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#286
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RedHeavenHero
Doesn't this break the connection between terrain types and elemental types when summoning without "fire warriors"?
It does break it, but there's still some randomness, albeit limited. The essence of this change: fire has been added everywhere it should be and perhaps even where it shouldn't be; perhaps only Dark Magic lacks this fire element. Light has fire resistance, and spells like Holy Word and Divine Light are associated with fire (though this might just be in my head:D). In terms of summoning, we have the Fire Phoenix, the Fire Trap, and these Fire Warriors. There are also two fire-based Factions (Dwarves, Inferno) – fire is everywhere. In general, you can get used to all of this, but in addition to the above, I've made some minor changes to the core skills for each Faction, which necessitated this change. In more detail: the Dwarves were forced to go towards Spell Power through summoning, even though they don't really need it (there's no summoning in the Dwarven city; it's Light and Chaos). Should I change the core schools? This requires careful consideration – first, out of the 4 schools of magic, you can create 6 combinations. With 7 cities and guilds, one of the combinations will be repeated (in the game, the Dwarves duplicate the Elven city – both cities have Light + Chaos). Now let's think about which schools are truly closer to each Faction: - Humans: Light + Darkness - Inferno: Darkness + Chaos - Necropolis: Darkness + Summoning - Elves: Light + Summoning - Dungeon: Darkness + Chaos (racial skills suggest the use of Chaos, and also Darkness magic, as they worship the Dragon of Darkness, etc.) - Academy: Chaos + Summoning (elemental magic, elementals, etc., and Light and Darkness are not as demanding of spellcasting as Chaos and Summoning, so this is closer to mages, especially considering that they are atheists, and Light/Darkness magic implies the presence of a religion/cult of the corresponding dragon) - Dwarves: Light + Chaos Next, let's look at the basic skills on the path to Spell Power – each of these skills is a base for some Spell Power, this needs to be preserved. If we remove summoning from the Dwarves, the question arises – who should we give summoning to? In which cities' guilds is summoning available? There are three cities: 1. Mages, but they don't need magic schools for Spell Power. 2. Necropolis, but they already go towards Spell Power through summoning. 3. Elves – they are the ones who remain, so only they can be suitable. Now, about the perks: what perks are needed to reach Spell Power? One branch is needed for the Necropolis (through the Master of Life and Banishment). The second branch is needed for the Elves, namely the elemental branch (Master of Enchantments and Elemental Balance), but it has Fire Warriors, which don't really fit with the Elves. So, I decided to make them Earth-based – with their large health pool and infinite retaliation, we can add the "Bully" ability on top, creating a durable, defensive stack that takes the hit – useful for playing defensively, and playing with summons almost always involves these Fire Warriors – I want to create more variety in the game.

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