned. In some ways this can be thought of as an advantage (these heroes can guarantee earth and air), but with the spell rebalance, it seems like unnecessary lacking.&lt;br /&gt;
&lt;br /&gt;
The only issue I can see with the changes would be breaking of the skill trees (same seed and same progression would result in different skills), but imo this already happens with the multiplayer maps if some skills are disallowed. And of course making some skills more viable to pick did already change that anyway.&lt;br /&gt;
&lt;br /&gt;
* Interference - From 1.3.7 interference will have 1 chance to roll and no longer be banned for all hero classes other than Wizards, Warlocks, Elementalists and Artificers; same with Resistance. Barbarians, Rangers etc will be able to learn all magic schools, with some schools being significantly favoured compared to others.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s there! Enjoy.&lt;br /&gt;
&lt;br /&gt;
== Bug report ==&lt;br /&gt;
&lt;br /&gt;
* Enabling Athe only makes Olenna disappear. No Athe is selectable in advanced options for random map. Which hero ID do I use to enable Athe with? Olenna is enabled.&lt;br /&gt;
** Lord haart&#039;s ID. Make sure you have version 1.5.3 and that the random map template does not add an extra ban to that hero. &lt;br /&gt;
* Disabling Archibald seems to only enable Jeddite. Archibald&#039;s ugly face is still there! (And he can also appear in prisons). Which hero ID do I use to disable Archibald with?&lt;br /&gt;
** Same as before, and this time its Mutare. &lt;br /&gt;
* Pressing Reset does not get rid of Archibald or the pumpkin patch. How do I get rid of him/the patch?&lt;br /&gt;
** Reset resetts your settings. Uninstalling uninstalls. &lt;br /&gt;
* The patch also installs icons on my Linux desktop that do not work. :-)&lt;br /&gt;
** HexSwapper&#039;s compatibility with Linux is limited for now. &lt;br /&gt;
* Hero Limit of 1 does not limit to a single hero. Prisons can still give you more (unlike with 8 max). Maybe one hero limit should be called disable hero hiring?&lt;br /&gt;
** Too long a name, everyone gets the point. Also it allows for 1 extra hero on day 1. &lt;br /&gt;
* It would seem that the original map editor (h3maped.exe) crashes after installing this patch (hota maped has never worked under Linux, so using the original one is the price us linux users have to pay). Not a big&lt;br /&gt;
 deal, but just let you know :-)&lt;br /&gt;
** Not unlikely, the PP is meant for HotA. &lt;br /&gt;
&lt;br /&gt;
Thanks for the help locating Mysticism in the dll! Adding the info to the modding part of the wiki - [[User:Tapani|Tapani]]&lt;br /&gt;
&lt;br /&gt;
== Request - Alt Version with DD/TP Nerfs reverted for single hero templates like duel ==&lt;br /&gt;
Hi there, loving the mod but am struggling to play and enjoy popular single hero templates like &amp;quot;duel 2.7&amp;quot; with the mana cost and movement cost nerfs to DD and TP. While the nerfs feel really good on standard multi-hero templates and open up more choices in building your hero, on single hero templates like duel they feel punishing and somewhat force you to pick a few specific heroes to offset the significant reduction in tempo from the changes. A lot of these templates are built around immediate access and use of these spells so the balance of the spells is less of an issue. The spell school change is interesting and seems good, although fire magic now feels really strong since it covers expert DD and expert TP, but since fly is still air the balance does not seem affected too strongly by this change.&lt;br /&gt;
Making a alternate version is hard enough let alone maintaining one so I fully understand if it is not something you want to do at this time.&lt;br /&gt;
* The feature you&#039;re describing is currently being prepared. Melkor and I are working on a hex-swapper project which will allow you to customize which Pumpkin patch changes you want to keep and which you want to get rid of, with the possibility of changing these in-between games. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/FAQ&amp;diff=193782</id>
		<title>Pumpkin Patch/FAQ</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/FAQ&amp;diff=193782"/>
		<updated>2026-03-14T18:42:46Z</updated>

		<summary type="html">&lt;p&gt;Csaros: Csaros moved page User:Csaros/Pumpkin Patch/FAQ to Pumpkin Patch/FAQ: Moving all PP related pages to Pumpkin Patch / something. &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of Frequently Asked Questions about the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]]. &lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;Are you part of the HotA Crew?&amp;quot; / &amp;quot;Is this an official HotA expansion?&amp;quot;&lt;br /&gt;
* A: No, Pumpkin patch is an &#039;&#039;&#039;unofficial modification&#039;&#039;&#039; for {{hota}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. &amp;quot;How do I install the mod?&amp;quot;&lt;br /&gt;
* A: Download the installer from [https://drive.google.com/file/d/1XuZ5PwzePxSIgP6uMOXN96jt0F5QpEBU/view?usp=sharing this link] and double-click it, then just follow the installer&#039;s instructions. If you want to be able to quickly switch between {{hota}} and Pumpkin Patch, simply create a copy of your Heroes 3 folder first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. &amp;quot;I don&#039;t like some changes&amp;quot;&lt;br /&gt;
* A: A lot of Pumpkin Patch changes are customizable through the launcher, known as HexSwapper. In said launcher, the Skins section allows you to choose any from the 100+ skins available, and the Gameplay section lets you freely select any of the 26 gameplay options prepared, including changes to spells, buildings, 1-hero rebalance, and so on. If there are some core changes of the mod you dislike, feel free to contact me on our [https://discord.com/invite/VVN5vreEaN Discord server]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. &amp;quot;Can I play this online?&amp;quot; / &amp;quot;Does Pumpkin Patch work with the lobby?&amp;quot;&lt;br /&gt;
* A: Yes, you can play online, but you have to &#039;&#039;&#039;make sure you and your opponent are both playing the mod&#039;&#039;&#039;, and that you have &#039;&#039;&#039;the same settings in the HexSwapper&#039;&#039;&#039;. To make it easier for you, the game will let you know that yours and your opponent&#039;s HexSwapper settings are different before the start of a multiplayer game, with a message &amp;quot;Your opponent has a modified template. They are likely cheating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
* Playing with different versions of the mod or different HexSwapper settings can cause various errors throughout the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. &amp;quot;There&#039;s so many settings... Which should I turn on?&amp;quot;&lt;br /&gt;
* A: If you want to play Duel, follow the guidelines on [https://www.h3templates.com/templates/duel MKC&#039;s website]. Otherwise, I recommend either playing with the settings available immediately after installation (or after pressing &amp;quot;Reset&amp;quot;), or enabling all settings from the first page of the Gameplay Section. The setings from the 2nd page are either less balanced or mostly concerned with the Duel template.&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192967</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192967"/>
		<updated>2026-02-03T12:58:35Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
*** &#039;&#039;Armageddon&#039;s Blade ought to be an interesting alternative to other combination artifacts. It is more difficult to assemble than Ironfist of the Ogre, but provides less of a bonus (since Armageddon&#039;s damage is based on hero&#039;s Spell Power and costs a decent amount of mana, while permanent Haste is useful for almost any army). It is easier to assemble than Titan&#039;s Thunder; in return, it&#039;s total stat bonus is twice lower (6/6/5/5 vs 12/12/10/10), and its signature spell, while hitting more than one target, costs mana, unlike the Titan&#039;s Thunder; the damage dealt from the spells is about 50% of that of the Titan&#039;s Thunder, especially on heroes with high Power skill or Sorcery, but it affects all enemies.&#039;&#039;&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. &lt;br /&gt;
** The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
** &#039;&#039;With the increased mana cost of many spells, such as Slow or Haste, in the Pumpkin Patch, there has been a greater need for artifacts which save mana or grant extra mana. As a result, Ring of the Magi is a reasonably powerful artifact early on, especially for spells such as Expert Lightning Bolt or Expert Ice Bolt, while not being too impactful in the later stages. Its design also mirrors the ability of [[Magi]], to whom the ring supposedly belongs.&#039;&#039;&lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
** +6 to all stats → {{gt|+10}} to all stats.&lt;br /&gt;
** &#039;&#039;For how difficult it is to assemble Power of the Dragon Father seems weaker than Angelic Alliance. Considering that the only beneficial T5 spell is Magic Mirror, it should make the artifact more lucrative to try to assemble.&#039;&#039;&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
** &#039;&#039;Scaling with Spell Power means that the artifact is useful for the main hero as well as the &amp;quot;rats&amp;quot;. The increased stat bonus should make this preferable than just using a piece or two of the Angelic Alliance instead.&#039;&#039;&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
** &#039;&#039;Finally the artifact can be unbanned without risk of completely breaking the game!&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
** &#039;&#039;All of these artifacts were considered fairly weak. &lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
** &#039;&#039;This change is meant to make the Elixir of Life slightly more difficult to assemble, because of how powerful it&#039;s component effect is.&#039;&#039;&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192952</id>
		<title>Pumpkin Patch/Changelog</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192952"/>
		<updated>2026-02-02T15:03:06Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Current version =&lt;br /&gt;
The current version of the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]] is &#039;&#039;&#039;1.5.6.&#039;&#039;&#039; You can see your mod version on the main menu screen.&lt;br /&gt;
&lt;br /&gt;
= List of changes =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.6&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.6 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.6&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Reduced Dalton’s specialty to a static 50% bonus to shield’s effect.&lt;br /&gt;
* [+] Added new Churchyard types for Mapmakers. &lt;br /&gt;
* [+] Added back the bulwark heroes to the map editor. &lt;br /&gt;
* [-] Fixed Elmore appearing as a Navigator without Wisdom,  a spell or a spell book. &lt;br /&gt;
* [-] Changed the stat progression per level of artificers to 20% for attack, 10% for defense, 35% for power, 35% for knowledge (differing them from clerics)&lt;br /&gt;
* [-] Increased the odds of obtaining Ballistics in the Merge Artillery and Ballistics setting for Artificers to 8 (original value). &lt;br /&gt;
* [-] Changed the starting roll of crusaders, demons, ogres and basilisks to 4-6&lt;br /&gt;
* [-] Fixed a number of HexSwapper issues, including the one which causes Illor to start with 25 000 stormbirds. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.5&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed Rampart being unable to build Fort in towns without Fort.&lt;br /&gt;
* As a result, Monks once again require Barracks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.4&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed a bug with Celestine starting with too many automatons&lt;br /&gt;
* Fixed incorrect skill descriptions for Navigation&lt;br /&gt;
* Reverted all changes to the class of legion set artifacts&lt;br /&gt;
* Fixed an infinite recursion loop in the backup code&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Reverted the previous changes to Runes, but reduced the gain of A/D and speed on low levels. &lt;br /&gt;
* [-] LiftMagicRestrictions no longer reduces Wisdom odds if more slots for skills are available (i.e., MergeArtilleryAndBallistics is active). &lt;br /&gt;
* [-] Reduced the odds of Druids obtaining Eagle Eye by 1. Increased their odds of obtaining Runes by 1. &lt;br /&gt;
* [-] Reduced the starting roll of Snow Elves to 3-4, matching Wood Elves. &lt;br /&gt;
* [-] Increased the starting amount of Basilisks on Bron to 5-6. &lt;br /&gt;
* [-] Reverted the changes to Coronius’s specialty (Slayer). &lt;br /&gt;
* [-] Reduced the starting amount of Swordsmen to 4-5. Fixed Catherine starting with 4-7 of them. &lt;br /&gt;
* [-] Reduced the starting amount of Demons to 4-5. &lt;br /&gt;
* [-] Fixed heroes receiving the “No skill” skill. &lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.1&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Increased the starting roll of Pikemen to 15-20. &lt;br /&gt;
* [-] Increased the starting roll of Elves to 3-4. &lt;br /&gt;
* [-] Increased the starting roll of Centaurs to 15-20. &lt;br /&gt;
* [-] Vial of Lifeblood now gives only +2 HP, to all units, class changed to Major. &lt;br /&gt;
* [-] Unique Starting Armies now have T6 heroes again with the entire stack of T1, and T3 heroes with a stack of T1 as well. Go, Gremlins!&lt;br /&gt;
* [-] Reduced the mana cost of Quicksand to 7/5&lt;br /&gt;
* [-] Reduced the mana cost of Slow to 8/7&lt;br /&gt;
* [-] Fixed the game crashing after visiting crypts or Harpy Caves. &lt;br /&gt;
* [-] Reduced the effect of magic mirror to ⅓  / ⅔ reflection chance. &lt;br /&gt;
* [-] Increased the effect of runes to greater A/D bonuses (+9 / +9 at 9 rune level). However, the runes no longer increase creature speed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Reduced the effect of runes, removing the speed bonus and delaying other stat bonuses. &lt;br /&gt;
* [+] Added support for the H3Landscapes modification. &lt;br /&gt;
* [+] Added an option merging ballistics and artillery into a single skill.&lt;br /&gt;
* [-] Reverted changes to Dendroids, Zombies and Lizardmen. &lt;br /&gt;
* [-] Increased the speed of Wraiths by 1. &lt;br /&gt;
* [-] Reduced the price of Dimension Door to 30/25. &lt;br /&gt;
* [-] By default, Town Portal now belongs to Earth and Water, and Dimension Door to Fire and Air. &lt;br /&gt;
* [-] Merged a number of settings, reducing the Gameplay section of the Hexswapper to a single page. &lt;br /&gt;
* [-] Increased the AI value of War Mammoths to 1974&lt;br /&gt;
* [-] Increased the AI value of Mammoths to 1686 &lt;br /&gt;
* [-] Increased the Ai value of chaos hydras to 6229, and their fight value to 5573&lt;br /&gt;
* [-] Altered the requirements of the Altar of Earth, so that it only requires the Altar of Air&lt;br /&gt;
* [-] Changed the specialty of Serena to Land mine. &lt;br /&gt;
* [-] Removed the miss-morale for the new banks in the NewCreatureBanks setting. &lt;br /&gt;
* [-] Removed Efreeti Sultan’s fire shield changes&lt;br /&gt;
* [-] Removed the increased odds of Fear ability. &lt;br /&gt;
* [-] Removed the increased odds of Acid Breath ability. &lt;br /&gt;
* [-] Removed Christmas accents&lt;br /&gt;
* [-] Changed the Hell Hound growth to the standard 7 per week. &lt;br /&gt;
* [-] Changed the starting amount of Pirates to 4-6. &lt;br /&gt;
* [-] Changed the starting amount of Lizardmen to 5-7. &lt;br /&gt;
* [-] Reduced the effect of the Hypnotize spell to 40 x SP + 10/20/50. &lt;br /&gt;
* [-] Reverted all changes to Fangarms. &lt;br /&gt;
* [-] Increased the Fight value of Snow Elves to 279. &lt;br /&gt;
* [-] Increased the Fight value of Steel Elves to 394 and the price to 290. &lt;br /&gt;
* [-] Reduced the damage of Mammoths and War Mammoths to 12-18. &lt;br /&gt;
* [-] Reverted changes to the chance of poison (venom). &lt;br /&gt;
* [-] Reverted changes to the disease ability of zombies.&lt;br /&gt;
* [-] Reverted changes to the navigation skill. &lt;br /&gt;
* [-] Reverted changes to the stats of Lizardmen. &lt;br /&gt;
* [-] Reduced the price of the Upg. Gorgon Lair price to 5 ore, 5 wood, 4000 gold. &lt;br /&gt;
* [-] Reverted the price of the Gorgon Lair to the original price. &lt;br /&gt;
* [-] Reduced the price of the Gnoll Hut by 5 ore. &lt;br /&gt;
* [-] Reverted all changes to the Eagle Eye skill. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 15 ore, 3000 gold, but removed the Citadel requirement. &lt;br /&gt;
* [-] Reverted all changes to Gunsligners, except for the amount of shots. &lt;br /&gt;
* [-] Reverted all changes to Bounty Hunters, except for the amount of shots and the increased HP. Increased the minimum damage of Bounty Hunters to 18. &lt;br /&gt;
* [-] Changed the requirements of Monastery to Arrow Tower and MG1. &lt;br /&gt;
* [-] Reduced changes to the damage of Armageddon. &lt;br /&gt;
* [-] Reduced the price of Slow to 10/9. &lt;br /&gt;
* [-] Reduced the price of Haste to 7/6. &lt;br /&gt;
* [-] Moved sacrifice to tier 4. Increased the odds for it to 5% per slot for neutral towns. Increased the mana cost to 20/16. * [-] Reduced the effect scaling to 2/2/4/8. &lt;br /&gt;
* [-] Severely reduced the odds of obtaining magic mirror in any mage guild. &lt;br /&gt;
* [-] Moved Mirth to tier 2. &lt;br /&gt;
* [-] Moved Sorrow to tier 3. &lt;br /&gt;
* [-] Changed mana cost of Sorrow and Misfortune to 9/6&lt;br /&gt;
* [-] Changed mana cost of fortune, mirth to 7/5&lt;br /&gt;
* [-] Changed the effect of all luck and morale affecting spells to 2 / 2 / 3 / 3&lt;br /&gt;
* [-] Increased the effect of the Daremyth specialty to +5 luck when casting Fortune. &lt;br /&gt;
* [-] Increased the cost of animate dead to 18/15&lt;br /&gt;
* [-] Moved counterstrike to T3, changed cost to 9/6. Increased odds for Fortress by 10% and stronghold by 5%. &lt;br /&gt;
* [-] Reverted changes to the Anglic Alliance and its components. &lt;br /&gt;
* [-] Reduced the duration of Prayer cast by angelic Alliance to 3 turns. &lt;br /&gt;
* [-] Increased the bonus of the Power of the Dragon father to +10 to each primary skill. &lt;br /&gt;
* [-] Reverted the changes to the Ballistics skill. &lt;br /&gt;
* [-] Changed the starting primary stats of elementalists to 0/0/3/2. &lt;br /&gt;
* [-] Fixed the game crashing during naval combat when the New Creature Banks setting was active. &lt;br /&gt;
* [-] Removed a number of redundant, or rarely chosen options. These may be re-added in the future, should the need for it arise. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.a&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.a changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.a&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to separate TP to belong to Water and Earth magic, and DD to belong to Air and Fire magic. &lt;br /&gt;
* [+] Added new shipwrecks and dragon utopias to the map editor.&lt;br /&gt;
* [-] With the NewCreatureBanks on, Shipwrecks can now have an upgraded stack present. &lt;br /&gt;
* [-] Fixed a bug causing a town to disappear when using the &amp;quot;New Creature Banks&amp;quot; option. &lt;br /&gt;
* [-] Fixed various bugs occurring while using any of the duel-related options. &lt;br /&gt;
* [-] Fixed the chuchyard spawning with incorrect stack placement. &lt;br /&gt;
* [-] Added Fangarms to Dungeon for the purpose of morale and native terrain. &lt;br /&gt;
* [-] Reduced the damage from the Titan’s Thunder spell to 60 x SP. &lt;br /&gt;
* [-] Increased the reward of the Beholder Sanctuary to 4000/6000/8000/12000 gold and 1 minor / 1 minor / 1 Major / 1 minor and 1 Major artifact. &lt;br /&gt;
* [-] Switched the availability between Thane and Torosar - now, Thane is normally available, while Torosar is only present on random map templates if Winstan’s presence on random maps is disabled. &lt;br /&gt;
* [-] Removed the “Refuse Secondary Skills” option, incorporating it into the mod itself. &lt;br /&gt;
* [-] Merged Casting Unicorns and the Flying Familiars options. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.9&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.9 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.9&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added setting presets to the UI of the HexSwapper. &lt;br /&gt;
* [-] Added new Christmas-themed elements to the Pumpkin Patch&lt;br /&gt;
* [-] Without the tournament rules, Dimension Door can be cast up to 1/1/2/3 times per day. &lt;br /&gt;
* [-] Reverted the changes to Magic Arrow damage. &lt;br /&gt;
* [-] Fixed spell probabilities for SoD towns in the Complete Spell Rebalance setting. &lt;br /&gt;
* [-] Increased the base damage of Ice Bolt to 20/20/40/80 damage. &lt;br /&gt;
* [-] Improved the UI of HexSwapper. &lt;br /&gt;
* [-] Increased the attack of Halfling Grenadiers by 1, to compensate a little for their losing both damage and the number of shots, and incentivize players to still occasionally pick this upgrade. &lt;br /&gt;
* [!] Added a new creature bank, called Underground Factory, in which, following a battle with Mechanics, Engineers and Automatons, you receive 1/2/3/4 Dreadnoughts. &lt;br /&gt;
* [-] Reverted the changes to Gunslingers. &lt;br /&gt;
* [-] Increased defense of Bounty Hunters by 2, their AI value to 1494 and their Fight Value to 973. &lt;br /&gt;
* [-] Reduced Agar’s starting army with Unique Starting Armies option to 2 Sandworms. &lt;br /&gt;
* [-] Reduced the hero limit for AI with the 3-hero mode to 1/2/3/4/5. &lt;br /&gt;
* [-] Fixed some de-sync and HD mod bugs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.8&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed a number of HexSwapper, mod-related and HD-mod related bugs. &lt;br /&gt;
* [-] Added a functioning 3-hero mode (in which each player is limited to a maxiumum of 3 heroes). &lt;br /&gt;
* [-] Reduced the mana cost of [[Blind]] to 16/14 mana. &lt;br /&gt;
* [-] Reverted the cost changes to the [[Cloud Temple]]&lt;br /&gt;
* [-] Increased the cost of [[Haste]] from 6/5 to 8/7. &lt;br /&gt;
* [-] Reduced the movement point cost of [[Town Portal]] and [[Dimension Door]] by 100 each. &lt;br /&gt;
* [+] Added new Factory creature dwellings from an old version of Factory. &lt;br /&gt;
* [-] Reduced the AI value of [[Zealots]] from 750 to 700. &lt;br /&gt;
* [-] Reduced the number of casts of [[Bless]] which [[Zealots]] have to 1 per battle in order to avoid the AI spamming the spell. &lt;br /&gt;
* [-] Reverted the changes to [[Angelic Alliance]]&#039;s effect on army-mixing, as they caused various issues in online multiplayer. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Edric]]’s starting army to 1 x Pikemen (10-20) and 2 x Griffins (6-7)&lt;br /&gt;
* [-] Duel 3.0: Increased the mana cost of [[Implosion]] to 35//35/40/50 mana. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Adrienne]]’s starting skills to Wisdom and Mysticism. &lt;br /&gt;
* [-] Duel 3.0: Reduced the scaling of Luck to 1/20. &lt;br /&gt;
* [-] Duel 3.0: Increased the Logistics specialty to a 4% bonus. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.7&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.7 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.7&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed numerous bugs. &lt;br /&gt;
* [-] Reduced the cost of Dimension Door and Town Portal by 100 movement points each. &lt;br /&gt;
* [-] Reduced the mana cost of Blind to 16/14 mana (+6 from original value). &lt;br /&gt;
* [-] Increased the mana cost of Haste by 1. &lt;br /&gt;
* [+] Added an option to the HexSwapper, which changes the main menu to an alternative version used for the demo of 1.7.0. Known issue: enabling this option makes the Credits Button unusable. A fix has been found and will eventually be implemented. &lt;br /&gt;
* [+] Added an option which replaces the Derelict Ships with a Mountain Cavern, a bank with Manticores as a reward, guarded by Harpy Hags, and a Beholder Sanctuary for the on-ground terrains. &lt;br /&gt;
* [+] Added new Trees of Knowledge. Trees of Knowledge can now spawn on any terrain; in some, with various sprites. &lt;br /&gt;
* [+] Added MKC’s options to HexSwapper. &lt;br /&gt;
* [*] Regenerating Hydras has been implemented into the core mod. &lt;br /&gt;
* [*] Barbarians’, Overlords’, Mercenaries’, Beastmasters’ and Rangers’ restrictions on magic schools have been restored; however, an option in the hexswapper allows lifting them. &lt;br /&gt;
* [-] Ivory Tower is now guarded by 30/45/60/90 archmagi and grants 4/6/8/12 enchanters. &lt;br /&gt;
* [-] All creature banks now have their odds changed to 15/35/35/15&lt;br /&gt;
* [-] Expanded the description of Conjuring artifacts to show that they are no longer a part of a combination artifact. &lt;br /&gt;
* [-] Reduced the growth of Air and Water elementals to 5, matching Fire and Earth elementals. &lt;br /&gt;
* [-] Reduced the price of the Cliff Nest to 3000 gold (compared to 4000 before, and 2500 in original HotA). &lt;br /&gt;
* [-] Zealots once again benefit from no melee penalty. &lt;br /&gt;
* [-] Removed the confirmation message upon opening a Pandora Box. Receiving nothing from a box, or being threatened by guardians inside, still shows a prompt. &lt;br /&gt;
* [-] Changed Dracon’s starting spell to Slayer. &lt;br /&gt;
* [-] Changed Josephine’s starting skills to Mysticism and Armorer, from Mysticism and Sorcery. &lt;br /&gt;
* [-] Changed Theodorus’s starting skills to Wisdom and Sorcery, from Wisdom and Ballistics. &lt;br /&gt;
* [-] Increased the specialty of Archibald to instead be +2 hexes for each level above Basic Tactics, i.e. +2 hexes at advanced and +4 at Expert. &lt;br /&gt;
* [-] The stack size of each of the elementals is now 3-5, since they’re level 3.5 units. &lt;br /&gt;
* [-] Thunar and Ignissa now start with two stacks of the unit they specialize in. &lt;br /&gt;
* [-] Changed the “standard” conflux army to include one stack of elementals appropriate to a specific element the hero is attuned with. &lt;br /&gt;
* [-] Unicorn Glade no longer requires Dendroid Arches. &lt;br /&gt;
* [-] Tomb of Souls is no longer a requirement of the Mausoleum, but it remains a requirement for the Hall of Darkness. &lt;br /&gt;
* [-] Skeleton transformer no longer requires the cursed temple. &lt;br /&gt;
* [-] Anti-Magic no longer clears negative spell effects. &lt;br /&gt;
* [-] Increased the damage taken from Petrification from reducing it by 50%, to increasing it by 50%. Reduced the odds of Petrification to 20%. Increased the fight value of petrified units. &lt;br /&gt;
* [-] Reduced the odds of Lightning Strike to 20%. Reverted the AI value changes for Thunderbirds. &lt;br /&gt;
* [-] Reduced the odds of Mummies and Dread Knights casting Curse to 20%. &lt;br /&gt;
* [-] Increased the scaling of Luck by ⅓ compared to the original game. &lt;br /&gt;
* [-] Armageddon’s SP scaling reduced from 40 to 30, and base damage reduced from 30/30/60/120 to 20/20/40/80. &lt;br /&gt;
* [-] Increased the AI value of Dreadnoughts from 3879 to 4047&lt;br /&gt;
* [-] Increased the damage of Titan’s Thunder spell to 600 + 60 x power. &lt;br /&gt;
* [-] Reduced the mana cost of Counterstrike to 8/4/4/4. &lt;br /&gt;
* [-] Reduced the mana cost of Dimension Door to 35/30. &lt;br /&gt;
* [-] Increased the AI value of the Old Hill Fort to 50 000 on the templates which have it enabled.&lt;br /&gt;
* [-] Reverted the move of Anti-magic from the school of Earth to the school of Water.&lt;br /&gt;
* [-] Reverted the mana cost changes to Water Elemental and Fire Elemental spells. &lt;br /&gt;
* [-] Fixed Frederick starting with the wrong army in the Polish version. &lt;br /&gt;
* [-] Fixed Melodia’s specialty not working due to text edits in hota. &lt;br /&gt;
* [-] Slightly tweaked the starting armies in the Unique Starting Armies setting. It should now be fairly reasonable to play with it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.6&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.6 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.6&amp;quot;&amp;gt;&lt;br /&gt;
== Spells ==&lt;br /&gt;
* [-] Moved the Dimension Door to all schools of magic. Mana cost increased to 40/35. Advanced level of any magic allows casting Dimension Door twice. &lt;br /&gt;
* [-] Reduced the cost of Fortune, Misfortune, Mirth and Sorrow, by 2, 3, 3, and 4 mana respectively. &lt;br /&gt;
* [-] Slow’s mana cost increased to 12/11. &lt;br /&gt;
* [-] Blind’s mana cost increased to 20/18. &lt;br /&gt;
* [-] Summon Water Elemental and Summon Fire Elemental’s mana cost reduced to 20/15 mana. &lt;br /&gt;
* [-] Increased the cost of Magic Mirror to 25 / 20 mana. &lt;br /&gt;
* [-] Reduced the cost of Protection from Water to 4/3/3/3 (by 2). &lt;br /&gt;
* [-] Increased the damage bonus of Slayer to +16 attack, but reverted the mana cost. &lt;br /&gt;
&lt;br /&gt;
== Adventure Map Objects ==&lt;br /&gt;
* [-] Increased the number of Enchanters obtained from Ivory Towers to 4/8/12/16&lt;br /&gt;
* [-] Increased the price of the Balanced Hill Fort setting to 100/125/150/200/250/300/400%. &lt;br /&gt;
* [+] Added a new Pandora’s Box graphic which looks like a pumpkin&lt;br /&gt;
* [+] Added new Pirate Caverns, Ruins, Old Hill Forts, Gardens of Revelation, Ivory Tower and Crypts fitting with various terrains. &lt;br /&gt;
* [-] Crypts can now spawn on any terrain. &lt;br /&gt;
* [-] Old Hill Fort can now spawn on any terrain. &lt;br /&gt;
* [-] Pirate Caverns can now spawn on any terrain. &lt;br /&gt;
* [-] Garden of Revelation can now spawn on any terrain. &lt;br /&gt;
* [-] Ivory Tower can now spawn on any terrain. &lt;br /&gt;
* [-] Warlock’s lab can now spawn on the Sand terrain as well. &lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* [-] Fixed an error when selecting Athe as a starting hero&lt;br /&gt;
* [-] Fixed stone Hill Fort not charging for level 1 units&lt;br /&gt;
* [-] Fixed Zenith’s specialty showing up as a Walking Dead specialty. &lt;br /&gt;
* [-] Fixed Angelic Alliance showing incorrect stats in some cases. &lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
* [-] Reverted the changes to the Monastery build path: once again, it requires Barracks to be built. &lt;br /&gt;
* [-] Incorporated the “Griffins without Barracks” setting into the base version of the mod, removing it from the HexSwapper. &lt;br /&gt;
* [-] Giants no longer require a Golden Pavillon. Cloud Temple’s cost increased by 5 wood and 5 ore. &lt;br /&gt;
* [-] Mage Tower no longer requires the Golem Factory. Cost reduced by 2 of each rare resource. &lt;br /&gt;
* [-] Reduced the price of the Altar of Wishes by 3 gems and 3 crystals.&lt;br /&gt;
* [-] Increased the price of the Upg. Altar of Wishes by 3 gems and 3 crystals. &lt;br /&gt;
* [-] Reduced the price of the Unicorn Glade by 5 gems. &lt;br /&gt;
* [-] Increased the price of the Upg. Unicorn Glade by 5 wood and 5 ore. &lt;br /&gt;
* [-] Reduced the price of Training Grounds by 5 wood. &lt;br /&gt;
* [-] Increased the price of the Upg. Portal of Glory by 5 gems, crystals, mercury and sulphur. &lt;br /&gt;
* [-] Upg. Estate’s price increased by 5 ore. &lt;br /&gt;
* [-] Necromancy Amplifier requires Mage Guild 2, instead of Mage Guild 1.  &lt;br /&gt;
* [-] Mausoleum requires Wights instead of the Cemetery. &lt;br /&gt;
* [-] Bone Dragons require Liches, but no longer require Black Knights. &lt;br /&gt;
* [-] Dragon Vault and the Upg. Dragon Vault now cost extra 5 wood and 5 ore each. &lt;br /&gt;
* [-] Castle Gate only requires the Fort, not Citadel. &lt;br /&gt;
* [-] Demon Gate requires the Imp Crucible, not the Hall of Sins. &lt;br /&gt;
* [-] Cliff Nest requires the Citadel instead of the Wolf Pen. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 4000 gold. &lt;br /&gt;
* [-] Upg. Cyclops Cave cost reduced by 5 crystals, but increased by 5 ore. &lt;br /&gt;
* [-] Changed the price of the Manticore Lair to 3000 gold, 5 ore and 5 wood.&lt;br /&gt;
* [-] Hydra Pond requires Lizardmen, not Wyverns&lt;br /&gt;
* [-] Upg. Gnoll’s huts cost reverted to 10 wood, 0 ore.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
* [-] Enchanters cannot cast Slow or Haste, but they can cast Curse and Fortune. Their AI value has been reduced to 968. &lt;br /&gt;
* [-] Diamond Golems are now level 5 units; Gold Golems are now level 4 units; Enchanters are now level 5 units. &lt;br /&gt;
* [-] Reverted all Fight Value changes added by the mod, except for Fangarms, Trolls, Vampire Lords, Juggernauts and the Level 8+ dragons.&lt;br /&gt;
* [-] Changed Horned Demon’s AI value to 516 and AI value to 496. &lt;br /&gt;
* [-] Mages and Archmagi no longer benefit from no melee penalty, but now they have no range penalty. &lt;br /&gt;
* [-] Reverted the price of Genies to 550 gold per unit. &lt;br /&gt;
* [-] Reverted the price increase of Power Liches. &lt;br /&gt;
* [-] Medusae have 8 shots and Medusa Queens - 12.  &lt;br /&gt;
* [-] Reduced the AI value of Automatons to 605. &lt;br /&gt;
* [-] Reduced the AI value of Automaton Sentinels to 810. &lt;br /&gt;
* [-] Increased the HP of Dendroid Soldiers by 5; their AI value was thus increased by 50, and their Fight Value by 38. &lt;br /&gt;
* [-] Increased the damage of Obsidian Gargoyles to 2-4. Increased their AI and Fight values to 216 and 170. &lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
* [-] Athe starts with Advanced Diplomacy instead of Wisdom and Diplomacy. &lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [-] Updated the map Sir Mullich’s Charge to an Impossible difficulty, with appropriate fights, and added a number of new quests, including a quest-line specific to a new hero added to the map. &lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
* [-] Altered the movement table, so that now the movement on the adventure map for armies with units of speed 10 is 1950, and each point of speed below that corresponds to 50 movement points per day. &lt;br /&gt;
&lt;br /&gt;
== HexSwapper ==&lt;br /&gt;
* [+] The 1hero setting additionally increases the default scouting radius by 2. &lt;br /&gt;
* [-] The 1hero option additionally includes scouting (+2 default radius) and view air (+1 default level) changes. &lt;br /&gt;
* [-] Changed the HexSwapper option to revive Wraiths instead of Wights. &lt;br /&gt;
* [+] Added an option that gives Chaos Hydras regeneration&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
* [-] Expert Ballistics now lets the catapult shoot three times&lt;br /&gt;
* [-] Increased the effect of the Expert First Aid skill to 20%. &lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
* [-] Increased the damage of the Titan’s Thunder by flat 600 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Previous Changes ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5 mw-customtoggle-1.4.4 mw-customtoggle-1.4.3 mw-customtoggle-1.4.2 mw-customtoggle-1.4.1 mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Toggle all&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.5&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to the HexSwapper, which limits the AI to only 1 hero, regardless of difficulty. &lt;br /&gt;
* [-] Increased the maximum number of heroes on the map before AI gives up recruiting new heroes to 32 / 45 / 60 / 80 / 80 heroes, based on the difficulty level. &lt;br /&gt;
* [-] Increased the maximum number of heroes each AI can recruit to 3/4/6/8/8, based on the difficulty level. &lt;br /&gt;
* [-] Fixed the game crashing when Magma elementals cast Protection from Earth. &lt;br /&gt;
* [-] Fixed a few minor issues with the spellcasting abilities the elementals have&lt;br /&gt;
* [-] Reduced the duration of the Hypnotize spell to 3 rounds*** as it was quite predatory against heroes without Water Magic or the Cure spell. The cost of the spell was reduced to the original amount from HotA (18/15)&lt;br /&gt;
* [-] Added a number of new Quest Guards and 2 new Pumpkins (provided by VMaiko) to the map editor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.4&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Moved Anti-Magic to Water Magic. &lt;br /&gt;
* [!] Moved Visions to Water Magic. &lt;br /&gt;
* [!] Reduced Ballista damage to 1-3. &lt;br /&gt;
* [!] Reduced Learning skill percentage to 10/20/30%. &lt;br /&gt;
* [-] Increased Learning specialty to 20%. &lt;br /&gt;
* [+] Added the map “Mysterious Island” by Francois Papyjama, updated for the Pumpkin Patch. &lt;br /&gt;
* [+] Added a new template, Memory Lane - Pumpkin Patch&lt;br /&gt;
* [+] Added a switch to disable each of the new heroes to the HexSwapper. &lt;br /&gt;
* [+] Added a new spell specialty rebalance option, designed with Koneser Zawartości. &lt;br /&gt;
* [+] Added a new spell rebalance option, designed by Koneser Zawartości&lt;br /&gt;
* [-] Increased the movement cost of both Town Portal and Dimension Door by 100. &lt;br /&gt;
* [-] Halved the jousting bonus of Horned Demons.&lt;br /&gt;
* [-] Increased XP scaling from AI / 16 to AI / 12. &lt;br /&gt;
* [-] Increased the mana cost of Sn|Slow to 10/9 (by 4 from HotA)&lt;br /&gt;
* [-] Increased the mana cost of Sn|Blind to 16/14 (by 6 from HotA)&lt;br /&gt;
* [-] Increased the damage scaling of the Titan’s Thunder spell to 60 x Power + 0. &lt;br /&gt;
* [-] Increased the mana cost of Hypnosis to 24/21 (by 6 from HotA)&lt;br /&gt;
* [-] Prayer can no longer affect the Undead, just like Bless did before. &lt;br /&gt;
* [-] Cure no longer affects war machines, such as the Ballista. &lt;br /&gt;
* [-] Increased the scaling of the additional Luck effect to 25% per point of luck. Now, at -3 Luck, creatures have 75% lower chance of trigerring the extra effect.  &lt;br /&gt;
* [-] Reduced the price of Halfling Grenadiers to 60 gold. Reduced their AI value to 90, fight value to 75, all due to their damage having been reduced. &lt;br /&gt;
* [-] Removed the “Revert TP and DD changes” due to its lack of popularity and how crucial the spell changes are to the general balance of the Pumpkin Patch. &lt;br /&gt;
* [-] Increased the AI value of Fangarms to 1463&lt;br /&gt;
* [-] Increased the AI and Fight value of Horned Demons to 516. &lt;br /&gt;
* [-] Reduced the AI and Fight value of Trolls to 934. &lt;br /&gt;
* [-] Fixed Gwenneth starting with Tactics according to Map Editor. &lt;br /&gt;
* [-] Reverted the Cornucopia bonus to +5 resources per week, instead of +9, since all components are now much more common. &lt;br /&gt;
* [-] Reduced the mana cost of Fortune by 1. &lt;br /&gt;
* [-] Reduced the mana cost of Mirth by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Misfortune by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Sorrow by 4. &lt;br /&gt;
* [-] Changed the mana cost of Clone to 28 / 24 / 16 / 12, scaling the same way Teleport does. &lt;br /&gt;
* [-] Reduced the mana cost of Fly by 5. &lt;br /&gt;
* [-] Magic Mirror now targets all allies with Expert Air magic. Mana cost was increased to 20/15 (5 less than in HotA). Chance to reflect was changed to 50/50/75/75%. &lt;br /&gt;
* [-] Updated the images for Town Portal, Dimension Door and Visions. &lt;br /&gt;
* [-] Zenith starts with 3 stacks of Mummies now. &lt;br /&gt;
* [-] Ignissa starts with 4-5 Fire Elementals instead of Water Elementals. &lt;br /&gt;
* [-] Thunar starts with 3-4 Earth Elementals instead of Air Elementals. &lt;br /&gt;
* [-] Monere and Kalt start with a standard Conflux army (Air Elementals and Water Elementals). &lt;br /&gt;
* [-] Switched the positioning of Gold Golems and Mummies in the Pyramid. Now, the amount of Mummies is army-based, while Golems are always in 2 stacks. &lt;br /&gt;
* [-] Fixed Satyrs and Leprechauns not being able to cast properly in the previous version of the mod. &lt;br /&gt;
* [+] Expanded the description of Luck, to make it clear it affects creature abilities. &lt;br /&gt;
* [+] Created an installer for the mod. It is recommended to uninstall the mod manually before using the installer. &lt;br /&gt;
* [+] Created an uninstaller for the mod. &lt;br /&gt;
* [+] Added a Home section to the HexSwapper&lt;br /&gt;
* [-] Moved the diplomacy artifacts to minor class. &lt;br /&gt;
* [-] Moved the Emblem of Cognizance to the Treasure class. &lt;br /&gt;
* [-] Moved the Dead Man’s Boots to the Minor class. &lt;br /&gt;
* [-] Moved the Pendant of second sight to the Minor class. &lt;br /&gt;
* [-] Moved the Angel Feather Arrows to the Minor class. &lt;br /&gt;
* [-] Moved the Bowstring of Unicorn’s Mane to the Treasure class. &lt;br /&gt;
* [-] Moved the Mystic Orb of Mana to the Minor class. &lt;br /&gt;
* [-] Moved the Charm of Eclipse and the Seal of Sunset to the Minor class. &lt;br /&gt;
* [-] Pendant of Negativity now protects from the Titan’s Thunder. &lt;br /&gt;
* [-] Reduced the price of the upgraded base elemental buildings by 1 rare resource each. &lt;br /&gt;
