Pumpkin Overhaul is the project that aims to make Heroes 3 HotA more compatible with 1 Hero gameplay. By means of re-balancing Heroes, Spells, Skills, Artifacts etc. Allowing template makers to undo many restrictions, without sacrificing the gameplay coherence.
Installation guide.
Download Pumpkin Patch: https://heroes.thelazy.net//index.php/User:Csaros/Pumpkin_Patch / Installer / Manual installation.
Duplicate your HOTA folder and rename the copy into HOTA Pumpkin Patch.
Click on install_PP.exe and select this folder for installation.
Select these options in the Hex Swapper menu: 5 Luck and Morale limit, New Creature Banks, MKC's gameplay rebalance and MKC's Duel overhaul. Other options for Duel 3.0 are enabled by default.
If you aren't using the installer: copy Pumpkin Patch files directly into the new folder. Launch HexSwapper.exe (if your PC thinks it's a virus then you will need to authorize it manually). Enable the options listed above. After that locate h3hota HD.exe inside your new game folder and create desktop shortcut for it, then rename it into: HOTA Pumpkin Patch.
Pumpkin Patch Discord: https://discord.gg/VVN5vreEaN
Hota Custom Templates discord: https://discord.gg/new2ATQ
Some changes like: AI / Fight values, minor fixes and Hero class skill percentages have been omitted from this changelog. You can still find them on the Pumpkin Patch page.
Mechanics.
❖ Luck and Morale now range from -5 to +5 (1/20 chance). Enabled by Luck and Morale limit option in the Hex Swapper.
❖ Luck, in addition to its standard effect, now affects the chance of random on-hit attacks (such as Stone Gaze, Aging, etc.).
❖ Refuse unwanted Secondary Skills. If you receive a level-up, and don'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.
❖ Creature Banks: chance distribution changed to 15/35/35/15% (from 30/30/30/10%).
❖ Altered the movement table, so that now the movement on the adventure map for armies with lowest speed 10 = 1950, and each point of speed below that corresponds to -50 movement points per day.
❖ Ghost Dragon's Aging is no longer considered a 5th level spell (and thus cannot be resisted by Black Dragons).
❖ Medusa's and Basilisk's Stone Gaze. Petrified creatures take 200% damage instead of original 50%. Meaning that targets will be more vulnerable. Petrification ignores magic immunities, but does not affect blind creatures (such as Troglodytes or Sandworms), as well as Stone Gargoyles, Stone Golems, and their respective upgrades.
❖ Unit attacks, such as Disease, Petrify, Acid Breath, Lightning Strike, and Curse have a 25% chance to apply. Wyvern Monarch, Sea Serpent and Haspid: Poison has 33% chance to apply (increased of 30%). Azure Dragon: Fear now has 12.5% chance to apply (instead of 10%).
Various.
❖ 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%.
❖ Ruins, Crypts, Gardens of Revelation, and Old Hill Forts can now spawn on any terrain in the RMG.
❖ Pirate Cavern object now generates only on swamp terrain.
❖ Griffin Conservatory now generates only on grass terrain.
❖ Ivory Towers provide 4/8/12/16 Enchanters.
❖ Mansion rewards changed to: 4000 / 6000 / 8000 / 10000 gold, Major class artifact and 3/5/7/9 of each rare resource.
❖ Pyramids are now guarded by 60 Gold Golems (2 stacks) and 30 Mummies (army-based stack), instead of 40 Gold and 20 Diamond golems.
❖ Sirens provide 1 XP per 4 AI value of a lost creature.
❖ Sharpshooters and Enchanters can now appear in Refugee Camps, but Mummies cannot.
❖ For the purposes of morale and native terrain: Peasants belong to Castle, Satyrs and Leprechauns belong to Rampart, Gold and Diamond Golems belong to Tower, Mummies belong to Necropolis, Trolls and Boars belong to Stronghold.
❖ Starting gold bonus now grants 1000 - 1500 gold.
❖ Ballista: damage increased to 4–5.
❖ Cannon: damage increased to 4–8.
❖ First Aid Tent: HP increased to 100 (by 25).
❖ Ammo Cart: 150 HP. Defense increased to 10 (by 5).
❖ Inferno's Blacksmith now sells Ballista (instead of Ammo Cart).
❖ Dungeon's Blacksmith now sells Ammo Cart (instead of Ballista).
UI.
❖ Left-clicking a Town Hall lets you build in the town! Right-clicking shows level of the Town Hall, as before.
❖ Double clicking a map calls advanced options instead of starting the map.
❖ Removed Tactics explanation screen at the beginning of every battle.
❖ Removed the turn reminder for heroes with 50 mp or less.
❖ (DUEL SPECIFIC CHANGE) All Heroes start with +4 Knowledge.
❖ All Heroes start with +2 Scouting radius and +200 Movement Points by default.
❖ Mysticism specialty now reduces mana cost of spells in combat by 2 instead of increasing the skill percentage. (Heroes: Halon, Axsis, Jaegar, Rosic).
❖ Bloodlust specialty buff: Casts Bloodlust with effect increased by 10 for all creatures (Heroes: Ash).
❖ Precision specialty changed to be on the same scaling as Slayer specialty has: with effect increased by 20 for level 1–2 creatures, by 16 for level 3–4 creatures, by 12 for level 5–6 creatures, and by 8 for level 7 creatures.
❖ Weakness specialty buff: Casts Weakness with effect increased by 6 for level 1–2 creatures, by 9 for level 3–4 creatures, by 12 for level 5–6 creatures, and by 15 for level 7 creatures. (Heroes: Cuthbert, Olema, Mirlanda, Eanswythe).
