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Another balance could be lowering thier damage to maybe 1/3 of builders contruction rate? They should not be able to destroy as fast as builders build. Not sure if this is the case, but with my limited experience with mod it appears so.
Actually me and Amantalado (the developer of this mod) have discussed the matter further, and he said he is looking towards rebalancing them in some way, or another. The Sanguine Peasants in particular, admittedly I'm not totally sure on all of the specifics, but he did agree to making them less devastating.
While me and him agree that we do love additional challenges, especially to the late game, this one has proven to be a menace in certain situations, while being almost unnoticable in others.
I like the challenge they present, but not the unfairness, especially to certain play-styles, of course that's my opinion. They can often destroy buildings before they die, no matter your defense, if the sanguine, 'sewers' are fed enough peasants. Which can be prevented to a degree, but not wholly, as it relies a bit on the AI of the enemies/peasants along with your play-style, discouraging people from choosing less, 'turtly' methods. (Being excessively defensive)
My idea? I wouldn't mind if they remained the same, if they were given lairs outside of your kingdom that are destructible, and even buffed in the sense that they don't require addiitional deaths of henchmen to keep them going. Additional deaths however could obviously spawn more lairs, but as stated in this idea, they can be destroyed.
This would give the player a little time to prepare, as they're heading for the nearest buildings/heroes/henchmen, and the lairs being out in the wilderness, will force them to walk a ways to reach their destination.
imo, with some work it could become excellent stand alone quest, but playing campaign quests with these pits... it's just too unpredictable, and in some cases fatal.