* [-] Removed the Conflux Rebalanced option, merging it into the mod proper. &lt;br /&gt;
* [-] Reduced the price of the conflux buildings to 2000 each, and the price of the upgraded buildings to 4 of the appropriate rare resource. &lt;br /&gt;
* [-] Reduced the price of the Resource Silo to 2000 gold. Increased the price of the Upg. Gorgon’s Lair to 5 wood, 10 ore, and 4500 gold. &lt;br /&gt;
* [-] Removed the Fangarms can be cloned with Basic Water Magic option, chiefly due to its lack of balance or popularity. Fangarms are powerful enough to warrant getting Expert Water Magic for the sake of the Clone spell. &lt;br /&gt;
* [-] Removed the Offensive Dispel option, since Water Magic has received other improvements. &lt;br /&gt;
* [+] Added options to the HexSwapper to disable each of the new heroes. &lt;br /&gt;
* [-] Reduced the chance Artificers had of obtaining Ballistics to 6/112, and increased Learning and Intelligence each by 1/112. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.3&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.3 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.3&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Added an an anti-cheat measure and a message to the multiplayer lobby, stating that you shouldn’t play ranked games with the Pumpkin Patch, as it is considered “cheating” by the HD administration, regardless of circumstances. &lt;br /&gt;
* [+] Zealots can cast advanced bless on their allies, with 6 power, up to 3 times per battle. However, they no longer have no melee penalty. This feature can be disabled in the HexSwapper. &lt;br /&gt;
* [-] Removed the Pit Lords summon demons 3 times option from the HexSwapper due to its lack of popularity. &lt;br /&gt;
* [-] Altered Halfling Grenadier’s stats to 5 Attack, damage 1-3. &lt;br /&gt;
* [-] Changed the cost of Mana vortex to 5 of each resource and 1000 gold. &lt;br /&gt;
* [-] Changed the cost of Portal of Summoning to 5 ore, 5 wood and 5000 gold. &lt;br /&gt;
* [-] Increased the speed of Chaos Hydras to 8. &lt;br /&gt;
* [-] Changed the requirements of the Griffin Tower to Barracks. Set “Griffins only require Guardhouse” to be available by default. &lt;br /&gt;
* [-] Set Conflux Redesigned to be available by default. &lt;br /&gt;
* [-] Increased the costs of Conflux buildings by 500 each. &lt;br /&gt;
* [-] Fixed the incorrect small portrait of the Legacy Gem skin&lt;br /&gt;
* [-] Fixed three of the HotA-improved portraits being accidently overwritten by their SoD versions. &lt;br /&gt;
* [-] Fixed negative luck artifacts ignoring the luck rework&lt;br /&gt;
* [-] Due to a community request, changed the translation of Olgoi-Khorkhoi in the Polish version&lt;br /&gt;
* [+] Added new skins to the HexSwapper. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Completely changed the UI of the HexSwapper&lt;br /&gt;
* [-] Removed the &amp;quot;2 Dimension Doors per day&amp;quot; option. &lt;br /&gt;
* [!] Added a number of skins to the HexSwapper, based on portraits from other Heroes of Might and Magic titles. &lt;br /&gt;
* [-] Fixed a bug with a turn reminder appearing when not necessary&lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong additional description, as added in HotA. &lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong image in the hero trade screen. &lt;br /&gt;
* [-] Fixed some of the hero specialty graphics used in the mod. &lt;br /&gt;
* [-] Reverted the cost of Prayer to Horn of the Abyss (16/12). &lt;br /&gt;
* [-] Increased the effect of Weakness to 4/8 attack reduced (reduction increased by 1/2); decreased the mana cost to 6/4 (by 2). &lt;br /&gt;
* [-] Reverted the cost of Misfortune to Horn of the Abyss (12/9). &lt;br /&gt;
* [!] Orcs and Orc Chieftains now have no melee penalty. AI value increased to 197, and 244, respectively. &lt;br /&gt;
* [-] Reduced HP of Horned Demons to 35 (by 5). Reduced the cost to 350 (by 10), and changed the Fight and AI values to 512. &lt;br /&gt;
* [!] Reworked Luck: Now, &#039;&#039;additionally to the previous effect&#039;&#039;, Luck increases the odds of random skills (such as Stone Gaze, Aging, etc.) applying on-hit. Each point of luck corresponds to a relative increase or decrease of ⅙. Does not apply to Mighty Gorgon&#039;s Death Stare and Corsair&#039;s Accurate Shot. &lt;br /&gt;
* [-] Reverted the changes to various Grails. &lt;br /&gt;
* [-] Reduced the Attack of Halflings and Halfling Grenadiers by 1 (total of -2 Attack). Increased the cost of Halfling Grenadiers by 15, to 75. &lt;br /&gt;
* [!] The chance of a creature bank, which gives units as a reward, having size 1/2/3/4 was changed to 15/35/35/15, from 30/30/30/10%&lt;br /&gt;
* [-] Reduced the price of a resource silo to 5 ore, and 2500 gold (reduced by 2500 gold). &lt;br /&gt;
* [-] Increased the price of the Gorgon Lair by 500 gold, and the upgraded Gorgon Lair by 2000 gold, to counteract the resource silo being cheaper. &lt;br /&gt;
* [-] Reduced the class of all resource-providing artifacts (except for Cornucopia) by 1. &lt;br /&gt;
* [-] Reduced the cost of resource-providing artifacts to 2000 for Carts of Ore and Wood, and 4000 for those that provide rare resources. &lt;br /&gt;
* [+] Added some of the [[Unused content]] to the [[Map Editor]], as well as 8 impassable blocks that can be customised to appear only for select difficulties. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.1&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Earth elementals are now immune to Meteor Shower and Implosion, but vulnerable to Lightning; while Air elementals are immune to Lightning, but vulnerable to Meteor Shower and Implosion. The same, naturally, applies to their respective upgrades. &lt;br /&gt;
* [+] Added a new optional feature - rebalanced conflux: Water and Fire elementals now cost 300 (upgraded to 350); Air and Earth now cost 350 (upgraded to 400). Their dwellings cost 2000 gold each, 5 wood for Fire and Water and 5 ore for Earth and Air. Their upgraded dwellings cost the same amount, except additionally 5 crystal / gems / mercury / sulphur for Air / Water / Fire / Earth elementals respectively (matching the tuition prices charged by the Magic University). The growth of Earth Elementals has been increased by 1. ** This change can be turned off in the HexSwapper&lt;br /&gt;
* [+] Added an optional feature which makes heroes gain the primary statistics at the same rate, even past level 10. As an example, Barbarians would now gain attack in 55% of cases, regardless of their current level. &lt;br /&gt;
* [-] Turned on by default the “2 Dimension Doors per day” setting in HexSwapper; as a result, Dimension Door can be cast 2 times per day, regardless of the fire magic level. &lt;br /&gt;
* [-] Altered Cannon&#039;s damage to 3-7. &lt;br /&gt;
* [-] Changed the secondary skills of Monere, Erdamon and Winstan&lt;br /&gt;
* [-] Winstan is now an alchemist. &lt;br /&gt;
* [-] Tiva starts with Haste instead of Stone Skin&lt;br /&gt;
* [-] Reverted the change in Juggernaut&#039;s damage. &lt;br /&gt;
* [-] Reverted the ballista buffs from 1.4.0, after krzyspasztecik showed that one can defeat 3 devils with a level 4 Ballista specialist, with no troops, even without archery. &lt;br /&gt;
* [-] Fixed cannon’s damage being different in the Polish version. &lt;br /&gt;
* [-] Fixed a few minor mistranslations in the Polish version of the mod&lt;br /&gt;
* [-] Changed the image of the Ring of the Magi to no longer sparkle, the way relics or combination artifacts do. &lt;br /&gt;
* [-] Tweaked Azure Dragon’s AI and Fight values; AI value: 80816, fight value: 57723&lt;br /&gt;
* [-] Fixed Athe not being available by default in the map editor only on RoE maps. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.8&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Remade the entire mod for the HotA 1.7.3. All changes have been re-designed as a result and thus 1.3.8 is not in any way reflective of the 1.4.1&lt;br /&gt;
* [+] Added the changes in [[User:Csaros/Old Changelog]]. and a legacy link to a separate wiki page. &lt;br /&gt;
* [!] Added a new Pumpkin Patch editor (named HexSwapper), which lets you customize some optional changes. Simply edit the PP.ini and double-click the HexSwapper, and it will mod the game for you. &lt;br /&gt;
* [+] Added the remastered Restoration of Erathia - Liberation campaign to the main files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Old Documentation= &lt;br /&gt;
To see the documentation for version 1.3.8 (for HotA 1.7.1), visit [[User:Csaros/Old Changelog]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See more =&lt;br /&gt;
&lt;br /&gt;
Full documentation: [[User:Csaros/Pumpkin Patch]]&lt;br /&gt;
&lt;br /&gt;
Visit the [https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
You can also leave feedback via the [https://docs.google.com/forms/d/e/1FAIpQLScsJguOb9iGvg2uKVuA3jQDx78DwuHOEFglIcuaND_Bzc45GQ/viewform feedback form].&lt;br /&gt;
&lt;br /&gt;
= Thanks =&lt;br /&gt;
* HotA Crew - for the incredible HotA mod, for including my ideas into your actual game, and for adding my beloved Murdoch to All In. I love your work. Please treat this mod as a sign of appreciation, a post on Ideas and Suggestions and as an application to the HotA Crew.  &lt;br /&gt;
* The Wiki team - for this amazing website&lt;br /&gt;
* Gandalf196 for pointing out the incorrect stat progression of Wizards and suggestions&lt;br /&gt;
* void_17 – well done with the IDB, thanks for the help&lt;br /&gt;
* Aphra - thanks for the specialty images, Kastore, Winstan, Resurrecta and Gwenneth portraits! The new Scholar specialist is for you. I don&#039;t know how else to thank you for the support :) &lt;br /&gt;
* guest_273 - for ideas and suggestions; look, I&#039;ve incorporated a whole bunch of stuff you&#039;ve asked me for!&lt;br /&gt;
* Melkor, Eldrin - for ideas and suggestions.&lt;br /&gt;
&lt;br /&gt;
= Credits =&lt;br /&gt;
&lt;br /&gt;
HotA - HotA Crew&lt;br /&gt;
&lt;br /&gt;
HD MOD - baratorch&lt;br /&gt;
&lt;br /&gt;
pumpkin patch - CsArOs&lt;br /&gt;
&lt;br /&gt;
Graphics used in the pumpkin patch - Aphra&lt;br /&gt;
&lt;br /&gt;
= Contact Me =&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs or think that some feature(s) ought to be removed (f.e. because they&#039;re too strong or they change too much or are otherwise unnecessary), please contact me. &lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
:::Discord: cs.ar.os&lt;br /&gt;
:::[[User talk:Csaros |My talk page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192773</id>
		<title>Pumpkin Patch/Changelog</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192773"/>
		<updated>2026-01-24T21:07:32Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Current version =&lt;br /&gt;
The current version of the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]] is &#039;&#039;&#039;1.5.4.&#039;&#039;&#039; You can see your mod version on the main menu screen.&lt;br /&gt;
&lt;br /&gt;
= List of changes =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.5&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed Rampart being unable to build Fort in towns without Fort.&lt;br /&gt;
* As a result, Monks once again require Barracks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.4&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed a bug with Celestine starting with too many automatons&lt;br /&gt;
* Fixed incorrect skill descriptions for Navigation&lt;br /&gt;
* Reverted all changes to the class of legion set artifacts&lt;br /&gt;
* Fixed an infinite recursion loop in the backup code&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Reverted the previous changes to Runes, but reduced the gain of A/D and speed on low levels. &lt;br /&gt;
* [-] LiftMagicRestrictions no longer reduces Wisdom odds if more slots for skills are available (i.e., MergeArtilleryAndBallistics is active). &lt;br /&gt;
* [-] Reduced the odds of Druids obtaining Eagle Eye by 1. Increased their odds of obtaining Runes by 1. &lt;br /&gt;
* [-] Reduced the starting roll of Snow Elves to 3-4, matching Wood Elves. &lt;br /&gt;
* [-] Increased the starting amount of Basilisks on Bron to 5-6. &lt;br /&gt;
* [-] Reverted the changes to Coronius’s specialty (Slayer). &lt;br /&gt;
* [-] Reduced the starting amount of Swordsmen to 4-5. Fixed Catherine starting with 4-7 of them. &lt;br /&gt;
* [-] Reduced the starting amount of Demons to 4-5. &lt;br /&gt;
* [-] Fixed heroes receiving the “No skill” skill. &lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.1&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Increased the starting roll of Pikemen to 15-20. &lt;br /&gt;
* [-] Increased the starting roll of Elves to 3-4. &lt;br /&gt;
* [-] Increased the starting roll of Centaurs to 15-20. &lt;br /&gt;
* [-] Vial of Lifeblood now gives only +2 HP, to all units, class changed to Major. &lt;br /&gt;
* [-] Unique Starting Armies now have T6 heroes again with the entire stack of T1, and T3 heroes with a stack of T1 as well. Go, Gremlins!&lt;br /&gt;
* [-] Reduced the mana cost of Quicksand to 7/5&lt;br /&gt;
* [-] Reduced the mana cost of Slow to 8/7&lt;br /&gt;
* [-] Fixed the game crashing after visiting crypts or Harpy Caves. &lt;br /&gt;
* [-] Reduced the effect of magic mirror to ⅓  / ⅔ reflection chance. &lt;br /&gt;
* [-] Increased the effect of runes to greater A/D bonuses (+9 / +9 at 9 rune level). However, the runes no longer increase creature speed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Reduced the effect of runes, removing the speed bonus and delaying other stat bonuses. &lt;br /&gt;
* [+] Added support for the H3Landscapes modification. &lt;br /&gt;
* [+] Added an option merging ballistics and artillery into a single skill.&lt;br /&gt;
* [-] Reverted changes to Dendroids, Zombies and Lizardmen. &lt;br /&gt;
* [-] Increased the speed of Wraiths by 1. &lt;br /&gt;
* [-] Reduced the price of Dimension Door to 30/25. &lt;br /&gt;
* [-] By default, Town Portal now belongs to Earth and Water, and Dimension Door to Fire and Air. &lt;br /&gt;
* [-] Merged a number of settings, reducing the Gameplay section of the Hexswapper to a single page. &lt;br /&gt;
* [-] Increased the AI value of War Mammoths to 1974&lt;br /&gt;
* [-] Increased the AI value of Mammoths to 1686 &lt;br /&gt;
* [-] Increased the Ai value of chaos hydras to 6229, and their fight value to 5573&lt;br /&gt;
* [-] Altered the requirements of the Altar of Earth, so that it only requires the Altar of Air&lt;br /&gt;
* [-] Changed the specialty of Serena to Land mine. &lt;br /&gt;
* [-] Removed the miss-morale for the new banks in the NewCreatureBanks setting. &lt;br /&gt;
* [-] Removed Efreeti Sultan’s fire shield changes&lt;br /&gt;
* [-] Removed the increased odds of Fear ability. &lt;br /&gt;
* [-] Removed the increased odds of Acid Breath ability. &lt;br /&gt;
* [-] Removed Christmas accents&lt;br /&gt;
* [-] Changed the Hell Hound growth to the standard 7 per week. &lt;br /&gt;
* [-] Changed the starting amount of Pirates to 4-6. &lt;br /&gt;
* [-] Changed the starting amount of Lizardmen to 5-7. &lt;br /&gt;
* [-] Reduced the effect of the Hypnotize spell to 40 x SP + 10/20/50. &lt;br /&gt;
* [-] Reverted all changes to Fangarms. &lt;br /&gt;
* [-] Increased the Fight value of Snow Elves to 279. &lt;br /&gt;
* [-] Increased the Fight value of Steel Elves to 394 and the price to 290. &lt;br /&gt;
* [-] Reduced the damage of Mammoths and War Mammoths to 12-18. &lt;br /&gt;
* [-] Reverted changes to the chance of poison (venom). &lt;br /&gt;
* [-] Reverted changes to the disease ability of zombies.&lt;br /&gt;
* [-] Reverted changes to the navigation skill. &lt;br /&gt;
* [-] Reverted changes to the stats of Lizardmen. &lt;br /&gt;
* [-] Reduced the price of the Upg. Gorgon Lair price to 5 ore, 5 wood, 4000 gold. &lt;br /&gt;
* [-] Reverted the price of the Gorgon Lair to the original price. &lt;br /&gt;
* [-] Reduced the price of the Gnoll Hut by 5 ore. &lt;br /&gt;
* [-] Reverted all changes to the Eagle Eye skill. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 15 ore, 3000 gold, but removed the Citadel requirement. &lt;br /&gt;
* [-] Reverted all changes to Gunsligners, except for the amount of shots. &lt;br /&gt;
* [-] Reverted all changes to Bounty Hunters, except for the amount of shots and the increased HP. Increased the minimum damage of Bounty Hunters to 18. &lt;br /&gt;
* [-] Changed the requirements of Monastery to Arrow Tower and MG1. &lt;br /&gt;
* [-] Reduced changes to the damage of Armageddon. &lt;br /&gt;
* [-] Reduced the price of Slow to 10/9. &lt;br /&gt;
* [-] Reduced the price of Haste to 7/6. &lt;br /&gt;
* [-] Moved sacrifice to tier 4. Increased the odds for it to 5% per slot for neutral towns. Increased the mana cost to 20/16. * [-] Reduced the effect scaling to 2/2/4/8. &lt;br /&gt;
* [-] Severely reduced the odds of obtaining magic mirror in any mage guild. &lt;br /&gt;
* [-] Moved Mirth to tier 2. &lt;br /&gt;
* [-] Moved Sorrow to tier 3. &lt;br /&gt;
* [-] Changed mana cost of Sorrow and Misfortune to 9/6&lt;br /&gt;
* [-] Changed mana cost of fortune, mirth to 7/5&lt;br /&gt;
* [-] Changed the effect of all luck and morale affecting spells to 2 / 2 / 3 / 3&lt;br /&gt;
* [-] Increased the effect of the Daremyth specialty to +5 luck when casting Fortune. &lt;br /&gt;
* [-] Increased the cost of animate dead to 18/15&lt;br /&gt;
* [-] Moved counterstrike to T3, changed cost to 9/6. Increased odds for Fortress by 10% and stronghold by 5%. &lt;br /&gt;
* [-] Reverted changes to the Anglic Alliance and its components. &lt;br /&gt;
* [-] Reduced the duration of Prayer cast by angelic Alliance to 3 turns. &lt;br /&gt;
* [-] Increased the bonus of the Power of the Dragon father to +10 to each primary skill. &lt;br /&gt;
* [-] Reverted the changes to the Ballistics skill. &lt;br /&gt;
* [-] Changed the starting primary stats of elementalists to 0/0/3/2. &lt;br /&gt;
* [-] Fixed the game crashing during naval combat when the New Creature Banks setting was active. &lt;br /&gt;
* [-] Removed a number of redundant, or rarely chosen options. These may be re-added in the future, should the need for it arise. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.a&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.a changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.a&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to separate TP to belong to Water and Earth magic, and DD to belong to Air and Fire magic. &lt;br /&gt;
* [+] Added new shipwrecks and dragon utopias to the map editor.&lt;br /&gt;
* [-] With the NewCreatureBanks on, Shipwrecks can now have an upgraded stack present. &lt;br /&gt;
* [-] Fixed a bug causing a town to disappear when using the &amp;quot;New Creature Banks&amp;quot; option. &lt;br /&gt;
* [-] Fixed various bugs occurring while using any of the duel-related options. &lt;br /&gt;
* [-] Fixed the chuchyard spawning with incorrect stack placement. &lt;br /&gt;
* [-] Added Fangarms to Dungeon for the purpose of morale and native terrain. &lt;br /&gt;
* [-] Reduced the damage from the Titan’s Thunder spell to 60 x SP. &lt;br /&gt;
* [-] Increased the reward of the Beholder Sanctuary to 4000/6000/8000/12000 gold and 1 minor / 1 minor / 1 Major / 1 minor and 1 Major artifact. &lt;br /&gt;
* [-] Switched the availability between Thane and Torosar - now, Thane is normally available, while Torosar is only present on random map templates if Winstan’s presence on random maps is disabled. &lt;br /&gt;
* [-] Removed the “Refuse Secondary Skills” option, incorporating it into the mod itself. &lt;br /&gt;
* [-] Merged Casting Unicorns and the Flying Familiars options. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.9&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.9 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.9&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added setting presets to the UI of the HexSwapper. &lt;br /&gt;
* [-] Added new Christmas-themed elements to the Pumpkin Patch&lt;br /&gt;
* [-] Without the tournament rules, Dimension Door can be cast up to 1/1/2/3 times per day. &lt;br /&gt;
* [-] Reverted the changes to Magic Arrow damage. &lt;br /&gt;
* [-] Fixed spell probabilities for SoD towns in the Complete Spell Rebalance setting. &lt;br /&gt;
* [-] Increased the base damage of Ice Bolt to 20/20/40/80 damage. &lt;br /&gt;
* [-] Improved the UI of HexSwapper. &lt;br /&gt;
* [-] Increased the attack of Halfling Grenadiers by 1, to compensate a little for their losing both damage and the number of shots, and incentivize players to still occasionally pick this upgrade. &lt;br /&gt;
* [!] Added a new creature bank, called Underground Factory, in which, following a battle with Mechanics, Engineers and Automatons, you receive 1/2/3/4 Dreadnoughts. &lt;br /&gt;
* [-] Reverted the changes to Gunslingers. &lt;br /&gt;
* [-] Increased defense of Bounty Hunters by 2, their AI value to 1494 and their Fight Value to 973. &lt;br /&gt;
* [-] Reduced Agar’s starting army with Unique Starting Armies option to 2 Sandworms. &lt;br /&gt;
* [-] Reduced the hero limit for AI with the 3-hero mode to 1/2/3/4/5. &lt;br /&gt;
* [-] Fixed some de-sync and HD mod bugs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.8&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed a number of HexSwapper, mod-related and HD-mod related bugs. &lt;br /&gt;
* [-] Added a functioning 3-hero mode (in which each player is limited to a maxiumum of 3 heroes). &lt;br /&gt;
* [-] Reduced the mana cost of [[Blind]] to 16/14 mana. &lt;br /&gt;
* [-] Reverted the cost changes to the [[Cloud Temple]]&lt;br /&gt;
* [-] Increased the cost of [[Haste]] from 6/5 to 8/7. &lt;br /&gt;
* [-] Reduced the movement point cost of [[Town Portal]] and [[Dimension Door]] by 100 each. &lt;br /&gt;
* [+] Added new Factory creature dwellings from an old version of Factory. &lt;br /&gt;
* [-] Reduced the AI value of [[Zealots]] from 750 to 700. &lt;br /&gt;
* [-] Reduced the number of casts of [[Bless]] which [[Zealots]] have to 1 per battle in order to avoid the AI spamming the spell. &lt;br /&gt;
* [-] Reverted the changes to [[Angelic Alliance]]&#039;s effect on army-mixing, as they caused various issues in online multiplayer. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Edric]]’s starting army to 1 x Pikemen (10-20) and 2 x Griffins (6-7)&lt;br /&gt;
* [-] Duel 3.0: Increased the mana cost of [[Implosion]] to 35//35/40/50 mana. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Adrienne]]’s starting skills to Wisdom and Mysticism. &lt;br /&gt;
* [-] Duel 3.0: Reduced the scaling of Luck to 1/20. &lt;br /&gt;
* [-] Duel 3.0: Increased the Logistics specialty to a 4% bonus. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.7&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.7 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.7&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed numerous bugs. &lt;br /&gt;
* [-] Reduced the cost of Dimension Door and Town Portal by 100 movement points each. &lt;br /&gt;
* [-] Reduced the mana cost of Blind to 16/14 mana (+6 from original value). &lt;br /&gt;
* [-] Increased the mana cost of Haste by 1. &lt;br /&gt;
* [+] Added an option to the HexSwapper, which changes the main menu to an alternative version used for the demo of 1.7.0. Known issue: enabling this option makes the Credits Button unusable. A fix has been found and will eventually be implemented. &lt;br /&gt;
* [+] Added an option which replaces the Derelict Ships with a Mountain Cavern, a bank with Manticores as a reward, guarded by Harpy Hags, and a Beholder Sanctuary for the on-ground terrains. &lt;br /&gt;
* [+] Added new Trees of Knowledge. Trees of Knowledge can now spawn on any terrain; in some, with various sprites. &lt;br /&gt;
* [+] Added MKC’s options to HexSwapper. &lt;br /&gt;
* [*] Regenerating Hydras has been implemented into the core mod. &lt;br /&gt;
* [*] Barbarians’, Overlords’, Mercenaries’, Beastmasters’ and Rangers’ restrictions on magic schools have been restored; however, an option in the hexswapper allows lifting them. &lt;br /&gt;
* [-] Ivory Tower is now guarded by 30/45/60/90 archmagi and grants 4/6/8/12 enchanters. &lt;br /&gt;
* [-] All creature banks now have their odds changed to 15/35/35/15&lt;br /&gt;
* [-] Expanded the description of Conjuring artifacts to show that they are no longer a part of a combination artifact. &lt;br /&gt;
* [-] Reduced the growth of Air and Water elementals to 5, matching Fire and Earth elementals. &lt;br /&gt;
* [-] Reduced the price of the Cliff Nest to 3000 gold (compared to 4000 before, and 2500 in original HotA). &lt;br /&gt;
* [-] Zealots once again benefit from no melee penalty. &lt;br /&gt;
* [-] Removed the confirmation message upon opening a Pandora Box. Receiving nothing from a box, or being threatened by guardians inside, still shows a prompt. &lt;br /&gt;
* [-] Changed Dracon’s starting spell to Slayer. &lt;br /&gt;
* [-] Changed Josephine’s starting skills to Mysticism and Armorer, from Mysticism and Sorcery. &lt;br /&gt;
* [-] Changed Theodorus’s starting skills to Wisdom and Sorcery, from Wisdom and Ballistics. &lt;br /&gt;
* [-] Increased the specialty of Archibald to instead be +2 hexes for each level above Basic Tactics, i.e. +2 hexes at advanced and +4 at Expert. &lt;br /&gt;
* [-] The stack size of each of the elementals is now 3-5, since they’re level 3.5 units. &lt;br /&gt;
* [-] Thunar and Ignissa now start with two stacks of the unit they specialize in. &lt;br /&gt;
* [-] Changed the “standard” conflux army to include one stack of elementals appropriate to a specific element the hero is attuned with. &lt;br /&gt;
* [-] Unicorn Glade no longer requires Dendroid Arches. &lt;br /&gt;
* [-] Tomb of Souls is no longer a requirement of the Mausoleum, but it remains a requirement for the Hall of Darkness. &lt;br /&gt;
* [-] Skeleton transformer no longer requires the cursed temple. &lt;br /&gt;
* [-] Anti-Magic no longer clears negative spell effects. &lt;br /&gt;
* [-] Increased the damage taken from Petrification from reducing it by 50%, to increasing it by 50%. Reduced the odds of Petrification to 20%. Increased the fight value of petrified units. &lt;br /&gt;
* [-] Reduced the odds of Lightning Strike to 20%. Reverted the AI value changes for Thunderbirds. &lt;br /&gt;
* [-] Reduced the odds of Mummies and Dread Knights casting Curse to 20%. &lt;br /&gt;
* [-] Increased the scaling of Luck by ⅓ compared to the original game. &lt;br /&gt;
* [-] Armageddon’s SP scaling reduced from 40 to 30, and base damage reduced from 30/30/60/120 to 20/20/40/80. &lt;br /&gt;
* [-] Increased the AI value of Dreadnoughts from 3879 to 4047&lt;br /&gt;
* [-] Increased the damage of Titan’s Thunder spell to 600 + 60 x power. &lt;br /&gt;
* [-] Reduced the mana cost of Counterstrike to 8/4/4/4. &lt;br /&gt;
* [-] Reduced the mana cost of Dimension Door to 35/30. &lt;br /&gt;
* [-] Increased the AI value of the Old Hill Fort to 50 000 on the templates which have it enabled.&lt;br /&gt;
* [-] Reverted the move of Anti-magic from the school of Earth to the school of Water.&lt;br /&gt;
* [-] Reverted the mana cost changes to Water Elemental and Fire Elemental spells. &lt;br /&gt;
* [-] Fixed Frederick starting with the wrong army in the Polish version. &lt;br /&gt;
* [-] Fixed Melodia’s specialty not working due to text edits in hota. &lt;br /&gt;
* [-] Slightly tweaked the starting armies in the Unique Starting Armies setting. It should now be fairly reasonable to play with it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.6&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.6 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.6&amp;quot;&amp;gt;&lt;br /&gt;
== Spells ==&lt;br /&gt;
* [-] Moved the Dimension Door to all schools of magic. Mana cost increased to 40/35. Advanced level of any magic allows casting Dimension Door twice. &lt;br /&gt;
* [-] Reduced the cost of Fortune, Misfortune, Mirth and Sorrow, by 2, 3, 3, and 4 mana respectively. &lt;br /&gt;
* [-] Slow’s mana cost increased to 12/11. &lt;br /&gt;
* [-] Blind’s mana cost increased to 20/18. &lt;br /&gt;
* [-] Summon Water Elemental and Summon Fire Elemental’s mana cost reduced to 20/15 mana. &lt;br /&gt;
* [-] Increased the cost of Magic Mirror to 25 / 20 mana. &lt;br /&gt;
* [-] Reduced the cost of Protection from Water to 4/3/3/3 (by 2). &lt;br /&gt;
* [-] Increased the damage bonus of Slayer to +16 attack, but reverted the mana cost. &lt;br /&gt;
&lt;br /&gt;
== Adventure Map Objects ==&lt;br /&gt;
* [-] Increased the number of Enchanters obtained from Ivory Towers to 4/8/12/16&lt;br /&gt;
* [-] Increased the price of the Balanced Hill Fort setting to 100/125/150/200/250/300/400%. &lt;br /&gt;
* [+] Added a new Pandora’s Box graphic which looks like a pumpkin&lt;br /&gt;
* [+] Added new Pirate Caverns, Ruins, Old Hill Forts, Gardens of Revelation, Ivory Tower and Crypts fitting with various terrains. &lt;br /&gt;
* [-] Crypts can now spawn on any terrain. &lt;br /&gt;
* [-] Old Hill Fort can now spawn on any terrain. &lt;br /&gt;
* [-] Pirate Caverns can now spawn on any terrain. &lt;br /&gt;
* [-] Garden of Revelation can now spawn on any terrain. &lt;br /&gt;
* [-] Ivory Tower can now spawn on any terrain. &lt;br /&gt;
* [-] Warlock’s lab can now spawn on the Sand terrain as well. &lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* [-] Fixed an error when selecting Athe as a starting hero&lt;br /&gt;
* [-] Fixed stone Hill Fort not charging for level 1 units&lt;br /&gt;
* [-] Fixed Zenith’s specialty showing up as a Walking Dead specialty. &lt;br /&gt;
* [-] Fixed Angelic Alliance showing incorrect stats in some cases. &lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
* [-] Reverted the changes to the Monastery build path: once again, it requires Barracks to be built. &lt;br /&gt;
* [-] Incorporated the “Griffins without Barracks” setting into the base version of the mod, removing it from the HexSwapper. &lt;br /&gt;
* [-] Giants no longer require a Golden Pavillon. Cloud Temple’s cost increased by 5 wood and 5 ore. &lt;br /&gt;
* [-] Mage Tower no longer requires the Golem Factory. Cost reduced by 2 of each rare resource. &lt;br /&gt;
* [-] Reduced the price of the Altar of Wishes by 3 gems and 3 crystals.&lt;br /&gt;
* [-] Increased the price of the Upg. Altar of Wishes by 3 gems and 3 crystals. &lt;br /&gt;
* [-] Reduced the price of the Unicorn Glade by 5 gems. &lt;br /&gt;
* [-] Increased the price of the Upg. Unicorn Glade by 5 wood and 5 ore. &lt;br /&gt;
* [-] Reduced the price of Training Grounds by 5 wood. &lt;br /&gt;
* [-] Increased the price of the Upg. Portal of Glory by 5 gems, crystals, mercury and sulphur. &lt;br /&gt;
* [-] Upg. Estate’s price increased by 5 ore. &lt;br /&gt;
* [-] Necromancy Amplifier requires Mage Guild 2, instead of Mage Guild 1.  &lt;br /&gt;
* [-] Mausoleum requires Wights instead of the Cemetery. &lt;br /&gt;
* [-] Bone Dragons require Liches, but no longer require Black Knights. &lt;br /&gt;
* [-] Dragon Vault and the Upg. Dragon Vault now cost extra 5 wood and 5 ore each. &lt;br /&gt;
* [-] Castle Gate only requires the Fort, not Citadel. &lt;br /&gt;
* [-] Demon Gate requires the Imp Crucible, not the Hall of Sins. &lt;br /&gt;
* [-] Cliff Nest requires the Citadel instead of the Wolf Pen. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 4000 gold. &lt;br /&gt;
* [-] Upg. Cyclops Cave cost reduced by 5 crystals, but increased by 5 ore. &lt;br /&gt;
* [-] Changed the price of the Manticore Lair to 3000 gold, 5 ore and 5 wood.&lt;br /&gt;
* [-] Hydra Pond requires Lizardmen, not Wyverns&lt;br /&gt;
* [-] Upg. Gnoll’s huts cost reverted to 10 wood, 0 ore.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
* [-] Enchanters cannot cast Slow or Haste, but they can cast Curse and Fortune. Their AI value has been reduced to 968. &lt;br /&gt;
* [-] Diamond Golems are now level 5 units; Gold Golems are now level 4 units; Enchanters are now level 5 units. &lt;br /&gt;
* [-] Reverted all Fight Value changes added by the mod, except for Fangarms, Trolls, Vampire Lords, Juggernauts and the Level 8+ dragons.&lt;br /&gt;
* [-] Changed Horned Demon’s AI value to 516 and AI value to 496. &lt;br /&gt;
* [-] Mages and Archmagi no longer benefit from no melee penalty, but now they have no range penalty. &lt;br /&gt;
* [-] Reverted the price of Genies to 550 gold per unit. &lt;br /&gt;
* [-] Reverted the price increase of Power Liches. &lt;br /&gt;
* [-] Medusae have 8 shots and Medusa Queens - 12.  &lt;br /&gt;
* [-] Reduced the AI value of Automatons to 605. &lt;br /&gt;
* [-] Reduced the AI value of Automaton Sentinels to 810. &lt;br /&gt;
* [-] Increased the HP of Dendroid Soldiers by 5; their AI value was thus increased by 50, and their Fight Value by 38. &lt;br /&gt;
* [-] Increased the damage of Obsidian Gargoyles to 2-4. Increased their AI and Fight values to 216 and 170. &lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
* [-] Athe starts with Advanced Diplomacy instead of Wisdom and Diplomacy. &lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [-] Updated the map Sir Mullich’s Charge to an Impossible difficulty, with appropriate fights, and added a number of new quests, including a quest-line specific to a new hero added to the map. &lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
* [-] Altered the movement table, so that now the movement on the adventure map for armies with units of speed 10 is 1950, and each point of speed below that corresponds to 50 movement points per day. &lt;br /&gt;
&lt;br /&gt;
== HexSwapper ==&lt;br /&gt;
* [+] The 1hero setting additionally increases the default scouting radius by 2. &lt;br /&gt;
* [-] The 1hero option additionally includes scouting (+2 default radius) and view air (+1 default level) changes. &lt;br /&gt;
* [-] Changed the HexSwapper option to revive Wraiths instead of Wights. &lt;br /&gt;
* [+] Added an option that gives Chaos Hydras regeneration&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
* [-] Expert Ballistics now lets the catapult shoot three times&lt;br /&gt;
* [-] Increased the effect of the Expert First Aid skill to 20%. &lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
* [-] Increased the damage of the Titan’s Thunder by flat 600 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Previous Changes ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5 mw-customtoggle-1.4.4 mw-customtoggle-1.4.3 mw-customtoggle-1.4.2 mw-customtoggle-1.4.1 mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Toggle all&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.5&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to the HexSwapper, which limits the AI to only 1 hero, regardless of difficulty. &lt;br /&gt;
* [-] Increased the maximum number of heroes on the map before AI gives up recruiting new heroes to 32 / 45 / 60 / 80 / 80 heroes, based on the difficulty level. &lt;br /&gt;
* [-] Increased the maximum number of heroes each AI can recruit to 3/4/6/8/8, based on the difficulty level. &lt;br /&gt;
* [-] Fixed the game crashing when Magma elementals cast Protection from Earth. &lt;br /&gt;
* [-] Fixed a few minor issues with the spellcasting abilities the elementals have&lt;br /&gt;
* [-] Reduced the duration of the Hypnotize spell to 3 rounds*** as it was quite predatory against heroes without Water Magic or the Cure spell. The cost of the spell was reduced to the original amount from HotA (18/15)&lt;br /&gt;
* [-] Added a number of new Quest Guards and 2 new Pumpkins (provided by VMaiko) to the map editor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.4&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Moved Anti-Magic to Water Magic. &lt;br /&gt;
* [!] Moved Visions to Water Magic. &lt;br /&gt;
* [!] Reduced Ballista damage to 1-3. &lt;br /&gt;
* [!] Reduced Learning skill percentage to 10/20/30%. &lt;br /&gt;
* [-] Increased Learning specialty to 20%. &lt;br /&gt;
* [+] Added the map “Mysterious Island” by Francois Papyjama, updated for the Pumpkin Patch. &lt;br /&gt;
* [+] Added a new template, Memory Lane - Pumpkin Patch&lt;br /&gt;
* [+] Added a switch to disable each of the new heroes to the HexSwapper. &lt;br /&gt;
* [+] Added a new spell specialty rebalance option, designed with Koneser Zawartości. &lt;br /&gt;
* [+] Added a new spell rebalance option, designed by Koneser Zawartości&lt;br /&gt;
* [-] Increased the movement cost of both Town Portal and Dimension Door by 100. &lt;br /&gt;
* [-] Halved the jousting bonus of Horned Demons.&lt;br /&gt;
* [-] Increased XP scaling from AI / 16 to AI / 12. &lt;br /&gt;
* [-] Increased the mana cost of Sn|Slow to 10/9 (by 4 from HotA)&lt;br /&gt;
* [-] Increased the mana cost of Sn|Blind to 16/14 (by 6 from HotA)&lt;br /&gt;
* [-] Increased the damage scaling of the Titan’s Thunder spell to 60 x Power + 0. &lt;br /&gt;
* [-] Increased the mana cost of Hypnosis to 24/21 (by 6 from HotA)&lt;br /&gt;
* [-] Prayer can no longer affect the Undead, just like Bless did before. &lt;br /&gt;
* [-] Cure no longer affects war machines, such as the Ballista. &lt;br /&gt;
* [-] Increased the scaling of the additional Luck effect to 25% per point of luck. Now, at -3 Luck, creatures have 75% lower chance of trigerring the extra effect.  &lt;br /&gt;
* [-] Reduced the price of Halfling Grenadiers to 60 gold. Reduced their AI value to 90, fight value to 75, all due to their damage having been reduced. &lt;br /&gt;
* [-] Removed the “Revert TP and DD changes” due to its lack of popularity and how crucial the spell changes are to the general balance of the Pumpkin Patch. &lt;br /&gt;
* [-] Increased the AI value of Fangarms to 1463&lt;br /&gt;
* [-] Increased the AI and Fight value of Horned Demons to 516. &lt;br /&gt;
* [-] Reduced the AI and Fight value of Trolls to 934. &lt;br /&gt;
* [-] Fixed Gwenneth starting with Tactics according to Map Editor. &lt;br /&gt;
* [-] Reverted the Cornucopia bonus to +5 resources per week, instead of +9, since all components are now much more common. &lt;br /&gt;
* [-] Reduced the mana cost of Fortune by 1. &lt;br /&gt;
* [-] Reduced the mana cost of Mirth by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Misfortune by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Sorrow by 4. &lt;br /&gt;
* [-] Changed the mana cost of Clone to 28 / 24 / 16 / 12, scaling the same way Teleport does. &lt;br /&gt;
* [-] Reduced the mana cost of Fly by 5. &lt;br /&gt;
* [-] Magic Mirror now targets all allies with Expert Air magic. Mana cost was increased to 20/15 (5 less than in HotA). Chance to reflect was changed to 50/50/75/75%. &lt;br /&gt;
* [-] Updated the images for Town Portal, Dimension Door and Visions. &lt;br /&gt;
* [-] Zenith starts with 3 stacks of Mummies now. &lt;br /&gt;
* [-] Ignissa starts with 4-5 Fire Elementals instead of Water Elementals. &lt;br /&gt;
* [-] Thunar starts with 3-4 Earth Elementals instead of Air Elementals. &lt;br /&gt;
* [-] Monere and Kalt start with a standard Conflux army (Air Elementals and Water Elementals). &lt;br /&gt;
* [-] Switched the positioning of Gold Golems and Mummies in the Pyramid. Now, the amount of Mummies is army-based, while Golems are always in 2 stacks. &lt;br /&gt;
* [-] Fixed Satyrs and Leprechauns not being able to cast properly in the previous version of the mod. &lt;br /&gt;
* [+] Expanded the description of Luck, to make it clear it affects creature abilities. &lt;br /&gt;
* [+] Created an installer for the mod. It is recommended to uninstall the mod manually before using the installer. &lt;br /&gt;
* [+] Created an uninstaller for the mod. &lt;br /&gt;
* [+] Added a Home section to the HexSwapper&lt;br /&gt;
* [-] Moved the diplomacy artifacts to minor class. &lt;br /&gt;
* [-] Moved the Emblem of Cognizance to the Treasure class. &lt;br /&gt;
* [-] Moved the Dead Man’s Boots to the Minor class. &lt;br /&gt;
* [-] Moved the Pendant of second sight to the Minor class. &lt;br /&gt;
* [-] Moved the Angel Feather Arrows to the Minor class. &lt;br /&gt;
* [-] Moved the Bowstring of Unicorn’s Mane to the Treasure class. &lt;br /&gt;
* [-] Moved the Mystic Orb of Mana to the Minor class. &lt;br /&gt;
* [-] Moved the Charm of Eclipse and the Seal of Sunset to the Minor class. &lt;br /&gt;
* [-] Pendant of Negativity now protects from the Titan’s Thunder. &lt;br /&gt;
* [-] Reduced the price of the upgraded base elemental buildings by 1 rare resource each. &lt;br /&gt;
* [-] Removed the Conflux Rebalanced option, merging it into the mod proper. &lt;br /&gt;
* [-] Reduced the price of the conflux buildings to 2000 each, and the price of the upgraded buildings to 4 of the appropriate rare resource. &lt;br /&gt;
* [-] Reduced the price of the Resource Silo to 2000 gold. Increased the price of the Upg. Gorgon’s Lair to 5 wood, 10 ore, and 4500 gold. &lt;br /&gt;
* [-] Removed the Fangarms can be cloned with Basic Water Magic option, chiefly due to its lack of balance or popularity. Fangarms are powerful enough to warrant getting Expert Water Magic for the sake of the Clone spell. &lt;br /&gt;