❖ New Luck specialty: adds +2 Luck. (Heroes: Melodia, Clavius).
❖ Reduced the bonus per level for Heroes with Logistics specialty from 5% to 2%.
❖ Reduced the bonus per level for Heroes with Armorer specialty from 5% to 2.5%.
❖ Reduced the bonus per level for Heroes with Offense specialty from 5% to 4%.
Castle.
❖ Orrin. Starting skills: Advanced Archery + empty slot.
❖ Edric. Starting skills: Leadership replaced with Offense. Starting army: 6–7 Griffins x3.
❖ Lord Haart. Starting skills: Advanced Estates + empty slot.
❖ Sorsha, Catherine and Roland. Starting Army: Griffins replaced with 3–4 Swordsmen.
❖ Tyris. Starting skills: Basic Tactics + Logistics.
❖ Sir Mullich. Increases the Speed of allied creatures by 1.
❖ Cuthbert. Starting skills: Basic Wisdom + Water Magic.
❖ Ingham. Starting skills: Basic Wisdom + Archery. Starting spell: Destroy Undead. Starting army: 10–20 Pikemen, 2 Monks, 2 Monks.
❖ Caitlin. Specialty replaced with Hypnotize specialty, same as Astral has. Starting skills: Basic Wisdom + Air Magic. Starting spell: Hypnotize.
Rampart.
❖ Ufretin. Starting skills: Basic Interference + Pathfinding. Starting army: 11 Dwarfs x3.
❖ Jenova. Specialty changed to be the same as Lord Haart's. Starting skills: Basic Estates + Diplomacy.
❖ Ryland. Starting skills: Advanced Armorer + empty slot. Starting army: 12–24 Centaurs, 2 Dendroid Guards, 2 Dendroid Guards.
❖ Thorgrim. Receives a 7% (instead of 5%) per level bonus to Resistance skill percentage.
❖ Ivor. Starting skills: Advanced Archery + empty slot.
❖ Clancy. Starting skills: Basic Interference + Luck.
❖ Gelu. Starting army: 1 Sharpshooter, 1 Sharpshooter, 1 Sharpshooter.
❖ Coronius. Starting skills: Basic Wisdom + Learning.
❖ Uland. Starting skills: Basic Wisdom + Armorer.
❖ Elleshar. Starting spell: Lightning Bolt.
Tower.
❖ Piquedram. Starting spell: Bless.
❖ Thane. Starting skills: Advanced Learning + empty slot.
❖ Josephine. Starting skills: Basic Air Magic + Offense.
❖ Neela. Starting skills: Basic Armorer + Luck.
❖ Torosar. Starting skills: Basic Artillery + Tactics.
❖ Fafner. Starting skills: Basic Mysticism + Interference. Starting spell: Teleport.
❖ Iona. Starting skills: Basic Leadership + Offense. Starting army: 2 Genies instead of Golems.
❖ Serena. Eagle Eye specialty replaced with Victoria's: casts Land Mine with damage increased by 10% for every N hero levels, where N is the level of the targeted creature. Starting skills: Basic Wisdom + Fire Magic. Starting spell: Land Mine.
❖ Theodorus. Starting skills: Basic Wisdom + Sorcery. Starting Spell: Force Field. Starting army: 5–6 Mages instead of Golems.
❖ Aine. Specialty replaced with Eovacius': the first cast of Clone per combat summons 2 clones of the target unit. Starting spell: Clone. Starting skills: Basic Wisdom + Estates.
❖ Dracon. Starting Spell: Slayer. Starting army: 1 Enchanter x3.
❖ Winstan. Specialty switched to Archery.
Inferno.
❖ Rashka. Starting skills: Basic Leadership + Wisdom. Starting Spell: Misfortune.
❖ Ignatius. Starting skills: Advanced Interference + empty slot.
❖ Octavia. Specialty changed to Offense specialty. Starting skills: Basic Offense + Estates.
❖ Ayden. Starting spell: Land Mine.
❖ Xyron. Starting skills: Basic Wisdom + Fire Magic.
❖ Olema. Starting skills: Basic Wisdom + Pathfinding.
❖ Ash. Starting skills: Basic Wisdom + Learning.
❖ Zydar. Starting Spell: Fire Wall.
❖ Xarfax. Starting skills: Basic Wisdom + Mysticism.
❖ Xeron. Default starting army.
❖ Athe. If possible change her specialty to increase % of creatures joining (by 25% static or by 1% per Hero level up to 100% maximum).
Necropolis.
❖ Straker. Specialty changed to: increases allied Walking Dead and Zombies Attack by 8, Defense by 4, and Damage by 2. Starting army: 12 Walking Dead x3. Starting skills: Basic Necromancy + Offense.
❖ Vokial. Starting skills: Basic Necromancy + Armorer.
❖ Charna. Starting army: 9 Wights x3.
❖ Clavius. Specialty replaced with the new Luck specialty. Starting skills: Basic Offense + Luck.
❖ Galthran. Specialty changed to: increases allied Skeletons and Skeleton Warriors Attack by 4, Defense by 4, and Damage by 1.
❖ Septienna. Starting skills: Basic Necromancy + Earth Magic.
❖ Sandro. Starting Spell: Berserk.
❖ Zenith. Starting army: 8 Mummies x3.
Dungeon.
❖ Lorelei. Starting army: 6 Harpies x3.
❖ Dace. Starting skills: Basic Leadership + Offense. Starting army: 2 Minotaurs instead of Beholders.
