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* SelfDestructMechanism: Automatons detonate one turn after their death, damaging everything around them. You can also prime their self-destruction, making it easier to utilize but risking them damaging your own troops as well.

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* SelfDestructMechanism: Automatons detonate one turn after their upon death, damaging everything around them. You can also have to prime their self-destruction, making it easier detonation first, which is free to utilize do and doesn't cost an action but risking them damaging can't be turned off once it's been activated.
* ShoutOut: Bertram's intro dialogue in the mission "Deus ex Machina" has a stealthy recreation of Morshu's much-parodied "Lamp oil? Rope? Bombs? You want it? It's all yours, my friend." dialogue from ''[[VideoGame/TheLegendOfZeldaCDIGames Link: The Faces of Evil]]''.[[labelnote:Full quote]]Lamp oil that burns brighter than any candle--just a cup of it will keep
your own troops as well.home lit all night. Rope woven from the finest unicorn hair, with a core of pure spider silk, that can keep even a black dragon at bay. Bombs that can tear up rock in your mines or turn hordes of your enemies into so much mush. You want it? It's all yours, my friend. As are hundreds of other items offered by the Merchant Guild of Alvar![[/labelnote]]
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Spelling/grammar fix(es)


** The Resistance skill is removed[[note]]in practice. It still ''exists'' as a skill, but it will not be offered at level-up, from scholars or Witch Huts, and Resistance-boostin artifacts do not randomly spawn, so it can be used in custom maps but will otherwise not be present[[/note]] and replaced by Interference, which lowers an enemy hero's Spell Power rather than granting a chance to negate incoming spells. As a result, Thorgrim (who specializes in Resistance) is banned by default and replaced by Giselle.

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** The Resistance skill is removed[[note]]in practice. It still ''exists'' as a skill, but it will not be offered at level-up, from scholars or Witch Huts, and Resistance-boostin Resistance-boosting artifacts do not randomly spawn, so it can be used in custom maps but will otherwise not be present[[/note]] and replaced by Interference, which lowers an enemy hero's Spell Power rather than granting a chance to negate incoming spells. As a result, Thorgrim (who specializes in Resistance) is banned by default and replaced by Giselle.
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* CriticalFailure: Introduced in the mod, negative luck gives a creature a chance to fumble their attack and deal half of the damage than they would have inflicted normally.
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** The Resistance skill is removed and replaced by Interference, which lowers an enemy hero's Spell Power rather than granting a chance to negate incoming spells. As a result, Thorgrim (who specializes in Resistance) is banned by default and replaced by Giselle.

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** The Resistance skill is removed removed[[note]]in practice. It still ''exists'' as a skill, but it will not be offered at level-up, from scholars or Witch Huts, and Resistance-boostin artifacts do not randomly spawn, so it can be used in custom maps but will otherwise not be present[[/note]] and replaced by Interference, which lowers an enemy hero's Spell Power rather than granting a chance to negate incoming spells. As a result, Thorgrim (who specializes in Resistance) is banned by default and replaced by Giselle.
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** The Resistance skill is removed and replaced by Interference, which lowers an enemy hero's Spell Power rather than granting a chance to negate incoming spells. As a result, Thorgrim (who specializes in Resistance) is banned by default and replaced by Giselle.
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Magic University requirement was changed to Garden of Life when the Factory was released


** Conflux was hit ''hard'', including making Psychic/Magic Elementals more expensive, making Firebirds only 50% fire resistant instead of fire immune (Phoenixes are unchanged), changing their [[HomeFieldAdvantage native terrain]] from Grass to the uncommon Highlands, locking the upgraded Magic Lantern behind the Magic University to make Sprites slower and more costly to obtain, lowering Firebird/Phoenix growth from 2 to 1 (although with the new Vault of Ashes this can be increased by 1 for a total of 3 with Castle, down from 4) and limiting their Grail to only give spells that Conflux can naturally learn and only up to the level of their Mage Guild.

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** Conflux was hit ''hard'', including making Psychic/Magic Elementals more expensive, making Firebirds only 50% fire resistant instead of fire immune (Phoenixes are unchanged), changing their [[HomeFieldAdvantage native terrain]] from Grass to the uncommon Highlands, locking the upgraded Magic Lantern behind the Magic University Garden of Life to make Sprites slower and more costly to obtain, lowering Firebird/Phoenix growth from 2 to 1 (although with the new Vault of Ashes this can be increased by 1 for a total of 3 with Castle, down from 4) and limiting their Grail to only give spells that Conflux can naturally learn and only up to the level of their Mage Guild.