* [-] Removed the Offensive Dispel option, since Water Magic has received other improvements. &lt;br /&gt;
* [+] Added options to the HexSwapper to disable each of the new heroes. &lt;br /&gt;
* [-] Reduced the chance Artificers had of obtaining Ballistics to 6/112, and increased Learning and Intelligence each by 1/112. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.3&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.3 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.3&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Added an an anti-cheat measure and a message to the multiplayer lobby, stating that you shouldn’t play ranked games with the Pumpkin Patch, as it is considered “cheating” by the HD administration, regardless of circumstances. &lt;br /&gt;
* [+] Zealots can cast advanced bless on their allies, with 6 power, up to 3 times per battle. However, they no longer have no melee penalty. This feature can be disabled in the HexSwapper. &lt;br /&gt;
* [-] Removed the Pit Lords summon demons 3 times option from the HexSwapper due to its lack of popularity. &lt;br /&gt;
* [-] Altered Halfling Grenadier’s stats to 5 Attack, damage 1-3. &lt;br /&gt;
* [-] Changed the cost of Mana vortex to 5 of each resource and 1000 gold. &lt;br /&gt;
* [-] Changed the cost of Portal of Summoning to 5 ore, 5 wood and 5000 gold. &lt;br /&gt;
* [-] Increased the speed of Chaos Hydras to 8. &lt;br /&gt;
* [-] Changed the requirements of the Griffin Tower to Barracks. Set “Griffins only require Guardhouse” to be available by default. &lt;br /&gt;
* [-] Set Conflux Redesigned to be available by default. &lt;br /&gt;
* [-] Increased the costs of Conflux buildings by 500 each. &lt;br /&gt;
* [-] Fixed the incorrect small portrait of the Legacy Gem skin&lt;br /&gt;
* [-] Fixed three of the HotA-improved portraits being accidently overwritten by their SoD versions. &lt;br /&gt;
* [-] Fixed negative luck artifacts ignoring the luck rework&lt;br /&gt;
* [-] Due to a community request, changed the translation of Olgoi-Khorkhoi in the Polish version&lt;br /&gt;
* [+] Added new skins to the HexSwapper. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Completely changed the UI of the HexSwapper&lt;br /&gt;
* [-] Removed the &amp;quot;2 Dimension Doors per day&amp;quot; option. &lt;br /&gt;
* [!] Added a number of skins to the HexSwapper, based on portraits from other Heroes of Might and Magic titles. &lt;br /&gt;
* [-] Fixed a bug with a turn reminder appearing when not necessary&lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong additional description, as added in HotA. &lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong image in the hero trade screen. &lt;br /&gt;
* [-] Fixed some of the hero specialty graphics used in the mod. &lt;br /&gt;
* [-] Reverted the cost of Prayer to Horn of the Abyss (16/12). &lt;br /&gt;
* [-] Increased the effect of Weakness to 4/8 attack reduced (reduction increased by 1/2); decreased the mana cost to 6/4 (by 2). &lt;br /&gt;
* [-] Reverted the cost of Misfortune to Horn of the Abyss (12/9). &lt;br /&gt;
* [!] Orcs and Orc Chieftains now have no melee penalty. AI value increased to 197, and 244, respectively. &lt;br /&gt;
* [-] Reduced HP of Horned Demons to 35 (by 5). Reduced the cost to 350 (by 10), and changed the Fight and AI values to 512. &lt;br /&gt;
* [!] Reworked Luck: Now, &#039;&#039;additionally to the previous effect&#039;&#039;, Luck increases the odds of random skills (such as Stone Gaze, Aging, etc.) applying on-hit. Each point of luck corresponds to a relative increase or decrease of ⅙. Does not apply to Mighty Gorgon&#039;s Death Stare and Corsair&#039;s Accurate Shot. &lt;br /&gt;
* [-] Reverted the changes to various Grails. &lt;br /&gt;
* [-] Reduced the Attack of Halflings and Halfling Grenadiers by 1 (total of -2 Attack). Increased the cost of Halfling Grenadiers by 15, to 75. &lt;br /&gt;
* [!] The chance of a creature bank, which gives units as a reward, having size 1/2/3/4 was changed to 15/35/35/15, from 30/30/30/10%&lt;br /&gt;
* [-] Reduced the price of a resource silo to 5 ore, and 2500 gold (reduced by 2500 gold). &lt;br /&gt;
* [-] Increased the price of the Gorgon Lair by 500 gold, and the upgraded Gorgon Lair by 2000 gold, to counteract the resource silo being cheaper. &lt;br /&gt;
* [-] Reduced the class of all resource-providing artifacts (except for Cornucopia) by 1. &lt;br /&gt;
* [-] Reduced the cost of resource-providing artifacts to 2000 for Carts of Ore and Wood, and 4000 for those that provide rare resources. &lt;br /&gt;
* [+] Added some of the [[Unused content]] to the [[Map Editor]], as well as 8 impassable blocks that can be customised to appear only for select difficulties. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.1&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Earth elementals are now immune to Meteor Shower and Implosion, but vulnerable to Lightning; while Air elementals are immune to Lightning, but vulnerable to Meteor Shower and Implosion. The same, naturally, applies to their respective upgrades. &lt;br /&gt;
* [+] Added a new optional feature - rebalanced conflux: Water and Fire elementals now cost 300 (upgraded to 350); Air and Earth now cost 350 (upgraded to 400). Their dwellings cost 2000 gold each, 5 wood for Fire and Water and 5 ore for Earth and Air. Their upgraded dwellings cost the same amount, except additionally 5 crystal / gems / mercury / sulphur for Air / Water / Fire / Earth elementals respectively (matching the tuition prices charged by the Magic University). The growth of Earth Elementals has been increased by 1. ** This change can be turned off in the HexSwapper&lt;br /&gt;
* [+] Added an optional feature which makes heroes gain the primary statistics at the same rate, even past level 10. As an example, Barbarians would now gain attack in 55% of cases, regardless of their current level. &lt;br /&gt;
* [-] Turned on by default the “2 Dimension Doors per day” setting in HexSwapper; as a result, Dimension Door can be cast 2 times per day, regardless of the fire magic level. &lt;br /&gt;
* [-] Altered Cannon&#039;s damage to 3-7. &lt;br /&gt;
* [-] Changed the secondary skills of Monere, Erdamon and Winstan&lt;br /&gt;
* [-] Winstan is now an alchemist. &lt;br /&gt;
* [-] Tiva starts with Haste instead of Stone Skin&lt;br /&gt;
* [-] Reverted the change in Juggernaut&#039;s damage. &lt;br /&gt;
* [-] Reverted the ballista buffs from 1.4.0, after krzyspasztecik showed that one can defeat 3 devils with a level 4 Ballista specialist, with no troops, even without archery. &lt;br /&gt;
* [-] Fixed cannon’s damage being different in the Polish version. &lt;br /&gt;
* [-] Fixed a few minor mistranslations in the Polish version of the mod&lt;br /&gt;
* [-] Changed the image of the Ring of the Magi to no longer sparkle, the way relics or combination artifacts do. &lt;br /&gt;
* [-] Tweaked Azure Dragon’s AI and Fight values; AI value: 80816, fight value: 57723&lt;br /&gt;
* [-] Fixed Athe not being available by default in the map editor only on RoE maps. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.8&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Remade the entire mod for the HotA 1.7.3. All changes have been re-designed as a result and thus 1.3.8 is not in any way reflective of the 1.4.1&lt;br /&gt;
* [+] Added the changes in [[User:Csaros/Old Changelog]]. and a legacy link to a separate wiki page. &lt;br /&gt;
* [!] Added a new Pumpkin Patch editor (named HexSwapper), which lets you customize some optional changes. Simply edit the PP.ini and double-click the HexSwapper, and it will mod the game for you. &lt;br /&gt;
* [+] Added the remastered Restoration of Erathia - Liberation campaign to the main files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Old Documentation= &lt;br /&gt;
To see the documentation for version 1.3.8 (for HotA 1.7.1), visit [[User:Csaros/Old Changelog]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See more =&lt;br /&gt;
&lt;br /&gt;
Full documentation: [[User:Csaros/Pumpkin Patch]]&lt;br /&gt;
&lt;br /&gt;
Visit the [https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
You can also leave feedback via the [https://docs.google.com/forms/d/e/1FAIpQLScsJguOb9iGvg2uKVuA3jQDx78DwuHOEFglIcuaND_Bzc45GQ/viewform feedback form].&lt;br /&gt;
&lt;br /&gt;
= Thanks =&lt;br /&gt;
* HotA Crew - for the incredible HotA mod, for including my ideas into your actual game, and for adding my beloved Murdoch to All In. I love your work. Please treat this mod as a sign of appreciation, a post on Ideas and Suggestions and as an application to the HotA Crew.  &lt;br /&gt;
* The Wiki team - for this amazing website&lt;br /&gt;
* Gandalf196 for pointing out the incorrect stat progression of Wizards and suggestions&lt;br /&gt;
* void_17 – well done with the IDB, thanks for the help&lt;br /&gt;
* Aphra - thanks for the specialty images, Kastore, Winstan, Resurrecta and Gwenneth portraits! The new Scholar specialist is for you. I don&#039;t know how else to thank you for the support :) &lt;br /&gt;
* guest_273 - for ideas and suggestions; look, I&#039;ve incorporated a whole bunch of stuff you&#039;ve asked me for!&lt;br /&gt;
* Melkor, Eldrin - for ideas and suggestions.&lt;br /&gt;
&lt;br /&gt;
= Credits =&lt;br /&gt;
&lt;br /&gt;
HotA - HotA Crew&lt;br /&gt;
&lt;br /&gt;
HD MOD - baratorch&lt;br /&gt;
&lt;br /&gt;
pumpkin patch - CsArOs&lt;br /&gt;
&lt;br /&gt;
Graphics used in the pumpkin patch - Aphra&lt;br /&gt;
&lt;br /&gt;
= Contact Me =&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs or think that some feature(s) ought to be removed (f.e. because they&#039;re too strong or they change too much or are otherwise unnecessary), please contact me. &lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
:::Discord: cs.ar.os&lt;br /&gt;
:::[[User talk:Csaros |My talk page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192772</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192772"/>
		<updated>2026-01-24T21:05:21Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Castle Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* &#039;&#039;From my experience, players usually select the Rocs -&amp;gt; Behemoths route. I wanted to make the Ogre Fort -&amp;gt; Cyclops Cave more lucrative, especially on poor templates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* &#039;&#039;Upg. Gorgon Lair costs more to make up for the Resource Silo being cheaper&#039;&#039;&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
* &#039;&#039;Again, separating T7 and T6 in the build tree to allow for focus on either. Seeing as how Wyvern Nest is usually built on the first two turns, it probably won&#039;t make a big difference; at the same time, perhaps it will allow some players to aim for Chaos Hydras on day 4, which in combination with their new Regeneration ability could prove really useful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
** Requirements: [[Altar of Water]] → None ({{gt|Buff}})&lt;br /&gt;
** &#039;&#039;Standardized prices of all elementals, since they&#039;re all supposed to be of equal power and level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
** &#039;&#039;Upg. Gantry is more expensive, since Juggernauts are meant to be a very powerful, but expensive unit, akin to an Archangel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold|Upg. Hall of the Bold]]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192702</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192702"/>
		<updated>2026-01-23T12:38:36Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Combination Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
*** &#039;&#039;Armageddon&#039;s Blade ought to be an interesting alternative to other combination artifacts. It is more difficult to assemble than Ironfist of the Ogre, but provides less of a bonus (since Armageddon&#039;s damage is based on hero&#039;s Spell Power and costs a decent amount of mana, while permanent Haste is useful for almost any army). It is easier to assemble than Titan&#039;s Thunder; in return, it&#039;s total stat bonus is twice lower (6/6/5/5 vs 12/12/10/10), and its signature spell, while hitting more than one target, costs mana, unlike the Titan&#039;s Thunder; the damage dealt from the spells is about 50% of that of the Titan&#039;s Thunder, especially on heroes with high Power skill or Sorcery, but it affects all enemies.&#039;&#039;&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. &lt;br /&gt;
** The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
** &#039;&#039;With the increased mana cost of many spells, such as Slow or Haste, in the Pumpkin Patch, there has been a greater need for artifacts which save mana or grant extra mana. As a result, Ring of the Magi is a reasonably powerful artifact early on, especially for spells such as Expert Lightning Bolt or Expert Ice Bolt, while not being too impactful in the later stages. Its design also mirrors the ability of [[Magi]], to whom the ring supposedly belongs.&#039;&#039;&lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
** +6 to all stats → {{gt|+10}} to all stats.&lt;br /&gt;
** &#039;&#039;For how difficult it is to assemble Power of the Dragon Father seems weaker than Angelic Alliance. Considering that the only beneficial T5 spell is Magic Mirror, it should make the artifact more lucrative to try to assemble.&#039;&#039;&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
** &#039;&#039;Scaling with Spell Power means that the artifact is useful for the main hero as well as the &amp;quot;rats&amp;quot;. The increased stat bonus should make this preferable than just using a piece or two of the Angelic Alliance instead.&#039;&#039;&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
** &#039;&#039;Finally the artifact can be unbanned without risk of completely breaking the game!&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
** &#039;&#039;All of these artifacts were considered fairly weak. &lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
** &#039;&#039;This change is meant to make the Elixir of Life slightly more difficult to assemble, because of how powerful it&#039;s component effect is.&#039;&#039;&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192701</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192701"/>
		<updated>2026-01-23T12:36:11Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Combination Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
*** &#039;&#039;Armageddon&#039;s Blade ought to be an interesting alternative to other combination artifacts. It is more difficult to assemble than Ironfist of the Ogre, but provides less of a bonus (since Armageddon&#039;s damage is based on hero&#039;s Spell Power and costs a decent amount of mana, while permanent Haste is useful for almost any army). It is easier to assemble than Titan&#039;s Thunder; in return, it&#039;s total stat bonus is twice lower (6/6/5/5 vs 12/12/10/10), and its signature spell, while hitting more than one target, costs mana, unlike the Titan&#039;s Thunder; the damage dealt from the spells is about 50% of that of the Titan&#039;s Thunder, especially on heroes with high Power skill or Sorcery, but it affects all enemies.&#039;&#039;&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
** +6 to all stats → {{gt|+10}} to all stats.&lt;br /&gt;
** &#039;&#039;For how difficult it is to assemble Power of the Dragon Father seems weaker than Angelic Alliance. Considering that the only beneficial T5 spell is Magic Mirror, it should make the artifact more lucrative to try to assemble.&#039;&#039;&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
** &#039;&#039;Scaling with Spell Power means that the artifact is useful for the main hero as well as the &amp;quot;rats&amp;quot;. The increased stat bonus should make this preferable than just using a piece or two of the Angelic Alliance instead.&#039;&#039;&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
** &#039;&#039;Finally the artifact can be unbanned without risk of completely breaking the game!&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
** &#039;&#039;All of these artifacts were considered fairly weak. &lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
** &#039;&#039;This change is meant to make the Elixir of Life slightly more difficult to assemble, because of how powerful it&#039;s component effect is.&#039;&#039;&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192700</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192700"/>
		<updated>2026-01-23T12:34:31Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Combination Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
*** &#039;&#039;Armageddon&#039;s Blade ought to be an interesting alternative to other combination artifacts. It is more difficult to assemble than Ironfist of the Ogre, but provides less of a bonus (since Armageddon&#039;s damage is based on hero&#039;s Spell Power and costs a decent amount of mana, while permanent Haste is useful for almost any army). It is easier to assemble than Titan&#039;s Thunder; in return, it&#039;s total stat bonus is twice lower (6/6/5/5 vs 12/12/10/10), and its signature spell, while hitting more than one target, costs mana, unlike the Titan&#039;s Thunder; the damage dealt from the spells is about 50% of that of the Titan&#039;s Thunder, especially on heroes with high Power skill or Sorcery, but it affects all enemies.&#039;&#039;&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
** +6 to all stats → {{gt|+10}} to all stats.&lt;br /&gt;
** &#039;&#039;For how difficult it is to assemble Power of the Dragon Father seems weaker than Angelic Alliance. Considering that the only beneficial T5 spell is Magic Mirror, it should make the artifact more lucrative to try to assemble.&#039;&#039;&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
** &#039;&#039;Scaling with Spell Power means that the artifact is useful for the main hero as well as the &amp;quot;rats&amp;quot;. &#039;&#039;&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
** &#039;&#039;Finally the artifact can be unbanned without risk of completely breaking the game!&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
** &#039;&#039;All of these artifacts were considered fairly weak. &lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
** &#039;&#039;This change is meant to make the Elixir of Life slightly more difficult to assemble, because of how powerful it&#039;s component effect is.&#039;&#039;&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192699</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192699"/>
		<updated>2026-01-23T12:23:32Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Combination Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
** +6 to all stats → {{gt|+10}} to all stats.&lt;br /&gt;
** &#039;&#039;For how difficult it is to assemble Power of the Dragon Father seems weaker than Angelic Alliance. Considering that the only beneficial T5 spell is Magic Mirror, it should make the artifact more lucrative to try to assemble.&#039;&#039;&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
** &#039;&#039;Scaling with Spell Power means that the artifact is useful for the main hero as well as the &amp;quot;rats&amp;quot;. &#039;&#039;&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
** &#039;&#039;Finally the artifact can be unbanned without risk of completely breaking the game!&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
** &#039;&#039;All of these artifacts were considered fairly weak. &lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
** &#039;&#039;This change is meant to make the Elixir of Life slightly more difficult to assemble, because of how powerful it&#039;s component effect is.&#039;&#039;&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Spell_Changes&amp;diff=192698</id>
		<title>Pumpkin Patch/Spell Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Spell_Changes&amp;diff=192698"/>
		<updated>2026-01-23T12:23:02Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Level 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat Spells ==&lt;br /&gt;
== Level 1 ==&lt;br /&gt;
* {{Sn|Slow}}: Mana cost 6/5 -&amp;gt; {{rt|8}}/{{rt|7}}; AI value: 5/5/15/15 -&amp;gt; {{gt|8}}/{{gt|8}}/{{gt|16}}/{{gt|24}}&lt;br /&gt;
* {{Sn|Haste}}: Mana cost 6/5 -&amp;gt; {{rt|7}}/{{rt|6}}&lt;br /&gt;
* {{Sn|Cure}}: Healing: 10/10/20/30 + 5 x SP -&amp;gt; 10/10/20/{{gt|50}} + 5 x SP. &lt;br /&gt;
** No longer removes Hypnosis (&#039;&#039;since it was bugged anyway&#039;&#039;), and no longer affects War Machines (&#039;&#039;It neither fits thematically, nor makes sense gameplay-wise for Jeremy to be able to Cure his Cannon all the way up while the damage per turn limit applies)&#039;&#039;. &lt;br /&gt;
* {{Sn|Protection from Water}}: Mana cost 5/4 -&amp;gt; {{gt|4}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Protection from Fire}}: Mana cost 5/4 -&amp;gt; {{rt|7}}/{{rt|6}}&lt;br /&gt;
** &#039;&#039;Meant to make Arma strats more costly in terms of mana for armies not immune to fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Level 2 ==&lt;br /&gt;
* {{Sn|Quicksand}}: Number of hexes affected: 4/4/6/8 -&amp;gt; {{gt|6}}/{{gt|6}}/{{gt|7}}/{{gt|8}}&lt;br /&gt;
* {{Sn|Protection from Air}}: Mana cost 7/5 -&amp;gt; {{rt|11}}/{{rt|9}}&lt;br /&gt;
* {{Sn|Fortune}}: Mana cost 7/5 -&amp;gt; {{gt|4}}/{{gt|2}}; Luck increase: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Remove Obstacle}}: Mana cost 7/5 -&amp;gt; {{gt|3}}/{{gt|1}}&lt;br /&gt;
* {{Sn|Blind}}: Mana cost 10/8 -&amp;gt; {{rt|16}}/{{rt|14}}&lt;br /&gt;
* {{Sn|Ice Bolt}}: Damage 10/10/20/50 + 20 x SP -&amp;gt; {{gt|20}}/{{gt|20}}/{{gt|40}}/{{gt|80}} + 20 x SP&lt;br /&gt;
* {{Sn|Weakness}}: Mana cost 8/6 -&amp;gt; {{gt|6}}/{{gt|4}}; Effect 3//3/6/6 -&amp;gt; {{gt|4}}/{{gt|4}}/{{gt|8}}/{{gt|8}}&lt;br /&gt;
* {{Sn|Fire Wall}}: Mana cost 8/6 -&amp;gt; {{rt|10}}/{{rt|8}}; Damage 10/10/20/50 + 15 x SP -&amp;gt; 10/10/20/{{rt|30}} + {{gt|20}} x SP&lt;br /&gt;
* {{Sn|Mirth}}: Tier 3 spell -&amp;gt; Tier 2 spell&lt;br /&gt;
** Mana cost 12/9 -&amp;gt; {{gt|6}}/{{gt|3}}; Morale increase: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
&lt;br /&gt;
== Level 3 ==&lt;br /&gt;
* {{Sn|Animate Dead}}: Raised HP 30/30/60/160 -&amp;gt; 30/30/60/{{rt|120}}&lt;br /&gt;
* {{Sn|Hypnotize}}: HP of the hypnotized unit 10/10/20/50 + 25 x SP -&amp;gt; 10/10/20/50 + {{gt|40}} x SP&lt;br /&gt;
** Duration: Equal to hero&#039;s Spell Power -&amp;gt; Always 3 turns ({{rt|Nerf}})&lt;br /&gt;
** AI value: 25/25/50/100-&amp;gt; {{gt|50}}/{{gt|50}}/{{gt|75}}/{{gt|100}}&lt;br /&gt;
* {{Sn|Fireball}}: Damage 10/10/20/50 + 10 x SP -&amp;gt; {{gt|20}}/{{gt|20}}/{{gt|40}}/{{gt|80}} + {{gt|15}} x Power&lt;br /&gt;
* {{Sn|Misfortune}}: Mana cost 12/9 -&amp;gt; {{gt|6}}/{{gt|3}}; Luck reduction: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Land Mine}}: Number of hexes affected: 4/4/6/8 -&amp;gt; {{gt|6}}/{{gt|6}}/{{gt|7}}/{{gt|8}}; Damage: 25/25/50/100 + 10 x SP -&amp;gt; 25/25/50/100 + {{gt|15}} x SP. &lt;br /&gt;
* {{Sn|Frost Ring}}: Damage 15/15/30/60 + 10 x SP -&amp;gt; {{gt|25}}/{{gt|25}}/{{gt|50}}/{{gt|100}} + 10 x Power. &lt;br /&gt;
** AI value: 12 -&amp;gt; {{gt|15}}&lt;br /&gt;
* {{Sn|Anti-Magic}}: No longer removes negative effects from the target. &lt;br /&gt;
* {{Sn|Counterstrike}}: Tier 4 spell -&amp;gt; Tier {{rt|3}} spell&lt;br /&gt;
** Mana cost 16/12 -&amp;gt; {{gt|9}}/{{gt|6}}; Number of counterattacks: 1/1/2/2 -&amp;gt; 1/1/3/3; AI value: 20/20/30/30 -&amp;gt; {{rt|10}}/{{rt|10}}/{{rt|15}}/{{rt|15}}&lt;br /&gt;
** Fortress can now learn Counterstrike (5%) and so can Stronghold (10%). &lt;br /&gt;
* {{Sn|Sorrow}}: Tier 4 spell -&amp;gt; Tier {{rt|3}} spell&lt;br /&gt;
** Mana cost 16/12 -&amp;gt; {{gt|9}}/{{gt|6}}; Morale reduction: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
** All towns can learn it, but with low odds (5%).&lt;br /&gt;
&lt;br /&gt;
== Level 4 ==&lt;br /&gt;
* {{Sn|Meteor Shower}}: Mana cost 16/12 -&amp;gt; {{rt|20}}/{{rt|16}}&lt;br /&gt;
* {{Sn|Berserk}}&#039;s Mana cost 20/16 -&amp;gt; {{rt|24}}/{{rt|20}}&lt;br /&gt;
* {{Sn|Fire Shield}}: Damage reflection 20%/20%/25%/30% -&amp;gt; 20%/20%/25%/{{rt|25%}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
** AI value: 10/10/12/15 -&amp;gt; 10/10/{{gt|15}}/{{gt|20}}&lt;br /&gt;
* {{Sn|Frenzy}}: Add&#039;s Defense to Attack -&amp;gt; Doubles Attack&lt;br /&gt;
* {{Sn|Inferno}}: Mana cost 16/12 -&amp;gt; {{rt|20}}/{{rt|16}}; Damage 20/20/40/80 + 10 x SP -&amp;gt; {{gt|25}}/{{gt|25}}/{{gt|50}}/{{gt|100}} + {{gt|15}} x Power; AI value: 20 -&amp;gt; 30&lt;br /&gt;
* {{Sn|Slayer}}: Damage bonus 8 -&amp;gt; {{gt|16}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
* {{Sn|Clone}}: Mana cost 24/20/20/20 -&amp;gt; {{rt|28}}/{{rt|24}}/{{gt|16}}/{{gt|12}}&lt;br /&gt;
* {{Sn|Prayer}}: No longer affects [[Undead]]&lt;br /&gt;
* {{Sn|Sacrifice}}: Tier 5 spell -&amp;gt; Tier 4 spell&lt;br /&gt;
** Neutral towns can now learn sacrifice, with 5% chance for each. &lt;br /&gt;
** Resurrects (SP + 3/3/6/10 + HP) x #Creatures -&amp;gt; (SP + {{rt|2}}/{{rt|2}}/{{rt|4}}/{{rt|8}} + HP) x #Creatures&lt;br /&gt;
*** &#039;&#039;Outside of very specific scenarios, this spell was cast very rarely, and was poisoning the T5 spell pool for Evil towns. Moreover, with Sacrifice available earlier, more players might skip Earth Magic for its resurrection and use Sacrifice instead; which, albeit, at a greater price, always resurrects units permanently.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
* {{Sn|Implosion}}: Mana cost 30/25 -&amp;gt; {{rt|35}}/{{rt|30}}&lt;br /&gt;
** &#039;&#039;Overused spell becoming more expensive to limit spamming it so much.&#039;&#039;&lt;br /&gt;
* {{Sn|Magic Mirror}} Chance to block incoming spells: 20%/20%/30%/40% -&amp;gt; {{gt|33%}}/{{gt|33%}}/{{gt|67%}}/{{gt|67%}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
* {{Sn|Fly}}: Mana cost 20/15 -&amp;gt; {{gt|15}}/{{gt|10}}&lt;br /&gt;
&lt;br /&gt;
== Adventure Map Spells ==&lt;br /&gt;
* {{Sn|Disguise}}: Mana cost 4/2 -&amp;gt; {{gt|3}}/{{gt|1}}; Air Magic -&amp;gt; &#039;&#039;&#039;All schools of magic&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;Disguise belongs to all schools of magic, to avoid giving the enemy information on your secondary skills when casting it&#039;&#039;&#039;&lt;br /&gt;
* {{Sn|Visions}}: All schools of magic -&amp;gt; &#039;&#039;&#039;Water magic&#039;&#039;&#039;&lt;br /&gt;
* {{Sn|Town Portal}}: Mana cost 20/16 -&amp;gt; {{rt|24}}/{{rt|20}}; Movement cost: 300/200 -&amp;gt; {{rt|400}}/{{rt|300}}; Earth magic -&amp;gt; &#039;&#039;&#039;Earth magic and Water magic&#039;&#039;&#039; (can be switched to belong to all schools of magic instead)&lt;br /&gt;
* {{Sn|Dimension Door}}: Mana cost 25/20 -&amp;gt; {{rt|30}}/{{rt|25}}; Movement cost: 300/200 -&amp;gt; {{rt|400}}/{{rt|300}}; Air magic -&amp;gt; &#039;&#039;&#039;Air magic and Fire magic&#039;&#039;&#039;; Casts per day: 1/2/3/4 -&amp;gt; 1/{{rt|1}}/{{rt|2}}/{{rt|3}} (can be switched to belong to all schools of magic instead)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192697</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192697"/>
		<updated>2026-01-23T12:10:15Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Component Pieces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
** &#039;&#039;This change is meant to make the Elixir of Life slightly more difficult to assemble, because of how powerful it&#039;s component effect is.&#039;&#039;&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Spell_Changes&amp;diff=192696</id>
		<title>Pumpkin Patch/Spell Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Spell_Changes&amp;diff=192696"/>
		<updated>2026-01-23T12:08:54Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat Spells ==&lt;br /&gt;
== Level 1 ==&lt;br /&gt;
* {{Sn|Slow}}: Mana cost 6/5 -&amp;gt; {{rt|8}}/{{rt|7}}; AI value: 5/5/15/15 -&amp;gt; {{gt|8}}/{{gt|8}}/{{gt|16}}/{{gt|24}}&lt;br /&gt;
* {{Sn|Haste}}: Mana cost 6/5 -&amp;gt; {{rt|7}}/{{rt|6}}&lt;br /&gt;
* {{Sn|Cure}}: Healing: 10/10/20/30 + 5 x SP -&amp;gt; 10/10/20/{{gt|50}} + 5 x SP. &lt;br /&gt;
** No longer removes Hypnosis (&#039;&#039;since it was bugged anyway&#039;&#039;), and no longer affects War Machines (&#039;&#039;It neither fits thematically, nor makes sense gameplay-wise for Jeremy to be able to Cure his Cannon all the way up while the damage per turn limit applies)&#039;&#039;. &lt;br /&gt;
* {{Sn|Protection from Water}}: Mana cost 5/4 -&amp;gt; {{gt|4}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Protection from Fire}}: Mana cost 5/4 -&amp;gt; {{rt|7}}/{{rt|6}}&lt;br /&gt;
** &#039;&#039;Meant to make Arma strats more costly in terms of mana for armies not immune to fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Level 2 ==&lt;br /&gt;
* {{Sn|Quicksand}}: Number of hexes affected: 4/4/6/8 -&amp;gt; {{gt|6}}/{{gt|6}}/{{gt|7}}/{{gt|8}}&lt;br /&gt;
* {{Sn|Protection from Air}}: Mana cost 7/5 -&amp;gt; {{rt|11}}/{{rt|9}}&lt;br /&gt;
* {{Sn|Fortune}}: Mana cost 7/5 -&amp;gt; {{gt|4}}/{{gt|2}}; Luck increase: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Remove Obstacle}}: Mana cost 7/5 -&amp;gt; {{gt|3}}/{{gt|1}}&lt;br /&gt;
* {{Sn|Blind}}: Mana cost 10/8 -&amp;gt; {{rt|16}}/{{rt|14}}&lt;br /&gt;
* {{Sn|Ice Bolt}}: Damage 10/10/20/50 + 20 x SP -&amp;gt; {{gt|20}}/{{gt|20}}/{{gt|40}}/{{gt|80}} + 20 x SP&lt;br /&gt;
* {{Sn|Weakness}}: Mana cost 8/6 -&amp;gt; {{gt|6}}/{{gt|4}}; Effect 3//3/6/6 -&amp;gt; {{gt|4}}/{{gt|4}}/{{gt|8}}/{{gt|8}}&lt;br /&gt;
* {{Sn|Fire Wall}}: Mana cost 8/6 -&amp;gt; {{rt|10}}/{{rt|8}}; Damage 10/10/20/50 + 15 x SP -&amp;gt; 10/10/20/{{rt|30}} + {{gt|20}} x SP&lt;br /&gt;
* {{Sn|Mirth}}: Tier 3 spell -&amp;gt; Tier 2 spell&lt;br /&gt;
** Mana cost 12/9 -&amp;gt; {{gt|6}}/{{gt|3}}; Morale increase: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
&lt;br /&gt;
== Level 3 ==&lt;br /&gt;
* {{Sn|Animate Dead}}: Raised HP 30/30/60/160 -&amp;gt; 30/30/60/{{rt|120}}&lt;br /&gt;
* {{Sn|Hypnotize}}: HP of the hypnotized unit 10/10/20/50 + 25 x SP -&amp;gt; 10/10/20/50 + {{gt|40}} x SP&lt;br /&gt;
** Duration: Equal to hero&#039;s Spell Power -&amp;gt; Always 3 turns ({{rt|Nerf}})&lt;br /&gt;
** AI value: 25/25/50/100-&amp;gt; {{gt|50}}/{{gt|50}}/{{gt|75}}/{{gt|100}}&lt;br /&gt;
* {{Sn|Fireball}}: Damage 10/10/20/50 + 10 x SP -&amp;gt; {{gt|20}}/{{gt|20}}/{{gt|40}}/{{gt|80}} + {{gt|15}} x Power&lt;br /&gt;
* {{Sn|Misfortune}}: Mana cost 12/9 -&amp;gt; {{gt|6}}/{{gt|3}}; Luck reduction: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Land Mine}}: Number of hexes affected: 4/4/6/8 -&amp;gt; {{gt|6}}/{{gt|6}}/{{gt|7}}/{{gt|8}}; Damage: 25/25/50/100 + 10 x SP -&amp;gt; 25/25/50/100 + {{gt|15}} x SP. &lt;br /&gt;
* {{Sn|Frost Ring}}: Damage 15/15/30/60 + 10 x SP -&amp;gt; {{gt|25}}/{{gt|25}}/{{gt|50}}/{{gt|100}} + 10 x Power. &lt;br /&gt;
** AI value: 12 -&amp;gt; {{gt|15}}&lt;br /&gt;
* {{Sn|Anti-Magic}}: No longer removes negative effects from the target. &lt;br /&gt;
* {{Sn|Counterstrike}}: Tier 4 spell -&amp;gt; Tier {{rt|3}} spell&lt;br /&gt;
** Mana cost 16/12 -&amp;gt; {{gt|9}}/{{gt|6}}; Number of counterattacks: 1/1/2/2 -&amp;gt; 1/1/3/3; AI value: 20/20/30/30 -&amp;gt; {{rt|10}}/{{rt|10}}/{{rt|15}}/{{rt|15}}&lt;br /&gt;
** Fortress can now learn Counterstrike (5%) and so can Stronghold (10%). &lt;br /&gt;
* {{Sn|Sorrow}}: Tier 4 spell -&amp;gt; Tier {{rt|3}} spell&lt;br /&gt;
** Mana cost 16/12 -&amp;gt; {{gt|9}}/{{gt|6}}; Morale reduction: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
** All towns can learn it, but with low odds (5%).&lt;br /&gt;
&lt;br /&gt;
== Level 4 ==&lt;br /&gt;
* {{Sn|Meteor Shower}}: Mana cost 16/12 -&amp;gt; {{rt|20}}/{{rt|16}}&lt;br /&gt;
* {{Sn|Berserk}}&#039;s Mana cost 20/16 -&amp;gt; {{rt|24}}/{{rt|20}}&lt;br /&gt;
* {{Sn|Fire Shield}}: Damage reflection 20%/20%/25%/30% -&amp;gt; 20%/20%/25%/{{rt|25%}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
** AI value: 10/10/12/15 -&amp;gt; 10/10/{{gt|15}}/{{gt|20}}&lt;br /&gt;
* {{Sn|Frenzy}}: Add&#039;s Defense to Attack -&amp;gt; Doubles Attack&lt;br /&gt;
* {{Sn|Inferno}}: Mana cost 16/12 -&amp;gt; {{rt|20}}/{{rt|16}}; Damage 20/20/40/80 + 10 x SP -&amp;gt; {{gt|25}}/{{gt|25}}/{{gt|50}}/{{gt|100}} + {{gt|15}} x Power; AI value: 20 -&amp;gt; 30&lt;br /&gt;
* {{Sn|Slayer}}: Damage bonus 8 -&amp;gt; {{gt|16}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
* {{Sn|Clone}}: Mana cost 24/20/20/20 -&amp;gt; {{rt|28}}/{{rt|24}}/{{gt|16}}/{{gt|12}}&lt;br /&gt;
* {{Sn|Prayer}}: No longer affects [[Undead]]&lt;br /&gt;
* {{Sn|Sacrifice}}: Tier 5 spell -&amp;gt; Tier 4 spell&lt;br /&gt;
** Neutral towns can now learn sacrifice, with 5% chance for each. &lt;br /&gt;
** Resurrects (SP + 3/3/6/10 + HP) x #Creatures -&amp;gt; (SP + {{rt|2}}/{{rt|2}}/{{rt|4}}/{{rt|8}} + HP) x #Creatures&lt;br /&gt;
*** &#039;&#039;Outside of very specific scenarios, this spell was cast very rarely, and was poisoning the T5 spell pool for Evil towns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
* {{Sn|Implosion}}: Mana cost 30/25 -&amp;gt; {{rt|35}}/{{rt|30}}&lt;br /&gt;
** &#039;&#039;Overused spell becoming more expensive to limit spamming it so much.&#039;&#039;&lt;br /&gt;
* {{Sn|Magic Mirror}} Chance to block incoming spells: 20%/20%/30%/40% -&amp;gt; {{gt|33%}}/{{gt|33%}}/{{gt|67%}}/{{gt|67%}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
* {{Sn|Fly}}: Mana cost 20/15 -&amp;gt; {{gt|15}}/{{gt|10}}&lt;br /&gt;
&lt;br /&gt;
== Adventure Map Spells ==&lt;br /&gt;
* {{Sn|Disguise}}: Mana cost 4/2 -&amp;gt; {{gt|3}}/{{gt|1}}; Air Magic -&amp;gt; &#039;&#039;&#039;All schools of magic&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;Disguise belongs to all schools of magic, to avoid giving the enemy information on your secondary skills when casting it&#039;&#039;&#039;&lt;br /&gt;
* {{Sn|Visions}}: All schools of magic -&amp;gt; &#039;&#039;&#039;Water magic&#039;&#039;&#039;&lt;br /&gt;
* {{Sn|Town Portal}}: Mana cost 20/16 -&amp;gt; {{rt|24}}/{{rt|20}}; Movement cost: 300/200 -&amp;gt; {{rt|400}}/{{rt|300}}; Earth magic -&amp;gt; &#039;&#039;&#039;Earth magic and Water magic&#039;&#039;&#039; (can be switched to belong to all schools of magic instead)&lt;br /&gt;
* {{Sn|Dimension Door}}: Mana cost 25/20 -&amp;gt; {{rt|30}}/{{rt|25}}; Movement cost: 300/200 -&amp;gt; {{rt|400}}/{{rt|300}}; Air magic -&amp;gt; &#039;&#039;&#039;Air magic and Fire magic&#039;&#039;&#039;; Casts per day: 1/2/3/4 -&amp;gt; 1/{{rt|1}}/{{rt|2}}/{{rt|3}} (can be switched to belong to all schools of magic instead)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Spell_Changes&amp;diff=192695</id>
		<title>Pumpkin Patch/Spell Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Spell_Changes&amp;diff=192695"/>
		<updated>2026-01-23T12:04:56Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat Spells ==&lt;br /&gt;
== Level 1 ==&lt;br /&gt;
* {{Sn|Slow}}: Mana cost 6/5 -&amp;gt; {{rt|8}}/{{rt|7}}; AI value: 5/5/15/15 -&amp;gt; {{gt|8}}/{{gt|8}}/{{gt|16}}/{{gt|24}}&lt;br /&gt;
* {{Sn|Haste}}: Mana cost 6/5 -&amp;gt; {{rt|7}}/{{rt|6}}&lt;br /&gt;
* {{Sn|Cure}}: Healing: 10/10/20/30 + 5 x SP -&amp;gt; 10/10/20/{{gt|50}} + 5 x SP. &lt;br /&gt;
** No longer removes Hypnosis, and no longer affects War Machines. &lt;br /&gt;
* {{Sn|Protection from Water}}: Mana cost 5/4 -&amp;gt; {{gt|4}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Protection from Fire}}: Mana cost 5/4 -&amp;gt; {{rt|7}}/{{rt|6}}&lt;br /&gt;
&lt;br /&gt;
== Level 2 ==&lt;br /&gt;
* {{Sn|Quicksand}}: Number of hexes affected: 4/4/6/8 -&amp;gt; {{gt|6}}/{{gt|6}}/{{gt|7}}/{{gt|8}}&lt;br /&gt;
* {{Sn|Protection from Air}}: Mana cost 7/5 -&amp;gt; {{rt|11}}/{{rt|9}}&lt;br /&gt;
* {{Sn|Fortune}}: Mana cost 7/5 -&amp;gt; {{gt|4}}/{{gt|2}}; Luck increase: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Remove Obstacle}}: Mana cost 7/5 -&amp;gt; {{gt|3}}/{{gt|1}}&lt;br /&gt;
* {{Sn|Blind}}: Mana cost 10/8 -&amp;gt; {{rt|16}}/{{rt|14}}&lt;br /&gt;
* {{Sn|Ice Bolt}}: Damage 10/10/20/50 + 20 x SP -&amp;gt; {{gt|20}}/{{gt|20}}/{{gt|40}}/{{gt|80}} + 20 x SP&lt;br /&gt;
* {{Sn|Weakness}}: Mana cost 8/6 -&amp;gt; {{gt|6}}/{{gt|4}}; Effect 3//3/6/6 -&amp;gt; {{gt|4}}/{{gt|4}}/{{gt|8}}/{{gt|8}}&lt;br /&gt;
* {{Sn|Fire Wall}}: Mana cost 8/6 -&amp;gt; {{rt|10}}/{{rt|8}}; Damage 10/10/20/50 + 15 x SP -&amp;gt; 10/10/20/{{rt|30}} + {{gt|20}} x SP&lt;br /&gt;
* {{Sn|Mirth}}: Tier 3 spell -&amp;gt; Tier 2 spell&lt;br /&gt;
** Mana cost 12/9 -&amp;gt; {{gt|6}}/{{gt|3}}; Morale increase: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
&lt;br /&gt;
== Level 3 ==&lt;br /&gt;
* {{Sn|Animate Dead}}: Raised HP 30/30/60/160 -&amp;gt; 30/30/60/{{rt|120}}&lt;br /&gt;
* {{Sn|Hypnotize}}: HP of the hypnotized unit 10/10/20/50 + 25 x SP -&amp;gt; 10/10/20/50 + {{gt|40}} x SP&lt;br /&gt;
** Duration: Equal to hero&#039;s Spell Power -&amp;gt; Always 3 turns ({{rt|Nerf}})&lt;br /&gt;
** AI value: 25/25/50/100-&amp;gt; {{gt|50}}/{{gt|50}}/{{gt|75}}/{{gt|100}}&lt;br /&gt;
* {{Sn|Fireball}}: Damage 10/10/20/50 + 10 x SP -&amp;gt; {{gt|20}}/{{gt|20}}/{{gt|40}}/{{gt|80}} + {{gt|15}} x Power&lt;br /&gt;
* {{Sn|Misfortune}}: Mana cost 12/9 -&amp;gt; {{gt|6}}/{{gt|3}}; Luck reduction: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
* {{Sn|Land Mine}}: Number of hexes affected: 4/4/6/8 -&amp;gt; {{gt|6}}/{{gt|6}}/{{gt|7}}/{{gt|8}}; Damage: 25/25/50/100 + 10 x SP -&amp;gt; 25/25/50/100 + {{gt|15}} x SP. &lt;br /&gt;
* {{Sn|Frost Ring}}: Damage 15/15/30/60 + 10 x SP -&amp;gt; {{gt|25}}/{{gt|25}}/{{gt|50}}/{{gt|100}} + 10 x Power. &lt;br /&gt;
** AI value: 12 -&amp;gt; {{gt|15}}&lt;br /&gt;
* {{Sn|Anti-Magic}}: No longer removes negative effects from the target. &lt;br /&gt;
* {{Sn|Counterstrike}}: Tier 4 spell -&amp;gt; Tier {{rt|3}} spell&lt;br /&gt;
** Mana cost 16/12 -&amp;gt; {{gt|9}}/{{gt|6}}; Number of counterattacks: 1/1/2/2 -&amp;gt; 1/1/3/3; AI value: 20/20/30/30 -&amp;gt; {{rt|10}}/{{rt|10}}/{{rt|15}}/{{rt|15}}&lt;br /&gt;
** Fortress can now learn Counterstrike (5%) and so can Stronghold (10%). &lt;br /&gt;
* {{Sn|Sorrow}}: Tier 4 spell -&amp;gt; Tier {{rt|3}} spell&lt;br /&gt;
** Mana cost 16/12 -&amp;gt; {{gt|9}}/{{gt|6}}; Morale reduction: 1/1/2/2 -&amp;gt; {{gt|2}}/{{gt|2}}/{{gt|3}}/{{gt|3}}&lt;br /&gt;
** All towns can learn it, but with low odds (5%).&lt;br /&gt;
&lt;br /&gt;
== Level 4 ==&lt;br /&gt;
* {{Sn|Meteor Shower}}: Mana cost 16/12 -&amp;gt; {{rt|20}}/{{rt|16}}&lt;br /&gt;
* {{Sn|Berserk}}&#039;s Mana cost 20/16 -&amp;gt; {{rt|24}}/{{rt|20}}&lt;br /&gt;
* {{Sn|Fire Shield}}: Damage reflection 20%/20%/25%/30% -&amp;gt; 20%/20%/25%/{{rt|25%}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
** AI value: 10/10/12/15 -&amp;gt; 10/10/{{gt|15}}/{{gt|20}}&lt;br /&gt;
* {{Sn|Frenzy}}: Add&#039;s Defense to Attack -&amp;gt; Doubles Attack&lt;br /&gt;
* {{Sn|Inferno}}: Mana cost 16/12 -&amp;gt; {{rt|20}}/{{rt|16}}; Damage 20/20/40/80 + 10 x SP -&amp;gt; {{gt|25}}/{{gt|25}}/{{gt|50}}/{{gt|100}} + {{gt|15}} x Power; AI value: 20 -&amp;gt; 30&lt;br /&gt;
* {{Sn|Slayer}}: Damage bonus 8 -&amp;gt; {{gt|16}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
* {{Sn|Clone}}: Mana cost 24/20/20/20 -&amp;gt; {{rt|28}}/{{rt|24}}/{{gt|16}}/{{gt|12}}&lt;br /&gt;
* {{Sn|Prayer}}: No longer affects [[Undead]]&lt;br /&gt;
* {{Sn|Sacrifice}}: Tier 5 spell -&amp;gt; Tier 4 spell&lt;br /&gt;
** Neutral towns can now learn sacrifice, with 5% chance for each. &lt;br /&gt;
** Resurrects (SP + 3/3/6/10 + HP) x #Creatures -&amp;gt; (SP + {{rt|2}}/{{rt|2}}/{{rt|4}}/{{rt|8}} + HP) x #Creatures&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
* {{Sn|Implosion}}: Mana cost 30/25 -&amp;gt; {{rt|35}}/{{rt|30}}&lt;br /&gt;
* {{Sn|Magic Mirror}} Chance to block incoming spells: 20%/20%/30%/40% -&amp;gt; {{gt|50%}}/{{gt|50%}}/{{gt|75%}}/{{gt|75%}}; Effect on expert: single target -&amp;gt; {{gt|mass target}}&lt;br /&gt;
* {{Sn|Fly}}: Mana cost 20/15 -&amp;gt; {{gt|15}}/{{gt|10}}&lt;br /&gt;
&lt;br /&gt;
== Adventure Map Spells ==&lt;br /&gt;
* {{Sn|Disguise}}: Mana cost 4/2 -&amp;gt; {{gt|3}}/{{gt|1}}; Air Magic -&amp;gt; &#039;&#039;&#039;All schools of magic&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;Disguise belongs to all schools of magic, to avoid giving the enemy information on your secondary skills when casting it&#039;&#039;&#039;&lt;br /&gt;
* {{Sn|Visions}}: All schools of magic -&amp;gt; &#039;&#039;&#039;Water magic&#039;&#039;&#039;&lt;br /&gt;
* {{Sn|Town Portal}}: Mana cost 20/16 -&amp;gt; {{rt|24}}/{{rt|20}}; Movement cost: 300/200 -&amp;gt; {{rt|400}}/{{rt|300}}; Earth magic -&amp;gt; &#039;&#039;&#039;Earth magic and Water magic&#039;&#039;&#039; (can be switched to belong to all schools of magic instead)&lt;br /&gt;
* {{Sn|Dimension Door}}: Mana cost 25/20 -&amp;gt; {{rt|30}}/{{rt|25}}; Movement cost: 300/200 -&amp;gt; {{rt|400}}/{{rt|300}}; Air magic -&amp;gt; &#039;&#039;&#039;Air magic and Fire magic&#039;&#039;&#039;; Casts per day: 1/2/3/4 -&amp;gt; 1/{{rt|1}}/{{rt|2}}/{{rt|3}} (can be switched to belong to all schools of magic instead)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Creature_Changes&amp;diff=192694</id>