❖ Ajit. Starting skills: Basic Archery + Learning. Starting Army: 20–30 Troglodytes, 5–6 Beholders, 5–6 Beholders.
❖ Damacon. Increases kingdom's income by 2000 gold per day.
❖ Synca. Starting skills: Basic Luck + Pathfinding.
❖ Mutare Drake. Starting skills: Basic Scouting and Estates. Starts without a Spellbook.
❖ Alamar. Starting skills: Basic Wisdom + Intelligence.
❖ Malekith. Starting Spell: Blind.
❖ Sephinroth. New specialty: Medusas. Increases the Speed of allied Medusas and Medusa Queens by 1 and their Attack and Defense skills by 20% for every 4 levels (rounded up). Starting skills: Basic Wisdom + Archery. Starting Spell: Slow. Starting Army: 20–30 Troglodytes, 4–6 Medusas, 4–6 Medusas.
Stronghold.
❖ Yog. Starting skills: Basic Archery + Artillery.
❖ Jabarkas. Starting Army: 6–8 Orcs x3.
❖ Shiva. Specialty changed to: increases allied Rocs and Thunderbirds Attack by 5, Defense by 5.
❖ Krellion. Starting Army: 5–7 Ogres instead of Orcs.
❖ Kilgor. Requires a new portrait.
❖ Gird. Starting Spell: Frenzy.
❖ Vey. Specialty changed to: increases allied Ogres and Ogre Magi Attack by 8, Defense by 4, and Damage by 6. Starting Army: 5–7 Ogres instead of Wolf Riders. Starting Spell: Counterstrike.
❖ Terek. Starting skills: Basic Wisdom + Air Magic.
❖ Zubin. Starting Army: 1 Ballista replaces Wolf Riders.
❖ Oris. Starting Spell: Resurrect.
Fortress.
❖ Bron. Starting Army: 15–25 Gnolls, 5–7 Basilisks, 3–4 Serpent Fly.
❖ Wystan. Starting Army: 6–9 Lizardmen x3.
❖ Korbac. Starting skills: Basic Armorer + Logistics.
❖ Styg. Starting Spell: Frost Ring.
❖ Andra. Starting Spell: Ice Bolt.
Conflux.
❖ Default starting army changed to: 15–25 Pixies, 3–4 Air Elementals, 3–4 Water Elementals.
❖ Pasis. Increases the Speed of allied Psychic Elementals and Magic Elementals by 1 and their Attack and Defense skills by 20% for every 6 levels (rounded up). Starting skills: Basic Offense + Learning. Default starting army.
❖ Monere. Default starting army. Starting skills: Basic Logistics + Interference.
❖ Thunar. Increases the Speed of allied Earth Elementals and Magma Elementals by 1 and their Attack and Defense skills by 20% for every 5 levels (rounded up). Starting army: 3 Earth Elementals x3.
❖ Erdamon. Increases allied Earth Elementals and Magma Elementals' Attack by 5, Defense by 5, and Damage by 7. Starting skills: Advanced Armorer + empty slot.
❖ Ignissa. Increases the Speed of allied Fire Elementals and Energy Elementals by 1 and their Attack and Defense skills by 20% for every 4 levels (rounded up). Starting skills: Basic Offense + Pathfinding. Starting Army: 15–25 Pixies, 4–5 Fire Elementals, 4–5 Fire Elementals.
❖ Fiur. Starting Army: 15–25 Pixies, 3–4 Air Elementals, 4–5 Fire Elementals.
❖ Lacus. Increases the Speed of allied Water Elementals and Ice Elementals by 1 and their Attack and Defense skills by 20% for every 3 levels (rounded up). Starting Army: 15–25 Pixies, 4–5 Water Elementals, 4–5 Water Elementals.
❖ Kalt. Specialty replaced with Kinkeria's: receives a 5% per level bonus to Learning skill percentage. Starting skills: Basic Artillery + Learning. Starting Army: 15–25 Pixies, 1 Ballista, 3–4 Water Elementals.
❖ Luna. Increases the Damage of Fire Wall by 50%.
❖ Ciele. Specialty changes: Casts Magic Arrow with damage increased by 10% for every N hero levels, where N is the level of the target creature.
❖ Inteus. Specialty changed to Fireball specialty.
❖ Gelare. Specialty replaced with Adela's: increases the Damage of units affected by Bless by 10% for every N hero levels, where N is the level of the target creature. Starting spell: Bless.
❖ Grindan. Increases kingdom's income by 2000 gold per day.
Cove.
❖ Corkes. Starting skills: Basic Offense + Leadership.
❖ Illor. Starting army: 3–4 Stormbirds (instead of 3–5).
❖ Derek. Starting army: 8–10 Crew Mates x3.
❖ Leena. Specialty changed to be the same as Lord Haart's. Starting skills: Basic Estates + Logistics.
❖ Miriam. Starting skills: Advanced Scouting + empty slot.
❖ Bidley. Starting army: 2 Sea Dogs x3.
❖ Tark. Starting army: 15–25 Nymph, 6–9 Crew Mate, 4–7 Pirate.
❖ Casmetra. Starting spell: Teleport. Starting army: 15–25 Nymph, 2 Sea Witches, 2 Sea Witches.
❖ Spint. Starting spell: Quicksand.
❖ Astra. Starting skills: Basic Wisdom + EXPERT Water Magic.
❖ Dargem. Starting skills: Basic Wisdom + Learning.
Factory.
❖ Morton. Starting skills: Advanced Artillery + empty slot.