* SandWorm: Factory's tier 5 creature, which can burrow underground for a form of NotQuiteFlight and eat corpses they emerge under. Their upgraded form is the Olgoi-Khorkhoi, better known as the Mongolian death worm.

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* SandWorm: Factory's tier 5 creature, which can burrow underground for a form of NotQuiteFlight [[note]]They cannot burrow into certain terrain types, such as ships or Magic Clouds; on those terrain types, they function like ground units[[/note]] and eat corpses they emerge under. Their upgraded form is the Olgoi-Khorkhoi, better known as the Mongolian death worm.
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* BeastOfBattle: Ayssids and Sea Serpents are oceanic animals used by the Regnan military. Done more maliciously on Factory's side: Armadillos, Sand Worms, and Couatls were captured and are being bred specifically for war. Their upgraded forms show the result of the intense breeding, with Crimson Couatls losing their beautiful rainbow plumage.

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* BeastOfBattle: Ayssids and Sea Serpents are oceanic animals used by the Regnan military. Done more maliciously on Factory's side: Armadillos, Sand Worms, Armadillos and Couatls were captured and are being bred specifically for war.war, while Sandworms were straight-up ''created''. Their upgraded forms show the result of the intense breeding, with Crimson Couatls losing their beautiful rainbow plumage.
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* AntiFrustrationFeature: Navigation, a skill that increases the hero's movement while sailing in the sea, is banned from being learned in non-water maps to avoid potentially learning an useless skill. In addition, the three heroes that starts with the Navigation skill, Sylvia the Knight, Voy the Witch, and Elmore the Captain, are banned in non-water maps and are replaced by three different heroes, Beatrice, Kinkeria, and Derek, respectively.
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* ContinuityNod: Quite a few. Many map objects are inspired by ''Heroes II'', up to the Wasteland terrain being an addition and a design aspect of Factory being carrying over things and themes lost from the Heroes II Wizard town in the transition to the Heroes III Tower (a bit like Conflux did for Sorceress/Rampart), and the campaigns are littered with references to places and things from the [[VideoGame/MightAndMagic roleplaying games]] and events from the ''Heroes III'' campaigns (three of the campaigns take place roughly concurrently with the ''Armageddon's Blade'' campaigns, while the fourth starts out a bit before ''Shadow of Death'' but in the same area that the eponymous campaign of ''Armageddon's Blade'' focused on). The Cove itself is contextualized as a town associated with Regna, a nation referred to multiple times throughout ''Heroes'' and ''Might & Magic'' and seen in ''Might & Magic VIII''.

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* ContinuityNod: Quite a few. Many map objects are inspired by ''Heroes II'', up to the Wasteland terrain being an addition and a design aspect of Factory being carrying over things and themes lost from the Heroes II Wizard town in the transition to the Heroes III Tower (a bit like Conflux did for Sorceress/Rampart), and the campaigns are littered with references to places and things from the [[VideoGame/MightAndMagic roleplaying games]] and events from the ''Heroes III'' campaigns (three of the campaigns take place roughly concurrently with the ''Armageddon's Blade'' campaigns, while the fourth starts out a bit before ''Shadow of Death'' but in the same area that the eponymous campaign of ''Armageddon's Blade'' focused on).on, and ends in the same area at the same time as the eponymous campaign). The Cove itself is contextualized as a town associated with Regna, a nation referred to multiple times throughout ''Heroes'' and ''Might & Magic'' and seen in ''Might & Magic VIII''.
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* QuickDraw: The special ability of the Factory's Gunslinger/Bounty Hunter creatures. When they're targeted by a shooter each round, they pull out a pistol and fire at their attacker before the enemy has a chance to shoot. Gunslingers do it once per turn, while Bounty Hunters can do it an unlimited number of times.

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* QuickDraw: The special ability of the Factory's Gunslinger/Bounty Hunter creatures. When they're targeted by a shooter each round, they pull out a pistol and fire at their attacker before the enemy has a chance to shoot. Gunslingers do it once per turn, while Bounty Hunters can do it an unlimited number of times. However, the ability doesn't work against ranged units with {{Herd Hitting Attack}}s, like Liches/Power Liches and Magogs.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horn_of_the_abyss.png]] org/pmwiki/pub/images/horn_of_the_abyss_8.png]]

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* CombatMedic: Mechanics serve as a field medic for Factory's mechanical creatures. Despite packing a flamethrower, [[VideoGameFlamethrowersSuck they're quite pathetic as attackers]]. However, they have the ability to repair and even resurrect friendly mechanical creatures (namely Automatons and Dreadnoughts), which is rather powerful for a tier 2. They're the cornerstone of Factory's early game, letting you easily take neutrals without losses.