		<title>Pumpkin Patch/Creature Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Creature_Changes&amp;diff=192694"/>
		<updated>2026-01-23T12:04:09Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Necropolis Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* Poison renamed to Venom (and Poisonous to Venomous)&lt;br /&gt;
&lt;br /&gt;
=== [[Castle]] Creatures ===&lt;br /&gt;
* {{Cnlite|Zealot}}: Cast Advanced {{Sn|Bless}} 1x per combat at 6 [[Power]]&lt;br /&gt;
** &#039;&#039;The new ability makes the unit more interesting and slightly more useful, since before Zealots were one of the weakest T5s, hardly used in any scenario.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Archangel}}: Speed 18 → {{rt|17}}&lt;br /&gt;
** &#039;&#039;Archdevils now have a chance to go before Archangels in combat, provided they are the attacker. It also makes easier for other T7s to be faster than Archangels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Tower]] Creatures ===&lt;br /&gt;
* {{Cnlite|Stone Gargoyle}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Obsidian Gargoyle}}: Damage 2–3 → 2–{{gt|4}}; &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Stone Golem}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Iron Golem}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Master Genie}}: [[Anti-Magic]] cast removed&lt;br /&gt;
** &#039;&#039;Casting Anti-Magic by genies was usually more annoying than helpful, since it stopped all other buffs from being cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Inferno]] Creatures ===&lt;br /&gt;
* {{Cnlite|Imp}}: Growth 15 + 8 → {{gt|18 + 9}}&lt;br /&gt;
* {{Cnlite|Familiar}}: &amp;quot;[[Magic Channel]]&amp;quot; 20% → {{gt|33%}}&lt;br /&gt;
* {{Cnlite|Hell Hound}}: Growth 5 → {{gt|7}}&lt;br /&gt;
** &#039;&#039;Higher growth should allow for more demon farming. Magic channel rate increased to make it a meaningful ability you might want in the final battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Necropolis]] Creatures ===&lt;br /&gt;
* {{Cnlite|Wraith}}s: Speed 7 → {{gt|8}}&lt;br /&gt;
** &#039;&#039;Since Vampire Lords are less available, and so are Dread Knights, perhaps Necropolis players might choose to upgrade Wraiths in order to have a fast token for extra movement points.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Ghost Dragon}}: [[Aging]] no longer considered a 5th level spell (cannot be resisted by [[Black Dragon]]s)&lt;br /&gt;
&lt;br /&gt;
=== [[Dungeon]] Creatures ===&lt;br /&gt;
* {{Cnlite|Scorpicore}}: Cost 1050 → {{gt|1000}} {{g}}; Damage 14–20 → {{gt|16}}–20&lt;br /&gt;
&lt;br /&gt;
=== [[Stronghold]] Creatures ===&lt;br /&gt;
* {{Cnlite|Orc}}: &amp;quot;No [[melee penalty]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Orc Chieftain}}: &amp;quot;No [[melee penalty]]&amp;quot; gained&lt;br /&gt;
** &#039;&#039;Improving one of the weaker T3 shooters into a reasonable powerstack, while keeping the core identity of the unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress]] Creatures ===&lt;br /&gt;
* {{Cnlite|Chaos Hydra}}: New ability: {{gt|Regenerates 25 HP per turn}}&lt;br /&gt;
** &#039;&#039;From my testing, 25 HP regeneration is enough to make small battles much easier, while having little impact on late-game battles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Conflux]] Creatures ===&lt;br /&gt;
&#039;&#039;All elementals were made to fit into the same tier, and have the same growth. Perhaps this might make each type of elemental similarly desirable, depending on the context.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Air Elemental}}: Cost 250 → {{rt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Storm Elemental}}: Cost 275 → {{rt|400}} {{g}}&lt;br /&gt;
** Air Elementals and Storm Elementals: Vulnerable to [[Meteor Shower]] and [[Implosion]]; Immune to [[Lightning Bolt]], [[Chain Lightning]], [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{Cnlite|Air Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 6 → {{rt|5}}&lt;br /&gt;
* {{Cnlite|Water Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 6 → {{rt|5}}&lt;br /&gt;
* {{Cnlite|Ice Elemental}}: Cost 375 → {{gt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Fire Elemental}}: Cost 350 → {{gt|300}} {{g}}; Movement Ground → Flying&lt;br /&gt;
* {{Cnlite|Energy Elemental}}: Cost 400 → {{gt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Earth Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 4 → {{gt|5}}&lt;br /&gt;
* {{Cnlite|Magma Elemental}}: Cost 500 → {{gt|400}} {{g}}&lt;br /&gt;
** Earth Elementals and Magma Elementals: Vulnerable to [[Lightning Bolt]], [[Chain Lightning]], and [[Titan&#039;s Lightning Bolt]]; Immune to [[Meteor Shower]] and [[Implosion]]&lt;br /&gt;
*** &#039;&#039;Fixing the inconsistency introduced by NWC&#039;&#039;&lt;br /&gt;
* {{Cnlite|Phoenix}}: Speed 21 → {{rt|19}}&lt;br /&gt;
&lt;br /&gt;
=== [[Factory]] Creatures ===&lt;br /&gt;
* {{Cnlite|Halfling (Factory)|name=Halfling}}: Attack 4 → {{rt|2}}; Shots 24 → {{rt|12}}&lt;br /&gt;
* {{Cnlite|Halfling Grenadier}}: Shots 24 → {{rt|16}}; Damage 2–3 → {{rt|1}}–3; Attack 5 -&amp;gt; {{gt|6}}&lt;br /&gt;
** &#039;&#039;Probably the strongest T1 unit, with its own specialist as well. Now they are strong, but not ridiculous.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Gunslinger}}: Shots 16 → {{gt|24}}&lt;br /&gt;
* {{Cnlite|Bounty Hunter}}: Damage: 14-24 → {{gt|18}}-24; Shots 24 → {{gt|32}}; Health 45 → {{gt|50}}&lt;br /&gt;
** &#039;&#039;A unit with a fun gimmick, which is nowhere near as useful as it seems. There are a lot of strategies for dealing with range troops, including Tactics, Haste, Forgetfulness, Air Shield or just fast tokens. Bounty Hunters ought to be the 2nd most powerful shooter, after Titans.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Juggernaut}}: Attack 23 → {{gt|28}}; Defense 23 → {{gt|28}}; Speed 7 → {{gt|8}}; Cost 3,500 {{g}} + 2 {{c}} → {{rt|4,000}} {{g}} + 2 {{c}}&lt;br /&gt;
** &#039;&#039;Solidifying the identity of the Juggernaut as a powerful, but very expensive unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Neutral]] Creatures ===&lt;br /&gt;
* {{Cnlite|Gold Golem}}: Level 5 → 4; Growth 3 → {{gt|4}}&lt;br /&gt;
* {{Cnlite|Diamond Golem}}: Level 6 → 5; Growth 2 → {{gt|3}}&lt;br /&gt;
* {{Cnlite|Enchanter}}: Level 6 → 5; Growth 2 → {{gt|3}}; [[Slow]] and [[Haste]] casts removed; [[Curse]] and [[Fortune]] casts added&lt;br /&gt;
** &#039;&#039;Reducing the randomness associated with rolling these two spells in combat with Enchanters present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[War Machine]]s ===&lt;br /&gt;
* {{Cnlite|Ammo Cart}}: Health 100 → {{gt|150}}; Defense 5 → {{gt|10}}&lt;br /&gt;
* {{Cnlite|Ballista}}: Damage 2–3 → {{rt|1}}–3&lt;br /&gt;
* {{Cnlite|Cannon}}: Damage 4–7 → {{rt|3}}–7&lt;br /&gt;
&lt;br /&gt;
== Faction Changes ==&lt;br /&gt;
* {{town|Castle|noname=}} {{Cnlite|Peasant}}&lt;br /&gt;
* {{town|Rampart|noname=}} {{Cnlite|Satyr}}&lt;br /&gt;
* {{town|Rampart|noname=}} {{Cnlite|Leprechaun}}&lt;br /&gt;
* {{town|Tower|noname=}} {{Cnlite|Gold Golem}}&lt;br /&gt;
* {{town|Tower|noname=}} {{Cnlite|Diamond Golem}}&lt;br /&gt;
* {{town|Necropolis|noname=}} {{Cnlite|Mummy}}&lt;br /&gt;
* {{town|Stronghold|noname=}} {{Cnlite|Troll}}&lt;br /&gt;
* {{town|Stronghold|noname=}} {{Cnlite|Boar}}&lt;br /&gt;
** &#039;&#039;As a result, mapmakers can place Golems in the Tower&#039;s starting zone without fear of causing the player to incur terrain penalty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[AI/Fight Value]] Changes ==&lt;br /&gt;
* {{Cnlite|Zealot}}: 750/500 → 700/500 (&#039;&#039;since the AI tends to use them poorly&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Obsidian Gargoyle}}: 201/155 → 216/170 (&#039;&#039;since their damage range was increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Titan}}: 7500/5000 → 8000/5000&lt;br /&gt;
* {{Cnlite|Vampire Lord}}: 783/652 → 798/665&lt;br /&gt;
* {{Cnlite|Medusa}}: 517/379 → 520/379 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Medusa Queen}}: 577/423 → 580/423 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Wolf Raider}}: 203/174 → 211/174&lt;br /&gt;
* {{Cnlite|Cyclops}}: 1266/1055 → 1330/1055&lt;br /&gt;
* {{Cnlite|Basilisk}}: 552/506 → 554/506 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Greater Basilisk}}: 714/561 → 718/561 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Chaos Hydra}}: 5931/5272 -&amp;gt; 6229/5573 (&#039;&#039;since they gained a new special ability&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Halfling Grenadier}}: 95/75 → 90/75 (&#039;&#039;since their damage has been reduced&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Automaton}}: 669/398 → 605/398&lt;br /&gt;
* {{Cnlite|Sentinel Automaton}}: 947/631 → 810/631 &lt;br /&gt;
* {{Cnlite|Bounty Hunter}}: 1454/932 → 1494/973&lt;br /&gt;
* {{Cnlite|Dreadnought}}: 3879/3879 → 4047/3879  (&#039;&#039;since their upstack has had its stats increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Juggernaut}}: 6433/5361 → 6625/5521 (&#039;&#039;since their stats have been increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Troll}}: 1024/1024 → 934/934 (&#039;&#039;since their special ability has been worsened&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Enchanter}}: 1210/805 → 968/805 (&#039;&#039;since their special ability and stats have been changed&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Rust Dragon}}: 26433/24030 → 26697/24271 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Azure Dragon}}: 78845/56315 → 80816/57723 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Creature_Changes&amp;diff=192692</id>
		<title>Pumpkin Patch/Creature Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Creature_Changes&amp;diff=192692"/>
		<updated>2026-01-23T12:02:31Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Castle Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* Poison renamed to Venom (and Poisonous to Venomous)&lt;br /&gt;
&lt;br /&gt;
=== [[Castle]] Creatures ===&lt;br /&gt;
* {{Cnlite|Zealot}}: Cast Advanced {{Sn|Bless}} 1x per combat at 6 [[Power]]&lt;br /&gt;
** &#039;&#039;The new ability makes the unit more interesting and slightly more useful, since before Zealots were one of the weakest T5s, hardly used in any scenario.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Archangel}}: Speed 18 → {{rt|17}}&lt;br /&gt;
** &#039;&#039;Archdevils now have a chance to go before Archangels in combat, provided they are the attacker. It also makes easier for other T7s to be faster than Archangels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Tower]] Creatures ===&lt;br /&gt;
* {{Cnlite|Stone Gargoyle}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Obsidian Gargoyle}}: Damage 2–3 → 2–{{gt|4}}; &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Stone Golem}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Iron Golem}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Master Genie}}: [[Anti-Magic]] cast removed&lt;br /&gt;
** &#039;&#039;Casting Anti-Magic by genies was usually more annoying than helpful, since it stopped all other buffs from being cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Inferno]] Creatures ===&lt;br /&gt;
* {{Cnlite|Imp}}: Growth 15 + 8 → {{gt|18 + 9}}&lt;br /&gt;
* {{Cnlite|Familiar}}: &amp;quot;[[Magic Channel]]&amp;quot; 20% → {{gt|33%}}&lt;br /&gt;
* {{Cnlite|Hell Hound}}: Growth 5 → {{gt|7}}&lt;br /&gt;
** &#039;&#039;Higher growth should allow for more demon farming. Magic channel rate increased to make it a meaningful ability you might want in the final battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Necropolis]] Creatures ===&lt;br /&gt;
* {{Cnlite|Wraiths}}: Speed 7 → {{gt|8}}&lt;br /&gt;
** &#039;&#039;Since Vampire Lords are less available, and so are Dread Knights, perhaps Necropolis players might choose to upgrade Wraiths in order to have a fast token for extra movement points.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Ghost Dragon}}: [[Aging]] no longer considered a 5th level spell (cannot be resisted by [[Black Dragon]]s)&lt;br /&gt;
&lt;br /&gt;
=== [[Dungeon]] Creatures ===&lt;br /&gt;
* {{Cnlite|Scorpicore}}: Cost 1050 → {{gt|1000}} {{g}}; Damage 14–20 → {{gt|16}}–20&lt;br /&gt;
&lt;br /&gt;
=== [[Stronghold]] Creatures ===&lt;br /&gt;
* {{Cnlite|Orc}}: &amp;quot;No [[melee penalty]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Orc Chieftain}}: &amp;quot;No [[melee penalty]]&amp;quot; gained&lt;br /&gt;
** &#039;&#039;Improving one of the weaker T3 shooters into a reasonable powerstack, while keeping the core identity of the unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress]] Creatures ===&lt;br /&gt;
* {{Cnlite|Chaos Hydra}}: New ability: {{gt|Regenerates 25 HP per turn}}&lt;br /&gt;
** &#039;&#039;From my testing, 25 HP regeneration is enough to make small battles much easier, while having little impact on late-game battles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Conflux]] Creatures ===&lt;br /&gt;
&#039;&#039;All elementals were made to fit into the same tier, and have the same growth. Perhaps this might make each type of elemental similarly desirable, depending on the context.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Air Elemental}}: Cost 250 → {{rt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Storm Elemental}}: Cost 275 → {{rt|400}} {{g}}&lt;br /&gt;
** Air Elementals and Storm Elementals: Vulnerable to [[Meteor Shower]] and [[Implosion]]; Immune to [[Lightning Bolt]], [[Chain Lightning]], [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{Cnlite|Air Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 6 → {{rt|5}}&lt;br /&gt;
* {{Cnlite|Water Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 6 → {{rt|5}}&lt;br /&gt;
* {{Cnlite|Ice Elemental}}: Cost 375 → {{gt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Fire Elemental}}: Cost 350 → {{gt|300}} {{g}}; Movement Ground → Flying&lt;br /&gt;
* {{Cnlite|Energy Elemental}}: Cost 400 → {{gt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Earth Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 4 → {{gt|5}}&lt;br /&gt;
* {{Cnlite|Magma Elemental}}: Cost 500 → {{gt|400}} {{g}}&lt;br /&gt;
** Earth Elementals and Magma Elementals: Vulnerable to [[Lightning Bolt]], [[Chain Lightning]], and [[Titan&#039;s Lightning Bolt]]; Immune to [[Meteor Shower]] and [[Implosion]]&lt;br /&gt;
*** &#039;&#039;Fixing the inconsistency introduced by NWC&#039;&#039;&lt;br /&gt;
* {{Cnlite|Phoenix}}: Speed 21 → {{rt|19}}&lt;br /&gt;
&lt;br /&gt;
=== [[Factory]] Creatures ===&lt;br /&gt;
* {{Cnlite|Halfling (Factory)|name=Halfling}}: Attack 4 → {{rt|2}}; Shots 24 → {{rt|12}}&lt;br /&gt;
* {{Cnlite|Halfling Grenadier}}: Shots 24 → {{rt|16}}; Damage 2–3 → {{rt|1}}–3; Attack 5 -&amp;gt; {{gt|6}}&lt;br /&gt;
** &#039;&#039;Probably the strongest T1 unit, with its own specialist as well. Now they are strong, but not ridiculous.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Gunslinger}}: Shots 16 → {{gt|24}}&lt;br /&gt;
* {{Cnlite|Bounty Hunter}}: Damage: 14-24 → {{gt|18}}-24; Shots 24 → {{gt|32}}; Health 45 → {{gt|50}}&lt;br /&gt;
** &#039;&#039;A unit with a fun gimmick, which is nowhere near as useful as it seems. There are a lot of strategies for dealing with range troops, including Tactics, Haste, Forgetfulness, Air Shield or just fast tokens. Bounty Hunters ought to be the 2nd most powerful shooter, after Titans.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Juggernaut}}: Attack 23 → {{gt|28}}; Defense 23 → {{gt|28}}; Speed 7 → {{gt|8}}; Cost 3,500 {{g}} + 2 {{c}} → {{rt|4,000}} {{g}} + 2 {{c}}&lt;br /&gt;
** &#039;&#039;Solidifying the identity of the Juggernaut as a powerful, but very expensive unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Neutral]] Creatures ===&lt;br /&gt;
* {{Cnlite|Gold Golem}}: Level 5 → 4; Growth 3 → {{gt|4}}&lt;br /&gt;
* {{Cnlite|Diamond Golem}}: Level 6 → 5; Growth 2 → {{gt|3}}&lt;br /&gt;
* {{Cnlite|Enchanter}}: Level 6 → 5; Growth 2 → {{gt|3}}; [[Slow]] and [[Haste]] casts removed; [[Curse]] and [[Fortune]] casts added&lt;br /&gt;
** &#039;&#039;Reducing the randomness associated with rolling these two spells in combat with Enchanters present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[War Machine]]s ===&lt;br /&gt;
* {{Cnlite|Ammo Cart}}: Health 100 → {{gt|150}}; Defense 5 → {{gt|10}}&lt;br /&gt;
* {{Cnlite|Ballista}}: Damage 2–3 → {{rt|1}}–3&lt;br /&gt;
* {{Cnlite|Cannon}}: Damage 4–7 → {{rt|3}}–7&lt;br /&gt;
&lt;br /&gt;
== Faction Changes ==&lt;br /&gt;
* {{town|Castle|noname=}} {{Cnlite|Peasant}}&lt;br /&gt;
* {{town|Rampart|noname=}} {{Cnlite|Satyr}}&lt;br /&gt;
* {{town|Rampart|noname=}} {{Cnlite|Leprechaun}}&lt;br /&gt;
* {{town|Tower|noname=}} {{Cnlite|Gold Golem}}&lt;br /&gt;
* {{town|Tower|noname=}} {{Cnlite|Diamond Golem}}&lt;br /&gt;
* {{town|Necropolis|noname=}} {{Cnlite|Mummy}}&lt;br /&gt;
* {{town|Stronghold|noname=}} {{Cnlite|Troll}}&lt;br /&gt;
* {{town|Stronghold|noname=}} {{Cnlite|Boar}}&lt;br /&gt;
** &#039;&#039;As a result, mapmakers can place Golems in the Tower&#039;s starting zone without fear of causing the player to incur terrain penalty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[AI/Fight Value]] Changes ==&lt;br /&gt;
* {{Cnlite|Zealot}}: 750/500 → 700/500 (&#039;&#039;since the AI tends to use them poorly&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Obsidian Gargoyle}}: 201/155 → 216/170 (&#039;&#039;since their damage range was increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Titan}}: 7500/5000 → 8000/5000&lt;br /&gt;
* {{Cnlite|Vampire Lord}}: 783/652 → 798/665&lt;br /&gt;
* {{Cnlite|Medusa}}: 517/379 → 520/379 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Medusa Queen}}: 577/423 → 580/423 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Wolf Raider}}: 203/174 → 211/174&lt;br /&gt;
* {{Cnlite|Cyclops}}: 1266/1055 → 1330/1055&lt;br /&gt;
* {{Cnlite|Basilisk}}: 552/506 → 554/506 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Greater Basilisk}}: 714/561 → 718/561 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Chaos Hydra}}: 5931/5272 -&amp;gt; 6229/5573 (&#039;&#039;since they gained a new special ability&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Halfling Grenadier}}: 95/75 → 90/75 (&#039;&#039;since their damage has been reduced&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Automaton}}: 669/398 → 605/398&lt;br /&gt;
* {{Cnlite|Sentinel Automaton}}: 947/631 → 810/631 &lt;br /&gt;
* {{Cnlite|Bounty Hunter}}: 1454/932 → 1494/973&lt;br /&gt;
* {{Cnlite|Dreadnought}}: 3879/3879 → 4047/3879  (&#039;&#039;since their upstack has had its stats increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Juggernaut}}: 6433/5361 → 6625/5521 (&#039;&#039;since their stats have been increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Troll}}: 1024/1024 → 934/934 (&#039;&#039;since their special ability has been worsened&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Enchanter}}: 1210/805 → 968/805 (&#039;&#039;since their special ability and stats have been changed&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Rust Dragon}}: 26433/24030 → 26697/24271 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Azure Dragon}}: 78845/56315 → 80816/57723 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Creature_Changes&amp;diff=192691</id>
		<title>Pumpkin Patch/Creature Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Creature_Changes&amp;diff=192691"/>
		<updated>2026-01-23T12:02:14Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* Poison renamed to Venom (and Poisonous to Venomous)&lt;br /&gt;
&lt;br /&gt;
=== [[Castle]] Creatures ===&lt;br /&gt;
* {{Cnlite|Zealot}}: Cast Advanced {{Sn|Bless}} 1x per combat at 6 [[Power]]&lt;br /&gt;
** &#039;&#039;The new ability makes the unit more interesting and slightly more useful, since before Zealots were one of the weakest T5s, hardly used in any scenario.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Archangel}}: Speed 18 → {{rt|17}}&lt;br /&gt;
** &#039;&#039;Archdevils now have a chance to go before Archdevils in combat, provided they are the attacker. It also makes easier for other T7s to be faster than Archangels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Tower]] Creatures ===&lt;br /&gt;
* {{Cnlite|Stone Gargoyle}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Obsidian Gargoyle}}: Damage 2–3 → 2–{{gt|4}}; &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Stone Golem}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Iron Golem}}: &amp;quot;Immune to [[Petrifying attack|Petrification]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Master Genie}}: [[Anti-Magic]] cast removed&lt;br /&gt;
** &#039;&#039;Casting Anti-Magic by genies was usually more annoying than helpful, since it stopped all other buffs from being cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Inferno]] Creatures ===&lt;br /&gt;
* {{Cnlite|Imp}}: Growth 15 + 8 → {{gt|18 + 9}}&lt;br /&gt;
* {{Cnlite|Familiar}}: &amp;quot;[[Magic Channel]]&amp;quot; 20% → {{gt|33%}}&lt;br /&gt;
* {{Cnlite|Hell Hound}}: Growth 5 → {{gt|7}}&lt;br /&gt;
** &#039;&#039;Higher growth should allow for more demon farming. Magic channel rate increased to make it a meaningful ability you might want in the final battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Necropolis]] Creatures ===&lt;br /&gt;
* {{Cnlite|Wraiths}}: Speed 7 → {{gt|8}}&lt;br /&gt;
** &#039;&#039;Since Vampire Lords are less available, and so are Dread Knights, perhaps Necropolis players might choose to upgrade Wraiths in order to have a fast token for extra movement points.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Ghost Dragon}}: [[Aging]] no longer considered a 5th level spell (cannot be resisted by [[Black Dragon]]s)&lt;br /&gt;
&lt;br /&gt;
=== [[Dungeon]] Creatures ===&lt;br /&gt;
* {{Cnlite|Scorpicore}}: Cost 1050 → {{gt|1000}} {{g}}; Damage 14–20 → {{gt|16}}–20&lt;br /&gt;
&lt;br /&gt;
=== [[Stronghold]] Creatures ===&lt;br /&gt;
* {{Cnlite|Orc}}: &amp;quot;No [[melee penalty]]&amp;quot; gained&lt;br /&gt;
* {{Cnlite|Orc Chieftain}}: &amp;quot;No [[melee penalty]]&amp;quot; gained&lt;br /&gt;
** &#039;&#039;Improving one of the weaker T3 shooters into a reasonable powerstack, while keeping the core identity of the unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress]] Creatures ===&lt;br /&gt;
* {{Cnlite|Chaos Hydra}}: New ability: {{gt|Regenerates 25 HP per turn}}&lt;br /&gt;
** &#039;&#039;From my testing, 25 HP regeneration is enough to make small battles much easier, while having little impact on late-game battles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Conflux]] Creatures ===&lt;br /&gt;
&#039;&#039;All elementals were made to fit into the same tier, and have the same growth. Perhaps this might make each type of elemental similarly desirable, depending on the context.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Air Elemental}}: Cost 250 → {{rt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Storm Elemental}}: Cost 275 → {{rt|400}} {{g}}&lt;br /&gt;
** Air Elementals and Storm Elementals: Vulnerable to [[Meteor Shower]] and [[Implosion]]; Immune to [[Lightning Bolt]], [[Chain Lightning]], [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{Cnlite|Air Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 6 → {{rt|5}}&lt;br /&gt;
* {{Cnlite|Water Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 6 → {{rt|5}}&lt;br /&gt;
* {{Cnlite|Ice Elemental}}: Cost 375 → {{gt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Fire Elemental}}: Cost 350 → {{gt|300}} {{g}}; Movement Ground → Flying&lt;br /&gt;
* {{Cnlite|Energy Elemental}}: Cost 400 → {{gt|350}} {{g}}&lt;br /&gt;
* {{Cnlite|Earth Elemental}}: Cost 400 → {{gt|350}} {{g}}; Growth 4 → {{gt|5}}&lt;br /&gt;
* {{Cnlite|Magma Elemental}}: Cost 500 → {{gt|400}} {{g}}&lt;br /&gt;
** Earth Elementals and Magma Elementals: Vulnerable to [[Lightning Bolt]], [[Chain Lightning]], and [[Titan&#039;s Lightning Bolt]]; Immune to [[Meteor Shower]] and [[Implosion]]&lt;br /&gt;
*** &#039;&#039;Fixing the inconsistency introduced by NWC&#039;&#039;&lt;br /&gt;
* {{Cnlite|Phoenix}}: Speed 21 → {{rt|19}}&lt;br /&gt;
&lt;br /&gt;
=== [[Factory]] Creatures ===&lt;br /&gt;
* {{Cnlite|Halfling (Factory)|name=Halfling}}: Attack 4 → {{rt|2}}; Shots 24 → {{rt|12}}&lt;br /&gt;
* {{Cnlite|Halfling Grenadier}}: Shots 24 → {{rt|16}}; Damage 2–3 → {{rt|1}}–3; Attack 5 -&amp;gt; {{gt|6}}&lt;br /&gt;
** &#039;&#039;Probably the strongest T1 unit, with its own specialist as well. Now they are strong, but not ridiculous.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Gunslinger}}: Shots 16 → {{gt|24}}&lt;br /&gt;
* {{Cnlite|Bounty Hunter}}: Damage: 14-24 → {{gt|18}}-24; Shots 24 → {{gt|32}}; Health 45 → {{gt|50}}&lt;br /&gt;
** &#039;&#039;A unit with a fun gimmick, which is nowhere near as useful as it seems. There are a lot of strategies for dealing with range troops, including Tactics, Haste, Forgetfulness, Air Shield or just fast tokens. Bounty Hunters ought to be the 2nd most powerful shooter, after Titans.&#039;&#039;&lt;br /&gt;
* {{Cnlite|Juggernaut}}: Attack 23 → {{gt|28}}; Defense 23 → {{gt|28}}; Speed 7 → {{gt|8}}; Cost 3,500 {{g}} + 2 {{c}} → {{rt|4,000}} {{g}} + 2 {{c}}&lt;br /&gt;
** &#039;&#039;Solidifying the identity of the Juggernaut as a powerful, but very expensive unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Neutral]] Creatures ===&lt;br /&gt;
* {{Cnlite|Gold Golem}}: Level 5 → 4; Growth 3 → {{gt|4}}&lt;br /&gt;
* {{Cnlite|Diamond Golem}}: Level 6 → 5; Growth 2 → {{gt|3}}&lt;br /&gt;
* {{Cnlite|Enchanter}}: Level 6 → 5; Growth 2 → {{gt|3}}; [[Slow]] and [[Haste]] casts removed; [[Curse]] and [[Fortune]] casts added&lt;br /&gt;
** &#039;&#039;Reducing the randomness associated with rolling these two spells in combat with Enchanters present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[War Machine]]s ===&lt;br /&gt;
* {{Cnlite|Ammo Cart}}: Health 100 → {{gt|150}}; Defense 5 → {{gt|10}}&lt;br /&gt;
* {{Cnlite|Ballista}}: Damage 2–3 → {{rt|1}}–3&lt;br /&gt;
* {{Cnlite|Cannon}}: Damage 4–7 → {{rt|3}}–7&lt;br /&gt;
&lt;br /&gt;
== Faction Changes ==&lt;br /&gt;
* {{town|Castle|noname=}} {{Cnlite|Peasant}}&lt;br /&gt;
* {{town|Rampart|noname=}} {{Cnlite|Satyr}}&lt;br /&gt;
* {{town|Rampart|noname=}} {{Cnlite|Leprechaun}}&lt;br /&gt;
* {{town|Tower|noname=}} {{Cnlite|Gold Golem}}&lt;br /&gt;
* {{town|Tower|noname=}} {{Cnlite|Diamond Golem}}&lt;br /&gt;
* {{town|Necropolis|noname=}} {{Cnlite|Mummy}}&lt;br /&gt;
* {{town|Stronghold|noname=}} {{Cnlite|Troll}}&lt;br /&gt;
* {{town|Stronghold|noname=}} {{Cnlite|Boar}}&lt;br /&gt;
** &#039;&#039;As a result, mapmakers can place Golems in the Tower&#039;s starting zone without fear of causing the player to incur terrain penalty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[AI/Fight Value]] Changes ==&lt;br /&gt;
* {{Cnlite|Zealot}}: 750/500 → 700/500 (&#039;&#039;since the AI tends to use them poorly&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Obsidian Gargoyle}}: 201/155 → 216/170 (&#039;&#039;since their damage range was increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Titan}}: 7500/5000 → 8000/5000&lt;br /&gt;
* {{Cnlite|Vampire Lord}}: 783/652 → 798/665&lt;br /&gt;
* {{Cnlite|Medusa}}: 517/379 → 520/379 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Medusa Queen}}: 577/423 → 580/423 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Wolf Raider}}: 203/174 → 211/174&lt;br /&gt;
* {{Cnlite|Cyclops}}: 1266/1055 → 1330/1055&lt;br /&gt;
* {{Cnlite|Basilisk}}: 552/506 → 554/506 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Greater Basilisk}}: 714/561 → 718/561 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Chaos Hydra}}: 5931/5272 -&amp;gt; 6229/5573 (&#039;&#039;since they gained a new special ability&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Halfling Grenadier}}: 95/75 → 90/75 (&#039;&#039;since their damage has been reduced&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Automaton}}: 669/398 → 605/398&lt;br /&gt;
* {{Cnlite|Sentinel Automaton}}: 947/631 → 810/631 &lt;br /&gt;
* {{Cnlite|Bounty Hunter}}: 1454/932 → 1494/973&lt;br /&gt;
* {{Cnlite|Dreadnought}}: 3879/3879 → 4047/3879  (&#039;&#039;since their upstack has had its stats increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Juggernaut}}: 6433/5361 → 6625/5521 (&#039;&#039;since their stats have been increased&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Troll}}: 1024/1024 → 934/934 (&#039;&#039;since their special ability has been worsened&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Enchanter}}: 1210/805 → 968/805 (&#039;&#039;since their special ability and stats have been changed&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Rust Dragon}}: 26433/24030 → 26697/24271 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
* {{Cnlite|Azure Dragon}}: 78845/56315 → 80816/57723 (&#039;&#039;since their special ability has been improved&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192689</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192689"/>
		<updated>2026-01-23T11:50:13Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Bulwark Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* &#039;&#039;From my experience, players usually select the Rocs -&amp;gt; Behemoths route. I wanted to make the Ogre Fort -&amp;gt; Cyclops Cave more lucrative, especially on poor templates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* &#039;&#039;Upg. Gorgon Lair costs more to make up for the Resource Silo being cheaper&#039;&#039;&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
* &#039;&#039;Again, separating T7 and T6 in the build tree to allow for focus on either. Seeing as how Wyvern Nest is usually built on the first two turns, it probably won&#039;t make a big difference; at the same time, perhaps it will allow some players to aim for Chaos Hydras on day 4, which in combination with their new Regeneration ability could prove really useful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
** Requirements: [[Altar of Water]] → None ({{gt|Buff}})&lt;br /&gt;
** &#039;&#039;Standardized prices of all elementals, since they&#039;re all supposed to be of equal power and level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
** &#039;&#039;Upg. Gantry is more expensive, since Juggernauts are meant to be a very powerful, but expensive unit, akin to an Archangel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192688</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192688"/>
		<updated>2026-01-23T11:49:53Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Factory Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* &#039;&#039;From my experience, players usually select the Rocs -&amp;gt; Behemoths route. I wanted to make the Ogre Fort -&amp;gt; Cyclops Cave more lucrative, especially on poor templates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* &#039;&#039;Upg. Gorgon Lair costs more to make up for the Resource Silo being cheaper&#039;&#039;&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
* &#039;&#039;Again, separating T7 and T6 in the build tree to allow for focus on either. Seeing as how Wyvern Nest is usually built on the first two turns, it probably won&#039;t make a big difference; at the same time, perhaps it will allow some players to aim for Chaos Hydras on day 4, which in combination with their new Regeneration ability could prove really useful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
** Requirements: [[Altar of Water]] → None ({{gt|Buff}})&lt;br /&gt;
** &#039;&#039;Standardized prices of all elementals, since they&#039;re all supposed to be of equal power and level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
** &#039;&#039;Upg. Gantry is more expensive, since Juggernauts are meant to be a very powerful, but expensive unit, akin to an Archangel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192687</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192687"/>
		<updated>2026-01-23T11:49:16Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Conflux Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* &#039;&#039;From my experience, players usually select the Rocs -&amp;gt; Behemoths route. I wanted to make the Ogre Fort -&amp;gt; Cyclops Cave more lucrative, especially on poor templates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* &#039;&#039;Upg. Gorgon Lair costs more to make up for the Resource Silo being cheaper&#039;&#039;&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
* &#039;&#039;Again, separating T7 and T6 in the build tree to allow for focus on either. Seeing as how Wyvern Nest is usually built on the first two turns, it probably won&#039;t make a big difference; at the same time, perhaps it will allow some players to aim for Chaos Hydras on day 4, which in combination with their new Regeneration ability could prove really useful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
** Requirements: [[Altar of Water]] → None ({{gt|Buff}})&lt;br /&gt;
** &#039;&#039;Standardized prices of all elementals, since they&#039;re all supposed to be of equal power and level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192686</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192686"/>
		<updated>2026-01-23T11:48:02Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Fortress Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* &#039;&#039;From my experience, players usually select the Rocs -&amp;gt; Behemoths route. I wanted to make the Ogre Fort -&amp;gt; Cyclops Cave more lucrative, especially on poor templates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* &#039;&#039;Upg. Gorgon Lair costs more to make up for the Resource Silo being cheaper&#039;&#039;&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
* &#039;&#039;Again, separating T7 and T6 in the build tree to allow for focus on either. Seeing as how Wyvern Nest is usually built on the first two turns, it probably won&#039;t make a big difference; at the same time, perhaps it will allow some players to aim for Chaos Hydras on day 4, which in combination with their new Regeneration ability could prove really useful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192685</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192685"/>
		<updated>2026-01-23T11:46:14Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Stronghold Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* &#039;&#039;From my experience, players usually select the Rocs -&amp;gt; Behemoths route. I wanted to make the Ogre Fort -&amp;gt; Cyclops Cave more lucrative, especially on poor templates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192684</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192684"/>
		<updated>2026-01-23T11:45:34Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Dungeon Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
** &#039;&#039;Access to Ammo Carts should make focus on Medusas more reasonable, since they will no longer be lacking in the number of shots.&#039;&#039;&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
** &#039;&#039;Mana Vortex is the most powerful special building in the game, in particular in later stages of play. It costs as much as Library now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192683</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192683"/>
		<updated>2026-01-23T11:43:57Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Necropolis Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
** &#039;&#039;Slowing down the Vampire Lord strategy. Vampire Lords are extremely powerful, but now take an extra day to build. Although perhaps it is still worth it?&#039;&#039;&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
** &#039;&#039;Bone Dragons and Dread Knights were separated on the building tree to allow for two alternative strategies, either Mausoleum -&amp;gt; Dragon Vault or Tomb of Souls and Estate -&amp;gt; Hall of Darkness. Dread Knights are almost as powerful as Bone Dragons, making both strategies equally relevant. Wights were added to the build tree to encourage players to use a unit which should be a trademark of Necropolis - Ghosts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192682</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192682"/>
		<updated>2026-01-23T11:41:25Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Inferno Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Moreover, the price of Upg. Hell Hole was reduced to facilitate demon farming on Queen Difficulty, provided no other upgrades have been built.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192681</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192681"/>
		<updated>2026-01-23T11:40:27Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Inferno Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192680</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192680"/>
		<updated>2026-01-23T11:40:06Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Tower Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
* [[Temple of Clouds]]: Requirement [[Golden Pavillon]] removed {{gt|Buff}}&lt;br /&gt;
** &#039;&#039;Mages are now a reasonable powerstack early on, since their dwelling can be built on day 2. Altar of wishes&#039; price was reduced, since it is the upgrade which can be made into a strong stack using the Ancient Lamps, and it is the upgrade which can cast beneficial spells. Meanwhile Nagi and Giants are separated in the build tree to allow players to focus on one of the powerful units at a time, although Nagas are still likely to be picked over Giants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Demon Gate|Upg. Demon Gate]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + {{rt|4}} {{s}}&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192679</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192679"/>
		<updated>2026-01-23T11:37:44Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Rampart Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
** &#039;&#039;This was by far the weakest special building in the game. ROI for this object was around 9 weeks, over twice as long as for any other object of this type.&#039;&#039;&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
** &#039;&#039;Unupgraded Unicorns are slightly easier to build to allow Rampart players on poor maps to focus on Pegasi and Unicorns more easily and create a meaningful distinction between building for Unicorns vs building for Dragons&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Demon Gate|Upg. Demon Gate]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + {{rt|4}} {{s}}&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192678</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192678"/>
		<updated>2026-01-23T11:35:40Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Castle Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
** &#039;&#039;Castle players can now select between three powerstacks for the first few turns (Pikemen from increased roll; Archers as always; Griffins from the more available building, Swordsmen as always, and Monks from the more available building. Focusing on Cavaliers instead of Angels is now a reasonable option on poor maps, where 15 wood is quite expensive already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Demon Gate|Upg. Demon Gate]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + {{rt|4}} {{s}}&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192677</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192677"/>
		<updated>2026-01-23T11:34:08Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Castle Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archers&#039; Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Demon Gate|Upg. Demon Gate]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + {{rt|4}} {{s}}&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192676</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192676"/>
		<updated>2026-01-23T11:33:18Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archer&#039;s Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Demon Gate|Upg. Demon Gate]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + {{rt|4}} {{s}}&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Changes&amp;diff=192675</id>
		<title>Pumpkin Patch/Gameplay Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Changes&amp;diff=192675"/>
		<updated>2026-01-23T11:32:35Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
=== Assorted Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center; margin:0 0 10px 7px; float:right;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#{{Tan 2}}A0!important;&amp;quot;&lt;br /&gt;
!Creature&amp;lt;br&amp;gt;Speed&lt;br /&gt;
