Throughout this time, I periodically returned to working on the mod, and now I have finally brought it to a new release. In the attached description, you can read about all the changes to the mod, including numbers and formulas, and here I will only list the main new features of version 1.3.
* "Special Path" mechanic. Now, when choosing certain skills, heroes of different factions will experience an increase in some of the hero's parameters at the expense of weakening others. With the "Special Path," you can enhance the combat abilities of mages or the magical powers of warriors. All "path" options are listed in the description in Appendix 1
* City Portal: When casting Teleportation for an additional 15 mana, you can teleport to a city with a Stronghold or to any city in which a Guild Hall of level 5 has been built (for Barbarians, a fully built Hall of Trial and Walkers Hut)
* The use of Rune Magic is now limited to 10 resources of each type per battle. The cost of using some runes has been changed.
* The "Sparkling Fountain" building in the Forest Alliance city: in addition to its main function, it now gives the Ranger several "Nature's Powers" spells, depending on the hero's level (details in the description). This change enhances the Summoning school, which is not native to the Guild of Mages for the Forest Alliance, but whose skill is now quite likely to appear for a Ranger hero.
* Minor changes in creature abilities, spells, skill drop probabilities, and refined mechanics from previous versions of the mod. Details in the attached description
* Skill wheel for the mod (based on Skill Wheel 3.0.3 by Aurelain, Azard) with changed skill drop probabilities and "special paths" marked with "*"
* New visual details:
Links:
- Mod description in Russian
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