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Currently, I'm focusing on enemy forces and the way the experience system works in the mod. As for Wizards, they were a test-bed for how the skill system was going to change how heroes function to find out which areas needed to be revised and looked at. Their frailty will certainly be addressed in a way that still holds to the idea of a Wizard's personality. Meaning that they have other activities they will be given to do that doesn't require them to be in direct combat to gain experience and grow in strength. Expanding on the functions of buildings in the game and activities for heroes that revolve around other tasks is something I'm going to try to incorporate as well to make hero development feel more organic and less combat-centric, especially for the heroes that don't fare well in combat at early levels without needing a Fairgrounds, or being as broken for leveling up as Fairgrounds can end up being.
Thus far, the potential for the skill system in terms of power is there, but providing the foundation for heroes to build up and be able to use it is what needs more work on. The Day of Reckoning quest serves as an example of what a leveled up wizard can be capable of after a sufficient amount of work, but getting past the first few levels for any other scenario was something I took into account and am working to revise.