!Base&amp;lt;br&amp;gt;Movement&lt;br /&gt;
!New&amp;lt;br&amp;gt;Movement&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1300&lt;br /&gt;
| {{gt|1450}}&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1360&lt;br /&gt;
| {{gt|1500}}&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1430&lt;br /&gt;
| {{gt|1550}}&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1500&lt;br /&gt;
| {{gt|1600}}&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1560&lt;br /&gt;
| {{gt|1650}}&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1630&lt;br /&gt;
| {{gt|1700}}&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 1700&lt;br /&gt;
| {{gt|1750}}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 1760&lt;br /&gt;
| {{gt|1800}}&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 1830&lt;br /&gt;
| {{gt|1850}}&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 1900&lt;br /&gt;
| 1900&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 1960&lt;br /&gt;
| {{rt|1950}}&lt;br /&gt;
|-&lt;br /&gt;
| 11+&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
* When selecting a Starting Bonus, Bonus [[Gold]] now grants 1000–1500 {{g}} (from 500–1000)&lt;br /&gt;
** &#039;&#039;As a result, you can reliably hire a second hero after collecting 2 piles of gold. &#039;&#039;&lt;br /&gt;
* [[Experience]] is calculated using the formula &amp;gt; AI Value / 18 &amp;lt; instead of being based on the [[Health]] of slain creatures; this feature can be turned off in the Hex Swapper tool&lt;br /&gt;
** Hero-on-hero combat provides a bonus +12.5% to gained Experience&lt;br /&gt;
** Sieges provide an additional bonus +12.5% to gained Experience&lt;br /&gt;
** &#039;&#039;As a result, experience should correspond to the difficulty of a battle.&#039;&#039;&lt;br /&gt;
* Altered the [[movement]] table, so that now the movement on the adventure map for armies with units of speed 10 is 1950, and each point of speed below that corresponds to 50 movement points per day.&lt;br /&gt;
** &#039;&#039;While the unit speed remains important, it is no longer as strategically disadvantageous to own slow troops. This should partly offset how rarely slow troops are used, their low speed being a hindrance both in combat and on the adventure map.&#039;&#039;&lt;br /&gt;
* Reduced all Regeneration effects (used by [[Wights]], [[Wraiths]], [[Troll]]s and the [[Elixir of Life]]) to 25 HP per turn. &lt;br /&gt;
** &#039;&#039;Since [[Chaos Hydra]]s now benefit from regeneration, the strength of the effect was reduced to avoid them becoming too powerful. The impact on another creatures is minimal, since they don&#039;t have a lot of HP anyway; and Elixir of Life is already very strong.&#039;&#039;&lt;br /&gt;
* [[Luck]]: Also affects the chance of on-hit effects ([[Petrifying attack|Petrification]], [[Aging]], [[Disease]], etc.)&lt;br /&gt;
** Effect chance = BASE_CHANCE x (1 + 0.25 * Luck)&lt;br /&gt;
*** Example: [[Dread Knights]] have a 20% base chance to inflict [[Death Blow]]; with +2 Luck, this becomes: 20 x (1 + 0.25 * 2) = 20 x 1.5 = 30% chance to inflict [[Death Blow]]&lt;br /&gt;
** [[Devil]]s&#039; and [[Arch Devil]]s&#039; passive Luck reduction is bugged and does not currently work. A solution to the issue is being actively investigated.&lt;br /&gt;
&lt;br /&gt;
=== AI Behaviour ===&lt;br /&gt;
* Easy AI looks for the Grail after finding every single obelisk, instead of never:&lt;br /&gt;
* AI looks for the Grail after finding 1/8 obelisks on Expert and Impossible&lt;br /&gt;
* The limit of heroes present on the map before AI refuses to hire new heroes has been increased to 128. &lt;br /&gt;
* The limit of heroes each AI player can hire has been increased to 3 / 4 / 6 / 8 / 8, based on the difficulty level.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* &#039;&#039;(Optional)&#039;&#039; Opening a Pandora box no longer shows the prompt &amp;quot;Are you sure you want to open the box?&amp;quot;.&lt;br /&gt;
* Left - clicking a Town Hall lets you build in the town! Right - clicking shows level of the Town Hall, as before.&lt;br /&gt;
* Double clicking a map calls advanced options instead of starting the map.&lt;br /&gt;
* Tavern only provides map rumors; if no map rumors are customized, it only provides random rumors.&lt;br /&gt;
* Removed Tactics explanation screen at the beginning of every battle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Kobold_and_Kobold_Foreman&amp;diff=192673</id>
		<title>Kobold and Kobold Foreman</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Kobold_and_Kobold_Foreman&amp;diff=192673"/>
		<updated>2026-01-23T10:21:54Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{inhota}}{{BulwarkCreaturesNew}}&lt;br /&gt;
{{Creature/Kobold}}&lt;br /&gt;
{{Creature/Kobold Foreman}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobolds&#039;&#039;&#039; and &#039;&#039;&#039;Kobold Foremen&#039;&#039;&#039; are the level 1 creatures of [[Bulwark]]. They can be recruited from the [[Colliery]].&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Dwellings &amp;amp; Portraits ==&lt;br /&gt;
{{DwellingPortraitNoExp&lt;br /&gt;
| dwelling       = Colliery&lt;br /&gt;
| creature1      = Kobold&lt;br /&gt;
| creature2      = Kobold Foreman&lt;br /&gt;
}}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Heroes with a specialty ==&lt;br /&gt;
* {{H|Kynr|Chieftain}}&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
{{CreatureSounds|Kobold}}&lt;br /&gt;
{{CreatureSounds|Kobold Foreman}}&lt;br /&gt;
{{SoundClickInfo}}&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
They have mediocre stats, but generate 1 gold per day, meaning a Kobold will compensate his cost after 40 days (or 60 for a Kobold Foreman). It&#039;s better not to upgrade them for a while (unless you can find the [[Hill Fort|Old Hill Fort]], which is not available on random maps), and recruit them primarily as a town garrison and workers. Even a little money may mean a lot on resource-poor maps. In the very early game, Kobolds can work as decent meat shields due to their impressive health for a tier 1, but their very low speed makes them undesirable once better creatures are available.&lt;br /&gt;
&lt;br /&gt;
If you find yourself using a powerstack of Kobolds, it is highly advisable to, at the end of your turn, replace them for a faster unit on the main hero in order to have as much [[Movement|movement points]] as possible. &lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 1 Creatures]]&lt;br /&gt;
&lt;br /&gt;
{{Resource generator navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Ballistics&amp;diff=192672</id>
		<title>Ballistics</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Ballistics&amp;diff=192672"/>
		<updated>2026-01-23T09:23:09Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Secondary skills}}&lt;br /&gt;
{{Secondary skill&lt;br /&gt;
 | B_effect = {{swh|gives the hero control of the Catapult. The Catapult can be aimed and has an increased chance to hit fortifications. It cannot be dealt more than 40% of its Health as Damage from any single damage source.|gives control of the catapult to the hero, allowing aimed shots with increased damage.}}&lt;br /&gt;
 | A_effect = {{swh|gives the hero control of the Catapult. The Catapult can be aimed, has an increased chance to hit fortifications, and {{gt|shoots twice}}. It cannot be dealt more than 40% of its Health as Damage from any single damage source.|gives control of the catapult to the hero, allowing {{gt|two}} aimed shots with increased damage.}}&lt;br /&gt;
 | E_effect = {{swh|gives the hero control of the Catapult. The Catapult can be aimed, {{gt|always hits the intended target}}, and shoots twice. It cannot be dealt more than 40% of its Health as Damage from any single damage source.|gives control of the catapult to the hero, allowing two aimed shots at {{gt|maximum}} damage.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Targeting table}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes with Ballistics as a starting skill:&#039;&#039;&#039;&lt;br /&gt;
* {{H2|Uland|Druid}}&lt;br /&gt;
* {{H2|Theodorus|Wizard}}&lt;br /&gt;
* {{H2|Olema|Heretic}}&lt;br /&gt;
* {{H2|Yog|Barbarian}}&lt;br /&gt;
* {{H2|Morton|Mercenary}}{{-wh}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In the game files, this skill is referred to as &amp;quot;Siege Ballistics&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Chance to get==&lt;br /&gt;
{{Secondary skill chance explanation}}&lt;br /&gt;
{{ZET SEC SKILL CHANCE TABLE|{{gt|8}}|{{swh|noicon=|4|{{rt|4}}}}|{{swh|noicon=|4|{{rt|4}}}}|{{swh|noicon=|4|{{rt|4}}}}|6|{{swh|noicon=|4|{{rt|4}}}}|7|6|7|5|7|6|{{gt|8}}|6|7|{{gt|8}}|{{gt|8}}|{{swh|noicon=|4|{{rt|4}}}}|5|{{rt|2}}|6|{{gt|8}}|4|4}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Brian-kemper-ballistics.jpg| Art by [[Brian Kemper]]&amp;lt;br&amp;gt;(pre-release)&amp;lt;br&amp;gt;(note the gold outline and lack of motion blur)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{fanopinion|&lt;br /&gt;
Ballistics is not something essential to everyone, but it is really useful when sieging towns, and if a map has many towns you should capture, consider using a hero with Ballistics as your starting hero, eventually improving the skill to Expert. It will make sieging a town way easier, reducing your losses, as you will destroy the [[drawbridge]] on an early stage of the battle, and the enemy&#039;s defense will worsen significantly. However, the most crucial when sieging a town is properly using your flyers, ranged units, and magic, so as to win as soon as possible and avoid major losses.&lt;br /&gt;
&lt;br /&gt;
Quite useful, since it gives you first chance to cast spells in sieges (provided that the defending hero doesn&#039;t have [[Artillery]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended for:&#039;&#039;&#039; Heroes with walker-heavy armies&lt;br /&gt;
&lt;br /&gt;
While useful for breaking open the gate quickly, one also has to care to consider that it is the only battle-skill that in non-siege battle situations has absolutely no impact. Therefore, in a multiplayer game it may be better to select a more multi-situation skill upon which to invest. In single-player games, more useful, but also situational, as the AI tends to charge out of the castle if an army demonstrates any significant long-range damage abilities. It is very rare that the AI stays in the castle entirely, and that this skill is entirely necessary. I would take this if I had walker armies, and were offered an alternative skill considerably less useful (ie. eagle eye, learning).&lt;br /&gt;
&lt;br /&gt;
On AI, this skill is very often &amp;quot;make or break&amp;quot; - a defense if the enemy hero does not have it is possible even when significantly behind (if you have Castle or at least Citadel), on the other hand, if enemy hero has Ballistics, it can make its victory trivial.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{secondary skill &#039;see also&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Secondary skills]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Artillery&amp;diff=192671</id>
		<title>Artillery</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Artillery&amp;diff=192671"/>
		<updated>2026-01-23T09:21:34Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Secondary skills}}&lt;br /&gt;
{{Secondary skill&lt;br /&gt;
 | width = 380px&lt;br /&gt;
 | B_effect = {{swh|gives the hero control of the Ballista, Arrow Towers, and the Cannon. The Ballista has a 50% chance to inflict 200% base Damage. The Cannon has an increased chance to hit fortifications. The Ballista and the Cannon cannot be dealt more than 40% of their Health as Damage from any single damage source.|gives control of the ballista and defense towers to the hero. The ballista has a 50% chance to inflict double damage.}}&lt;br /&gt;
 | A_effect = {{swh|gives the hero control of the Ballista, Arrow Towers, and the Cannon. The Ballista {{gt|shoots twice}} and has a {{gt|75%}} chance to inflict 200% base Damage. The Cannon has an increased chance to hit fortifications and inflicts {{gt|200%}} base Damage to creatures. The Ballista and the Cannon cannot be dealt more than 40% of their Health as Damage from any single damage source.|gives control of the ballista and defense towers to the hero. The ballista {{gt|shoots twice}} and has a {{gt|75%}} chance to inflict double damage.}}&lt;br /&gt;
 | E_effect = {{swh|gives the hero control of the Ballista, Arrow Towers, and the Cannon. The Ballista shoots twice and has a {{gt|100%}} chance to inflict 200% base Damage. The Cannon {{gt|precisely hits fortifications at maximum Damage}} and inflicts {{gt|300%}} base Damage to creatures. The Ballista and the Cannon cannot be dealt more than 40% of their Health as Damage from any single damage source.|gives control of the ballista and defense towers to the hero. The ballista shoots twice and has a {{gt|100%}} chance to inflict double damage.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Artillery increases the &#039;&#039;&#039;&#039;&#039;base&#039;&#039;&#039;&#039;&#039; [[damage]] of {{swh|both the [[ballista]] and [[cannon]]|the [[ballista]]}}; the &amp;quot;double damage&amp;quot; in the skill description does not mean that the total damage (final damage) is necessarily increased by the same percentage, as it might also be increased by other factors, such as high [[Primary skill#Attack skill|Attack skill]] - see [[Damage#Damage calculation of creature stacks|damage formula]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes with Artillery as a starting skill:&#039;&#039;&#039;&lt;br /&gt;
* {{H2|Vokial|Death Knight}}&lt;br /&gt;
* {{H2|Zubin|Battle Mage}}&lt;br /&gt;
* {{H2|Pasis|Planeswalker}}&lt;br /&gt;
* {{H2|Ignissa|Planeswalker}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes with Ballista as a specialty:&#039;&#039;&#039;&lt;br /&gt;
* {{H2|Torosar|Alchemist}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes with Ballista as a specialty and {{PAGENAME}} as a starting skill:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;{{H2|Christian|Knight}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{H2|Pyre|Demoniac}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;onlyhota&amp;quot;&amp;gt;{{H2|Ranloo|Death Knight}}{{-wh}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{H2|Arlach|Overlord}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{H2|Gurnisson|Barbarian}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{H2|Gerwulf|Beastmaster}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;onlyhota&amp;quot;&amp;gt;{{H2|Morton|Mercenary}}{{-wh}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;onlyhota&amp;quot;&amp;gt;&#039;&#039;&#039;Heroes with Cannon as a specialty and {{PAGENAME}} as a starting skill:&#039;&#039;&#039;&lt;br /&gt;
* {{H2|Jeremy|Captain}}{{-wh}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=={{hota}}==&lt;br /&gt;
{{Targeting table|Cannon|only=hota}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Effects on cannon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With Basic Artillery or Advanced Artillery the cannon does randomly 1 or 2 points of damage to [[fortifications]]. With Expert Artillery the cannon always does 2 points of damage to fortifications. With Advanced Artillery the cannon does double damage and with Expert Artillery triple damage to enemies. As opposed to ballistas, cannons always shoot once.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The ability to control the [[Arrow Towers]] was added in {{ab}}.&lt;br /&gt;
&lt;br /&gt;
In the game files, this skill is referred to as &amp;quot;Battlefield Ballistics&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Chance to get==&lt;br /&gt;
{{Secondary skill chance explanation}}&lt;br /&gt;
{{ZET SEC SKILL CHANCE TABLE|5|2|6|{{rt|1}}|4|{{rt|1}}|5|4|5|3|{{gt|8}}|{{rt|1}}|{{gt|8}}|4|{{gt|8}}|{{rt|1}}|{{gt|8}}|{{rt|1}}|5|{{rt|1}}|6|6|5|{{rt|1}}}}&lt;br /&gt;
&lt;br /&gt;
{{fanopinion|&lt;br /&gt;
Artillery is useful if you have access to [[Ballista]], and even better choice would be selecting a hero with this speciality as your &amp;quot;number one&amp;quot;, especially on small maps. If the [[Blacksmith]] of your home town doesn&#039;t produce Ballistas, but you have an opportunity to get it (by capturing a town with Ballista, on the map, or building a [[Ballista Yard]] in a [[Stronghold]]), Artillery is a good choice. Moreover, it allows you to fully control the town&#039;s defense (as sometimes [[arrow tower]]s kill enemy&#039;s least valuable troops, i.e. neither ranged nor flying). High price of a Ballista is &amp;quot;the other side of the medal&amp;quot;. A secondary hero may learn Artillery so as to shoot wandering creatures and weak enemy troops, avoiding melee attack and thus decreasing losses. Always learn Artillery if you rely much on [[Blind]] spell, as otherwise Ballista may shoot blinded creatures, making them able to fight.&lt;br /&gt;
&lt;br /&gt;
The only redeeming feature of Artillery skill is that while defending a siege, it gives the defending hero control over the [[arrow tower]](s). Sometimes more valuable than the damage of the towers is the chance of defending hero to cast the first spell in each round. Additionally, heroes with Artillery specialty start with a ballista, which can be useful in the combat as the AI sometimes attacks it wasting an otherwise possibly harmful attack on the &amp;quot;free&amp;quot; ballista. However, purchasing a ballista for this purpose is typically purposeless unless the kingdom has plenty of gold to spare.&lt;br /&gt;
&lt;br /&gt;
The problem with Artillery skill is the ballista, which is not only ineffective but also expensive, weak and possible risk factor during combat. An example of the ineffectiveness is that even if the hero has Expert Artillery, Expert Archery, Attack skill value of 20 and the target is within range, the ballista only deals approximately 200 damage against a neutral stack of Archangel. Moreover, the ballista has only 250 [[health]] and acts last during the combat round, which means it  may be destroyed in battles even before it can inflict any damage at all. Another major disadvantage of ballista is, that in a combat it may provide creatures with [[breath attack]] an opportunity to attack troops behind ballista without fear of [[retaliation]]. Not to mention the fact, that ballista is not deployed when attacking [[creature bank]]s or defending against a siege.&lt;br /&gt;
&lt;br /&gt;
When playing on 200% difficulty (eg., the setting usually reserved for competitive games), players start with minimal resources. In this instance, heroes that start with Artillery can be a godsend, especially if your town lacks ranged units by default and you cannot afford to upgrade units during the first few turns. Because of their large pool of hitpoints, you can kite a single flying stack around, out of danger, while the artillery softens the enemy stacks to the point where your stack can one-shot them.&lt;br /&gt;
&lt;br /&gt;
Also, Ballista/Cannon specialty can be very strong on campaign heroes as they start with a ballista and good stats on subsequent scenarios and can usually start clearing the map with no additional troops&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
{{secondary skill &#039;see also&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Secondary skills]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Kobold_and_Kobold_Foreman&amp;diff=192668</id>
		<title>Kobold and Kobold Foreman</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Kobold_and_Kobold_Foreman&amp;diff=192668"/>
		<updated>2026-01-23T08:59:57Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{inhota}}{{BulwarkCreaturesNew}}&lt;br /&gt;
{{Creature/Kobold}}&lt;br /&gt;
{{Creature/Kobold Foreman}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobolds&#039;&#039;&#039; and &#039;&#039;&#039;Kobold Foremen&#039;&#039;&#039; are the level 1 creatures of [[Bulwark]]. They can be recruited from the [[Colliery]].&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Dwellings &amp;amp; Portraits ==&lt;br /&gt;
{{DwellingPortraitNoExp&lt;br /&gt;
| dwelling       = Colliery&lt;br /&gt;
| creature1      = Kobold&lt;br /&gt;
| creature2      = Kobold Foreman&lt;br /&gt;
}}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Heroes with a specialty ==&lt;br /&gt;
* {{H|Kynr|Chieftain}}&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
{{CreatureSounds|Kobold}}&lt;br /&gt;
{{CreatureSounds|Kobold Foreman}}&lt;br /&gt;
{{SoundClickInfo}}&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
They have mediocre stats, but generate 1 gold per day, meaning a Kobold will compensate his cost after 40 days (or 60 for a Kobold Foreman). It&#039;s better not to upgrade them for a while (unless you can find the [[Hill Fort|Old Hill Fort]], which is not available on random maps), and recruit them primarily as a town garrison and workers. Even a little money may mean a lot on resource-poor maps. In the very early game, Kobolds can work as decent meat shields due to their impressive health for a tier 1, but their very low speed makes them undesirable once better creatures are available.&lt;br /&gt;
&lt;br /&gt;
If you find yourself using a powerstack of Kobolds, it is highly advisable to, at the end of your turn, replace them for a faster unit on the main hero in order to have as much [[Movement|movement]] as possible. &lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 1 Creatures]]&lt;br /&gt;
&lt;br /&gt;
{{Resource generator navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Kobold_and_Kobold_Foreman&amp;diff=192667</id>
		<title>Kobold and Kobold Foreman</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Kobold_and_Kobold_Foreman&amp;diff=192667"/>
		<updated>2026-01-23T08:58:35Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{inhota}}{{BulwarkCreaturesNew}}&lt;br /&gt;
{{Creature/Kobold}}&lt;br /&gt;
{{Creature/Kobold Foreman}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobolds&#039;&#039;&#039; and &#039;&#039;&#039;Kobold Foremen&#039;&#039;&#039; are the level 1 creatures of [[Bulwark]]. They can be recruited from the [[Colliery]].&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Dwellings &amp;amp; Portraits ==&lt;br /&gt;
{{DwellingPortraitNoExp&lt;br /&gt;
| dwelling       = Colliery&lt;br /&gt;
| creature1      = Kobold&lt;br /&gt;
| creature2      = Kobold Foreman&lt;br /&gt;
}}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Heroes with a specialty ==&lt;br /&gt;
* {{H|Kynr|Chieftain}}&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
{{CreatureSounds|Kobold}}&lt;br /&gt;
{{CreatureSounds|Kobold Foreman}}&lt;br /&gt;
{{SoundClickInfo}}&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
They have mediocre stats, but generate 1 gold per day, meaning a Kobold will compensate his cost after 40 days (or 60 for a Kobold Foreman). It&#039;s better not to upgrade them for a while (unless you can find the [[Hill Fort|Old Hill Fort]], and recruit them primarily as a town garrison and workers. Even a little money may mean a lot on resource-poor maps. In the very early game, Kobolds can work as decent meat shields due to their impressive health for a tier 1, but their very low speed makes them undesirable once better creatures are available.&lt;br /&gt;
&lt;br /&gt;
If you find yourself using a powerstack of Kobolds, it is highly advisable to, at the end of your turn, replace them for a faster unit on the main hero in order to have as much [[Movement|movement]] as possible. &lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 1 Creatures]]&lt;br /&gt;
&lt;br /&gt;
{{Resource generator navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192661</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192661"/>
		<updated>2026-01-22T22:19:37Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Component Pieces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192660</id>
		<title>Pumpkin Patch/Artifact Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Artifact_Changes&amp;diff=192660"/>
		<updated>2026-01-22T22:19:17Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Component Pieces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Core Changes ==&lt;br /&gt;
* {{An|Pendant of Negativity}}: Effect grants protection from [[Titan&#039;s Lightning Bolt]]&lt;br /&gt;
* {{An|Pendant of Second Sight}}: Major → Minor class&lt;br /&gt;
* {{An|Emblem of Cognizance}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
* {{An|Inexhaustible Cart of Lumber}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Inexhaustible Cart of Ore}}: Minor → Treasure class; Cost 5000 {{g}} → {{gt|2000}} {{g}}&lt;br /&gt;
* {{An|Everpouring Vial of Mercury}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Eversmoking Ring of Sulfur}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Everflowing Crystal Cloak}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Ring of Infinite Gems}}: Major → Minor class; Cost 5000 {{g}} → {{gt|4000}} {{g}}&lt;br /&gt;
* {{An|Endless Sack of Gold}}: Relic → Major class&lt;br /&gt;
&lt;br /&gt;
* {{An|Necklace of Swiftness}}: Treasure → Minor class&lt;br /&gt;
* {{An|Boots of Speed}}: Minor → Major class&lt;br /&gt;
* {{An|Pendant of Courage}}: Effect +3 [[Morale]], +3 [[Luck]] → {{rt|+2}} [[Morale]], {{rt|+2}} [[Luck]]; Cost 7000 {{g}} → {{gt|6000}} {{g}}&lt;br /&gt;
* {{An|Cape of Velocity}}: Major → Relic class&lt;br /&gt;
&lt;br /&gt;
== Combination Artifacts ==&lt;br /&gt;
* {{An|Armageddon&#039;s Blade}}: Relic → Combination class&lt;br /&gt;
** Requires [[Hellstorm Helmet]], [[Breastplate of Brimstone]], [[Sword of Hellfire]], and [[Shield of the Damned]]&lt;br /&gt;
** Pick-up texts changed for all aforementioned artifacts&lt;br /&gt;
* {{An|Ring of the Magi}}: Combination → Major class; Effect +50 spell duration → -2 [[Spell]] cost; Cost 3,000 {{g}} → {{rt|5,000}} {{g}}. The pieces state directly that they are no longer a part of a set. &lt;br /&gt;
* {{An|Power of the Dragon Father}}: Level 1–4 spell immunity → 1–{{gt|5}} spell immunity&lt;br /&gt;
* {{An|Titan&#039;s Thunder}}: [[Primary skill]] bonuses +9/9/8/8 → {{gt|+12/12/10/10}}; [[Titan&#039;s Lightning Bolt]] damage 600 + 0 x SP -&amp;gt; {{rt|0}} + {{gt|60}} x SP&lt;br /&gt;
* {{An|Angelic Alliance}}: Prayer 10 rounds → {{rt|3}} rounds&lt;br /&gt;
* {{An|Cloak of the Undead King}}: Resurrects [[Walking Dead]]/[[Wight]]s/[[Lich]]es → {{rt|Skeletons/Walking Dead/Wraiths}}&lt;br /&gt;
&lt;br /&gt;
=== Component Pieces ===&lt;br /&gt;
* {{An|Head of Legion}}: Effect +1 Growth/week → +2 Growth/week; Cost 5,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Arms of Legion}}: Effect +2 Growth/week → +3 Growth/week; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Torso of Legion}}: Effect +3 Growth/week → +4 Growth/week; Cost 8,000 {{g}} → {{rt|12,000}} {{g}}&lt;br /&gt;
* {{An|Loins of Legion}}: Effect +4 Growth/week → +5 Growth/week; Cost 5,000 {{g}} → {{rt|6,000}} {{g}}&lt;br /&gt;
* {{An|Legs of Legion}}: Effect +5 Growth/week → +6 Growth/week; Cost 5,000 {{g}} → {{gt|4,000}} {{g}}&lt;br /&gt;
* {{An|Ring of Vitality}}: Treasure → Minor class&lt;br /&gt;
* {{An|Ring of Life}}: Minor → Major class; Effect +1 Health → {{gt|+2}} Health; Cost 5,000 {{g}} → {{rt|10,000}} {{g}}&lt;br /&gt;
* {{An|Charm of Mana}}: +1 [[Spell Point]]s/day → {{gt|+3}} [[Spell Point]]s/day; Cost 500 {{g}} → {{rt|750}} {{g}}&lt;br /&gt;
* {{An|Talisman of Mana}}: +2 [[Spell Point]]s/day → {{gt|+5}} [[Spell Point]]s/day; Cost 1,000 {{g}} → {{rt|1,250}} {{g}}&lt;br /&gt;
* {{An|Mystic Orb of Mana}}: Treasure → Minor class; +3 [[Spell Point]]s/day → {{gt|+7}} [[Spell Point]]s/day; Cost 1,500 {{g}} → {{rt|1,750}} {{g}}&lt;br /&gt;
* {{An|Statesman&#039;s Medal}}: Major → Minor class&lt;br /&gt;
* {{An|Diplomat&#039;s Ring}}: Major → Minor class&lt;br /&gt;
* {{An|Ambassador&#039;s Sash}}: Major → Minor class&lt;br /&gt;
* {{An|Angel Feather Arrows}}: Major →  Minor class&lt;br /&gt;
* {{An|Bowstring of the Unicorn&#039;s Mane}}: Minor → Treasure class&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192659</id>
		<title>Pumpkin Patch/Town Changes</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Town_Changes&amp;diff=192659"/>
		<updated>2026-01-22T22:19:05Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Castle Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
== Town Changes ==&lt;br /&gt;
* [[Necropolis]] Towns can provide {{Sn|Cure}} (5%). {{Sn|Bloodlust}} chance reduced (to 0%).&lt;br /&gt;
&lt;br /&gt;
== Common Buildings ==&lt;br /&gt;
* [[Resource Silo]]: Cost 5,000 {{g}} + 5 {{o}} → {{gt|2,000}} {{g}} + {{gt|0}} {{o}}&lt;br /&gt;
&lt;br /&gt;
== [[Castle]] Buildings ==&lt;br /&gt;
* [[Griffin Tower]]: Requirement [[Barracks]] → [[Guardhouse]] ({{gt|Buff}})&lt;br /&gt;
* [[Monastery]]: Requirement [[Barracks]] → [[Archer&#039;s Tower]] ({{gt|Buff}})&lt;br /&gt;
* [[Training Grounds]]: Cost 5,000 {{g}} + 20 {{w}} → 5,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
== [[Rampart]] Buildings ==&lt;br /&gt;
* [[Mystic Pond]]: Cost 2,000 {{g}} + 2 {{w}} + 2 {{o}} + 2 {{m}} + 2 {{s}} + 2 {{c}} + 2 {{gem}} → {{gt|1,500}} {{g}} + {{rt|5}} {{o}}&lt;br /&gt;
** Produces 1–4 → {{gt|3–6}} random rare resources per week&lt;br /&gt;
* [[Fountain of Fortune]]: Cost 1,500 {{g}} + 10 {{c}} → {{gt|1,000}} {{g}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Enchanted Spring]]: Cost 2,000 {{g}} + 10 {{c}} → 2,000 {{g}} + {{rt|5}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
* [[Unicorn Glade]]: Cost 4,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{gem}} → 4,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|5}} {{gem}}&lt;br /&gt;
** Requirement [[Dendroid Arches]] and [[Enchanted Spring]] -&amp;gt; [[Enchanted Spring]] {{gt|Buff}}&lt;br /&gt;
* [[Unicorn Glade|Upg. Unicorn Glade]]: Cost 3,000 {{g}} + 5 {{gem}} → 3,000 {{g}} + {{rt|5}} {{w}} + {{rt|5}} {{o}} + 5 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Tower]] Buildings ==&lt;br /&gt;
* [[Mage Tower]]: Requirement [[Golem Factory]] removed ({{gt|Buff}})&lt;br /&gt;
** Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} + 5 {{gem}} → 2,000 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{m}} + {{gt|3}} {{s}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes]]: Cost 2,500 {{g}} + 5 {{w}} + 5 {{o}} + 6 {{c}} + 6 {{gem}} → 2,500 {{g}} + 5 {{w}} + 5 {{o}} + {{gt|3}} {{c}} + {{gt|3}} {{gem}}&lt;br /&gt;
* [[Altar of Wishes|Upg. Altar of Wishes]]: Cost 2,000 {{g}} + 5 {{w}} → Cost 2,000 {{g}} + 5 {{w}} + {{rt|3}} {{c}} + {{rt|3}} {{gem}}&lt;br /&gt;
** Cost 5,000 {{g}} + 10 {{w}} + 10 {{o}} + 10 {{gem}} → 5,000 {{g}} + {{rt|15}} {{w}} + {{rt|15}} {{o}} + 10 {{gem}}&lt;br /&gt;
&lt;br /&gt;
== [[Inferno]] Buildings ==&lt;br /&gt;
&#039;&#039;Inferno is known to be the weakest faction. I decided to buff it primarily by improving demon farming through increasing the amount of demons an Inferno player can obtain for the same amount of money, per week. Horned demons were slightly redesigned - they are now a significant upgrade, but have a much higher cost - both in the sulphur, which is needed for multiple Inferno buildings early on, as well as in gold {{G}}. Jousting bonus was chosen for the Horned demons for its fitting theme, the fact that Horned Demons were the only upgraded level 4 unit without a special ability and creation of a new strategic depth in the decision to upgrade or not to upgrade demons.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Blacksmith]]: Production [[Ammo Cart]] → [[Ballista]] ({{gt|Buff}} for [[Demoniacs]])&lt;br /&gt;
* [[Castle Gate]]: Requirement [[Citadel]] → [[Fort]] ({{gt|Buff}})&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} → {{gt|5,000}} {{g}} + 5 {{w}} + 5 {{o}}&lt;br /&gt;
* [[Brimstone Stormclouds]]: Cost 1,000 {{g}} + 5 {{s}} → 1,000 {{g}} + {{gt|3}} {{s}}&lt;br /&gt;
* [[Demon Gate]]: Requirement [[Hall of Sins]] → [[Imp Crucible]] ({{gt|Buff}})&lt;br /&gt;
* [[Demon Gate|Upg. Demon Gate]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + {{rt|4}} {{s}}&lt;br /&gt;
* [[Hell Hole|Upg. Hell Hole]]: Cost 3,000 {{g}} + 5 {{m}} + 5 {{s}} → 3,000 {{g}} + {{gt|4}} {{m}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Necropolis]] Buildings ==&lt;br /&gt;
* [[Necromancy Amplifier]]: Requirement [[Mage Guild|Mage Guild Level 1]] → [[Mage Guild|Mage Guild Level 2]] ({{rt|Nerf}})&lt;br /&gt;
** Cost 1,000 {{g}} → {{rt|2,000}} {{g}} + {{rt|4}} {{o}}&lt;br /&gt;
* [[Skeleton Transformer]]: Requirement [[Cursed Temple]] -&amp;gt; None&lt;br /&gt;
* [[Cover of Darkness]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{s}}&lt;br /&gt;
* [[Estate|Upg. Estate]]: Cost 2,000 {{g}} + 10 {{w}} + 10 {{c}} + 10 {{gem}} → 2,000 {{g}} + 10 {{w}} + {{rt|5}} {{o}} + 10 {{c}} + 10 {{gem}}&lt;br /&gt;
* [[Hall of Darkness]]: Requirement [[Graveyard]] → [[Tomb of Souls]] ({{rt|Nerf}})&lt;br /&gt;
* [[Dragon Vault]]: Requirement [[Hall of Darkness]] → [[Mausoleum]]&lt;br /&gt;
** Cost 10,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}} → 10,000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}} + 5 {{m}} + 5 {{s}} + 5 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Dungeon]] Buildings ==&lt;br /&gt;
* [[Blacksmith]]: Produces [[Ballista]] → [[Ammo Cart]]&lt;br /&gt;
* [[Mana Vortex]]: Cost 1,000 {{g}} → 1,000 {{g}} + {{rt|5}} {{m}} + {{rt|5}} {{s}} + {{rt|5}} {{c}} + {{rt|5}} {{gem}}&lt;br /&gt;
* [[Portal of Summoning]]: Cost 2,500 {{g}} + 5 {{o}} → {{rt|5,000}} {{g}} + {{rt|5}} {{w}} + 5 {{o}}&lt;br /&gt;
* [[Manticore Lair]]: Cost 5,000 {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}} → {{gt|3,000}} {{g}} + 5 {{w}} + 5 {{o}} + 5 {{m}} + 5 {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Stronghold]] Buildings ==&lt;br /&gt;
* [[Ogre Fort]]: Cost 2,000 {{g}} + 20 {{w}} → 2,000 {{g}} + {{gt|15}} {{w}}&lt;br /&gt;
* [[Cliff Nest]]: Cost 2,500 {{g}} + 10 {{o}} → {{rt|3,000}} {{g}} + {{rt|15}} {{o}}&lt;br /&gt;
* [[Cyclops Cave|Upg. Cyclops Cave]]: Cost 3,000 {{g}} + 5 {{w}} + 5 {{o}} + 10 {{c}} → 3,000 {{g}} + 5 {{w}} + {{rt|10}} {{o}} + {{gt|5}} {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Fortress]] Buildings ==&lt;br /&gt;
* [[Gnoll Hut]]: Cost 400 {{g}} + 10 {{w}} → 400 {{g}} + {{gt|5}} {{w}}&lt;br /&gt;
* [[Gorgon Lair|Upg. Gorgon Lair]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → {{rt|4,000}} {{g}} + 5 {{w}} + {{rt|5}} {{o}}&lt;br /&gt;
* [[Hydra Pond]]: Requirement [[Wyvern Nest]] → [[Lizard Den]] ({{gt|Buff}})&lt;br /&gt;
&lt;br /&gt;
== [[Conflux]] Buildings ==&lt;br /&gt;
* [[Altar of Air]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{o}}&lt;br /&gt;
* [[Altar of Air|Upg. Altar of Air]]: Cost 1,500 {{g}} + 2 {{w}} + 2 {{m}} + 2 {{gem}} → {{rt|2,000}} {{g}} + {{rt|5}} {{o}} + {{rt|4}} {{gem}}&lt;br /&gt;
* [[Altar of Water]]: Cost 1,500 {{g}} + 5 {{o}} → {{rt|2,000}} {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Water|Upg. Altar of Water]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + {{rt|5}} {{w}} + {{gt|4}} {{c}}&lt;br /&gt;
* [[Altar of Fire]]: Cost 2,000 {{g}} + 5 {{w}} + 5 {{o}} → 2,000 {{g}} + 5 {{w}}&lt;br /&gt;
* [[Altar of Fire|Upg. Altar of Fire]]: Cost 2,000 {{g}} + 5 {{o}} + 5 {{m}} → 2,000 {{g}} + 5 {{w}} + {{gt|4}} {{m}}&lt;br /&gt;
* [[Altar of Earth]]: Cost 2,000 {{g}} + 10 {{o}} → 2,000 {{g}} + {{gt|5}} {{o}}&lt;br /&gt;
* [[Altar of Earth|Upg. Altar of Earth]]: Cost 1,000 {{g}} + 5 {{s}}  → {{rt|2,000}} {{g}} + 5 {{o}} + {{gt|4}} {{s}}&lt;br /&gt;
&lt;br /&gt;
== [[Factory]] Buildings ==&lt;br /&gt;
* [[Gantry|Upg. Gantry]]: Cost 15,000 {{g}} + 10 {{o}} + 20 {{c}} → {{rt|20,000}} {{g}} + {{rt|20}} {{o}} + 20 {{c}}&lt;br /&gt;
&lt;br /&gt;
== [[Bulwark]] Buildings ==&lt;br /&gt;
* [[Hall of the Bold]|Upg. Hall of the Bold]: Cost 1000 {{g}} + 5 {{w}} + 5 {{o}} -&amp;gt; 1000 {{g}} + {{rt|10}} {{w}} + {{rt|10}} {{o}}&lt;br /&gt;
* [[Mammoth Stalls|Upg. Mammoth Stalls]]: Cost 3000 {{g}} + 10 {{w}} -&amp;gt; 3000 {{g}} + {{rt|15}} {{w}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192648</id>
		<title>Pumpkin Patch/Changelog</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192648"/>
		<updated>2026-01-22T17:36:55Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Current version =&lt;br /&gt;
The current version of the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]] is &#039;&#039;&#039;1.5.4.&#039;&#039;&#039; You can see your mod version on the main menu screen.&lt;br /&gt;
&lt;br /&gt;
= List of changes =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.4&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed a bug with Celestine starting with too many automatons&lt;br /&gt;
* Fixed incorrect skill descriptions for Navigation&lt;br /&gt;
* Reverted all changes to the class of legion set artifacts&lt;br /&gt;
* Fixed an infinite recursion loop in the backup code&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Reverted the previous changes to Runes, but reduced the gain of A/D and speed on low levels. &lt;br /&gt;
* [-] LiftMagicRestrictions no longer reduces Wisdom odds if more slots for skills are available (i.e., MergeArtilleryAndBallistics is active). &lt;br /&gt;
* [-] Reduced the odds of Druids obtaining Eagle Eye by 1. Increased their odds of obtaining Runes by 1. &lt;br /&gt;
* [-] Reduced the starting roll of Snow Elves to 3-4, matching Wood Elves. &lt;br /&gt;
* [-] Increased the starting amount of Basilisks on Bron to 5-6. &lt;br /&gt;
* [-] Reverted the changes to Coronius’s specialty (Slayer). &lt;br /&gt;
* [-] Reduced the starting amount of Swordsmen to 4-5. Fixed Catherine starting with 4-7 of them. &lt;br /&gt;
* [-] Reduced the starting amount of Demons to 4-5. &lt;br /&gt;
* [-] Fixed heroes receiving the “No skill” skill. &lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.1&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Increased the starting roll of Pikemen to 15-20. &lt;br /&gt;
* [-] Increased the starting roll of Elves to 3-4. &lt;br /&gt;
* [-] Increased the starting roll of Centaurs to 15-20. &lt;br /&gt;
* [-] Vial of Lifeblood now gives only +2 HP, to all units, class changed to Major. &lt;br /&gt;
* [-] Unique Starting Armies now have T6 heroes again with the entire stack of T1, and T3 heroes with a stack of T1 as well. Go, Gremlins!&lt;br /&gt;
* [-] Reduced the mana cost of Quicksand to 7/5&lt;br /&gt;
* [-] Reduced the mana cost of Slow to 8/7&lt;br /&gt;
* [-] Fixed the game crashing after visiting crypts or Harpy Caves. &lt;br /&gt;
* [-] Reduced the effect of magic mirror to ⅓  / ⅔ reflection chance. &lt;br /&gt;
* [-] Increased the effect of runes to greater A/D bonuses (+9 / +9 at 9 rune level). However, the runes no longer increase creature speed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Reduced the effect of runes, removing the speed bonus and delaying other stat bonuses. &lt;br /&gt;
* [+] Added support for the H3Landscapes modification. &lt;br /&gt;
* [+] Added an option merging ballistics and artillery into a single skill.&lt;br /&gt;
* [-] Reverted changes to Dendroids, Zombies and Lizardmen. &lt;br /&gt;
* [-] Increased the speed of Wraiths by 1. &lt;br /&gt;
* [-] Reduced the price of Dimension Door to 30/25. &lt;br /&gt;
* [-] By default, Town Portal now belongs to Earth and Water, and Dimension Door to Fire and Air. &lt;br /&gt;
* [-] Merged a number of settings, reducing the Gameplay section of the Hexswapper to a single page. &lt;br /&gt;
* [-] Increased the AI value of War Mammoths to 1974&lt;br /&gt;
* [-] Increased the AI value of Mammoths to 1686 &lt;br /&gt;
* [-] Increased the Ai value of chaos hydras to 6229, and their fight value to 5573&lt;br /&gt;
* [-] Altered the requirements of the Altar of Earth, so that it only requires the Altar of Air&lt;br /&gt;
* [-] Changed the specialty of Serena to Land mine. &lt;br /&gt;
* [-] Removed the miss-morale for the new banks in the NewCreatureBanks setting. &lt;br /&gt;
* [-] Removed Efreeti Sultan’s fire shield changes&lt;br /&gt;
* [-] Removed the increased odds of Fear ability. &lt;br /&gt;
* [-] Removed the increased odds of Acid Breath ability. &lt;br /&gt;
* [-] Removed Christmas accents&lt;br /&gt;
* [-] Changed the Hell Hound growth to the standard 7 per week. &lt;br /&gt;
* [-] Changed the starting amount of Pirates to 4-6. &lt;br /&gt;
* [-] Changed the starting amount of Lizardmen to 5-7. &lt;br /&gt;
* [-] Reduced the effect of the Hypnotize spell to 40 x SP + 10/20/50. &lt;br /&gt;
* [-] Reverted all changes to Fangarms. &lt;br /&gt;
* [-] Increased the Fight value of Snow Elves to 279. &lt;br /&gt;
* [-] Increased the Fight value of Steel Elves to 394 and the price to 290. &lt;br /&gt;
* [-] Reduced the damage of Mammoths and War Mammoths to 12-18. &lt;br /&gt;
* [-] Reverted changes to the chance of poison (venom). &lt;br /&gt;
* [-] Reverted changes to the disease ability of zombies.&lt;br /&gt;
* [-] Reverted changes to the navigation skill. &lt;br /&gt;
* [-] Reverted changes to the stats of Lizardmen. &lt;br /&gt;