* MechanicallyUnusualClass: Factory is uniquely split into two "sub-factions" - the wasteland Halflings, Armadillos, Sand Worms, and Couatls, and the technological Mechanics, Automatons, Gunslingers, and Dreadnauts. The town is arranged in a way where it's most economically viable to focus on one path rather than build all eight. The payoff is they have access to ''two'' tier 7 units and can eventually build both in one town.

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* MechanicallyUnusualClass: Factory is uniquely split into two "sub-factions" - the wasteland Halflings, Armadillos, Sand Worms, and Couatls, and the technological Mechanics, Automatons, Gunslingers, and Dreadnauts.Dreadnoughts. The town is arranged in a way where it's most economically viable to focus on one path rather than build all eight. The payoff is they have access to ''two'' tier 7 units and can eventually build both in one town.town.
* MiniMecha: Factory's second tier 7 is the Dreadnought/Juggernaut, a bulky mechanical humanoid that can fire a scorching laser. Looking at Factory's grail puzzle map, Dreadnoughts appear to be roughly the size of a small building.



* MythologyGag: One of the Factory towns seen in teaser images is named New Dolere. This is in reference to the one surviving screenshot of the scrapped Forge town that Factory is inspired by, which had the placeholder name Dolere (one of the random names that Strongholds can have).

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* MythologyGag: One of the random names that Factory towns seen in teaser images can spawn with is named New Dolere. This is in reference to the one surviving screenshot of the scrapped Forge town that Factory is inspired by, which had the placeholder name Dolere (one of the random names that Strongholds can have).


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* OutcastRefuge: Factory is home to heroes from many different factions who were outcast for one reason or another. A druid who lost their grove, a gremlin who didn't want to be a ServantRace anymore, and lots of mages and warlocks who were shunned for rejecting magic in favour of "unnatural" science.
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* WhereItAllBegan: The Factory campaign begins and ends in Eeofol. The first mission begins just after the Night of Shooting Stars, when the Kreegans arrived, and centers on Henrietta and Frederick taking the lead on the flight from Eeofol in the face of overwhelming force. The last mission is set during the last few missions of the Armageddon's Blade campaign, and has Henrietta lead a force to take advantage of the devils being weakened and distracted to push them out from at least part of the halfling homeland.
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* ScienceFantasy: The campaigns, especially the Factory campaign, makes the setting's ScienceFantasy aspect ''much'' more apparent, generally focused on returning ''Might and Magic III''/''VII'' character Kastore. It avoids direct gameplay representation, however, so it is limited to just the campaigns.
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It takes until the last pair of missions for it to become clear who really is the main focus and driver between Henrietta and Frederick.


* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Tancred and Floribert alongside Henrietta, Frederick, Sam, and Todd (with Henrietta sharing being TheHero of the Factory campaign with Frederick).

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* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Tancred and Floribert alongside Henrietta, Frederick, Sam, and Todd (with Henrietta sharing being the main TheHero of the Factory campaign with Frederick).campaign).
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* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Tancred and Floribert alongside Henrietta, Sam, and Todd.

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* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Tancred and Floribert alongside Henrietta, Frederick, Sam, and Todd.Todd (with Henrietta sharing being TheHero of the Factory campaign with Frederick).

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* LightningGun: Factory's Grail building is the Lightning Rod, which appears as a massive metal spire rising out of a canyon with an electrified ball on top. It strikes all enemies with lightning at the start of every combat.



* TeslaCoil: Factory's Grail building is the Lightning Rod, which appears as a massive metal spire rising out of a canyon with an electrified ball on top. It strikes all enemies with lightning at the start of every combat.
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Whoops


* TeslaCoil: Factory's Grail building is the Lightning Rod

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* TeslaCoil: Factory's Grail building is the Lightning RodRod, which appears as a massive metal spire rising out of a canyon with an electrified ball on top. It strikes all enemies with lightning at the start of every combat.
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* TeslaCoil: Factory's Grail building is the Lightning Rod

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* BattleCouple: The Factory heroes Floribert and Victoria are revealed to be a couple in their bios. Victoria's field tests for her landmines provide many opportunities for Floribert to use his CombatMedic training.



