☼ Passive permanent income of 10 gold/s and 2 lumber/s. Consequently, they have at start twice the income and the bonus doesn't count as upkeep. So they develop way quicker in the early and they are harder to starve out in the late game.
☼ Any killed unit will heal 50 hp to all friendly units around 200 of range. More the battle is messy, more they are resilient.
☼ Any killed unit will be replaced by a weaker version. A killed rifleman becomes a footman, and a killed footman becomes a peasant, for example. Heroes don't retrograde this way. Leveled summoning also follows this rule, and the downed version last permanently ! Mage skeletons becomes skeletons.
☼ All buildings have twice HP. Defenses are then harder to pierce, although not impossible because of the still present siege weakness.
☼ Any main building will retrograde if destroyed. Of course the Tier 1 is permanently gone.
☼ Any destroyed building will pop up a tower. The last possible form will drop a basic ranged unit. This excludes Non-tier-1 and towers themselves.
► Human towers will retrograde like this : cannon - arcane - guard - scout. Any other buildings will pops up a simple guard tower.
► Undead towers will retrograde like this : spirit - nerubian - ziggurat
► Orc towers will retrograde like this : defensive - burrow
► Night elves just have ancient protector, so it pops up a moon well.
☼ All buildings are permanently invisible, even if working. Detection is important for sieges.
☼ All units are permanently invisible, except if attacking, working or casting a spell. It makes IA having hard time dealing with multiple appearing/disappearing foes.
☼ Heroes starts with +10 stats of each. Making them dangerous at early and end game.
☼ Cheaters loots gold from any ennemies. Feeding them is then even worse.
☼ All units walks 25% faster. It's even harder to catch up.
☼ Resurrected heroes (and not summoned) have a free ankh of resurrection.