* [-] Reduced the price of the Upg. Gorgon Lair price to 5 ore, 5 wood, 4000 gold. &lt;br /&gt;
* [-] Reverted the price of the Gorgon Lair to the original price. &lt;br /&gt;
* [-] Reduced the price of the Gnoll Hut by 5 ore. &lt;br /&gt;
* [-] Reverted all changes to the Eagle Eye skill. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 15 ore, 3000 gold, but removed the Citadel requirement. &lt;br /&gt;
* [-] Reverted all changes to Gunsligners, except for the amount of shots. &lt;br /&gt;
* [-] Reverted all changes to Bounty Hunters, except for the amount of shots and the increased HP. Increased the minimum damage of Bounty Hunters to 18. &lt;br /&gt;
* [-] Changed the requirements of Monastery to Arrow Tower and MG1. &lt;br /&gt;
* [-] Reduced changes to the damage of Armageddon. &lt;br /&gt;
* [-] Reduced the price of Slow to 10/9. &lt;br /&gt;
* [-] Reduced the price of Haste to 7/6. &lt;br /&gt;
* [-] Moved sacrifice to tier 4. Increased the odds for it to 5% per slot for neutral towns. Increased the mana cost to 20/16. * [-] Reduced the effect scaling to 2/2/4/8. &lt;br /&gt;
* [-] Severely reduced the odds of obtaining magic mirror in any mage guild. &lt;br /&gt;
* [-] Moved Mirth to tier 2. &lt;br /&gt;
* [-] Moved Sorrow to tier 3. &lt;br /&gt;
* [-] Changed mana cost of Sorrow and Misfortune to 9/6&lt;br /&gt;
* [-] Changed mana cost of fortune, mirth to 7/5&lt;br /&gt;
* [-] Changed the effect of all luck and morale affecting spells to 2 / 2 / 3 / 3&lt;br /&gt;
* [-] Increased the effect of the Daremyth specialty to +5 luck when casting Fortune. &lt;br /&gt;
* [-] Increased the cost of animate dead to 18/15&lt;br /&gt;
* [-] Moved counterstrike to T3, changed cost to 9/6. Increased odds for Fortress by 10% and stronghold by 5%. &lt;br /&gt;
* [-] Reverted changes to the Anglic Alliance and its components. &lt;br /&gt;
* [-] Reduced the duration of Prayer cast by angelic Alliance to 3 turns. &lt;br /&gt;
* [-] Increased the bonus of the Power of the Dragon father to +10 to each primary skill. &lt;br /&gt;
* [-] Reverted the changes to the Ballistics skill. &lt;br /&gt;
* [-] Changed the starting primary stats of elementalists to 0/0/3/2. &lt;br /&gt;
* [-] Fixed the game crashing during naval combat when the New Creature Banks setting was active. &lt;br /&gt;
* [-] Removed a number of redundant, or rarely chosen options. These may be re-added in the future, should the need for it arise. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.a&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.a changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.a&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to separate TP to belong to Water and Earth magic, and DD to belong to Air and Fire magic. &lt;br /&gt;
* [+] Added new shipwrecks and dragon utopias to the map editor.&lt;br /&gt;
* [-] With the NewCreatureBanks on, Shipwrecks can now have an upgraded stack present. &lt;br /&gt;
* [-] Fixed a bug causing a town to disappear when using the &amp;quot;New Creature Banks&amp;quot; option. &lt;br /&gt;
* [-] Fixed various bugs occurring while using any of the duel-related options. &lt;br /&gt;
* [-] Fixed the chuchyard spawning with incorrect stack placement. &lt;br /&gt;
* [-] Added Fangarms to Dungeon for the purpose of morale and native terrain. &lt;br /&gt;
* [-] Reduced the damage from the Titan’s Thunder spell to 60 x SP. &lt;br /&gt;
* [-] Increased the reward of the Beholder Sanctuary to 4000/6000/8000/12000 gold and 1 minor / 1 minor / 1 Major / 1 minor and 1 Major artifact. &lt;br /&gt;
* [-] Switched the availability between Thane and Torosar - now, Thane is normally available, while Torosar is only present on random map templates if Winstan’s presence on random maps is disabled. &lt;br /&gt;
* [-] Removed the “Refuse Secondary Skills” option, incorporating it into the mod itself. &lt;br /&gt;
* [-] Merged Casting Unicorns and the Flying Familiars options. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.9&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.9 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.9&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added setting presets to the UI of the HexSwapper. &lt;br /&gt;
* [-] Added new Christmas-themed elements to the Pumpkin Patch&lt;br /&gt;
* [-] Without the tournament rules, Dimension Door can be cast up to 1/1/2/3 times per day. &lt;br /&gt;
* [-] Reverted the changes to Magic Arrow damage. &lt;br /&gt;
* [-] Fixed spell probabilities for SoD towns in the Complete Spell Rebalance setting. &lt;br /&gt;
* [-] Increased the base damage of Ice Bolt to 20/20/40/80 damage. &lt;br /&gt;
* [-] Improved the UI of HexSwapper. &lt;br /&gt;
* [-] Increased the attack of Halfling Grenadiers by 1, to compensate a little for their losing both damage and the number of shots, and incentivize players to still occasionally pick this upgrade. &lt;br /&gt;
* [!] Added a new creature bank, called Underground Factory, in which, following a battle with Mechanics, Engineers and Automatons, you receive 1/2/3/4 Dreadnoughts. &lt;br /&gt;
* [-] Reverted the changes to Gunslingers. &lt;br /&gt;
* [-] Increased defense of Bounty Hunters by 2, their AI value to 1494 and their Fight Value to 973. &lt;br /&gt;
* [-] Reduced Agar’s starting army with Unique Starting Armies option to 2 Sandworms. &lt;br /&gt;
* [-] Reduced the hero limit for AI with the 3-hero mode to 1/2/3/4/5. &lt;br /&gt;
* [-] Fixed some de-sync and HD mod bugs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.8&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed a number of HexSwapper, mod-related and HD-mod related bugs. &lt;br /&gt;
* [-] Added a functioning 3-hero mode (in which each player is limited to a maxiumum of 3 heroes). &lt;br /&gt;
* [-] Reduced the mana cost of [[Blind]] to 16/14 mana. &lt;br /&gt;
* [-] Reverted the cost changes to the [[Cloud Temple]]&lt;br /&gt;
* [-] Increased the cost of [[Haste]] from 6/5 to 8/7. &lt;br /&gt;
* [-] Reduced the movement point cost of [[Town Portal]] and [[Dimension Door]] by 100 each. &lt;br /&gt;
* [+] Added new Factory creature dwellings from an old version of Factory. &lt;br /&gt;
* [-] Reduced the AI value of [[Zealots]] from 750 to 700. &lt;br /&gt;
* [-] Reduced the number of casts of [[Bless]] which [[Zealots]] have to 1 per battle in order to avoid the AI spamming the spell. &lt;br /&gt;
* [-] Reverted the changes to [[Angelic Alliance]]&#039;s effect on army-mixing, as they caused various issues in online multiplayer. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Edric]]’s starting army to 1 x Pikemen (10-20) and 2 x Griffins (6-7)&lt;br /&gt;
* [-] Duel 3.0: Increased the mana cost of [[Implosion]] to 35//35/40/50 mana. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Adrienne]]’s starting skills to Wisdom and Mysticism. &lt;br /&gt;
* [-] Duel 3.0: Reduced the scaling of Luck to 1/20. &lt;br /&gt;
* [-] Duel 3.0: Increased the Logistics specialty to a 4% bonus. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.7&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.7 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.7&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed numerous bugs. &lt;br /&gt;
* [-] Reduced the cost of Dimension Door and Town Portal by 100 movement points each. &lt;br /&gt;
* [-] Reduced the mana cost of Blind to 16/14 mana (+6 from original value). &lt;br /&gt;
* [-] Increased the mana cost of Haste by 1. &lt;br /&gt;
* [+] Added an option to the HexSwapper, which changes the main menu to an alternative version used for the demo of 1.7.0. Known issue: enabling this option makes the Credits Button unusable. A fix has been found and will eventually be implemented. &lt;br /&gt;
* [+] Added an option which replaces the Derelict Ships with a Mountain Cavern, a bank with Manticores as a reward, guarded by Harpy Hags, and a Beholder Sanctuary for the on-ground terrains. &lt;br /&gt;
* [+] Added new Trees of Knowledge. Trees of Knowledge can now spawn on any terrain; in some, with various sprites. &lt;br /&gt;
* [+] Added MKC’s options to HexSwapper. &lt;br /&gt;
* [*] Regenerating Hydras has been implemented into the core mod. &lt;br /&gt;
* [*] Barbarians’, Overlords’, Mercenaries’, Beastmasters’ and Rangers’ restrictions on magic schools have been restored; however, an option in the hexswapper allows lifting them. &lt;br /&gt;
* [-] Ivory Tower is now guarded by 30/45/60/90 archmagi and grants 4/6/8/12 enchanters. &lt;br /&gt;
* [-] All creature banks now have their odds changed to 15/35/35/15&lt;br /&gt;
* [-] Expanded the description of Conjuring artifacts to show that they are no longer a part of a combination artifact. &lt;br /&gt;
* [-] Reduced the growth of Air and Water elementals to 5, matching Fire and Earth elementals. &lt;br /&gt;
* [-] Reduced the price of the Cliff Nest to 3000 gold (compared to 4000 before, and 2500 in original HotA). &lt;br /&gt;
* [-] Zealots once again benefit from no melee penalty. &lt;br /&gt;
* [-] Removed the confirmation message upon opening a Pandora Box. Receiving nothing from a box, or being threatened by guardians inside, still shows a prompt. &lt;br /&gt;
* [-] Changed Dracon’s starting spell to Slayer. &lt;br /&gt;
* [-] Changed Josephine’s starting skills to Mysticism and Armorer, from Mysticism and Sorcery. &lt;br /&gt;
* [-] Changed Theodorus’s starting skills to Wisdom and Sorcery, from Wisdom and Ballistics. &lt;br /&gt;
* [-] Increased the specialty of Archibald to instead be +2 hexes for each level above Basic Tactics, i.e. +2 hexes at advanced and +4 at Expert. &lt;br /&gt;
* [-] The stack size of each of the elementals is now 3-5, since they’re level 3.5 units. &lt;br /&gt;
* [-] Thunar and Ignissa now start with two stacks of the unit they specialize in. &lt;br /&gt;
* [-] Changed the “standard” conflux army to include one stack of elementals appropriate to a specific element the hero is attuned with. &lt;br /&gt;
* [-] Unicorn Glade no longer requires Dendroid Arches. &lt;br /&gt;
* [-] Tomb of Souls is no longer a requirement of the Mausoleum, but it remains a requirement for the Hall of Darkness. &lt;br /&gt;
* [-] Skeleton transformer no longer requires the cursed temple. &lt;br /&gt;
* [-] Anti-Magic no longer clears negative spell effects. &lt;br /&gt;
* [-] Increased the damage taken from Petrification from reducing it by 50%, to increasing it by 50%. Reduced the odds of Petrification to 20%. Increased the fight value of petrified units. &lt;br /&gt;
* [-] Reduced the odds of Lightning Strike to 20%. Reverted the AI value changes for Thunderbirds. &lt;br /&gt;
* [-] Reduced the odds of Mummies and Dread Knights casting Curse to 20%. &lt;br /&gt;
* [-] Increased the scaling of Luck by ⅓ compared to the original game. &lt;br /&gt;
* [-] Armageddon’s SP scaling reduced from 40 to 30, and base damage reduced from 30/30/60/120 to 20/20/40/80. &lt;br /&gt;
* [-] Increased the AI value of Dreadnoughts from 3879 to 4047&lt;br /&gt;
* [-] Increased the damage of Titan’s Thunder spell to 600 + 60 x power. &lt;br /&gt;
* [-] Reduced the mana cost of Counterstrike to 8/4/4/4. &lt;br /&gt;
* [-] Reduced the mana cost of Dimension Door to 35/30. &lt;br /&gt;
* [-] Increased the AI value of the Old Hill Fort to 50 000 on the templates which have it enabled.&lt;br /&gt;
* [-] Reverted the move of Anti-magic from the school of Earth to the school of Water.&lt;br /&gt;
* [-] Reverted the mana cost changes to Water Elemental and Fire Elemental spells. &lt;br /&gt;
* [-] Fixed Frederick starting with the wrong army in the Polish version. &lt;br /&gt;
* [-] Fixed Melodia’s specialty not working due to text edits in hota. &lt;br /&gt;
* [-] Slightly tweaked the starting armies in the Unique Starting Armies setting. It should now be fairly reasonable to play with it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.6&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.6 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.6&amp;quot;&amp;gt;&lt;br /&gt;
== Spells ==&lt;br /&gt;
* [-] Moved the Dimension Door to all schools of magic. Mana cost increased to 40/35. Advanced level of any magic allows casting Dimension Door twice. &lt;br /&gt;
* [-] Reduced the cost of Fortune, Misfortune, Mirth and Sorrow, by 2, 3, 3, and 4 mana respectively. &lt;br /&gt;
* [-] Slow’s mana cost increased to 12/11. &lt;br /&gt;
* [-] Blind’s mana cost increased to 20/18. &lt;br /&gt;
* [-] Summon Water Elemental and Summon Fire Elemental’s mana cost reduced to 20/15 mana. &lt;br /&gt;
* [-] Increased the cost of Magic Mirror to 25 / 20 mana. &lt;br /&gt;
* [-] Reduced the cost of Protection from Water to 4/3/3/3 (by 2). &lt;br /&gt;
* [-] Increased the damage bonus of Slayer to +16 attack, but reverted the mana cost. &lt;br /&gt;
&lt;br /&gt;
== Adventure Map Objects ==&lt;br /&gt;
* [-] Increased the number of Enchanters obtained from Ivory Towers to 4/8/12/16&lt;br /&gt;
* [-] Increased the price of the Balanced Hill Fort setting to 100/125/150/200/250/300/400%. &lt;br /&gt;
* [+] Added a new Pandora’s Box graphic which looks like a pumpkin&lt;br /&gt;
* [+] Added new Pirate Caverns, Ruins, Old Hill Forts, Gardens of Revelation, Ivory Tower and Crypts fitting with various terrains. &lt;br /&gt;
* [-] Crypts can now spawn on any terrain. &lt;br /&gt;
* [-] Old Hill Fort can now spawn on any terrain. &lt;br /&gt;
* [-] Pirate Caverns can now spawn on any terrain. &lt;br /&gt;
* [-] Garden of Revelation can now spawn on any terrain. &lt;br /&gt;
* [-] Ivory Tower can now spawn on any terrain. &lt;br /&gt;
* [-] Warlock’s lab can now spawn on the Sand terrain as well. &lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* [-] Fixed an error when selecting Athe as a starting hero&lt;br /&gt;
* [-] Fixed stone Hill Fort not charging for level 1 units&lt;br /&gt;
* [-] Fixed Zenith’s specialty showing up as a Walking Dead specialty. &lt;br /&gt;
* [-] Fixed Angelic Alliance showing incorrect stats in some cases. &lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
* [-] Reverted the changes to the Monastery build path: once again, it requires Barracks to be built. &lt;br /&gt;
* [-] Incorporated the “Griffins without Barracks” setting into the base version of the mod, removing it from the HexSwapper. &lt;br /&gt;
* [-] Giants no longer require a Golden Pavillon. Cloud Temple’s cost increased by 5 wood and 5 ore. &lt;br /&gt;
* [-] Mage Tower no longer requires the Golem Factory. Cost reduced by 2 of each rare resource. &lt;br /&gt;
* [-] Reduced the price of the Altar of Wishes by 3 gems and 3 crystals.&lt;br /&gt;
* [-] Increased the price of the Upg. Altar of Wishes by 3 gems and 3 crystals. &lt;br /&gt;
* [-] Reduced the price of the Unicorn Glade by 5 gems. &lt;br /&gt;
* [-] Increased the price of the Upg. Unicorn Glade by 5 wood and 5 ore. &lt;br /&gt;
* [-] Reduced the price of Training Grounds by 5 wood. &lt;br /&gt;
* [-] Increased the price of the Upg. Portal of Glory by 5 gems, crystals, mercury and sulphur. &lt;br /&gt;
* [-] Upg. Estate’s price increased by 5 ore. &lt;br /&gt;
* [-] Necromancy Amplifier requires Mage Guild 2, instead of Mage Guild 1.  &lt;br /&gt;
* [-] Mausoleum requires Wights instead of the Cemetery. &lt;br /&gt;
* [-] Bone Dragons require Liches, but no longer require Black Knights. &lt;br /&gt;
* [-] Dragon Vault and the Upg. Dragon Vault now cost extra 5 wood and 5 ore each. &lt;br /&gt;
* [-] Castle Gate only requires the Fort, not Citadel. &lt;br /&gt;
* [-] Demon Gate requires the Imp Crucible, not the Hall of Sins. &lt;br /&gt;
* [-] Cliff Nest requires the Citadel instead of the Wolf Pen. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 4000 gold. &lt;br /&gt;
* [-] Upg. Cyclops Cave cost reduced by 5 crystals, but increased by 5 ore. &lt;br /&gt;
* [-] Changed the price of the Manticore Lair to 3000 gold, 5 ore and 5 wood.&lt;br /&gt;
* [-] Hydra Pond requires Lizardmen, not Wyverns&lt;br /&gt;
* [-] Upg. Gnoll’s huts cost reverted to 10 wood, 0 ore.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
* [-] Enchanters cannot cast Slow or Haste, but they can cast Curse and Fortune. Their AI value has been reduced to 968. &lt;br /&gt;
* [-] Diamond Golems are now level 5 units; Gold Golems are now level 4 units; Enchanters are now level 5 units. &lt;br /&gt;
* [-] Reverted all Fight Value changes added by the mod, except for Fangarms, Trolls, Vampire Lords, Juggernauts and the Level 8+ dragons.&lt;br /&gt;
* [-] Changed Horned Demon’s AI value to 516 and AI value to 496. &lt;br /&gt;
* [-] Mages and Archmagi no longer benefit from no melee penalty, but now they have no range penalty. &lt;br /&gt;
* [-] Reverted the price of Genies to 550 gold per unit. &lt;br /&gt;
* [-] Reverted the price increase of Power Liches. &lt;br /&gt;
* [-] Medusae have 8 shots and Medusa Queens - 12.  &lt;br /&gt;
* [-] Reduced the AI value of Automatons to 605. &lt;br /&gt;
* [-] Reduced the AI value of Automaton Sentinels to 810. &lt;br /&gt;
* [-] Increased the HP of Dendroid Soldiers by 5; their AI value was thus increased by 50, and their Fight Value by 38. &lt;br /&gt;
* [-] Increased the damage of Obsidian Gargoyles to 2-4. Increased their AI and Fight values to 216 and 170. &lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
* [-] Athe starts with Advanced Diplomacy instead of Wisdom and Diplomacy. &lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [-] Updated the map Sir Mullich’s Charge to an Impossible difficulty, with appropriate fights, and added a number of new quests, including a quest-line specific to a new hero added to the map. &lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
* [-] Altered the movement table, so that now the movement on the adventure map for armies with units of speed 10 is 1950, and each point of speed below that corresponds to 50 movement points per day. &lt;br /&gt;
&lt;br /&gt;
== HexSwapper ==&lt;br /&gt;
* [+] The 1hero setting additionally increases the default scouting radius by 2. &lt;br /&gt;
* [-] The 1hero option additionally includes scouting (+2 default radius) and view air (+1 default level) changes. &lt;br /&gt;
* [-] Changed the HexSwapper option to revive Wraiths instead of Wights. &lt;br /&gt;
* [+] Added an option that gives Chaos Hydras regeneration&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
* [-] Expert Ballistics now lets the catapult shoot three times&lt;br /&gt;
* [-] Increased the effect of the Expert First Aid skill to 20%. &lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
* [-] Increased the damage of the Titan’s Thunder by flat 600 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Previous Changes ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5 mw-customtoggle-1.4.4 mw-customtoggle-1.4.3 mw-customtoggle-1.4.2 mw-customtoggle-1.4.1 mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Toggle all&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.5&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to the HexSwapper, which limits the AI to only 1 hero, regardless of difficulty. &lt;br /&gt;
* [-] Increased the maximum number of heroes on the map before AI gives up recruiting new heroes to 32 / 45 / 60 / 80 / 80 heroes, based on the difficulty level. &lt;br /&gt;
* [-] Increased the maximum number of heroes each AI can recruit to 3/4/6/8/8, based on the difficulty level. &lt;br /&gt;
* [-] Fixed the game crashing when Magma elementals cast Protection from Earth. &lt;br /&gt;
* [-] Fixed a few minor issues with the spellcasting abilities the elementals have&lt;br /&gt;
* [-] Reduced the duration of the Hypnotize spell to 3 rounds*** as it was quite predatory against heroes without Water Magic or the Cure spell. The cost of the spell was reduced to the original amount from HotA (18/15)&lt;br /&gt;
* [-] Added a number of new Quest Guards and 2 new Pumpkins (provided by VMaiko) to the map editor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.4&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Moved Anti-Magic to Water Magic. &lt;br /&gt;
* [!] Moved Visions to Water Magic. &lt;br /&gt;
* [!] Reduced Ballista damage to 1-3. &lt;br /&gt;
* [!] Reduced Learning skill percentage to 10/20/30%. &lt;br /&gt;
* [-] Increased Learning specialty to 20%. &lt;br /&gt;
* [+] Added the map “Mysterious Island” by Francois Papyjama, updated for the Pumpkin Patch. &lt;br /&gt;
* [+] Added a new template, Memory Lane - Pumpkin Patch&lt;br /&gt;
* [+] Added a switch to disable each of the new heroes to the HexSwapper. &lt;br /&gt;
* [+] Added a new spell specialty rebalance option, designed with Koneser Zawartości. &lt;br /&gt;
* [+] Added a new spell rebalance option, designed by Koneser Zawartości&lt;br /&gt;
* [-] Increased the movement cost of both Town Portal and Dimension Door by 100. &lt;br /&gt;
* [-] Halved the jousting bonus of Horned Demons.&lt;br /&gt;
* [-] Increased XP scaling from AI / 16 to AI / 12. &lt;br /&gt;
* [-] Increased the mana cost of Sn|Slow to 10/9 (by 4 from HotA)&lt;br /&gt;
* [-] Increased the mana cost of Sn|Blind to 16/14 (by 6 from HotA)&lt;br /&gt;
* [-] Increased the damage scaling of the Titan’s Thunder spell to 60 x Power + 0. &lt;br /&gt;
* [-] Increased the mana cost of Hypnosis to 24/21 (by 6 from HotA)&lt;br /&gt;
* [-] Prayer can no longer affect the Undead, just like Bless did before. &lt;br /&gt;
* [-] Cure no longer affects war machines, such as the Ballista. &lt;br /&gt;
* [-] Increased the scaling of the additional Luck effect to 25% per point of luck. Now, at -3 Luck, creatures have 75% lower chance of trigerring the extra effect.  &lt;br /&gt;
* [-] Reduced the price of Halfling Grenadiers to 60 gold. Reduced their AI value to 90, fight value to 75, all due to their damage having been reduced. &lt;br /&gt;
* [-] Removed the “Revert TP and DD changes” due to its lack of popularity and how crucial the spell changes are to the general balance of the Pumpkin Patch. &lt;br /&gt;
* [-] Increased the AI value of Fangarms to 1463&lt;br /&gt;
* [-] Increased the AI and Fight value of Horned Demons to 516. &lt;br /&gt;
* [-] Reduced the AI and Fight value of Trolls to 934. &lt;br /&gt;
* [-] Fixed Gwenneth starting with Tactics according to Map Editor. &lt;br /&gt;
* [-] Reverted the Cornucopia bonus to +5 resources per week, instead of +9, since all components are now much more common. &lt;br /&gt;
* [-] Reduced the mana cost of Fortune by 1. &lt;br /&gt;
* [-] Reduced the mana cost of Mirth by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Misfortune by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Sorrow by 4. &lt;br /&gt;
* [-] Changed the mana cost of Clone to 28 / 24 / 16 / 12, scaling the same way Teleport does. &lt;br /&gt;
* [-] Reduced the mana cost of Fly by 5. &lt;br /&gt;
* [-] Magic Mirror now targets all allies with Expert Air magic. Mana cost was increased to 20/15 (5 less than in HotA). Chance to reflect was changed to 50/50/75/75%. &lt;br /&gt;
* [-] Updated the images for Town Portal, Dimension Door and Visions. &lt;br /&gt;
* [-] Zenith starts with 3 stacks of Mummies now. &lt;br /&gt;
* [-] Ignissa starts with 4-5 Fire Elementals instead of Water Elementals. &lt;br /&gt;
* [-] Thunar starts with 3-4 Earth Elementals instead of Air Elementals. &lt;br /&gt;
* [-] Monere and Kalt start with a standard Conflux army (Air Elementals and Water Elementals). &lt;br /&gt;
* [-] Switched the positioning of Gold Golems and Mummies in the Pyramid. Now, the amount of Mummies is army-based, while Golems are always in 2 stacks. &lt;br /&gt;
* [-] Fixed Satyrs and Leprechauns not being able to cast properly in the previous version of the mod. &lt;br /&gt;
* [+] Expanded the description of Luck, to make it clear it affects creature abilities. &lt;br /&gt;
* [+] Created an installer for the mod. It is recommended to uninstall the mod manually before using the installer. &lt;br /&gt;
* [+] Created an uninstaller for the mod. &lt;br /&gt;
* [+] Added a Home section to the HexSwapper&lt;br /&gt;
* [-] Moved the diplomacy artifacts to minor class. &lt;br /&gt;
* [-] Moved the Emblem of Cognizance to the Treasure class. &lt;br /&gt;
* [-] Moved the Dead Man’s Boots to the Minor class. &lt;br /&gt;
* [-] Moved the Pendant of second sight to the Minor class. &lt;br /&gt;
* [-] Moved the Angel Feather Arrows to the Minor class. &lt;br /&gt;
* [-] Moved the Bowstring of Unicorn’s Mane to the Treasure class. &lt;br /&gt;
* [-] Moved the Mystic Orb of Mana to the Minor class. &lt;br /&gt;
* [-] Moved the Charm of Eclipse and the Seal of Sunset to the Minor class. &lt;br /&gt;
* [-] Pendant of Negativity now protects from the Titan’s Thunder. &lt;br /&gt;
* [-] Reduced the price of the upgraded base elemental buildings by 1 rare resource each. &lt;br /&gt;
* [-] Removed the Conflux Rebalanced option, merging it into the mod proper. &lt;br /&gt;
* [-] Reduced the price of the conflux buildings to 2000 each, and the price of the upgraded buildings to 4 of the appropriate rare resource. &lt;br /&gt;
* [-] Reduced the price of the Resource Silo to 2000 gold. Increased the price of the Upg. Gorgon’s Lair to 5 wood, 10 ore, and 4500 gold. &lt;br /&gt;
* [-] Removed the Fangarms can be cloned with Basic Water Magic option, chiefly due to its lack of balance or popularity. Fangarms are powerful enough to warrant getting Expert Water Magic for the sake of the Clone spell. &lt;br /&gt;
* [-] Removed the Offensive Dispel option, since Water Magic has received other improvements. &lt;br /&gt;
* [+] Added options to the HexSwapper to disable each of the new heroes. &lt;br /&gt;
* [-] Reduced the chance Artificers had of obtaining Ballistics to 6/112, and increased Learning and Intelligence each by 1/112. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.3&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.3 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.3&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Added an an anti-cheat measure and a message to the multiplayer lobby, stating that you shouldn’t play ranked games with the Pumpkin Patch, as it is considered “cheating” by the HD administration, regardless of circumstances. &lt;br /&gt;
* [+] Zealots can cast advanced bless on their allies, with 6 power, up to 3 times per battle. However, they no longer have no melee penalty. This feature can be disabled in the HexSwapper. &lt;br /&gt;
* [-] Removed the Pit Lords summon demons 3 times option from the HexSwapper due to its lack of popularity. &lt;br /&gt;
* [-] Altered Halfling Grenadier’s stats to 5 Attack, damage 1-3. &lt;br /&gt;
* [-] Changed the cost of Mana vortex to 5 of each resource and 1000 gold. &lt;br /&gt;
* [-] Changed the cost of Portal of Summoning to 5 ore, 5 wood and 5000 gold. &lt;br /&gt;
* [-] Increased the speed of Chaos Hydras to 8. &lt;br /&gt;
* [-] Changed the requirements of the Griffin Tower to Barracks. Set “Griffins only require Guardhouse” to be available by default. &lt;br /&gt;
* [-] Set Conflux Redesigned to be available by default. &lt;br /&gt;
* [-] Increased the costs of Conflux buildings by 500 each. &lt;br /&gt;
* [-] Fixed the incorrect small portrait of the Legacy Gem skin&lt;br /&gt;
* [-] Fixed three of the HotA-improved portraits being accidently overwritten by their SoD versions. &lt;br /&gt;
* [-] Fixed negative luck artifacts ignoring the luck rework&lt;br /&gt;
* [-] Due to a community request, changed the translation of Olgoi-Khorkhoi in the Polish version&lt;br /&gt;
* [+] Added new skins to the HexSwapper. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Completely changed the UI of the HexSwapper&lt;br /&gt;
* [-] Removed the &amp;quot;2 Dimension Doors per day&amp;quot; option. &lt;br /&gt;
* [!] Added a number of skins to the HexSwapper, based on portraits from other Heroes of Might and Magic titles. &lt;br /&gt;
* [-] Fixed a bug with a turn reminder appearing when not necessary&lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong additional description, as added in HotA. &lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong image in the hero trade screen. &lt;br /&gt;
* [-] Fixed some of the hero specialty graphics used in the mod. &lt;br /&gt;
* [-] Reverted the cost of Prayer to Horn of the Abyss (16/12). &lt;br /&gt;
* [-] Increased the effect of Weakness to 4/8 attack reduced (reduction increased by 1/2); decreased the mana cost to 6/4 (by 2). &lt;br /&gt;
* [-] Reverted the cost of Misfortune to Horn of the Abyss (12/9). &lt;br /&gt;
* [!] Orcs and Orc Chieftains now have no melee penalty. AI value increased to 197, and 244, respectively. &lt;br /&gt;
* [-] Reduced HP of Horned Demons to 35 (by 5). Reduced the cost to 350 (by 10), and changed the Fight and AI values to 512. &lt;br /&gt;
* [!] Reworked Luck: Now, &#039;&#039;additionally to the previous effect&#039;&#039;, Luck increases the odds of random skills (such as Stone Gaze, Aging, etc.) applying on-hit. Each point of luck corresponds to a relative increase or decrease of ⅙. Does not apply to Mighty Gorgon&#039;s Death Stare and Corsair&#039;s Accurate Shot. &lt;br /&gt;
* [-] Reverted the changes to various Grails. &lt;br /&gt;
* [-] Reduced the Attack of Halflings and Halfling Grenadiers by 1 (total of -2 Attack). Increased the cost of Halfling Grenadiers by 15, to 75. &lt;br /&gt;
* [!] The chance of a creature bank, which gives units as a reward, having size 1/2/3/4 was changed to 15/35/35/15, from 30/30/30/10%&lt;br /&gt;
* [-] Reduced the price of a resource silo to 5 ore, and 2500 gold (reduced by 2500 gold). &lt;br /&gt;
* [-] Increased the price of the Gorgon Lair by 500 gold, and the upgraded Gorgon Lair by 2000 gold, to counteract the resource silo being cheaper. &lt;br /&gt;
* [-] Reduced the class of all resource-providing artifacts (except for Cornucopia) by 1. &lt;br /&gt;
* [-] Reduced the cost of resource-providing artifacts to 2000 for Carts of Ore and Wood, and 4000 for those that provide rare resources. &lt;br /&gt;
* [+] Added some of the [[Unused content]] to the [[Map Editor]], as well as 8 impassable blocks that can be customised to appear only for select difficulties. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.1&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Earth elementals are now immune to Meteor Shower and Implosion, but vulnerable to Lightning; while Air elementals are immune to Lightning, but vulnerable to Meteor Shower and Implosion. The same, naturally, applies to their respective upgrades. &lt;br /&gt;
* [+] Added a new optional feature - rebalanced conflux: Water and Fire elementals now cost 300 (upgraded to 350); Air and Earth now cost 350 (upgraded to 400). Their dwellings cost 2000 gold each, 5 wood for Fire and Water and 5 ore for Earth and Air. Their upgraded dwellings cost the same amount, except additionally 5 crystal / gems / mercury / sulphur for Air / Water / Fire / Earth elementals respectively (matching the tuition prices charged by the Magic University). The growth of Earth Elementals has been increased by 1. ** This change can be turned off in the HexSwapper&lt;br /&gt;
* [+] Added an optional feature which makes heroes gain the primary statistics at the same rate, even past level 10. As an example, Barbarians would now gain attack in 55% of cases, regardless of their current level. &lt;br /&gt;
* [-] Turned on by default the “2 Dimension Doors per day” setting in HexSwapper; as a result, Dimension Door can be cast 2 times per day, regardless of the fire magic level. &lt;br /&gt;
* [-] Altered Cannon&#039;s damage to 3-7. &lt;br /&gt;
* [-] Changed the secondary skills of Monere, Erdamon and Winstan&lt;br /&gt;
* [-] Winstan is now an alchemist. &lt;br /&gt;
* [-] Tiva starts with Haste instead of Stone Skin&lt;br /&gt;
* [-] Reverted the change in Juggernaut&#039;s damage. &lt;br /&gt;
* [-] Reverted the ballista buffs from 1.4.0, after krzyspasztecik showed that one can defeat 3 devils with a level 4 Ballista specialist, with no troops, even without archery. &lt;br /&gt;
* [-] Fixed cannon’s damage being different in the Polish version. &lt;br /&gt;
* [-] Fixed a few minor mistranslations in the Polish version of the mod&lt;br /&gt;
* [-] Changed the image of the Ring of the Magi to no longer sparkle, the way relics or combination artifacts do. &lt;br /&gt;
* [-] Tweaked Azure Dragon’s AI and Fight values; AI value: 80816, fight value: 57723&lt;br /&gt;
* [-] Fixed Athe not being available by default in the map editor only on RoE maps. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.8&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Remade the entire mod for the HotA 1.7.3. All changes have been re-designed as a result and thus 1.3.8 is not in any way reflective of the 1.4.1&lt;br /&gt;
* [+] Added the changes in [[User:Csaros/Old Changelog]]. and a legacy link to a separate wiki page. &lt;br /&gt;
* [!] Added a new Pumpkin Patch editor (named HexSwapper), which lets you customize some optional changes. Simply edit the PP.ini and double-click the HexSwapper, and it will mod the game for you. &lt;br /&gt;
* [+] Added the remastered Restoration of Erathia - Liberation campaign to the main files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Old Documentation= &lt;br /&gt;
To see the documentation for version 1.3.8 (for HotA 1.7.1), visit [[User:Csaros/Old Changelog]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See more =&lt;br /&gt;
&lt;br /&gt;
Full documentation: [[User:Csaros/Pumpkin Patch]]&lt;br /&gt;
&lt;br /&gt;
Visit the [https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
You can also leave feedback via the [https://docs.google.com/forms/d/e/1FAIpQLScsJguOb9iGvg2uKVuA3jQDx78DwuHOEFglIcuaND_Bzc45GQ/viewform feedback form].&lt;br /&gt;
&lt;br /&gt;
= Thanks =&lt;br /&gt;
* HotA Crew - for the incredible HotA mod, for including my ideas into your actual game, and for adding my beloved Murdoch to All In. I love your work. Please treat this mod as a sign of appreciation, a post on Ideas and Suggestions and as an application to the HotA Crew.  &lt;br /&gt;
* The Wiki team - for this amazing website&lt;br /&gt;
* Gandalf196 for pointing out the incorrect stat progression of Wizards and suggestions&lt;br /&gt;
* void_17 – well done with the IDB, thanks for the help&lt;br /&gt;
* Aphra - thanks for the specialty images, Kastore, Winstan, Resurrecta and Gwenneth portraits! The new Scholar specialist is for you. I don&#039;t know how else to thank you for the support :) &lt;br /&gt;
* guest_273 - for ideas and suggestions; look, I&#039;ve incorporated a whole bunch of stuff you&#039;ve asked me for!&lt;br /&gt;
* Melkor, Eldrin - for ideas and suggestions.&lt;br /&gt;
&lt;br /&gt;
= Credits =&lt;br /&gt;
&lt;br /&gt;
HotA - HotA Crew&lt;br /&gt;
&lt;br /&gt;
HD MOD - baratorch&lt;br /&gt;
&lt;br /&gt;
pumpkin patch - CsArOs&lt;br /&gt;
&lt;br /&gt;
Graphics used in the pumpkin patch - Aphra&lt;br /&gt;
&lt;br /&gt;
= Contact Me =&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs or think that some feature(s) ought to be removed (f.e. because they&#039;re too strong or they change too much or are otherwise unnecessary), please contact me. &lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
:::Discord: cs.ar.os&lt;br /&gt;
:::[[User talk:Csaros |My talk page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192647</id>
		<title>Pumpkin Patch/Changelog</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=192647"/>
		<updated>2026-01-22T17:36:11Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Current version =&lt;br /&gt;
The current version of the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]] is &#039;&#039;&#039;1.5.2.&#039;&#039;&#039; You can see your mod version on the main menu screen.&lt;br /&gt;
&lt;br /&gt;
= List of changes =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.4&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed a bug with Celestine starting with too many automatons&lt;br /&gt;
* Fixed incorrect skill descriptions for Navigation&lt;br /&gt;
* Reverted all changes to the class of legion set artifacts&lt;br /&gt;
* Fixed an infinite recursion loop in the backup code&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Reverted the previous changes to Runes, but reduced the gain of A/D and speed on low levels. &lt;br /&gt;
* [-] LiftMagicRestrictions no longer reduces Wisdom odds if more slots for skills are available (i.e., MergeArtilleryAndBallistics is active). &lt;br /&gt;
* [-] Reduced the odds of Druids obtaining Eagle Eye by 1. Increased their odds of obtaining Runes by 1. &lt;br /&gt;
* [-] Reduced the starting roll of Snow Elves to 3-4, matching Wood Elves. &lt;br /&gt;
* [-] Increased the starting amount of Basilisks on Bron to 5-6. &lt;br /&gt;
* [-] Reverted the changes to Coronius’s specialty (Slayer). &lt;br /&gt;
* [-] Reduced the starting amount of Swordsmen to 4-5. Fixed Catherine starting with 4-7 of them. &lt;br /&gt;
* [-] Reduced the starting amount of Demons to 4-5. &lt;br /&gt;
* [-] Fixed heroes receiving the “No skill” skill. &lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5.1&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Increased the starting roll of Pikemen to 15-20. &lt;br /&gt;
* [-] Increased the starting roll of Elves to 3-4. &lt;br /&gt;
* [-] Increased the starting roll of Centaurs to 15-20. &lt;br /&gt;
* [-] Vial of Lifeblood now gives only +2 HP, to all units, class changed to Major. &lt;br /&gt;
* [-] Unique Starting Armies now have T6 heroes again with the entire stack of T1, and T3 heroes with a stack of T1 as well. Go, Gremlins!&lt;br /&gt;
* [-] Reduced the mana cost of Quicksand to 7/5&lt;br /&gt;
* [-] Reduced the mana cost of Slow to 8/7&lt;br /&gt;
* [-] Fixed the game crashing after visiting crypts or Harpy Caves. &lt;br /&gt;
* [-] Reduced the effect of magic mirror to ⅓  / ⅔ reflection chance. &lt;br /&gt;
* [-] Increased the effect of runes to greater A/D bonuses (+9 / +9 at 9 rune level). However, the runes no longer increase creature speed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-uncollapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.5&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Reduced the effect of runes, removing the speed bonus and delaying other stat bonuses. &lt;br /&gt;
* [+] Added support for the H3Landscapes modification. &lt;br /&gt;
* [+] Added an option merging ballistics and artillery into a single skill.&lt;br /&gt;
* [-] Reverted changes to Dendroids, Zombies and Lizardmen. &lt;br /&gt;
* [-] Increased the speed of Wraiths by 1. &lt;br /&gt;
* [-] Reduced the price of Dimension Door to 30/25. &lt;br /&gt;
* [-] By default, Town Portal now belongs to Earth and Water, and Dimension Door to Fire and Air. &lt;br /&gt;
* [-] Merged a number of settings, reducing the Gameplay section of the Hexswapper to a single page. &lt;br /&gt;
* [-] Increased the AI value of War Mammoths to 1974&lt;br /&gt;
* [-] Increased the AI value of Mammoths to 1686 &lt;br /&gt;
* [-] Increased the Ai value of chaos hydras to 6229, and their fight value to 5573&lt;br /&gt;
* [-] Altered the requirements of the Altar of Earth, so that it only requires the Altar of Air&lt;br /&gt;
* [-] Changed the specialty of Serena to Land mine. &lt;br /&gt;
* [-] Removed the miss-morale for the new banks in the NewCreatureBanks setting. &lt;br /&gt;
* [-] Removed Efreeti Sultan’s fire shield changes&lt;br /&gt;
* [-] Removed the increased odds of Fear ability. &lt;br /&gt;
* [-] Removed the increased odds of Acid Breath ability. &lt;br /&gt;
* [-] Removed Christmas accents&lt;br /&gt;
* [-] Changed the Hell Hound growth to the standard 7 per week. &lt;br /&gt;
* [-] Changed the starting amount of Pirates to 4-6. &lt;br /&gt;
* [-] Changed the starting amount of Lizardmen to 5-7. &lt;br /&gt;
* [-] Reduced the effect of the Hypnotize spell to 40 x SP + 10/20/50. &lt;br /&gt;
* [-] Reverted all changes to Fangarms. &lt;br /&gt;
* [-] Increased the Fight value of Snow Elves to 279. &lt;br /&gt;
* [-] Increased the Fight value of Steel Elves to 394 and the price to 290. &lt;br /&gt;
* [-] Reduced the damage of Mammoths and War Mammoths to 12-18. &lt;br /&gt;
* [-] Reverted changes to the chance of poison (venom). &lt;br /&gt;
* [-] Reverted changes to the disease ability of zombies.&lt;br /&gt;
* [-] Reverted changes to the navigation skill. &lt;br /&gt;
* [-] Reverted changes to the stats of Lizardmen. &lt;br /&gt;
* [-] Reduced the price of the Upg. Gorgon Lair price to 5 ore, 5 wood, 4000 gold. &lt;br /&gt;
* [-] Reverted the price of the Gorgon Lair to the original price. &lt;br /&gt;
* [-] Reduced the price of the Gnoll Hut by 5 ore. &lt;br /&gt;
* [-] Reverted all changes to the Eagle Eye skill. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 15 ore, 3000 gold, but removed the Citadel requirement. &lt;br /&gt;
* [-] Reverted all changes to Gunsligners, except for the amount of shots. &lt;br /&gt;
* [-] Reverted all changes to Bounty Hunters, except for the amount of shots and the increased HP. Increased the minimum damage of Bounty Hunters to 18. &lt;br /&gt;
* [-] Changed the requirements of Monastery to Arrow Tower and MG1. &lt;br /&gt;