❖ Celestine. Starting skills: Basic Wisdom + Logistics.
❖ Todd. Starting skills: Basic Wisdom + Mysticism. Starting spell: Clone. Starting army: 5 Automatons x3.
❖ Agar. Specialty changed to: increases allied Sandworms and Olgoi-Khorkhoi Attack by 6, Defense by 4.
❖ Tavin. Starting skills: Basic Offense + Luck.
❖ Frederick. New specialty: increases the Speed of allied Dreadnoughts and Juggernauts by 1 and their Attack and Defense skills by 20% for every 7 levels (rounded up). Default Starting Army. Additionally, a separate option will be added which switches this specialty to Clone specialty, similar to Eovacius'.
❖ Logistics bonus percentage reduced to 2.5 / 5 / 10%.
❖ Scouting reduced to 1/2/3.
❖ Tactics gives +1 Speed to all units on Expert.
❖ Mysticism regenerates 30/50/70% of maximum spell points per day, with a minimum of 20/40/60 spell points regenerated per day.
❖ Estates increased from 250/500/1000 to 1000/2500/5000 gold per day.
❖ Eagle Eye's chance of learning spells prior to combat increased to 20/35/50% (from 10/20/30%).
❖ Interference: magic classes can now learn Interference, with the exact odds as the ones they had for Resistance before. This means that Wizards, Artificers, Warlocks and Elementalists can't learn it. Witches can now learn Resistance and Interference (1/112 each).
❖ First Aid. Now grants all allied creatures +10/20/30% Health.
❖ Ballistics shoots three times on the Expert level.
❖ Archery increases the damage done by ranged creatures by 20/35/50% (instead of 10/25/50%).
4 numbers are : no skill / basic / advanced / expert.
❖ All Protection spells: mana cost changed to 4/4/6/8.
LVL1.
❖ Slow duration reduced to 1 round maximum, mana cost changed to 5/5/5/12.
❖ Haste duration reduced to 1 round maximum, mana cost changed to 5/5/5/9.
❖ Bless mana cost changed to 5/5/5/10.
❖ Curse mana cost changed to 4/4/4/7.
❖ Base healing increased to 20/30/40/50. No longer removes Hypnosis and no longer affects War Machines.
❖ Bloodlust is now considered a Mind spell, grants +4/+6/+8/+8 Attack.
❖ Shield mana cost changed to 4/4/4/10.
❖ View air now displays the location of all Heroes without Air Magic learned, mana cost changed to 15/5/2/1.
❖ Magic Arrow bonus damage - 10/10/20/50.
LVL2.
❖ Disrupting Ray mana cost changed to 8/6/6/6.
❖ Disguise mana cost changed to 3/1/1/1 mana.
❖ Precision grants +6/+9/+12/+12 ranged Attack, mana cost changed to 2/2/2/3.
❖ Quicksand pits are placed in 4/6/8/10 random hexes, mana cost changed to 5/6/7/8.
❖ Death Ripple bonus damage - 10/30/60/120. Doesn’t affect the unliving.
❖ Remove Obstacle now belongs to all magic schools.
❖ Weakness mana cost changed to 6/4/4/4, reduces attack by 6/8/10/10.
❖ Fortune increases luck by 1/2/3/3, mana cost changed to 2/2/2/4.
❖ Blind duration is capped at 1/2/3/4 rounds, mana cost changed to 8/10/12/14.
❖ Fire Wall SP scaling changed to 20, mana cost changed to 10/8/8/8.
LVL3.
❖ Destroy Undead bonus damage - 15/45/90/180, mana cost changed to 13/10/10/10.
❖ Hypnotize bonus health changed to 50/100/200/400, mana cost changed to 12/12/14/16. Duration is SP/3 + 1.
❖ Earthquake, mana cost changed to 8/8/11/14.
❖ Anti-Magic duration is capped at 2 rounds.
❖ Animate Dead mana cost changed to 18/15/15/15, bonus Health restored is reduced to 30/30/60/120.
❖ Fireball SP scaling changed to 25.
❖ Land Mine SP scaling changed to 15, bonus damage - 45/90/180/360, mana cost changed to 9/10/11/12. Number of mines placed - 6/7/8/10.
❖ Frost Ring bonus damage - 15/45/90/180.
❖ Forgetfulness duration reduced to 2 rounds maximum, mana cost changed to 8/8/10/12.
❖ Mirth increases morale by 1/2/3/3, mana cost changed to 2/2/2/3.
❖ Misfortune reduces luck by 1/2/3/3, mana cost changed to 2/2/2/4.
LVL4.
❖ Chain Lightning SP scaling changed to 30, bonus damage - 50/100/200/400.
❖ Resurrection no longer restores creatures permanently, SP scaling changed to 40, mana cost changed to 22/18/18/18.
❖ Armageddon SP scaling changed to 30, bonus damage - 30/60/120/240, mana cost changed to 26/26/28/30.
❖ Berserk duration changed to 1 attack or 2 turns. Mana cost was increased to 24/20/20/20.
❖ Fire Shield becomes mass spell on Expert, mana cost changed to 10/10/10/20.
❖ Inferno SP scaling changed to 15, bonus damage - 20/40/80/160.
❖ Slayer. Becomes a mass cast on Expert level. Attack increase changed to 16, mana cost changed to 5/5/5/10.
❖ Prayer no longer affects the Undead, duration is SP/4 + 1, mana cost changed to 7/7/7/12.
❖ Clone mana cost changed to 18/18/20/22.
