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Psatha, could you perhaps rework all the creatures and assign them to different factions? (It would make sense, after all!)
Also, I don't know, but something needs to be done about the Tormentor and especially the Manada. I've put the Manada in the exclusion list so she doesn't appear, because she causes crashes (I can, of course, fix it myself, but it would only be for my own game).
For example, the Black Knight used to crash very often. After removing the poison ability, it stopped crashing altogether. It seems that in auto-battles or under AI control, certain combinations cause crashes (poison + fear – examples: Black Knight and Manada; poison + crippling strike – examples: Tormentor and Ninja from the English version, a black-colored Hunter with infinite invisibility, speed 8, cowardice, poison, and crippling strike). The first combination crashes more often. Maybe the Manada should have her fear ability removed and given retaliate instead, and the Tormentor's poison ability should be replaced with a zombie strike?
Maybe it's just me, but these creatures were created not just for show, not just to be background elements, but to be played. I'm having these problems with the ones I mentioned. Are other players okay with them? There was also Asker with the Guild Fortress, but I don't use Guild Fortresses very much in my game. I noticed it by chance when I set the scripted Guild Fortress on the Last Stand to work in normal mode.
Added 16 minutes ago }{0TT@6bI4
It's unlikely that it can be done. And even if it could, it shouldn't be. Please.
In general, I have an idea to combine the method...
fktifzobr@mail.ru
In RTF, I bypassed the "demon" race restriction and forced elementals with the ID of academy members to open gates. I had to add the following to the tag: infernal creatures of the corresponding levels.
+ TOWN_ACADEMY
Maybe that will help, and creatures with minions will be summoned.