* [-] Reduced changes to the damage of Armageddon. &lt;br /&gt;
* [-] Reduced the price of Slow to 10/9. &lt;br /&gt;
* [-] Reduced the price of Haste to 7/6. &lt;br /&gt;
* [-] Moved sacrifice to tier 4. Increased the odds for it to 5% per slot for neutral towns. Increased the mana cost to 20/16. * [-] Reduced the effect scaling to 2/2/4/8. &lt;br /&gt;
* [-] Severely reduced the odds of obtaining magic mirror in any mage guild. &lt;br /&gt;
* [-] Moved Mirth to tier 2. &lt;br /&gt;
* [-] Moved Sorrow to tier 3. &lt;br /&gt;
* [-] Changed mana cost of Sorrow and Misfortune to 9/6&lt;br /&gt;
* [-] Changed mana cost of fortune, mirth to 7/5&lt;br /&gt;
* [-] Changed the effect of all luck and morale affecting spells to 2 / 2 / 3 / 3&lt;br /&gt;
* [-] Increased the effect of the Daremyth specialty to +5 luck when casting Fortune. &lt;br /&gt;
* [-] Increased the cost of animate dead to 18/15&lt;br /&gt;
* [-] Moved counterstrike to T3, changed cost to 9/6. Increased odds for Fortress by 10% and stronghold by 5%. &lt;br /&gt;
* [-] Reverted changes to the Anglic Alliance and its components. &lt;br /&gt;
* [-] Reduced the duration of Prayer cast by angelic Alliance to 3 turns. &lt;br /&gt;
* [-] Increased the bonus of the Power of the Dragon father to +10 to each primary skill. &lt;br /&gt;
* [-] Reverted the changes to the Ballistics skill. &lt;br /&gt;
* [-] Changed the starting primary stats of elementalists to 0/0/3/2. &lt;br /&gt;
* [-] Fixed the game crashing during naval combat when the New Creature Banks setting was active. &lt;br /&gt;
* [-] Removed a number of redundant, or rarely chosen options. These may be re-added in the future, should the need for it arise. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.a&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.a changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.a&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to separate TP to belong to Water and Earth magic, and DD to belong to Air and Fire magic. &lt;br /&gt;
* [+] Added new shipwrecks and dragon utopias to the map editor.&lt;br /&gt;
* [-] With the NewCreatureBanks on, Shipwrecks can now have an upgraded stack present. &lt;br /&gt;
* [-] Fixed a bug causing a town to disappear when using the &amp;quot;New Creature Banks&amp;quot; option. &lt;br /&gt;
* [-] Fixed various bugs occurring while using any of the duel-related options. &lt;br /&gt;
* [-] Fixed the chuchyard spawning with incorrect stack placement. &lt;br /&gt;
* [-] Added Fangarms to Dungeon for the purpose of morale and native terrain. &lt;br /&gt;
* [-] Reduced the damage from the Titan’s Thunder spell to 60 x SP. &lt;br /&gt;
* [-] Increased the reward of the Beholder Sanctuary to 4000/6000/8000/12000 gold and 1 minor / 1 minor / 1 Major / 1 minor and 1 Major artifact. &lt;br /&gt;
* [-] Switched the availability between Thane and Torosar - now, Thane is normally available, while Torosar is only present on random map templates if Winstan’s presence on random maps is disabled. &lt;br /&gt;
* [-] Removed the “Refuse Secondary Skills” option, incorporating it into the mod itself. &lt;br /&gt;
* [-] Merged Casting Unicorns and the Flying Familiars options. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.9&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.9 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.9&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added setting presets to the UI of the HexSwapper. &lt;br /&gt;
* [-] Added new Christmas-themed elements to the Pumpkin Patch&lt;br /&gt;
* [-] Without the tournament rules, Dimension Door can be cast up to 1/1/2/3 times per day. &lt;br /&gt;
* [-] Reverted the changes to Magic Arrow damage. &lt;br /&gt;
* [-] Fixed spell probabilities for SoD towns in the Complete Spell Rebalance setting. &lt;br /&gt;
* [-] Increased the base damage of Ice Bolt to 20/20/40/80 damage. &lt;br /&gt;
* [-] Improved the UI of HexSwapper. &lt;br /&gt;
* [-] Increased the attack of Halfling Grenadiers by 1, to compensate a little for their losing both damage and the number of shots, and incentivize players to still occasionally pick this upgrade. &lt;br /&gt;
* [!] Added a new creature bank, called Underground Factory, in which, following a battle with Mechanics, Engineers and Automatons, you receive 1/2/3/4 Dreadnoughts. &lt;br /&gt;
* [-] Reverted the changes to Gunslingers. &lt;br /&gt;
* [-] Increased defense of Bounty Hunters by 2, their AI value to 1494 and their Fight Value to 973. &lt;br /&gt;
* [-] Reduced Agar’s starting army with Unique Starting Armies option to 2 Sandworms. &lt;br /&gt;
* [-] Reduced the hero limit for AI with the 3-hero mode to 1/2/3/4/5. &lt;br /&gt;
* [-] Fixed some de-sync and HD mod bugs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.8&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed a number of HexSwapper, mod-related and HD-mod related bugs. &lt;br /&gt;
* [-] Added a functioning 3-hero mode (in which each player is limited to a maxiumum of 3 heroes). &lt;br /&gt;
* [-] Reduced the mana cost of [[Blind]] to 16/14 mana. &lt;br /&gt;
* [-] Reverted the cost changes to the [[Cloud Temple]]&lt;br /&gt;
* [-] Increased the cost of [[Haste]] from 6/5 to 8/7. &lt;br /&gt;
* [-] Reduced the movement point cost of [[Town Portal]] and [[Dimension Door]] by 100 each. &lt;br /&gt;
* [+] Added new Factory creature dwellings from an old version of Factory. &lt;br /&gt;
* [-] Reduced the AI value of [[Zealots]] from 750 to 700. &lt;br /&gt;
* [-] Reduced the number of casts of [[Bless]] which [[Zealots]] have to 1 per battle in order to avoid the AI spamming the spell. &lt;br /&gt;
* [-] Reverted the changes to [[Angelic Alliance]]&#039;s effect on army-mixing, as they caused various issues in online multiplayer. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Edric]]’s starting army to 1 x Pikemen (10-20) and 2 x Griffins (6-7)&lt;br /&gt;
* [-] Duel 3.0: Increased the mana cost of [[Implosion]] to 35//35/40/50 mana. &lt;br /&gt;
* [-] Duel 3.0: Changed [[Adrienne]]’s starting skills to Wisdom and Mysticism. &lt;br /&gt;
* [-] Duel 3.0: Reduced the scaling of Luck to 1/20. &lt;br /&gt;
* [-] Duel 3.0: Increased the Logistics specialty to a 4% bonus. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.7&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.7 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.7&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Fixed numerous bugs. &lt;br /&gt;
* [-] Reduced the cost of Dimension Door and Town Portal by 100 movement points each. &lt;br /&gt;
* [-] Reduced the mana cost of Blind to 16/14 mana (+6 from original value). &lt;br /&gt;
* [-] Increased the mana cost of Haste by 1. &lt;br /&gt;
* [+] Added an option to the HexSwapper, which changes the main menu to an alternative version used for the demo of 1.7.0. Known issue: enabling this option makes the Credits Button unusable. A fix has been found and will eventually be implemented. &lt;br /&gt;
* [+] Added an option which replaces the Derelict Ships with a Mountain Cavern, a bank with Manticores as a reward, guarded by Harpy Hags, and a Beholder Sanctuary for the on-ground terrains. &lt;br /&gt;
* [+] Added new Trees of Knowledge. Trees of Knowledge can now spawn on any terrain; in some, with various sprites. &lt;br /&gt;
* [+] Added MKC’s options to HexSwapper. &lt;br /&gt;
* [*] Regenerating Hydras has been implemented into the core mod. &lt;br /&gt;
* [*] Barbarians’, Overlords’, Mercenaries’, Beastmasters’ and Rangers’ restrictions on magic schools have been restored; however, an option in the hexswapper allows lifting them. &lt;br /&gt;
* [-] Ivory Tower is now guarded by 30/45/60/90 archmagi and grants 4/6/8/12 enchanters. &lt;br /&gt;
* [-] All creature banks now have their odds changed to 15/35/35/15&lt;br /&gt;
* [-] Expanded the description of Conjuring artifacts to show that they are no longer a part of a combination artifact. &lt;br /&gt;
* [-] Reduced the growth of Air and Water elementals to 5, matching Fire and Earth elementals. &lt;br /&gt;
* [-] Reduced the price of the Cliff Nest to 3000 gold (compared to 4000 before, and 2500 in original HotA). &lt;br /&gt;
* [-] Zealots once again benefit from no melee penalty. &lt;br /&gt;
* [-] Removed the confirmation message upon opening a Pandora Box. Receiving nothing from a box, or being threatened by guardians inside, still shows a prompt. &lt;br /&gt;
* [-] Changed Dracon’s starting spell to Slayer. &lt;br /&gt;
* [-] Changed Josephine’s starting skills to Mysticism and Armorer, from Mysticism and Sorcery. &lt;br /&gt;
* [-] Changed Theodorus’s starting skills to Wisdom and Sorcery, from Wisdom and Ballistics. &lt;br /&gt;
* [-] Increased the specialty of Archibald to instead be +2 hexes for each level above Basic Tactics, i.e. +2 hexes at advanced and +4 at Expert. &lt;br /&gt;
* [-] The stack size of each of the elementals is now 3-5, since they’re level 3.5 units. &lt;br /&gt;
* [-] Thunar and Ignissa now start with two stacks of the unit they specialize in. &lt;br /&gt;
* [-] Changed the “standard” conflux army to include one stack of elementals appropriate to a specific element the hero is attuned with. &lt;br /&gt;
* [-] Unicorn Glade no longer requires Dendroid Arches. &lt;br /&gt;
* [-] Tomb of Souls is no longer a requirement of the Mausoleum, but it remains a requirement for the Hall of Darkness. &lt;br /&gt;
* [-] Skeleton transformer no longer requires the cursed temple. &lt;br /&gt;
* [-] Anti-Magic no longer clears negative spell effects. &lt;br /&gt;
* [-] Increased the damage taken from Petrification from reducing it by 50%, to increasing it by 50%. Reduced the odds of Petrification to 20%. Increased the fight value of petrified units. &lt;br /&gt;
* [-] Reduced the odds of Lightning Strike to 20%. Reverted the AI value changes for Thunderbirds. &lt;br /&gt;
* [-] Reduced the odds of Mummies and Dread Knights casting Curse to 20%. &lt;br /&gt;
* [-] Increased the scaling of Luck by ⅓ compared to the original game. &lt;br /&gt;
* [-] Armageddon’s SP scaling reduced from 40 to 30, and base damage reduced from 30/30/60/120 to 20/20/40/80. &lt;br /&gt;
* [-] Increased the AI value of Dreadnoughts from 3879 to 4047&lt;br /&gt;
* [-] Increased the damage of Titan’s Thunder spell to 600 + 60 x power. &lt;br /&gt;
* [-] Reduced the mana cost of Counterstrike to 8/4/4/4. &lt;br /&gt;
* [-] Reduced the mana cost of Dimension Door to 35/30. &lt;br /&gt;
* [-] Increased the AI value of the Old Hill Fort to 50 000 on the templates which have it enabled.&lt;br /&gt;
* [-] Reverted the move of Anti-magic from the school of Earth to the school of Water.&lt;br /&gt;
* [-] Reverted the mana cost changes to Water Elemental and Fire Elemental spells. &lt;br /&gt;
* [-] Fixed Frederick starting with the wrong army in the Polish version. &lt;br /&gt;
* [-] Fixed Melodia’s specialty not working due to text edits in hota. &lt;br /&gt;
* [-] Slightly tweaked the starting armies in the Unique Starting Armies setting. It should now be fairly reasonable to play with it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.6&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.6 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.6&amp;quot;&amp;gt;&lt;br /&gt;
== Spells ==&lt;br /&gt;
* [-] Moved the Dimension Door to all schools of magic. Mana cost increased to 40/35. Advanced level of any magic allows casting Dimension Door twice. &lt;br /&gt;
* [-] Reduced the cost of Fortune, Misfortune, Mirth and Sorrow, by 2, 3, 3, and 4 mana respectively. &lt;br /&gt;
* [-] Slow’s mana cost increased to 12/11. &lt;br /&gt;
* [-] Blind’s mana cost increased to 20/18. &lt;br /&gt;
* [-] Summon Water Elemental and Summon Fire Elemental’s mana cost reduced to 20/15 mana. &lt;br /&gt;
* [-] Increased the cost of Magic Mirror to 25 / 20 mana. &lt;br /&gt;
* [-] Reduced the cost of Protection from Water to 4/3/3/3 (by 2). &lt;br /&gt;
* [-] Increased the damage bonus of Slayer to +16 attack, but reverted the mana cost. &lt;br /&gt;
&lt;br /&gt;
== Adventure Map Objects ==&lt;br /&gt;
* [-] Increased the number of Enchanters obtained from Ivory Towers to 4/8/12/16&lt;br /&gt;
* [-] Increased the price of the Balanced Hill Fort setting to 100/125/150/200/250/300/400%. &lt;br /&gt;
* [+] Added a new Pandora’s Box graphic which looks like a pumpkin&lt;br /&gt;
* [+] Added new Pirate Caverns, Ruins, Old Hill Forts, Gardens of Revelation, Ivory Tower and Crypts fitting with various terrains. &lt;br /&gt;
* [-] Crypts can now spawn on any terrain. &lt;br /&gt;
* [-] Old Hill Fort can now spawn on any terrain. &lt;br /&gt;
* [-] Pirate Caverns can now spawn on any terrain. &lt;br /&gt;
* [-] Garden of Revelation can now spawn on any terrain. &lt;br /&gt;
* [-] Ivory Tower can now spawn on any terrain. &lt;br /&gt;
* [-] Warlock’s lab can now spawn on the Sand terrain as well. &lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* [-] Fixed an error when selecting Athe as a starting hero&lt;br /&gt;
* [-] Fixed stone Hill Fort not charging for level 1 units&lt;br /&gt;
* [-] Fixed Zenith’s specialty showing up as a Walking Dead specialty. &lt;br /&gt;
* [-] Fixed Angelic Alliance showing incorrect stats in some cases. &lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
* [-] Reverted the changes to the Monastery build path: once again, it requires Barracks to be built. &lt;br /&gt;
* [-] Incorporated the “Griffins without Barracks” setting into the base version of the mod, removing it from the HexSwapper. &lt;br /&gt;
* [-] Giants no longer require a Golden Pavillon. Cloud Temple’s cost increased by 5 wood and 5 ore. &lt;br /&gt;
* [-] Mage Tower no longer requires the Golem Factory. Cost reduced by 2 of each rare resource. &lt;br /&gt;
* [-] Reduced the price of the Altar of Wishes by 3 gems and 3 crystals.&lt;br /&gt;
* [-] Increased the price of the Upg. Altar of Wishes by 3 gems and 3 crystals. &lt;br /&gt;
* [-] Reduced the price of the Unicorn Glade by 5 gems. &lt;br /&gt;
* [-] Increased the price of the Upg. Unicorn Glade by 5 wood and 5 ore. &lt;br /&gt;
* [-] Reduced the price of Training Grounds by 5 wood. &lt;br /&gt;
* [-] Increased the price of the Upg. Portal of Glory by 5 gems, crystals, mercury and sulphur. &lt;br /&gt;
* [-] Upg. Estate’s price increased by 5 ore. &lt;br /&gt;
* [-] Necromancy Amplifier requires Mage Guild 2, instead of Mage Guild 1.  &lt;br /&gt;
* [-] Mausoleum requires Wights instead of the Cemetery. &lt;br /&gt;
* [-] Bone Dragons require Liches, but no longer require Black Knights. &lt;br /&gt;
* [-] Dragon Vault and the Upg. Dragon Vault now cost extra 5 wood and 5 ore each. &lt;br /&gt;
* [-] Castle Gate only requires the Fort, not Citadel. &lt;br /&gt;
* [-] Demon Gate requires the Imp Crucible, not the Hall of Sins. &lt;br /&gt;
* [-] Cliff Nest requires the Citadel instead of the Wolf Pen. &lt;br /&gt;
* [-] Increased the price of the Cliff Nest to 4000 gold. &lt;br /&gt;
* [-] Upg. Cyclops Cave cost reduced by 5 crystals, but increased by 5 ore. &lt;br /&gt;
* [-] Changed the price of the Manticore Lair to 3000 gold, 5 ore and 5 wood.&lt;br /&gt;
* [-] Hydra Pond requires Lizardmen, not Wyverns&lt;br /&gt;
* [-] Upg. Gnoll’s huts cost reverted to 10 wood, 0 ore.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
* [-] Enchanters cannot cast Slow or Haste, but they can cast Curse and Fortune. Their AI value has been reduced to 968. &lt;br /&gt;
* [-] Diamond Golems are now level 5 units; Gold Golems are now level 4 units; Enchanters are now level 5 units. &lt;br /&gt;
* [-] Reverted all Fight Value changes added by the mod, except for Fangarms, Trolls, Vampire Lords, Juggernauts and the Level 8+ dragons.&lt;br /&gt;
* [-] Changed Horned Demon’s AI value to 516 and AI value to 496. &lt;br /&gt;
* [-] Mages and Archmagi no longer benefit from no melee penalty, but now they have no range penalty. &lt;br /&gt;
* [-] Reverted the price of Genies to 550 gold per unit. &lt;br /&gt;
* [-] Reverted the price increase of Power Liches. &lt;br /&gt;
* [-] Medusae have 8 shots and Medusa Queens - 12.  &lt;br /&gt;
* [-] Reduced the AI value of Automatons to 605. &lt;br /&gt;
* [-] Reduced the AI value of Automaton Sentinels to 810. &lt;br /&gt;
* [-] Increased the HP of Dendroid Soldiers by 5; their AI value was thus increased by 50, and their Fight Value by 38. &lt;br /&gt;
* [-] Increased the damage of Obsidian Gargoyles to 2-4. Increased their AI and Fight values to 216 and 170. &lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
* [-] Athe starts with Advanced Diplomacy instead of Wisdom and Diplomacy. &lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [-] Updated the map Sir Mullich’s Charge to an Impossible difficulty, with appropriate fights, and added a number of new quests, including a quest-line specific to a new hero added to the map. &lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
* [-] Altered the movement table, so that now the movement on the adventure map for armies with units of speed 10 is 1950, and each point of speed below that corresponds to 50 movement points per day. &lt;br /&gt;
&lt;br /&gt;
== HexSwapper ==&lt;br /&gt;
* [+] The 1hero setting additionally increases the default scouting radius by 2. &lt;br /&gt;
* [-] The 1hero option additionally includes scouting (+2 default radius) and view air (+1 default level) changes. &lt;br /&gt;
* [-] Changed the HexSwapper option to revive Wraiths instead of Wights. &lt;br /&gt;
* [+] Added an option that gives Chaos Hydras regeneration&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
* [-] Expert Ballistics now lets the catapult shoot three times&lt;br /&gt;
* [-] Increased the effect of the Expert First Aid skill to 20%. &lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
* [-] Increased the damage of the Titan’s Thunder by flat 600 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Previous Changes ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5 mw-customtoggle-1.4.4 mw-customtoggle-1.4.3 mw-customtoggle-1.4.2 mw-customtoggle-1.4.1 mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Toggle all&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.5&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.5&amp;quot;&amp;gt;&lt;br /&gt;
* [+] Added a new option to the HexSwapper, which limits the AI to only 1 hero, regardless of difficulty. &lt;br /&gt;
* [-] Increased the maximum number of heroes on the map before AI gives up recruiting new heroes to 32 / 45 / 60 / 80 / 80 heroes, based on the difficulty level. &lt;br /&gt;
* [-] Increased the maximum number of heroes each AI can recruit to 3/4/6/8/8, based on the difficulty level. &lt;br /&gt;
* [-] Fixed the game crashing when Magma elementals cast Protection from Earth. &lt;br /&gt;
* [-] Fixed a few minor issues with the spellcasting abilities the elementals have&lt;br /&gt;
* [-] Reduced the duration of the Hypnotize spell to 3 rounds*** as it was quite predatory against heroes without Water Magic or the Cure spell. The cost of the spell was reduced to the original amount from HotA (18/15)&lt;br /&gt;
* [-] Added a number of new Quest Guards and 2 new Pumpkins (provided by VMaiko) to the map editor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.4&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.4&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Moved Anti-Magic to Water Magic. &lt;br /&gt;
* [!] Moved Visions to Water Magic. &lt;br /&gt;
* [!] Reduced Ballista damage to 1-3. &lt;br /&gt;
* [!] Reduced Learning skill percentage to 10/20/30%. &lt;br /&gt;
* [-] Increased Learning specialty to 20%. &lt;br /&gt;
* [+] Added the map “Mysterious Island” by Francois Papyjama, updated for the Pumpkin Patch. &lt;br /&gt;
* [+] Added a new template, Memory Lane - Pumpkin Patch&lt;br /&gt;
* [+] Added a switch to disable each of the new heroes to the HexSwapper. &lt;br /&gt;
* [+] Added a new spell specialty rebalance option, designed with Koneser Zawartości. &lt;br /&gt;
* [+] Added a new spell rebalance option, designed by Koneser Zawartości&lt;br /&gt;
* [-] Increased the movement cost of both Town Portal and Dimension Door by 100. &lt;br /&gt;
* [-] Halved the jousting bonus of Horned Demons.&lt;br /&gt;
* [-] Increased XP scaling from AI / 16 to AI / 12. &lt;br /&gt;
* [-] Increased the mana cost of Sn|Slow to 10/9 (by 4 from HotA)&lt;br /&gt;
* [-] Increased the mana cost of Sn|Blind to 16/14 (by 6 from HotA)&lt;br /&gt;
* [-] Increased the damage scaling of the Titan’s Thunder spell to 60 x Power + 0. &lt;br /&gt;
* [-] Increased the mana cost of Hypnosis to 24/21 (by 6 from HotA)&lt;br /&gt;
* [-] Prayer can no longer affect the Undead, just like Bless did before. &lt;br /&gt;
* [-] Cure no longer affects war machines, such as the Ballista. &lt;br /&gt;
* [-] Increased the scaling of the additional Luck effect to 25% per point of luck. Now, at -3 Luck, creatures have 75% lower chance of trigerring the extra effect.  &lt;br /&gt;
* [-] Reduced the price of Halfling Grenadiers to 60 gold. Reduced their AI value to 90, fight value to 75, all due to their damage having been reduced. &lt;br /&gt;
* [-] Removed the “Revert TP and DD changes” due to its lack of popularity and how crucial the spell changes are to the general balance of the Pumpkin Patch. &lt;br /&gt;
* [-] Increased the AI value of Fangarms to 1463&lt;br /&gt;
* [-] Increased the AI and Fight value of Horned Demons to 516. &lt;br /&gt;
* [-] Reduced the AI and Fight value of Trolls to 934. &lt;br /&gt;
* [-] Fixed Gwenneth starting with Tactics according to Map Editor. &lt;br /&gt;
* [-] Reverted the Cornucopia bonus to +5 resources per week, instead of +9, since all components are now much more common. &lt;br /&gt;
* [-] Reduced the mana cost of Fortune by 1. &lt;br /&gt;
* [-] Reduced the mana cost of Mirth by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Misfortune by 3. &lt;br /&gt;
* [-] Reduced the mana cost of Sorrow by 4. &lt;br /&gt;
* [-] Changed the mana cost of Clone to 28 / 24 / 16 / 12, scaling the same way Teleport does. &lt;br /&gt;
* [-] Reduced the mana cost of Fly by 5. &lt;br /&gt;
* [-] Magic Mirror now targets all allies with Expert Air magic. Mana cost was increased to 20/15 (5 less than in HotA). Chance to reflect was changed to 50/50/75/75%. &lt;br /&gt;
* [-] Updated the images for Town Portal, Dimension Door and Visions. &lt;br /&gt;
* [-] Zenith starts with 3 stacks of Mummies now. &lt;br /&gt;
* [-] Ignissa starts with 4-5 Fire Elementals instead of Water Elementals. &lt;br /&gt;
* [-] Thunar starts with 3-4 Earth Elementals instead of Air Elementals. &lt;br /&gt;
* [-] Monere and Kalt start with a standard Conflux army (Air Elementals and Water Elementals). &lt;br /&gt;
* [-] Switched the positioning of Gold Golems and Mummies in the Pyramid. Now, the amount of Mummies is army-based, while Golems are always in 2 stacks. &lt;br /&gt;
* [-] Fixed Satyrs and Leprechauns not being able to cast properly in the previous version of the mod. &lt;br /&gt;
* [+] Expanded the description of Luck, to make it clear it affects creature abilities. &lt;br /&gt;
* [+] Created an installer for the mod. It is recommended to uninstall the mod manually before using the installer. &lt;br /&gt;
* [+] Created an uninstaller for the mod. &lt;br /&gt;
* [+] Added a Home section to the HexSwapper&lt;br /&gt;
* [-] Moved the diplomacy artifacts to minor class. &lt;br /&gt;
* [-] Moved the Emblem of Cognizance to the Treasure class. &lt;br /&gt;
* [-] Moved the Dead Man’s Boots to the Minor class. &lt;br /&gt;
* [-] Moved the Pendant of second sight to the Minor class. &lt;br /&gt;
* [-] Moved the Angel Feather Arrows to the Minor class. &lt;br /&gt;
* [-] Moved the Bowstring of Unicorn’s Mane to the Treasure class. &lt;br /&gt;
* [-] Moved the Mystic Orb of Mana to the Minor class. &lt;br /&gt;
* [-] Moved the Charm of Eclipse and the Seal of Sunset to the Minor class. &lt;br /&gt;
* [-] Pendant of Negativity now protects from the Titan’s Thunder. &lt;br /&gt;
* [-] Reduced the price of the upgraded base elemental buildings by 1 rare resource each. &lt;br /&gt;
* [-] Removed the Conflux Rebalanced option, merging it into the mod proper. &lt;br /&gt;
* [-] Reduced the price of the conflux buildings to 2000 each, and the price of the upgraded buildings to 4 of the appropriate rare resource. &lt;br /&gt;
* [-] Reduced the price of the Resource Silo to 2000 gold. Increased the price of the Upg. Gorgon’s Lair to 5 wood, 10 ore, and 4500 gold. &lt;br /&gt;
* [-] Removed the Fangarms can be cloned with Basic Water Magic option, chiefly due to its lack of balance or popularity. Fangarms are powerful enough to warrant getting Expert Water Magic for the sake of the Clone spell. &lt;br /&gt;
* [-] Removed the Offensive Dispel option, since Water Magic has received other improvements. &lt;br /&gt;
* [+] Added options to the HexSwapper to disable each of the new heroes. &lt;br /&gt;
* [-] Reduced the chance Artificers had of obtaining Ballistics to 6/112, and increased Learning and Intelligence each by 1/112. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.3&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.3 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.3&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Added an an anti-cheat measure and a message to the multiplayer lobby, stating that you shouldn’t play ranked games with the Pumpkin Patch, as it is considered “cheating” by the HD administration, regardless of circumstances. &lt;br /&gt;
* [+] Zealots can cast advanced bless on their allies, with 6 power, up to 3 times per battle. However, they no longer have no melee penalty. This feature can be disabled in the HexSwapper. &lt;br /&gt;
* [-] Removed the Pit Lords summon demons 3 times option from the HexSwapper due to its lack of popularity. &lt;br /&gt;
* [-] Altered Halfling Grenadier’s stats to 5 Attack, damage 1-3. &lt;br /&gt;
* [-] Changed the cost of Mana vortex to 5 of each resource and 1000 gold. &lt;br /&gt;
* [-] Changed the cost of Portal of Summoning to 5 ore, 5 wood and 5000 gold. &lt;br /&gt;
* [-] Increased the speed of Chaos Hydras to 8. &lt;br /&gt;
* [-] Changed the requirements of the Griffin Tower to Barracks. Set “Griffins only require Guardhouse” to be available by default. &lt;br /&gt;
* [-] Set Conflux Redesigned to be available by default. &lt;br /&gt;
* [-] Increased the costs of Conflux buildings by 500 each. &lt;br /&gt;
* [-] Fixed the incorrect small portrait of the Legacy Gem skin&lt;br /&gt;
* [-] Fixed three of the HotA-improved portraits being accidently overwritten by their SoD versions. &lt;br /&gt;
* [-] Fixed negative luck artifacts ignoring the luck rework&lt;br /&gt;
* [-] Due to a community request, changed the translation of Olgoi-Khorkhoi in the Polish version&lt;br /&gt;
* [+] Added new skins to the HexSwapper. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.2&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.2&amp;quot;&amp;gt;&lt;br /&gt;
* [-] Completely changed the UI of the HexSwapper&lt;br /&gt;
* [-] Removed the &amp;quot;2 Dimension Doors per day&amp;quot; option. &lt;br /&gt;
* [!] Added a number of skins to the HexSwapper, based on portraits from other Heroes of Might and Magic titles. &lt;br /&gt;
* [-] Fixed a bug with a turn reminder appearing when not necessary&lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong additional description, as added in HotA. &lt;br /&gt;
* [-] Fixed a bug with Melodia’s specialty showing a wrong image in the hero trade screen. &lt;br /&gt;
* [-] Fixed some of the hero specialty graphics used in the mod. &lt;br /&gt;
* [-] Reverted the cost of Prayer to Horn of the Abyss (16/12). &lt;br /&gt;
* [-] Increased the effect of Weakness to 4/8 attack reduced (reduction increased by 1/2); decreased the mana cost to 6/4 (by 2). &lt;br /&gt;
* [-] Reverted the cost of Misfortune to Horn of the Abyss (12/9). &lt;br /&gt;
* [!] Orcs and Orc Chieftains now have no melee penalty. AI value increased to 197, and 244, respectively. &lt;br /&gt;
* [-] Reduced HP of Horned Demons to 35 (by 5). Reduced the cost to 350 (by 10), and changed the Fight and AI values to 512. &lt;br /&gt;
* [!] Reworked Luck: Now, &#039;&#039;additionally to the previous effect&#039;&#039;, Luck increases the odds of random skills (such as Stone Gaze, Aging, etc.) applying on-hit. Each point of luck corresponds to a relative increase or decrease of ⅙. Does not apply to Mighty Gorgon&#039;s Death Stare and Corsair&#039;s Accurate Shot. &lt;br /&gt;
* [-] Reverted the changes to various Grails. &lt;br /&gt;
* [-] Reduced the Attack of Halflings and Halfling Grenadiers by 1 (total of -2 Attack). Increased the cost of Halfling Grenadiers by 15, to 75. &lt;br /&gt;
* [!] The chance of a creature bank, which gives units as a reward, having size 1/2/3/4 was changed to 15/35/35/15, from 30/30/30/10%&lt;br /&gt;
* [-] Reduced the price of a resource silo to 5 ore, and 2500 gold (reduced by 2500 gold). &lt;br /&gt;
* [-] Increased the price of the Gorgon Lair by 500 gold, and the upgraded Gorgon Lair by 2000 gold, to counteract the resource silo being cheaper. &lt;br /&gt;
* [-] Reduced the class of all resource-providing artifacts (except for Cornucopia) by 1. &lt;br /&gt;
* [-] Reduced the cost of resource-providing artifacts to 2000 for Carts of Ore and Wood, and 4000 for those that provide rare resources. &lt;br /&gt;
* [+] Added some of the [[Unused content]] to the [[Map Editor]], as well as 8 impassable blocks that can be customised to appear only for select difficulties. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.4.1&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.4.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.4.1&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Earth elementals are now immune to Meteor Shower and Implosion, but vulnerable to Lightning; while Air elementals are immune to Lightning, but vulnerable to Meteor Shower and Implosion. The same, naturally, applies to their respective upgrades. &lt;br /&gt;
* [+] Added a new optional feature - rebalanced conflux: Water and Fire elementals now cost 300 (upgraded to 350); Air and Earth now cost 350 (upgraded to 400). Their dwellings cost 2000 gold each, 5 wood for Fire and Water and 5 ore for Earth and Air. Their upgraded dwellings cost the same amount, except additionally 5 crystal / gems / mercury / sulphur for Air / Water / Fire / Earth elementals respectively (matching the tuition prices charged by the Magic University). The growth of Earth Elementals has been increased by 1. ** This change can be turned off in the HexSwapper&lt;br /&gt;
* [+] Added an optional feature which makes heroes gain the primary statistics at the same rate, even past level 10. As an example, Barbarians would now gain attack in 55% of cases, regardless of their current level. &lt;br /&gt;
* [-] Turned on by default the “2 Dimension Doors per day” setting in HexSwapper; as a result, Dimension Door can be cast 2 times per day, regardless of the fire magic level. &lt;br /&gt;
* [-] Altered Cannon&#039;s damage to 3-7. &lt;br /&gt;
* [-] Changed the secondary skills of Monere, Erdamon and Winstan&lt;br /&gt;
* [-] Winstan is now an alchemist. &lt;br /&gt;
* [-] Tiva starts with Haste instead of Stone Skin&lt;br /&gt;
* [-] Reverted the change in Juggernaut&#039;s damage. &lt;br /&gt;
* [-] Reverted the ballista buffs from 1.4.0, after krzyspasztecik showed that one can defeat 3 devils with a level 4 Ballista specialist, with no troops, even without archery. &lt;br /&gt;
* [-] Fixed cannon’s damage being different in the Polish version. &lt;br /&gt;
* [-] Fixed a few minor mistranslations in the Polish version of the mod&lt;br /&gt;
* [-] Changed the image of the Ring of the Magi to no longer sparkle, the way relics or combination artifacts do. &lt;br /&gt;
* [-] Tweaked Azure Dragon’s AI and Fight values; AI value: 80816, fight value: 57723&lt;br /&gt;
* [-] Fixed Athe not being available by default in the map editor only on RoE maps. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.8&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.8 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.8&amp;quot;&amp;gt;&lt;br /&gt;
* [!] Remade the entire mod for the HotA 1.7.3. All changes have been re-designed as a result and thus 1.3.8 is not in any way reflective of the 1.4.1&lt;br /&gt;
* [+] Added the changes in [[User:Csaros/Old Changelog]]. and a legacy link to a separate wiki page. &lt;br /&gt;
* [!] Added a new Pumpkin Patch editor (named HexSwapper), which lets you customize some optional changes. Simply edit the PP.ini and double-click the HexSwapper, and it will mod the game for you. &lt;br /&gt;
* [+] Added the remastered Restoration of Erathia - Liberation campaign to the main files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Old Documentation= &lt;br /&gt;
To see the documentation for version 1.3.8 (for HotA 1.7.1), visit [[User:Csaros/Old Changelog]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See more =&lt;br /&gt;
&lt;br /&gt;
Full documentation: [[User:Csaros/Pumpkin Patch]]&lt;br /&gt;
&lt;br /&gt;
Visit the [https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
You can also leave feedback via the [https://docs.google.com/forms/d/e/1FAIpQLScsJguOb9iGvg2uKVuA3jQDx78DwuHOEFglIcuaND_Bzc45GQ/viewform feedback form].&lt;br /&gt;
&lt;br /&gt;
= Thanks =&lt;br /&gt;
* HotA Crew - for the incredible HotA mod, for including my ideas into your actual game, and for adding my beloved Murdoch to All In. I love your work. Please treat this mod as a sign of appreciation, a post on Ideas and Suggestions and as an application to the HotA Crew.  &lt;br /&gt;
* The Wiki team - for this amazing website&lt;br /&gt;
* Gandalf196 for pointing out the incorrect stat progression of Wizards and suggestions&lt;br /&gt;
* void_17 – well done with the IDB, thanks for the help&lt;br /&gt;
* Aphra - thanks for the specialty images, Kastore, Winstan, Resurrecta and Gwenneth portraits! The new Scholar specialist is for you. I don&#039;t know how else to thank you for the support :) &lt;br /&gt;
* guest_273 - for ideas and suggestions; look, I&#039;ve incorporated a whole bunch of stuff you&#039;ve asked me for!&lt;br /&gt;
* Melkor, Eldrin - for ideas and suggestions.&lt;br /&gt;
&lt;br /&gt;
= Credits =&lt;br /&gt;
&lt;br /&gt;
HotA - HotA Crew&lt;br /&gt;
&lt;br /&gt;
HD MOD - baratorch&lt;br /&gt;
&lt;br /&gt;
pumpkin patch - CsArOs&lt;br /&gt;
&lt;br /&gt;
Graphics used in the pumpkin patch - Aphra&lt;br /&gt;
&lt;br /&gt;
= Contact Me =&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs or think that some feature(s) ought to be removed (f.e. because they&#039;re too strong or they change too much or are otherwise unnecessary), please contact me. &lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/VVN5vreEaN Pumpkin Patch Discord server]&lt;br /&gt;
&lt;br /&gt;
:::Discord: cs.ar.os&lt;br /&gt;
:::[[User talk:Csaros |My talk page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=192629</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=192629"/>
		<updated>2026-01-21T18:07:55Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Bug report */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= PP wiki structure =&lt;br /&gt;
* It looks like about half of the Pumpkin Patch pages are under User:Phasma and the other half are under User:Csaros. Is there a reason for this? Maybe move them all under User:Csaros? --[[User:Legate|Legate]] ([[User talk:Legate|talk]]) 17:54, 21 January 2026 (UTC)&lt;br /&gt;
** Aphra prepared half of them. And the mod is supposed to go on a non-user page once the tournament is complete, which is in about 2 weeks.&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być w porządku nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% (&amp;lt;- To by było chyba najlepsze, by Air School się bardziej opłacało brać) albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, trochę mniej ważne w częstszych situacjach przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma - oczyścić jej już za jednym zamachem z Debuffa nie oczyścisz, więc niech już Mirror ma przynajmniej to 100% na Expercie. W przeciwnym wypadku Anti-Magic+Earth Magic Skill wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mysticism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-16) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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== Interference and Water/Fire magic ==&lt;br /&gt;
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Would you be okay with Interference to give same values as the original Resistance? I feel like removing in completely on most magic heroes was not good idea.&lt;br /&gt;
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Also additionally some heroes originally have fire and water magic banned. In some ways this can be thought of as an advantage (these heroes can guarantee earth and air), but with the spell rebalance, it seems like unnecessary lacking.&lt;br /&gt;
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The only issue I can see with the changes would be breaking of the skill trees (same seed and same progression would result in different skills), but imo this already happens with the multiplayer maps if some skills are disallowed. And of course making some skills more viable to pick did already change that anyway.&lt;br /&gt;
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* Interference - From 1.3.7 interference will have 1 chance to roll and no longer be banned for all hero classes other than Wizards, Warlocks, Elementalists and Artificers; same with Resistance. Barbarians, Rangers etc will be able to learn all magic schools, with some schools being significantly favoured compared to others.&lt;br /&gt;
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* It&#039;s there! Enjoy.&lt;br /&gt;
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== Bug report ==&lt;br /&gt;
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* Enabling Athe only makes Olenna disappear. No Athe is selectable in advanced options for random map. Which hero ID do I use to enable Athe with? Olenna is enabled.&lt;br /&gt;
** Lord haart&#039;s ID. Make sure you have version 1.5.3 and that the random map template does not add an extra ban to that hero. &lt;br /&gt;
* Disabling Archibald seems to only enable Jeddite. Archibald&#039;s ugly face is still there! (And he can also appear in prisons). Which hero ID do I use to disable Archibald with?&lt;br /&gt;
** Same as before, and this time its Mutare. &lt;br /&gt;
* Pressing Reset does not get rid of Archibald or the pumpkin patch. How do I get rid of him/the patch?&lt;br /&gt;
** Reset resetts your settings. Uninstalling uninstalls. &lt;br /&gt;
* The patch also installs icons on my Linux desktop that do not work. :-)&lt;br /&gt;
** HexSwapper&#039;s compatibility with Linux is limited for now. &lt;br /&gt;
* Hero Limit of 1 does not limit to a single hero. Prisons can still give you more (unlike with 8 max). Maybe one hero limit should be called disable hero hiring?&lt;br /&gt;
** Too long a name, everyone gets the point. Also it allows for 1 extra hero on day 1. &lt;br /&gt;
* It would seem that the original map editor (h3maped.exe) crashes after installing this patch (hota maped has never worked under Linux, so using the original one is the price us linux users have to pay). Not a big&lt;br /&gt;
 deal, but just let you know :-)&lt;br /&gt;
** Not unlikely, the PP is meant for HotA. &lt;br /&gt;
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Thanks for the help locating Mysticism in the dll! Adding the info to the modding part of the wiki - [[User:Tapani|Tapani]]&lt;br /&gt;
&lt;br /&gt;
== Request - Alt Version with DD/TP Nerfs reverted for single hero templates like duel ==&lt;br /&gt;
Hi there, loving the mod but am struggling to play and enjoy popular single hero templates like &amp;quot;duel 2.7&amp;quot; with the mana cost and movement cost nerfs to DD and TP. While the nerfs feel really good on standard multi-hero templates and open up more choices in building your hero, on single hero templates like duel they feel punishing and somewhat force you to pick a few specific heroes to offset the significant reduction in tempo from the changes. A lot of these templates are built around immediate access and use of these spells so the balance of the spells is less of an issue. The spell school change is interesting and seems good, although fire magic now feels really strong since it covers expert DD and expert TP, but since fly is still air the balance does not seem affected too strongly by this change.&lt;br /&gt;
Making a alternate version is hard enough let alone maintaining one so I fully understand if it is not something you want to do at this time.&lt;br /&gt;
