As per tradition, we do not reprint the full patch text, but only look at truly important updates. The full text can be read on Steam. This update gives much more than the previous one, where there was essentially only one update, but the creators gave such a general description that you need to try everything to understand how it works. In general, it's better to scroll through the full list of balance changes; there are over a hundred of them. 

And we will look at several global ones:

  • Necromancy. We have completely reworked the algorithm for converting creatures into undead after battle. Now you no longer need to necessarily have creatures of the corresponding rank in your army to convert fallen enemies after victory. Along with this, the cost of resurrection in energy has significantly changed, and the interface now includes convenient visual hints and the ability to cancel the summon for necrotic energy directly in the battle results window.

In more detail, now if you defeat a 2nd level of creatures and you don't have them in your army but have free slots, they will appear, but in the basic version. And resurrection in the upgraded version now costs more (in necrotic energy), while the base amount of necrotic energy has been greatly increased: 1000/1250/1500 → 3000/4000/5000. A significant change. Essentially, now you can build an army much faster. If you have an extra 1000 skeletons, you can give them to a second hero, and he will quickly resurrect not only the first level but everything at once. And after 2-3 weeks, he will return with a huge and, importantly, diverse army, while the main hero, for example, if it's the King of Kings, can focus on joining through necromancy. This might change the balance and greatly boost the Necropolis faction. 

  • Battle Magic and Avatar Summoning. After the recent weakening of warriors, mages have significantly strengthened their positions, so we are returning the base parameters of "Battle Magic" to their original values. The hotly debated skill "Avatar Summoning" has also received changes — the basic version is weakened, but you will have more opportunities for situational enhancement of the avatar through sub-skills.

In more detail, they simply trimmed all percentages and characteristics. Which is also good, as there was a clear imbalance. 

  • Battle Magic. Bonus to attack and defense of creatures depending on hero's spell power and knowledge: 15/25/35% → 15/20/25%.
  • Other Faction Skills. Changes affected "Communion with the Abyss" for the Split (the effect now applies not only to Split creatures), as well as the larvae mechanic for the Swarm, whose focus has shifted towards their explosive potential.

The creators face a big and complex task, which they are successfully solving — to create balance so that in all modes there is no domination of any faction, and the game is balanced while maintaining dynamics and flexibility. One should be prepared that these are far from the last changes, and by the release version everything may change significantly. The main thing is that this does not become an endless process, like in Dota. After all, Heroes is about understanding mechanics and various characteristics.