❖ Counterstrike. Mana cost changed to 2/2/2/4.
❖ Sorrow reduces morale by 4/4/5/5, mana cost changed to 3/3/3/9.
LVL5.
❖ Magic Mirror has a 45/45/60/75% chance to reflect an incoming spell, mana cost changed to 6/6/9/12. Single target only.
❖ Summon Air Elemental mana cost changed to 15/15/18/21.
❖ Summon Earth Elemental mana cost changed to 24/24/27/30.
❖ Summon Water Elemental SP scaling changed to 2/2/3/3, mana cost changed to 18/18/24/24.
❖ Summon Fire Elemental mana cost changed to 22/22/25/28.
❖ Titan's Lightning Bolt in addition to flat 600 damage it deals 60 x Spellpower damage.
❖ Implosion SP scaling changed to 50, bonus damage - 100/200/400/800, mana cost changed to 30/30/33/40.
❖ Sacrifice resurrection formula changed to (SP + 3/3/6/12 + health) x #Creatures, mana cost changed to 20/15/15/15.
Control.
❖ Fly now costs 15/10/10/10 mana.
❖ Town Portal, Dimension Door and Fly now belong to all magic schools.
❖ Dimension Door on Expert this spell can be used 2 times per turn maximum.
❖ Armor of the Damned now also casts Expert Sorrow and adds +7 all stats when combined.
❖ Ironfist of the Ogre now casts the Basic levels of Fire Shield and Counterstrike.
❖ Boots of Speed (+400 movement points) are now a Relic Artifact (cost 10000). Note: this Artifact still remains banned in Duel.
❖ Equestrian's Gloves are now Major Artifact and bonus movement points reduced from 200 to 150 (cost 5000). Note: this Artifact still remains banned in Duel.
❖ Pendant of Courage changed to +2 Luck / +2 Morale.
❖ Surcoat of Counterpoise is now Minor Artifact and it gives +5% Magic Resistance (cost 2000).
❖ Garniture of Interference now gives +10% Magic Resistance (cost 6000).
❖ Boots of Polarity is now Minor Artifact and it gives +5% Magic Resistance (cost 2000).
❖ Cape of Conjuring gives +10 spell duration (was +3).
❖ Recanter's Cloak now bans only LVL4 spells on the battlefield.
❖ Cape of Velocity is now a Minor Artifact and it gives +1 speed (cost 5000).
❖ Necklace of Swiftness is now a Major Artifact and it gives +2 speed (cost 10000).
❖ Elixir of Life: living creatures now gain +12.5% Health (was 25%).
❖ Ring of the Magi is no longer a combination artifact. It's instead a re-designed Major class artifact, with a cost of 5000 gold, which reduces spell cost of all spells by 3 (just the way Mage's special ability works).
❖ Armageddon's Blade is now a new combination artifact, comprised of Shield of the Damned, Sword of Hellfire, Breastplate of Brimstone and the Hellstorm Helmet.
❖ Titan's Thunder: The spell deals 600 + 60 * Spell Power damage. On top of that, equipping the set removes the negative effects of the components.
❖ Angelic Alliance now casts mass Basic Prayer instead of mass Expert Prayer for 5 rounds (was 10 rounds) at the start of combat. Helm of Heavenly Enlightenment now gives +3 all stats (other parts unchanged).
❖ Cloak of the Undead King resurrects Skeletons, Walking Dead and Wraiths instead of Walking Dead, Wights and Liches.
❖ Statue of Legion's set pieces now increase growth by 6/5/4/3/2. Cost changed to 4000/6000/8000/10000/12000. Class: Treasure/Minor/Major/Major/Relic.
❖ Charm of Mana, Talisman of Mana and Mystic Orb of Mana replenish 3/5/7 mana points per day extra (instead of 1/2/3 mana). Cost changed to 750/1250/1750. Mystic Orb of Mana belongs to the Minor class now.
❖ Dead Man's Boots are a Minor class artifact now.
❖ Pendant of Second Sight was downgraded to the Minor class.
❖ Pendant of Negativity now also protects from the Titan's Lightning Bolt.
❖ Zealots can cast Bless, up to 3 times per combat, with 6 spell power. They still benefit from "no melee penalty".
❖ Champions. Jousting bonus damage is doubled.
❖ Archangel's speed reduced to 17 (by 1). Angels and Archangels: Damage is reduced to 45.
❖ Dwarves and Battle Dwarves: Growth increased from 8 to 10, Cost reduced by 20 gold (original cost: 120 and 150).
❖ Dendroid Soldier's HP increased by 5.
❖ Obsidian Gargoyle damage increased to 2–4.
❖ Magi and Arch Magi special ability now reduces the mana cost of spells in combat by 3. And instead of no melee penalty they now have no range penalty (like Sharpshooters).
❖ Master Genies can cast Clone on their allies.
❖ Naga Queens: Cost is reduced to 1300 (original cost: 1600).
❖ Hell Hound and Cerberus growth per week increased to 7.
❖ Pit Lord's Demon farming effectiveness is reduced in half.
❖ Efreeti and Efreet Sultans: Cost is increased by 300 gold (original cost: 900 and 1100).
❖ Walking Dead and Zombies. New ability: Reanimate, upon death units have a chance to reanimate (works like Phoenix's Rebirth). Disease ability reduces both Attack and Defense by 4 (instead of 2 each).
❖ Cost of Wights and Wrights reduced by 50 gold (original cost: 200 and 230).
❖ Vampires and Vampire Lords: Growth reduced to 3. Vampire Lords: Cost is increased from 500 to 720 gold.