* The feature you&#039;re describing is currently being prepared. Melkor and I are working on a hex-swapper project which will allow you to customize which Pumpkin patch changes you want to keep and which you want to get rid of, with the possibility of changing these in-between games. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=192628</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=192628"/>
		<updated>2026-01-21T18:05:31Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* PP wiki structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= PP wiki structure =&lt;br /&gt;
* It looks like about half of the Pumpkin Patch pages are under User:Phasma and the other half are under User:Csaros. Is there a reason for this? Maybe move them all under User:Csaros? --[[User:Legate|Legate]] ([[User talk:Legate|talk]]) 17:54, 21 January 2026 (UTC)&lt;br /&gt;
** Aphra prepared half of them. And the mod is supposed to go on a non-user page once the tournament is complete, which is in about 2 weeks.&lt;br /&gt;
&lt;br /&gt;
= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
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Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
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// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być w porządku nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% (&amp;lt;- To by było chyba najlepsze, by Air School się bardziej opłacało brać) albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, trochę mniej ważne w częstszych situacjach przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma - oczyścić jej już za jednym zamachem z Debuffa nie oczyścisz, więc niech już Mirror ma przynajmniej to 100% na Expercie. W przeciwnym wypadku Anti-Magic+Earth Magic Skill wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mysticism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-16) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
&lt;br /&gt;
Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
&lt;br /&gt;
== Interference and Water/Fire magic ==&lt;br /&gt;
&lt;br /&gt;
Would you be okay with Interference to give same values as the original Resistance? I feel like removing in completely on most magic heroes was not good idea.&lt;br /&gt;
&lt;br /&gt;
Also additionally some heroes originally have fire and water magic banned. In some ways this can be thought of as an advantage (these heroes can guarantee earth and air), but with the spell rebalance, it seems like unnecessary lacking.&lt;br /&gt;
&lt;br /&gt;
The only issue I can see with the changes would be breaking of the skill trees (same seed and same progression would result in different skills), but imo this already happens with the multiplayer maps if some skills are disallowed. And of course making some skills more viable to pick did already change that anyway.&lt;br /&gt;
&lt;br /&gt;
* Interference - From 1.3.7 interference will have 1 chance to roll and no longer be banned for all hero classes other than Wizards, Warlocks, Elementalists and Artificers; same with Resistance. Barbarians, Rangers etc will be able to learn all magic schools, with some schools being significantly favoured compared to others.&lt;br /&gt;
&lt;br /&gt;
* It&#039;s there! Enjoy.&lt;br /&gt;
&lt;br /&gt;
== Bug report ==&lt;br /&gt;
&lt;br /&gt;
* Enabling Athe only makes Olenna disappear. No Athe is selectable in advanced options for random map. Which hero ID do I use to enable Athe with? Olenna is enabled.&lt;br /&gt;
* Disabling Archibald seems to only enable Jeddite. Archibald&#039;s ugly face is still there! (And he can also appear in prisons). Which hero ID do I use to disable Archibald with?&lt;br /&gt;
* Pressing Reset does not get rid of Archibald or the pumpkin patch. How do I get rid of him/the patch?&lt;br /&gt;
* The patch also installs icons on my Linux desktop that do not work. :-)&lt;br /&gt;
* Hero Limit of 1 does not limit to a single hero. Prisons can still give you more (unlike with 8 max). Maybe one hero limit should be called disable hero hiring?&lt;br /&gt;
* It would seem that the original map editor (h3maped.exe) crashes after installing this patch (hota maped has never worked under Linux, so using the original one is the price us linux users have to pay). Not a big deal, but just let you know :-)&lt;br /&gt;
&lt;br /&gt;
Thanks for the help locating Mysticism in the dll! Adding the info to the modding part of the wiki - [[User:Tapani|Tapani]]&lt;br /&gt;
&lt;br /&gt;
== Request - Alt Version with DD/TP Nerfs reverted for single hero templates like duel ==&lt;br /&gt;
Hi there, loving the mod but am struggling to play and enjoy popular single hero templates like &amp;quot;duel 2.7&amp;quot; with the mana cost and movement cost nerfs to DD and TP. While the nerfs feel really good on standard multi-hero templates and open up more choices in building your hero, on single hero templates like duel they feel punishing and somewhat force you to pick a few specific heroes to offset the significant reduction in tempo from the changes. A lot of these templates are built around immediate access and use of these spells so the balance of the spells is less of an issue. The spell school change is interesting and seems good, although fire magic now feels really strong since it covers expert DD and expert TP, but since fly is still air the balance does not seem affected too strongly by this change.&lt;br /&gt;
Making a alternate version is hard enough let alone maintaining one so I fully understand if it is not something you want to do at this time.&lt;br /&gt;
* The feature you&#039;re describing is currently being prepared. Melkor and I are working on a hex-swapper project which will allow you to customize which Pumpkin patch changes you want to keep and which you want to get rid of, with the possibility of changing these in-between games. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Options&amp;diff=192627</id>
		<title>Pumpkin Patch/Gameplay Options</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Options&amp;diff=192627"/>
		<updated>2026-01-21T18:04:20Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
Using the Hex Swapper tool, a variety of gameplay options can be toggled and selected.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Presets =&lt;br /&gt;
&lt;br /&gt;
The following four presets are available: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic&#039;&#039;&#039;: Only the basic Pumpkin Patch features enabled. Perfect for tournaments, custom maps, and to preserve the original game&#039;s feel. &lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039;: Most Pumpkin Patch features enabled while keeping gameplay balance in mind. Recommended for casual multiplayer. &lt;br /&gt;
* &#039;&#039;&#039;Custom&#039;&#039;&#039;: Choose this to select your own choice of gameplay settings. &lt;br /&gt;
* &#039;&#039;&#039;Duel&#039;&#039;&#039;: Used to play MKC&#039;s &amp;quot;Duel 3.1&amp;quot; Template, known for its balance and presence in the competitive scene. To learn more about it, visit [https://www.h3templates.com/templates/duel MKC&#039;s Duel documentation]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Gameplay Options =&lt;br /&gt;
== Hero Limit ==&lt;br /&gt;
This setting has two states: 1-hero and 8-hero. &lt;br /&gt;
&lt;br /&gt;
8: Standard heroes 3 gameplay. &lt;br /&gt;
&lt;br /&gt;
3: Limits the player to a 3-hero limit. This includes both heroes garrisoned in towns, as well as heroes travelling in the overworld. Each AI player is limited to 1/2/3/4/5 heroes, based on the difficulty level. &lt;br /&gt;
&lt;br /&gt;
1: Forbids the AI from hiring more than 1 hero; and allows heroes without air magic to see enemy heroes when using [[View Air]].&lt;br /&gt;
&lt;br /&gt;
== Unique starting armies ==&lt;br /&gt;
Alters the starting armies of all heroes with unit specialties, to start with units they specialize in. Does not affect level 7 specialists, such as Xeron, Kilgor or Mutare. &lt;br /&gt;
&lt;br /&gt;
== Lift magic skill restrictions ==&lt;br /&gt;
Allows [[Rangers]] and [[Beastmasters]] to learn [[Fire Magic]], and [[Barbarians]], [[Overlords]], and [[Mercenaries]] to learn [[Water Magic]]. &lt;br /&gt;
&lt;br /&gt;
== Static spell specialties ==&lt;br /&gt;
Replaces all spell specialties with a static 25% bonus, except for Cure and Magic Arrow specialties, which instead provide a static 50% bonus. &lt;br /&gt;
&lt;br /&gt;
== Luck and Morale limit ==&lt;br /&gt;
Increases the maximum and minimum Luck and morale to ±3 / ±4 / ±5, depending on the amount set in the HexSwapper. &lt;br /&gt;
&lt;br /&gt;
By default, this setting is set to 4, to increase the relevance of [[Luck (skill)|Luck]] and [[Leadership]] skills.&lt;br /&gt;
&lt;br /&gt;
== New creature skills ==&lt;br /&gt;
The following creatures receive new skills:&lt;br /&gt;
* [[Familiar]]s can fly, but their price is increased by 10 gold. &lt;br /&gt;
* [[War Unicorn]]s can cast Basic [[Magic Mirror]] for 3 rounds, once per battle. &lt;br /&gt;
* [[Horned Demon]]s benefit from a 50% [[Jousting|Jousting Bonus]], but their HP is 35 and price - 400 gold. &lt;br /&gt;
&lt;br /&gt;
== Primary skills increase at a constant rate ==&lt;br /&gt;
Removes the primary skill increase changing once the hero reaches level 10. &lt;br /&gt;
&lt;br /&gt;
== New Heroes on random maps ==&lt;br /&gt;
On random maps:&lt;br /&gt;
* Replaces Sanya with [[User:Csaros/Gwenneth|Gwenneth]],&lt;br /&gt;
* Replaces Torosar with [[User:Csaros/Winstan|Winstan]],&lt;br /&gt;
* Replaces Olema with [[User:Csaros/Athe|Athe]],&lt;br /&gt;
* Replaces Jeddite with [[User:Csaros/Archibald|Archibald]],&lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Zenith|Zenith]] replaces [[Straker]] ==&lt;br /&gt;
Zenith, a Mummy specialist from the desert on the surface of [[Nighon]], replaces Straker. Zenith can upgrade [[Walking Dead]] and [[Zombies]] into [[Mummies]]. This setting is turned &#039;&#039;&#039;off&#039;&#039;&#039; by default. &lt;br /&gt;
&lt;br /&gt;
== New creature banks for random maps ==&lt;br /&gt;
Enables the following banks to appear on any dry terrain on random maps:&lt;br /&gt;
* [[User:Csaros/Pumpkin_Patch/Harpy Cave|Harpy Cave]],&lt;br /&gt;
* [[User:Csaros/Pumpkin_Patch/Underground Factory|Underground Factory]]. &lt;br /&gt;
* [[Beholder&#039;s Sanctuary]]. &lt;br /&gt;
These banks override the properties of Derelict Ships and Shipwrecks on existing maps. &#039;&#039;&#039;Do not use this feature on custom scenarios&#039;&#039;&#039;, unless specified otherwise by the mapmaker. &lt;br /&gt;
&lt;br /&gt;
== Skill rebalance for 1-hero ==&lt;br /&gt;
Improves the Estates, Mysticism, Tactics and First Aid skills; reduces the bonus of Logistics and Scouting. &lt;br /&gt;
&lt;br /&gt;
== Neutral adventure map magic ==&lt;br /&gt;
Moves [[Town Portal]] and [[Dimension Door]] spells to all schools of magic. Not recommended for control templates. &lt;br /&gt;
&lt;br /&gt;
== Merge Artillery and Ballistics ==&lt;br /&gt;
Combines the [[Artillery]] and [[Ballistics]] skills. The odds of obtaining the new skill are the same as the highest odds of either of the skills, for each class. &lt;br /&gt;
&lt;br /&gt;
== Remove Pandora pop-ups ==&lt;br /&gt;
Removes the &amp;quot;Are you sure you want to open the box?&amp;quot; message. &lt;br /&gt;
&lt;br /&gt;
== Control spells from day 1 ==&lt;br /&gt;
Every hero starts with three control spells. Recommended for Duel 3.1. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
HexSwapper Skins 146c.png|HexSwapper&#039;s Skins menu (1st page)&lt;br /&gt;
HexSwapper Gameplay 146c.png|HexSwapper&#039;s Gameplay menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Options&amp;diff=192626</id>
		<title>Pumpkin Patch/Gameplay Options</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Options&amp;diff=192626"/>
		<updated>2026-01-21T18:02:34Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Gameplay Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
Using the Hex Swapper tool, a variety of gameplay options can be toggled and selected.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Presets =&lt;br /&gt;
&lt;br /&gt;
The following four presets are available: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic&#039;&#039;&#039;: Only the basic Pumpkin Patch features enabled. Perfect for tournaments, custom maps, and to preserve the original game&#039;s feel. &lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039;: Most Pumpkin Patch features enabled while keeping gameplay balance in mind. Recommended for casual multiplayer. &lt;br /&gt;
* &#039;&#039;&#039;Custom&#039;&#039;&#039;: Choose this to select your own choice of gameplay settings. &lt;br /&gt;
* &#039;&#039;&#039;Duel&#039;&#039;&#039;: Used to play MKC&#039;s &amp;quot;Duel 3.0&amp;quot; Template, known for its balance and presence in the competitive scene.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Options =&lt;br /&gt;
== Hero Limit ==&lt;br /&gt;
This setting has two states: 1-hero and 8-hero. &lt;br /&gt;
&lt;br /&gt;
8: Standard heroes 3 gameplay. &lt;br /&gt;
&lt;br /&gt;
3: Limits the player to a 3-hero limit. This includes both heroes garrisoned in towns, as well as heroes travelling in the overworld. Each AI player is limited to 1/2/3/4/5 heroes, based on the difficulty level. &lt;br /&gt;
&lt;br /&gt;
1: Forbids the AI from hiring more than 1 hero; and allows heroes without air magic to see enemy heroes when using [[View Air]].&lt;br /&gt;
&lt;br /&gt;
== Unique starting armies ==&lt;br /&gt;
Alters the starting armies of all heroes with unit specialties, to start with units they specialize in. Does not affect level 7 specialists, such as Xeron, Kilgor or Mutare. &lt;br /&gt;
&lt;br /&gt;
== Lift magic skill restrictions ==&lt;br /&gt;
Allows [[Rangers]] and [[Beastmasters]] to learn [[Fire Magic]], and [[Barbarians]], [[Overlords]], and [[Mercenaries]] to learn [[Water Magic]]. &lt;br /&gt;
&lt;br /&gt;
== Static spell specialties ==&lt;br /&gt;
Replaces all spell specialties with a static 25% bonus, except for Cure and Magic Arrow specialties, which instead provide a static 50% bonus. &lt;br /&gt;
&lt;br /&gt;
== Luck and Morale limit ==&lt;br /&gt;
Increases the maximum and minimum Luck and morale to ±3 / ±4 / ±5, depending on the amount set in the HexSwapper. &lt;br /&gt;
&lt;br /&gt;
By default, this setting is set to 4, to increase the relevance of [[Luck (skill)|Luck]] and [[Leadership]] skills.&lt;br /&gt;
&lt;br /&gt;
== New creature skills ==&lt;br /&gt;
The following creatures receive new skills:&lt;br /&gt;
* [[Familiar]]s can fly, but their price is increased by 10 gold. &lt;br /&gt;
* [[War Unicorn]]s can cast Basic [[Magic Mirror]] for 3 rounds, once per battle. &lt;br /&gt;
* [[Horned Demon]]s benefit from a 50% [[Jousting|Jousting Bonus]], but their HP is 35 and price - 400 gold. &lt;br /&gt;
&lt;br /&gt;
== Primary skills increase at a constant rate ==&lt;br /&gt;
Removes the primary skill increase changing once the hero reaches level 10. &lt;br /&gt;
&lt;br /&gt;
== New Heroes on random maps ==&lt;br /&gt;
On random maps:&lt;br /&gt;
* Replaces Sanya with [[User:Csaros/Gwenneth|Gwenneth]],&lt;br /&gt;
* Replaces Torosar with [[User:Csaros/Winstan|Winstan]],&lt;br /&gt;
* Replaces Olema with [[User:Csaros/Athe|Athe]],&lt;br /&gt;
* Replaces Jeddite with [[User:Csaros/Archibald|Archibald]],&lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Zenith|Zenith]] replaces [[Straker]] ==&lt;br /&gt;
Zenith, a Mummy specialist from the desert on the surface of [[Nighon]], replaces Straker. Zenith can upgrade [[Walking Dead]] and [[Zombies]] into [[Mummies]]. This setting is turned &#039;&#039;&#039;off&#039;&#039;&#039; by default. &lt;br /&gt;
&lt;br /&gt;
== New creature banks for random maps ==&lt;br /&gt;
Enables the following banks to appear on any dry terrain on random maps:&lt;br /&gt;
* [[User:Csaros/Harpy Cave|Harpy Cave]],&lt;br /&gt;
* [[User:Csaros/Underground Factory|Underground Factory]]. &lt;br /&gt;
* [[Beholder Sanctuary]]. &lt;br /&gt;
These banks override the properties of Derelict Ships and Shipwrecks on existing maps. &#039;&#039;&#039;Do not use this feature on custom scenarios&#039;&#039;&#039;, unless specified otherwise by the mapmaker. &lt;br /&gt;
&lt;br /&gt;
== Skill rebalance for 1-hero ==&lt;br /&gt;
Improves the Estates, Mysticism, Tactics and First Aid skills; reduces the bonus of Logistics and Scouting. &lt;br /&gt;
&lt;br /&gt;
== Neutral adventure map magic ==&lt;br /&gt;
Moves [[Town Portal]] and [[Dimension Door]] spells to all schools of magic. Not recommended for control templates. &lt;br /&gt;
&lt;br /&gt;
== Merge Artillery and Ballistics ==&lt;br /&gt;
Combines the [[Artillery]] and [[Ballistics]] skills. The odds of obtaining the new skill are the same as the highest odds of either of the skills, for each class. &lt;br /&gt;
&lt;br /&gt;
== Remove Pandora pop-ups ==&lt;br /&gt;
Removes the &amp;quot;Are you sure you want to open the box?&amp;quot; message. &lt;br /&gt;
&lt;br /&gt;
== Control spells from day 1 ==&lt;br /&gt;
Every hero starts with three control spells. Recommended for Duel 3.1. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
HexSwapper Skins 146c.png|HexSwapper&#039;s Skins menu (1st page)&lt;br /&gt;
HexSwapper Gameplay 146c.png|HexSwapper&#039;s Gameplay menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Options&amp;diff=192624</id>
		<title>Pumpkin Patch/Gameplay Options</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Gameplay_Options&amp;diff=192624"/>
		<updated>2026-01-21T17:42:28Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Gameplay Presets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;float:right; margin-left:2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/span&amp;gt;&lt;br /&gt;
Using the Hex Swapper tool, a variety of gameplay options can be toggled and selected.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Presets =&lt;br /&gt;
&lt;br /&gt;
The following four presets are available: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic&#039;&#039;&#039;: Only the basic Pumpkin Patch features enabled. Perfect for tournaments, custom maps, and to preserve the original game&#039;s feel. &lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039;: Most Pumpkin Patch features enabled while keeping gameplay balance in mind. Recommended for casual multiplayer. &lt;br /&gt;
* &#039;&#039;&#039;Custom&#039;&#039;&#039;: Choose this to select your own choice of gameplay settings. &lt;br /&gt;
* &#039;&#039;&#039;Duel&#039;&#039;&#039;: Used to play MKC&#039;s &amp;quot;Duel 3.0&amp;quot; Template, known for its balance and presence in the competitive scene.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Options =&lt;br /&gt;
== Hero Limit ==&lt;br /&gt;
This setting has two states: 1-hero and 8-hero. &lt;br /&gt;
&lt;br /&gt;
8: Standard heroes 3 gameplay. &lt;br /&gt;
&lt;br /&gt;
3: Limits the player to a 3-hero limit. This includes both heroes garrisoned in towns, as well as heroes travelling in the overworld. Each AI player is limited to 1/2/3/4/5 heroes, based on the difficulty level. &lt;br /&gt;
&lt;br /&gt;
1: Forbids the AI from hiring more than 1 hero; and allows heroes without air magic to see enemy heroes when using [[View Air]].&lt;br /&gt;
&lt;br /&gt;
== Refuse unwanted secondary skills ==&lt;br /&gt;
If you receive a level-up, and don&#039;t want to take either of the offered skills, simply accept the hero level-up window (by clicking the Accept button, Space or Enter) without choosing any of the options. Your hero will not receive any of the unwanted skills then. &lt;br /&gt;
&lt;br /&gt;
By default, this setting is on. &lt;br /&gt;
&lt;br /&gt;
== Experience depends on AI value ==&lt;br /&gt;
In the Pumpkin Patch, by default, experience scales with AI value / 18, and is increased by 12.5% for hero combat, and another 12.5% for sieges. This makes experience match the difficulty of the fight. As a result, on random maps, guards of the same types of objects will provide the same amount of experience, regardless of their level, or whether they are defensive or offensive units.&lt;br /&gt;
&lt;br /&gt;
== [[Cloak of the Undead King]] raises Wraiths ==&lt;br /&gt;
Turned on by default, this option makes the Cloak of the Undead King raise {{Cnlite|Wraith}}s instead of {{Cnlite|Lich}}es.&lt;br /&gt;
&lt;br /&gt;
== Unique starting armies ==&lt;br /&gt;
Alters the starting armies of all heroes with unit specialties, to start with units they specialize in. Does not affect level 7 specialists such as Xeron or Kilgor. &lt;br /&gt;
&lt;br /&gt;
== Lift magic skill restrictions ==&lt;br /&gt;
Allows [[Rangers]] and [[Beastmasters]] to learn [[Fire Magic]], and [[Barbarians]], [[Overlords]], and [[Mercenaries]] to learn [[Water Magic]]. &lt;br /&gt;
&lt;br /&gt;
== Static spell specialties ==&lt;br /&gt;
Replaces all spell specialties with a static 25% bonus, except for Cure and Magic Arrow specialties, which instead provide a static 50% bonus. &lt;br /&gt;
&lt;br /&gt;
== Balanced old Hill Fort ==&lt;br /&gt;
With this option enabled, old Hill Fort upgrades units at a higher price: level 1 for 100%, level 2 for 125%, 3 - 150%, 4 - 200%, 5 - 250%, 6 - 300%, 7 - 400%.&lt;br /&gt;
&lt;br /&gt;
== Luck and Morale limit ==&lt;br /&gt;
Increases the maximum and minimum Luck and morale to ±3 / ±4 / ±5, depending on the amount set in the HexSwapper. &lt;br /&gt;
&lt;br /&gt;
By default, this setting is set to 4, to increase the relevance of [[Luck (skill)|Luck]] and [[Leadership]] skills.&lt;br /&gt;
&lt;br /&gt;
== Flying [[Familiar]]s ==&lt;br /&gt;
Lets Familiars fly. Increases the cost of Familiars by 10. &lt;br /&gt;
&lt;br /&gt;
== Primary skills increase at a constant rate ==&lt;br /&gt;
Removes the primary skill increase changing once the hero reaches level 10. &lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Gwenneth|Gwenneth]] available by default ==&lt;br /&gt;
Replaces Sanya with Gwenenth by default on random maps. &lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Winstan|Winstan]] available by default ==&lt;br /&gt;
Replaces Thane with Winstan by default on random maps. &lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Athe|Athe]] available by default ==&lt;br /&gt;
Replaces Olema with Athe by default on random maps.&lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Archibald|Archibald]] available by default ==&lt;br /&gt;
Replaces Jeddite with Archibald by default on random maps. &lt;br /&gt;
&lt;br /&gt;
== [[User:Csaros/Zenith|Zenith]] replaces [[Straker]] ==&lt;br /&gt;
Zenith, a Mummy specialist from the desert on the surface of [[Nighon]], replaces Straker. Zenith can upgrade [[Walking Dead]] and [[Zombies]] into [[Mummies]]. This setting is turned &#039;&#039;&#039;off&#039;&#039;&#039; by default. &lt;br /&gt;
&lt;br /&gt;
== Complete Spell Redesign ==&lt;br /&gt;
This option, designed by Koneser Zawartości, alters the level and mana cost of almost all spells with the intent of making spells be more balanced among each other, not across schools of magic or in comparison to hero classes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-CSR&amp;quot; style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Complete Spell Redesign changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-CSR&amp;quot;&amp;gt;&lt;br /&gt;
=== Adventure Map Spells ===&lt;br /&gt;
* Summon Boat is now a level 3 spell and costs 8/7/7/7 for no skill/beg/adv/exp.&lt;br /&gt;
* Scuttle Boat is now a level 1 spell.&lt;br /&gt;
* Visions is now a level 1 spell.&lt;br /&gt;
* Disguise is now a level 1 spell and costs 3/2/2/2 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Fly now costs 16/12/12/12 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Dimension Door is now a Fire magic school spell. AI value increased to 30/30/150/150.&lt;br /&gt;
* (!) Town Portal is now Water, Earth and Air magic school spell and costs 25/20/28/28 for no skill/beg/adv/exp. AI value increased to 30/30/150/150.&lt;br /&gt;
&lt;br /&gt;
=== Combat Spells ===&lt;br /&gt;
 Spells currently at level 1:&lt;br /&gt;
* Fire Shield - now costs 4/3/3/3 for no skill/beg/adv/exp.&lt;br /&gt;
* Prot. from Air, Fire, Water, Earth - now cost 3/2/2/2 for no skill/beg/adv/exp.&lt;br /&gt;
* Dispel - now costs 3/2/2/2 for no skill/beg/adv/exp.&lt;br /&gt;
* Magic Mirror - now costs 4/3/3/3 for no skill/beg/adv/exp. It gives 40/40/60/80 percent chances to reflect enemy&#039;s spell. AI value decreased to 3/3/4/4.&lt;br /&gt;
* Mirth - now costs 3/2/2/4 for no skill/beg/adv/exp, giving +2/+2/+3/+3 morale.&lt;br /&gt;
* Fortune - now costs 2/1/1/2 for no skill/beg/adv/exp, giving +2/+2/+3/+3 luck.&lt;br /&gt;
* Misfortune - now costs 3/2/2/3 for no skill/beg/adv/exp. Lowers luck by 2/2/3/3.&lt;br /&gt;
* Counterstrike - now costs 2/1/1/1 for no skill/beg/adv/exp, giving additional 2/2/3/3 counterattacks.&lt;br /&gt;
* Remove Obstacle - now costs 6/4/4/4 for no skill/beg/adv/exp.&lt;br /&gt;
 Spells currently at level 2:&lt;br /&gt;
* Cure - now and costs 5/4/4/5 for no skill/beg/adv/exp. Heals 7 HP per SP (plus old skill bonuses).&lt;br /&gt;
* Quicksand - now costs 6/5/5/5 for no skill/beg/adv/exp. Summons 6/6/8/10 sand patches. &lt;br /&gt;
* Land Mine - now costs 6/5/5/5 for no skill/beg/adv/exp. Summons 6/6/7/8 mines.&lt;br /&gt;
* Force Field - now costs 8/7/7/7 for no skill/beg/adv/exp.&lt;br /&gt;
* Earthquake - now costs 5/4/4/4 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Magic Arrow - now costs 6/5/5/4 for no skill/beg/adv/exp.&lt;br /&gt;
* Shield - now costs 5/4/4/7 for no skill/beg/adv/exp.&lt;br /&gt;
* Sorrow - now costs 4/3/3/6 for no skill/beg/adv/exp. Lowers morale by 2/2/3/3.&lt;br /&gt;
* Death Ripple - now costs 7/5/5/5 for no skill/beg/adv/exp.&lt;br /&gt;
* Sacrifice - now costs 8/6/6/6 for no skill/beg/adv/exp.&lt;br /&gt;
* Bless - now costs 5/4/4/6 for no skill/beg/adv/exp.&lt;br /&gt;
* Curse - now costs 5/4/4/6 for no skill/beg/adv/exp.&lt;br /&gt;
* Bloodlust - now costs 5/4/4/5 for no skill/beg/adv/exp. Grants +4/+4/+6/+6 attack points.&lt;br /&gt;
* Precision - now costs 5/4/4/4 for no skill/beg/adv/exp. Grants +4/+4/+6/+6 attack points.&lt;br /&gt;
* Weakness - now costs 5/4/4/6 for no skill/beg/adv/exp. Lowers attack by 4/4/6/6.&lt;br /&gt;
* Stone Skin - now costs 5/4/4/5 for no skill/beg/adv/exp. Grants +4/+4/+6/+6 defense points.&lt;br /&gt;
* Disrupting Ray - now costs 6/5/5/5 for no skill/beg/adv/exp. Lowers defense by 4/4/5/6.&lt;br /&gt;
* Slayer - now costs 6/4/4/4 for no skill/beg/adv/exp.&lt;br /&gt;
 Spells currently at level 3:&lt;br /&gt;
* (!) Haste - now costs 6/4/4/8 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Slow - now costs 6/5/5/10 for no skill/beg/adv/exp.&lt;br /&gt;
* Frenzy - now costs 10/8/8/8 for no skill/beg/adv/exp.&lt;br /&gt;
* Forgetfulness - now costs 7/5/5/9 for no skill/beg/adv/exp.&lt;br /&gt;
* Blind - now costs 9/7/7/7 for no skill/beg/adv/exp.&lt;br /&gt;
* Teleport - now costs 9/7/5/3 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Ice Bolt.&lt;br /&gt;
* (!) Lightning Bolt - now costs 9/7/7/7 for no skill/beg/adv/exp.&lt;br /&gt;
* Fireball - now costs 10/8/8/8 for no skill/beg/adv/exp.&lt;br /&gt;
* Fire Wall.&lt;br /&gt;
* Air Shield - now costs 5/4/4/7 for no skill/beg/adv/exp.&lt;br /&gt;
* Destroy Undead - now costs 13/10/10/10 for no skill/beg/adv/exp.&lt;br /&gt;
 Spells currently at level 4:	&lt;br /&gt;
* (!) Frost Ring - now costs 14/12/12/12 for no skill/beg/adv/exp. Deals 18 points of Dmg per SP (plus original skill bonuses). AI value increased to 18/18/18/18.&lt;br /&gt;
* (!) Inferno - now costs 18/16/16/16 for no skill/beg/adv/exp. Deals 18 points of Dmg per SP (plus original skill bonuses). &lt;br /&gt;
* Armageddon - now costs 22/18/18/18 for no skill/beg/adv/exp.&lt;br /&gt;
* Prayer - now costs 8/6/6/10 for no skill/beg/adv/exp.&lt;br /&gt;
* Berserk - now costs 18/16/16/16 for no skill/beg/adv/exp.&lt;br /&gt;
* Hypnotize - now costs 18/15/15/15 for no skill/beg/adv/exp. Takes control of creatures with (30 x SP + original skill bonuses) HP. AI value decreased to 15/15/25/50.&lt;br /&gt;
* Clone - now costs 18/15/15/15 for no skill/beg/adv/exp.&lt;br /&gt;
* Fire Elemental - now costs 23/20/16/16 for no skill/beg/adv/exp. AI value decreased to 40/50/60/70.&lt;br /&gt;
* Earth Elemental - now costs 24/21/17/17 for no skill/beg/adv/exp. AI value decreased to 40/50/60/70.&lt;br /&gt;
* Water Elemental - now costs 22/19/19/19 for no skill/beg/adv/exp. AI value decreased to 40/50/60/70.&lt;br /&gt;
* Air Elemental - now costs 22/19/19/19 for no skill/beg/adv/exp. AI value decreased to 40/50/60/70.&lt;br /&gt;
 Spells currently at level 5:&lt;br /&gt;
* (!) Resurrection - now costs 22/20/20/20 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Animate Dead - now costs 24/20/20/20 for no skill/beg/adv/exp.&lt;br /&gt;
* (!) Meteor Shower - now costs 20/17/17/17 for no skill/beg/adv/exp. &lt;br /&gt;
* Implosion - now costs 28/24/24/24 for no skill/beg/adv/exp.&lt;br /&gt;
* Chain Lightning - now costs 22/19/19/19 for no skill/beg/adv/exp.&lt;br /&gt;
* Titan&#039;s Lighting Bolt - now deals 60 per SP + 0 damage. AI value increased to 150/150/150/150.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Cost of 1 level mage guild was changed to 3 Wood, 3 Ore, 500 gold.&lt;br /&gt;
Cost of 2 level mage guild was changed to 5 Wood, 5 Ore, 1 Crystal, 1 Sulfur, 1 Gem, 1 Mercury, 2000 gold.&lt;br /&gt;
Cost of 3 level mage guild was changed to 5 Wood, 5 Ore, 4 Crystal, 4 Sulfur, 4 Gem, 4 Mercury, 2000 gold.&lt;br /&gt;
Cost of resource silo was changed to 5 Ore, 500 gold.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unpredictable Genies ==&lt;br /&gt;
Genies can cast all positive spells, as well as {{Sn|Clone}}, {{Sn|Resurrection}}, and {{Sn|Implosion}} on their allies. This setting is only recommended as a gimmick for a fun playthrough.&lt;br /&gt;
&lt;br /&gt;
== New creature banks for landlocked maps ==&lt;br /&gt;
Replaces Derelict Ships with Mountain Caverns, a new creature bank which grants Manticores after fighting some Harpy Hags. Moreover, enables Beholder Sanctuaries to spawn on land. Replaces battle screen of water combat with that of subterranean, to match the new creature banks.&lt;br /&gt;
&lt;br /&gt;
== New main menu ==&lt;br /&gt;
Replaces the main menu with the one used in the 1.7.0 demo. &lt;br /&gt;
&lt;br /&gt;
== Skill rebalance for 1-hero ==&lt;br /&gt;
Improves the Estates, Mysticism, Tactics and First Aid skills; reduces the bonus of Logistics and Scouting. &lt;br /&gt;
&lt;br /&gt;
== MKC&#039;s gameplay rebalance ==&lt;br /&gt;
Extensive gameplay rebalance meant for Duel 3.0. To learn more about it, visit [https://www.h3templates.com/templates/duel MKC&#039;s Duel documentation]. &lt;br /&gt;
&lt;br /&gt;
== MKC&#039;s Duel overhaul==&lt;br /&gt;
Provides the necessary funcitonality for the Duel 3.0 template. To learn more about it, visit [https://www.h3templates.com/templates/duel MKC&#039;s Duel documentation]. &lt;br /&gt;
&lt;br /&gt;
== Pandora Pumpkins ==&lt;br /&gt;
Replaces Pandora boxes with Pumpkins. Please turn this setting OFF before uninstalling the mod. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
HexSwapper Skins 146c.png|HexSwapper&#039;s Skins menu (1st page)&lt;br /&gt;
HexSwapper Gameplay 146c.png|HexSwapper&#039;s Gameplay menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Underground_Factory&amp;diff=192623</id>
		<title>Pumpkin Patch/Underground Factory</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Underground_Factory&amp;diff=192623"/>
		<updated>2026-01-21T17:05:47Z</updated>

		<summary type="html">&lt;p&gt;Csaros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Only available when playing with the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]] installed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Creature bank&lt;br /&gt;
| name= Underground Factory&lt;br /&gt;
| width=	140px&lt;br /&gt;
| image=	[[File: Underground_Factory_(PP).png]]&lt;br /&gt;
| content=	&lt;br /&gt;
{{Creature bank row|15 %|Mechanic|20|Engineer|10|Automaton|10|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;1||XP=661|T3=}}&lt;br /&gt;
{{Creature bank row|35 %|Mechanic|40|Engineer|20|Automaton|20|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;2||XP=992|T3=}}&lt;br /&gt;
{{Creature bank row|35 %|Mechanic|60|Engineer|30|Automaton|30|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;3||XP=1322|T3=}}&lt;br /&gt;
{{Creature bank row|15 %|Mechanic|80|Engineer|40|Automaton|40|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;4||XP=1983|T3=}}&lt;br /&gt;
| event=[[File: Underground_Factory_NJ.wav]]&amp;lt;br&amp;gt;Rhythmic, mechanical noises emanate from beneath your feet. This is what became of the Heavenly Forges. Do you wish to enter?&amp;lt;br&amp;gt;* * *&amp;lt;br&amp;gt;An Underground Factory was here once, but now it&#039;s abandoned and empty. &lt;br /&gt;
| noupgrade=}}&lt;br /&gt;
&lt;br /&gt;
There is a 50% chance that [[Mechanics]] in stack &#039;&#039;&#039;A&#039;&#039;&#039; will be upgraded to [[Engineers]]. &lt;br /&gt;
&lt;br /&gt;
The guards are divided into the stacks of:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; hex: 10/20/30/40 [[Mechanics]]&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; hex: 5/10/15/20 [[Automatons]]&lt;br /&gt;
* &#039;&#039;&#039;C&#039;&#039;&#039; hex: 5/10/15/20 [[Automatons]]&lt;br /&gt;
* &#039;&#039;&#039;D&#039;&#039;&#039; hex: 10/20/30/40 [[Mechanics]]&lt;br /&gt;
* &#039;&#039;&#039;E&#039;&#039;&#039; hex: 10/20/30/40 [[Engineers]]&lt;br /&gt;
&lt;br /&gt;
== Guards preview ==&lt;br /&gt;
{{creature bank preview|bold=|overall=}}&lt;br /&gt;
{| frame=box border cellspacing=0 cellpadding=4 style=&amp;quot;background-color:#{{Tan 4}}; margin:5px 20px 10px 0px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#{{Tan 2}};&amp;quot;&lt;br /&gt;
! Guards !! Guards preview !! Upgraded Stack&lt;br /&gt;
|-&lt;br /&gt;
| 15 %: {{cn|Mechanic|noname=}}x20, {{cn|Engineer|noname=}}x10, {{cn|Automaton|noname=}}x10 || style=&amp;quot;text-align:center;&amp;quot; rowspan=1 | lots (20-49) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Mechanics &amp;lt;br&amp;gt;pack (10-19) of Automatons &amp;lt;br&amp;gt;pack (10-19) of Engineers || rowspan=1 | lots (20-49) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Engineers&amp;lt;br&amp;gt;pack (10-19) of Automatons &amp;lt;br&amp;gt;pack (10-19) of Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| 35 %: {{cn|Mechanic|noname=}}x40, {{cn|Engineer|noname=}}x20, {{cn|Automaton|noname=}}x20 || style=&amp;quot;text-align:center;&amp;quot; rowspan=1, columnspan=2 | horde (50-99) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Mechanics &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Engineers || rowspan=1 | horde (50-99) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Engineers &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| 35 %: {{cn|Mechanic|noname=}}x60, {{cn|Engineer|noname=}}x30, {{cn|Automaton|noname=}}x30 || style=&amp;quot;text-align:center;&amp;quot; rowspan=2 | throng (100-249) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;horde (50-99) of Mechanics &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Engineers || rowspan=2 | throng (100-249) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;horde (50-99) of Engineers &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| 15 %: {{cn|Mechanic|noname=}}x80, {{cn|Engineer|noname=}}x40, {{cn|Automaton|noname=}}x40 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
The Underground Factory has a custom sound which plays upon visiting it. &lt;br /&gt;
&lt;br /&gt;
[[File: Underground_Factory_NJ.wav]]&lt;br /&gt;
&lt;br /&gt;
== Default settings for [[Random map|random map generator]] ==&lt;br /&gt;
The Underground Factory shares its entry in the Template Editor with the [[Temple of the Sea]]. Its default value is 2500, and frequency - 100. It can be generated on any terrain, except for [[Water]] and [[Rock]]. &lt;br /&gt;
&lt;br /&gt;
{{map objects &#039;see also&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{creature bank navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Underground_Factory&amp;diff=192622</id>
		<title>Pumpkin Patch/Underground Factory</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Underground_Factory&amp;diff=192622"/>
		<updated>2026-01-21T17:04:50Z</updated>

		<summary type="html">&lt;p&gt;Csaros: /* Default settings for random map generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Only available when playing with the [[User:Csaros/Pumpkin Patch|Pumpkin Patch]] installed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Creature bank&lt;br /&gt;
| name= Underground Factory&lt;br /&gt;
| width=	140px&lt;br /&gt;
| image=	[[File: Underground_Factory_(PP).png]]&lt;br /&gt;
| content=	&lt;br /&gt;
{{Creature bank row|15 %|Mechanic|20|Engineer|10|Automaton|10|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;1||XP=661|T3=}}&lt;br /&gt;
{{Creature bank row|35 %|Mechanic|40|Engineer|20|Automaton|20|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;2||XP=992|T3=}}&lt;br /&gt;
{{Creature bank row|35 %|Mechanic|60|Engineer|30|Automaton|30|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;3||XP=1322|T3=}}&lt;br /&gt;
{{Creature bank row|15 %|Mechanic|80|Engineer|40|Automaton|40|{{cn|Dreadnought|noname=}}&amp;lt;br&amp;gt;4||XP=1983|T3=}}&lt;br /&gt;
| event=Rhythmic, mechanical noises emanate from beneath your feet. This is what became of the Heavenly Forges. Do you wish to enter?&amp;lt;br&amp;gt;* * *&amp;lt;br&amp;gt;An Underground Factory was here once, but now it&#039;s abandoned and empty. &lt;br /&gt;
| noupgrade=}}&lt;br /&gt;
&lt;br /&gt;
There is a 50% chance that [[Mechanics]] in stack &#039;&#039;&#039;A&#039;&#039;&#039; will be upgraded to [[Engineers]]. &lt;br /&gt;
&lt;br /&gt;
The guards are divided into the stacks of:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; hex: 10/20/30/40 [[Mechanics]]&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; hex: 5/10/15/20 [[Automatons]]&lt;br /&gt;
* &#039;&#039;&#039;C&#039;&#039;&#039; hex: 5/10/15/20 [[Automatons]]&lt;br /&gt;
* &#039;&#039;&#039;D&#039;&#039;&#039; hex: 10/20/30/40 [[Mechanics]]&lt;br /&gt;
* &#039;&#039;&#039;E&#039;&#039;&#039; hex: 10/20/30/40 [[Engineers]]&lt;br /&gt;
&lt;br /&gt;
== Guards preview ==&lt;br /&gt;
{{creature bank preview|bold=|overall=}}&lt;br /&gt;
{| frame=box border cellspacing=0 cellpadding=4 style=&amp;quot;background-color:#{{Tan 4}}; margin:5px 20px 10px 0px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#{{Tan 2}};&amp;quot;&lt;br /&gt;
! Guards !! Guards preview !! Upgraded Stack&lt;br /&gt;
|-&lt;br /&gt;
| 15 %: {{cn|Mechanic|noname=}}x20, {{cn|Engineer|noname=}}x10, {{cn|Automaton|noname=}}x10 || style=&amp;quot;text-align:center;&amp;quot; rowspan=1 | lots (20-49) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Mechanics &amp;lt;br&amp;gt;pack (10-19) of Automatons &amp;lt;br&amp;gt;pack (10-19) of Engineers || rowspan=1 | lots (20-49) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Engineers&amp;lt;br&amp;gt;pack (10-19) of Automatons &amp;lt;br&amp;gt;pack (10-19) of Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| 35 %: {{cn|Mechanic|noname=}}x40, {{cn|Engineer|noname=}}x20, {{cn|Automaton|noname=}}x20 || style=&amp;quot;text-align:center;&amp;quot; rowspan=1, columnspan=2 | horde (50-99) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Mechanics &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Engineers || rowspan=1 | horde (50-99) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;lots (20-49) of Engineers &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| 35 %: {{cn|Mechanic|noname=}}x60, {{cn|Engineer|noname=}}x30, {{cn|Automaton|noname=}}x30 || style=&amp;quot;text-align:center;&amp;quot; rowspan=2 | throng (100-249) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;horde (50-99) of Mechanics &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Engineers || rowspan=2 | throng (100-249) of &#039;&#039;&#039;creatures&#039;&#039;&#039; &amp;lt;br&amp;gt;horde (50-99) of Engineers &amp;lt;br&amp;gt;lots (20-49) of Automatons &amp;lt;br&amp;gt;lots (20-49) of Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| 15 %: {{cn|Mechanic|noname=}}x80, {{cn|Engineer|noname=}}x40, {{cn|Automaton|noname=}}x40 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
The Underground Factory has a custom sound which plays upon visiting it. &lt;br /&gt;
&lt;br /&gt;
[[File: Underground_Factory_NJ.wav]]&lt;br /&gt;
&lt;br /&gt;
== Default settings for [[Random map|random map generator]] ==&lt;br /&gt;
The Underground Factory shares its entry in the Template Editor with the [[Temple of the Sea]]. Its default value is 2500, and frequency - 100. It can be generated on any terrain, except for [[Water]] and [[Rock]]. &lt;br /&gt;
&lt;br /&gt;
{{map objects &#039;see also&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{creature bank navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pumpkin Patch]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Csaros</name></author>
	</entry>
</feed>