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Schism – a new faction, skill, mechanics, and much more.

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#7
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Gatekeepers are very slow and almost unplayable units, despite their teleportation and other spells.
As far as I understand, they perform the function of support units on the battlefield, rather than tanks or attack units - either by speeding up the initiative of nearby units, or by stealing mana for mages and enhancing the hero's magic, although increasing the initiative by one point would be a good idea. I don't see any use for lizards in the mid to late game: they either draw all the AI's attention to themselves (why?), without actually doing anything, or in the very beginning they jump into boxes, do something to someone, and immediately go into astral form due to the doubled retaliation. Although, perhaps they are expendable units, but still, there is practically no combat benefit from them.
As far as I understand, the mod will conflict with RTF precisely because of the elementals.
Actually, it conflicts with all mods that replace factions; I checked. It somehow suppresses them, and as a result, the replacement of creatures in the factions does not occur. I don't know why this happens, but it's a fact.
I also have a request for the author - please draw a complete skill wheel for this faction, at least for the branches that have been changed. I don't understand where some skills have been moved (what is demonic punishment doing in the darkness?), and it's no longer possible to rely on the old wheel. And maybe it's just me, or maybe it really is, but the skill progression system has become somewhat inadequate. Either because of the addition of a new skill, or for some other reason, but the skills now appear somehow... strange? I don't know, maybe I'm imagining things, and everything is actually fine, but I feel uncomfortable. But the mod itself is really good; you can see that the author put a lot of effort into it.

Okay, after playing a little more, I've changed my mind about the lizards - they are actually useful.