By the way, what role are the Ifrits intended for, and how well should they theoretically perform in that role? Can they be summoned via a gate?
And a slightly off-topic question: can we hope that the Ifrits will be released as a separate mod for castle creatures? I think I would try them out (even if they replace some of the cool lords). It brings back pleasant memories of the Ifrits from Heroes 4.
- Yes, they can be summoned via a gate; they are just like any other Inferno creature. But you need to remember that they are level 6, so you will need Expert Gatekeeping.

It took me a lot of time and effort to disassemble the original mod and reassemble it to suit my needs. I wouldn't want to disassemble my changes and reassemble them into a new mod again.
If you want to play with Ifrits as they are in my mod, I recommend you download my mod and play =)
If you only care about the "model" of the Ifrit, you can download the BLACK-HAT mod and put it in UserMods.
But there, the Ifrits have their own characteristics and abilities, which differ from mine + he did something with the Djinns, I didn't bother, this mod didn't work for me, probably due to the large number of his own changes. I just glanced at their stats in GameMechanics and that's it.
Also, there, Ifrits can summon other Ifrits (a reworked icon of the Archdevils' ability); essentially, the ability of an enhanced Tier 7 creature is given to a Tier 6 creature. Considering that the number is calculated based on the number of creatures using the ability, it should theoretically be twice as strong as summoning Imps in the vanilla game.