❖ Beholders and Evil Eyes Cost reduced to 180 and 200 gold (original cost: 250 and 280).
❖ Troglodytes and Infernal Troglodytes: Growth is increased to 16.
❖ Medusas and Medusa Queens: number of Shots increased from 8 to 12.
❖ Scorpicore: Cost reduced by 50 gold (original cost: 1050), Damage is increased to 16–20 (from 14–20).
❖ Orcs and Orc Chieftains: no longer have melee penalty and their Growth is increased to 9. Additionally Damage of Orc Chieftains is increased to 3–6, Attack and Defense Skill increased to 9 and 8.
❖ Ogres and Ogre Magi: Cost is reduced by 80 gold (original cost: 300 and 400), Growth is increased to 5.
❖ Greater Basilisks: Cost is reduced by 50 gold (original cost: 400).
❖ Hydras and Chaos Hydras cost reduced by 600 gold (original cost: 2200 and 3500). Additionally Chaos Hydras get Regeneration ability.
❖ Sprites: Cost is increased to 100 gold (original cost: 30). Pixies and Sprites: Growth is reduced to 15.
❖ Air, Water, Fire and Earth Elementals: Cost is set to 350 Gold, upgrade cost is 50 gold and their growth is set to 5.
❖ Earth Elementals and Magma Elementals are susceptible to Implosion.
❖ Stormbirds and Ayssids: Cost is increased by 125 gold (original cost: 275 and 325).
❖ Sea Witches and Sorceresses: Cost is reduced by 100 gold (original cost: 315 and 365), Growth increased from 3 to 4.
❖ Halfling: number of Shots reduced to 12 (from 24), Attack Skill is reduced to 2.
❖ Halfling Grenadier: number of Shots reduced to 16 (by 8), Damage is reduced to 1-3 (from 2-3) and Cost has been reduced to 60 gold.
❖ Automatons and Sentinel Automatons: Cost is reduced by 100 gold (original cost: 350 and 450). Moreover, their value is reduced by 40%, so there's more of them in a box.
❖ Gunslingers and Bounty Hunters: HP is increased to 50 (by 5), Defense reduced by 1, Shots increased by 8 (to 24 and 32, respectively).
❖ Juggernaut: Attack and Defense Skill increased to 28, Speed is increased to 8. Cost remains the same: 3500 gold, 2 crystals.
❖ Gold Golems and Diamond Golems have both been downgraded by 1 level (to levels 4 and 5), and their growth has been increased by 1.
❖ Enchanters. Their growth has been increased to 3, and level reduced to 5th.
Common.
❖ Resource Silo now costs 2000 gold.
Castle.
❖ Griffin Bastion. +7 Griffin and Royal Griffin growth per week.
❖ Griffin Tower. New requirements: Guardhouse.
❖ Barracks. Cost changed to: 3000g, 5 ore.
❖ Monastery. Cost changed to: 2500g, 5 wood, 5 ore. New requirements: Archer's Tower, Mage Guild LVL1.
❖ Upg. Monastery. Cost changed to: 1000g, 2 wood, 2 ore, 1 mercury, 1 sulfur, 1 crystal, 1 gems.
❖ Stables. Cost changed to: 6000g, 15 wood, 5 ore. New requirements: None. When visited gives a bonus of +200 movement points (lowered from 300).
❖ Training Grounds. Cost changed to: 3500g, 10 wood, 5 ore. New requirements: Blacksmith, Barracks.
❖ Portal of Glory. Cost changed to: 25000g, 12 mercury, 12 sulfur, 12 crystal, 12 gems. New requirements: Griffin Tower, Griffin Bastion, Mage Guild LVL1, Monastery.
❖ Upg. Portal of Glory. Cost changed to: 25000g, 20 mercury, 20 sulfur, 20 crystal, 20 gems.
Rampart.
❖ Mystic Pond cost has been reduced to 5 ore and 1500 gold. It produces 3 - 6 of a random rare resource each week (instead of 1 - 4).
❖ Fountain of Fortune cost is reduced to 4 crystals and 1000 gold.
❖ Miners' Guild. +12 Dwarf and Battle Dwarf growth per week.
❖ Dendroid Saplings. +4 Dendroid Guard and Dendroid Soldier growth per week.
❖ Enchanted Spring. Cost changed to: 2000g, 5 ore, 5 crystal.
❖ Unicorn Glade. Cost changed to: 3000g, 5 wood, 5 gems. New requirements: Homestead, Enchanted Spring.
❖ Upg. Unicorn Glade. Cost changed to: 2500g, 5 ore, 5 gems.
Tower.
❖ Sculptor's Wings. +9 Stone Gargoyle and Obsidian Gargoyle growth per week.
❖ Mage Tower. Cost changed to: 2000g, 5 wood, 5 ore. New requirements: Workshop.
❖ Upg. Mage Tower. Cost changed to: 1500g, 5 ore, 2 mercury, 2 sulfur, 2 crystal, 2 gems. New requirements: Mage Guild LVL1.
❖ Altar of Wishes. Cost changed to: 2500g, 5 wood, 5 ore, 3 crystal, 3 gems.
❖ Upg. Altar of Wishes. Cost changed to: 2500g, 5 wood, 3 crystal, 3 gems.
❖ Golden Pavilion. Cost changed to: 3000g, 5 wood, 8 ore, 1 mercury, 1 sulfur, 1 crystal, 1 gems.
❖ Upg. Golden Pavilion. Cost changed to: 4000g, 3 wood, 3 ore, 3 mercury, 3 sulfur, 3 crystal, 3 gems.