* FeatheredDragons: The Couatl of the Factory are this, apparently related somehow to the [[FeatheredSerpent Couatl]] of ''Might and Magic VIII'' and still evoking the ''cultural'' associations of [[FeatheredSerpent Feathered Serpents]] (their upgraded form has a helmet shaped after Mesoamerican statuary, for example), but shaped like a dragon covered in feathers and with avian wings instead of a serpent with avian wings.
* GlassCannon: The Cove faction is generally this with its Tier 1-5 units, none of them having over 35 HP and having low Defense, generally relying on unique abilities or dishing out damage rather than taking it. Nixes and Sea Serpents, however, make up for this by being much tougher to kill (though the Haspid has relatively low Defense skill for an upgraded Tier 7 unit, it has 300 HP). The Cove's Might hero, the Captain, also leans more towards Attack skill rather than Defense.

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* FeatheredDragons: The Couatl of the Factory are this, apparently related somehow to the [[FeatheredSerpent Couatl]] of ''Might and Magic VIII'' and VIII''. They still evoking evoke the ''cultural'' associations of [[FeatheredSerpent Feathered Serpents]] (their upgraded form has a helmet shaped after Mesoamerican statuary, for example), but are shaped like a dragon covered in feathers and with avian wings instead of a serpent with avian wings.
* GlassCannon: FireBreathingWeapon: Mechanics and Engineers carry a flamethrower, giving them a piercing breath attack like many dragons have. This is a nod to the scrapped Forge town's Pyromaniacs, who likewise would've used flamethrowers.
* GlassCannon:
**
The Cove faction is generally this with its Tier 1-5 units, none of them having over 35 HP and having low Defense, generally relying on unique abilities or dishing out damage rather than taking it. Nixes and Sea Serpents, however, make up for this by being much tougher to kill (though the Haspid has relatively low Defense skill for an upgraded Tier 7 unit, it has 300 HP). The Cove's Might hero, the Captain, also leans more towards Attack skill rather than Defense.Defense.
** Gunslingers and Bounty Hunters only have 45 HP, the second-lowest of any tier 6 creature (with the lowest, Enchanters, having some extremely broken abilities). They're also incredibly powerful shooters with an innate deterrence against enemy shooters with their QuickDraw special, however they fold to damaging spells.



** The game-breaking mobility spells Dimension Door and Town Portal will no longer show up in Mage Guilds until you've researched their respective tiers three times, pouring tonnes of resources into them first.



* QuickDraw: The special ability of the Factory's Gunslinger/Bounty Hunter creatures. The first time they're targeted by a shooter each round, they pull out a pistol and fire at their attacker before the enemy has a chance to shoot.

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* QuickDraw: The special ability of the Factory's Gunslinger/Bounty Hunter creatures. The first time When they're targeted by a shooter each round, they pull out a pistol and fire at their attacker before the enemy has a chance to shoot.shoot. Gunslingers do it once per turn, while Bounty Hunters can do it an unlimited number of times.


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* SelfDestructMechanism: Automatons detonate one turn after their death, damaging everything around them. You can also prime their self-destruction, making it easier to utilize but risking them damaging your own troops as well.
* SpiderTank: Factory's tier 4 creature, the Automaton, is a six-legged mech that's powered by steam.
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* ContinuityNod: Quite a few. Many map objects are inspired by ''Heroes II'', up to the Wasteland terrain being an addition and a design aspect of Factory being carrying over things and themes lost from the Heroes II Wizard town in the transition to the Heroes III Tower (a bit like Conflux did for Sorceress/Rampart), and the campaigns are littered with references to places and things from the [[VideoGame/MightAndMagic roleplaying games]] and events from the ''Heroes III'' campaigns (the three campaigns take place roughly concurrently with the ''Armageddon's Blade'' campaigns). The Cove itself is contextualized as a town associated with Regna, a nation referred to multiple times throughout ''Heroes'' and ''Might & Magic'' and seen in ''Might & Magic VIII''.

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* ContinuityNod: Quite a few. Many map objects are inspired by ''Heroes II'', up to the Wasteland terrain being an addition and a design aspect of Factory being carrying over things and themes lost from the Heroes II Wizard town in the transition to the Heroes III Tower (a bit like Conflux did for Sorceress/Rampart), and the campaigns are littered with references to places and things from the [[VideoGame/MightAndMagic roleplaying games]] and events from the ''Heroes III'' campaigns (the three (three of the campaigns take place roughly concurrently with the ''Armageddon's Blade'' campaigns).campaigns, while the fourth starts out a bit before ''Shadow of Death'' but in the same area that the eponymous campaign of ''Armageddon's Blade'' focused on). The Cove itself is contextualized as a town associated with Regna, a nation referred to multiple times throughout ''Heroes'' and ''Might & Magic'' and seen in ''Might & Magic VIII''.
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* Factory (upcoming), a reimagining of the scrapped Forge town, this time themed around CattlePunk instead of sci-fi. They have a mix of wasteland dwelling creatures and steampunk machines in their lineup. Uniquely, they have access to two tier 7 units, both of which can be built in the same town.