❖ Cloud Temple. Cost changed to: 7000g, 10 wood, 10 ore, 15 gems.
Inferno.
❖ Castle Gate. Cost changed to 2500 gold, 5 wood, 5 ore. New requirements: None.
❖ Brimstone Stormclouds now give +5 spell power during sieges, instead of +2. Cost changed to 1000 gold, 3 sulfur.
❖ Birthing Pool. +15 Imp and Familiar growth per week.
❖ Cages. +7 Hell Hound and Cerberus growth per week.
❖ Kennels. Cost changed to 1500 gold, 5 wood.
❖ Demon Gate. New requirements: Imp Crucible.
❖ Upg. Kennels. Cost changed to 1500 gold, 5 ore, 2 sulfur.
❖ Fire Lake. Cost changed to: 4500g, 10 ore, 3 mercury, 3 sulfur, 3 gems.
Necropolis.
❖ Cover of Darkness. Cost changed to: 1000g, 4 sulfur.
❖ Necromancy Amplifier. Cost changed to 3000g, 5 wood, 5 ore. New requirements: Mage Guild level 2.
❖ Upg. Graveyard. Cost changed to: 500g, 2 wood, 2 ore.
❖ Tomb of Souls. Cost changed to: 1200g, 5 ore.
❖ Upg. Tomb of Souls. Cost changed to: 1000g, 2 mercury.
❖ Upg. Estate. Cost changed to: 2000g, 10 wood, 5 ore, 10 crystal, 10 gems.
❖ Hall of Darkness. Cost changed to: 5000g, 10 wood, 10 ore.
❖ Dragon Vault. Cost changed to: 12000g, 10 wood, 10 ore, 7 mercury, 7 sulfur, 7 crystal. New requirements: Mage Guild LVL1, Mausoleum.
❖ Upg. Dragon Vault. Cost changed to: 20000g, 10 wood, 10 ore, 20 mercury.
Dungeon.
❖ Mushroom Rings. +15 Troglodyte and Infernal Troglodyte growth per week.
❖ Mana Vortex. Cost changed to: 1000g, 5 mercury, 5 sulfur, 5 crystal, 5 gems.
❖ Portal of Summoning. Cost changed to: 4000g, 5 ore, 2 mercury, 2 sulfur, 2 crystal, 2 gems.
❖ Chapel of Stilled Voices. Cost changed to: 2000, 4 wood, 8 ore.
❖ Labyrinth. Cost changed to: 3000g, 10 ore, 5 gems. New requirements: Chapel of Stilled Voices.
❖ Manticore Lair. Cost changed to: 3500g, 5 wood, 5 ore, 3 mercury, 3 sulfur. New requirements: Chapel of Stilled Voices.
❖ Upg. Manticore Lair. Cost changed to: 3000g, 5 wood, 5 ore, 4 mercury, 4 sulfur.
❖ Dragon Cave. Requirements: Chapel of Stilled Voices, Pillar of Eyes, Mage Guild LVL2.
Stronghold.
❖ Mess Hall. +15 Goblin and Hobgoblin growth per week.
❖ Upg. Goblin Barracks. Cost changed to: 1000g, 2 wood, 2 ore.
❖ Orc Tower. Cost changed to: 1000g, 3 wood, 3 ore.
❖ Ogre Fort. Cost changed to: 2000g, 10 wood.
❖ Upg. Ogre Fort. Cost changed to: 1500g, 5 wood, 5 ore, 2 gems.
❖ Cliff Nest. Cost changed to: 5000g, 20 ore.
❖ Upg. Cliff Nest. Cost changed to: 3000g, 5 wood, 5 ore, 3 mercury, 3 sulfur, 3 crystal, 3 gems. New requirements: Cliff Nest, Mage Guild LVL2.
❖ Cyclops Cave. Cost changed to: 3500g, 15 ore. New requirements: Goblin Barracks, Orc Tower.
❖ Upg. Cyclops Cave. Cost changed to: 2500g, 5 wood, 5 ore, 7 crystal.
❖ Behemoth Lair. New requirements: Orc Tower, Ogre Fort.
Fortress.
❖ Glyphs of Fear. Gives a garrisoned hero +4 Attack while defending in siege combat.
❖ Blood Obelisk. Gives a garrisoned hero +4 Defense while defending in siege combat.
❖ Captain's Quarters. +12 Gnoll and Gnoll Marauder growth per week.
❖ Gnoll Hut. Cost changed to: 1000g, 5 wood, 5 ore.
❖ Upg. Gnoll Hut. Cost changed to: 1000g, 5 wood.
❖ Basilisk Pit. Cost changed to: 2000g, 2 wood, 8 ore. New requirements: Lizard Den.
❖ Upg. Basilisk Pit. Cost changed to: 1500g, 5 ore.
❖ Gorgon Lair. Cost changed to: 3000g, 5 wood, 10 ore, 5 mercury, 5 sulfur.
❖ Upg. Gorgon Lair. Cost changed to: 4000g, 5 wood, 5 ore.
❖ Wyvern Nest. Cost changed to: 4500g, 20 wood.
❖ Upg. Wyvern Nest. New requirements: Wyvern Nest, Basilisk Pit.
❖ Hydra Pond. Cost changed to: 7000g, 7 wood, 7 ore, 7 sulfur. New requirements: Serpent Fly Hive.
❖ Upg. Hydra Pond. Cost changed to: 12000g, 5 wood, 5 ore, 15 sulfur.
Conflux.
No changes.
Cove.
❖ Grotto. Cost changed to: 2500g, 5 wood, 5 ore.
❖ Gunpowder Warehouse. Cost changed to: 3000g, 5 wood, 5 ore, 5 mercury, 5 sulfur.
❖ Nest. Cost changed to: 3500g, 5 ore, 3 crystal, 3 gems.
❖ Upg. Nest. Cost changed to: 1500g, 4 crystal, 4 gems.
❖ Tower of the Seas. Cost changed to: 2000g, 5 wood, 5 ore, 2 gems.
Factory.
❖ Manufactory. Cost changed to: 2000g, 2 wood, 8 ore.
❖ Upg. Manufactory. Cost changed to: 2000g, 5 ore, 3 mercury.
❖ Catacombs. Cost changed to: 4000g, 5 wood, 5 ore, 6 crystal, 6 gems.
❖ Upg. Catacombs. Cost changed to: 3000g, 10 ore, 5 crystal, 5 gems.
❖ Watchtower. Cost changed to: 4000g, 5 wood, 5 ore, 3 mercury, 3 sulfur.
❖ Gantry. Cost changed to: 10000g, 20 ore, 10 crystal.
❖ Upg. Gantry. Cost changed to: 20000g, 20 ore, 20 crystal.
❖ Serpentarium. Cost changed to: 12000g, 10 wood, 10 ore, 10 crystal.
Pumpkin Patch changes that were reverted for "MKC options":
❖ If spell changes are not mentioned in the Spells section - then they were undone.
❖ Movement cost of TP and DD has been increased by 200.
❖ Ivory Towers can now spawn on any terrain in the RMG.
❖ Power of the Dragon Father: Grants complete magic immunity.
❖ Ring of Vitality is now a Minor class artifact.
❖ Ring of Life is now a Minor class artifact, +2 HP to all units, cost 10000.
❖ Vial of Lifeblood is now a Major class artifact, +3 HP to all living units, cost 15000.
Comments. PotDF becomes similar to red orb, it's a very good buff (and this set probably needs a buff) but it makes the gameplay more cut and dry. Which is something that I'd like to avoid. Also it removes the Sacrifice spell interactions with PotDF, which is a unique thing about this set. Ring of Life and Vial changes will mainly buff the Skeleton doom stacks, so it's not a good idea for 1 hero Jebus-like templates.
❖ Genie cost reduced to 500 (by 50). Harmless change but also unnecessary.
❖ Lizardman and Lizard Warrior have their Attack and Defense skills swapped. That was the identity of this unit / faction, and I don't want to take that away.
❖ Power Lich cost was increased to 650 gold (by 50). This unit doesn't need any buffs or nerfs.
❖ Air Elementals and Storm Elementals are susceptible to Meteor Shower and Implosion, but immune to Lightning Bolt, Chain Lightning, Titan's Lightning Bolt. Established identity of unit / spell interaction, I'd rather not touch those unless it's really needed. In this case it's not. It makes more sense for Air units to be susceptible to Fire attacks.
❖ Earth Elementals and Magma Elementals are susceptible to Lightning Bolt, Chain Lightning, Titan's Lightning Bolt, but immune to Meteor Shower and Implosion. Same as above. But also doesn't make sense, because IRL Earth is something that absorbs lightning.
❖ Fire Elementals can fly. I mean it looks like they can fly, but actually they hover, just like Air Elementals. Also gameplay wise it's a bad idea to have summons that can fly over the walls. A nightmare scenario considering that they can only be countered by Ice Bolt / Frost Ring.
❖ Phoenix's speed reduced to 19 (by 2). Established unit identity.
❖ Chaos Hydra's speed increased to 8 (by 1). Established unit identity.
❖ Enchanters cannot cast Slow or Haste, but they can cast Curse and Fortune. The chance for each spell is equal. Mass Slow and Haste should have 1 turn hard limit. So it's no longer that scary.
❖ Octavia starts with a spellbook and the Curse spell.
❖ Synca starts with a spellbook and the Haste spell.
❖ Monere specializes in Logistics, starts with Logistics and Interference.
❖ Fiur specializes in Ballista, starts with Artillery and Offense.
❖ Erdamon specializes in Armorer, starts with Armorer and Estates.
❖ Nerf to Slayer specialty for Coronius. He's yet to show his power (if there's any).
❖ Learning XP gain increase reduced to 10/20/30% (from 20/40/60%). I'll leave to players to decide if they think Learning needs a nerf.
❖ Learning specialty now provides a 20% bonus per level.
❖ Cloud Temple no longer requires the Golden Pavilion. Cost increased by 5 wood and 5 ore. Originally I wanted this change, but after some time pondering the idea, I went with the classic build path. However if Mage Tower wasn't bugged by Hota I could probably come up with something interesting here.
❖ Mausoleum requires the Tomb of Souls instead of the Graveyard.
❖ Dwellings of the base elementals now cost 2000 gold and 5 wood / ore for the base dwelling, and the same amount + 4 of a rare resource corresponding to their element for the upgrade (identical to the prices in the Magic University). I think the original cost works just fine and makes sense from the visual perspective of how Buildings look in the game.
❖ Overlords, Barbarians and Mercenaries can learn Water Magic, but the odds are very low (1/112). Beastmasters and Rangers can now learn Fire Magic. Odds are very low (1/112). 1 point of Wisdom chance removed from the appropriate classes. This is a very huge change, Barbarians that can have expert Teleport? Especially on Duel where you can reliably buy Magic Schools in Conflux every game. The others though, sounds relatively harmless.