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* Factory (upcoming), Factory, a reimagining of the scrapped Forge town, this time themed around CattlePunk instead of sci-fi. They have a mix of wasteland dwelling creatures and steampunk machines in their lineup. Uniquely, they have access to two tier 7 units, both of which can be built in the same town.



* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Heatstroke and Jangaard alongside Henrietta, Sam, and Todd.

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* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Heatstroke Tancred and Jangaard Floribert alongside Henrietta, Sam, and Todd.
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This is now YMMV.


* NintendoHard: The campaigns of ''Horn of the Abyss'' were designed by pro players, for pro players, and it shows. In several levels, you will be constantly starved of resources, be on a short timeframe to get things done before your enemies come in and wipe you out, and winning will require several high-level tactics just to survive. It's winnable, for sure, but not intended for the average ''Heroes'' player. The developers have even stated that it is not intended to be winnable if one plays on the Impossible difficulty setting (where you start with no resources). It is also worth mentioning that the higher level adventure spells like "Town Portal", "Fly" and "Dimension Door" are coded to not even spawn in the mage guilds, particularly in the third campaign in which their presence would've greatly reduced the difficulty and duration of the XL-sized maps.[[note]]Strangely, one of the factions (representing the Wizards of Bracada) still has access to Town Portal [[TheComputerIsACheatingBastard despite their Mage Guilds not carrying it]][[/note]]
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* MythologyGag: One of the Factory towns seen in teaser images is named New Dolere. This is in reference to the one surviving screenshot of the scrapped Forge town that Factory is inspired by, which had the placeholder name Dolere (one of the random names that Strongholds can have).
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* AerithAndBob: The names of Cove's heroes include strange fantasy names like Zilare and Eovacius, but also perfectly mundane ones like Anabel, Derek, and Jeremy. The lattermost of those is even TheHero of the Cove campaigns. Factory is even more extreme, with heroes like Heatstroke and Jangaard alongside Henrietta, Sam, and Todd.
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* BalanceBuff: ''Horn of the Abyss'' has multiple quality-of-life changes and buffs to underpowered heroes, skills, and creatures. Some of the major buffs include allowing Magogs to aim where their fireballs at a specific location instead of a creature (previously, it was hard to get max value and you could often hit your own units), doubling the money Estates generates and almost tripling the Spell Point bonus from Mysticism, and making Inferno cheaper to build.

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* BalanceBuff: ''Horn of the Abyss'' has multiple quality-of-life changes and buffs to underpowered heroes, skills, and creatures. Some of the major buffs include allowing Magogs to aim where their fireballs at a specific location instead of a creature (previously, it was hard to get max value and you could often hit your own units), doubling the money Estates generates and almost tripling the Spell Point bonus from Mysticism, and making Inferno cheaper to build.build, and making the Cyclops Cave at the Stronghold much cheaper by removing its crystal cost (though the upgrade now requires crystal).
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** The effectiveness of Necromancy has been halved across the board, meaning Necropolis is much less unbeatable in the lategame.

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** The effectiveness of Necromancy has been halved across the board, board (except for the Necropolis's Grail structure), meaning Necropolis is much less unbeatable in the lategame.
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* InstantDeathBullet: Sea Dogs, which are the special double-upgraded version of the Cove's Pirates, have the ability Accurate Shot, which gives them a chance to OneHitKill the top unit of an enemy stack after shooting them. The chance scales based on the unit's health compared to the number of Sea Dogs firing, but a lucky enough roll means that a single Sea Dog could instantly kill an entire [[TacticalSuperweaponUnit Azure Dragon]] in one shot.

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* LizardFolk: The Nixes found in the Cove ''appear'' to be a sea-dwelling relative of the Lizardmen found in the Tatalian Fortress, although their origins are never explained except
that they had been thought extinct for a long time.

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* LizardFolk: The Nixes found in the Cove ''appear'' to be a sea-dwelling relative of the Lizardmen found in the Tatalian Fortress, although their origins are never explained except
except that they had been thought extinct for a long time.
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** The overpowered heroes Sir Mullich and Galthran are banned by default, replaced with Lord Haart and newcomer Ranloo.

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** The overpowered heroes Sir Mullich and Galthran are banned by default, replaced with Lord Haart and newcomer returning ''Heroes II'' character Ranloo.

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