- Let them be gated; they are just as much Inferno creatures as any other. But we shouldn't forget that they are level 6, so skilled gating will be required.
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 again and reassemble them into a new mod.
If you want to play with Ifrits as they are in my version, I recommend downloading my mod and playing with it =)
If you only need 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, as this mod didn't work for me, probably due to the large number of my own changes. I just glanced at their stats in GameMechanics.
Also, in that mod, Ifrits can summon other Ifrits (a redesigned icon for 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 be twice as strong as summoning cave dwellers in the vanilla game.
I don't know the mod's design in detail, but won't a size of 1 unit harm the balance? Or will some other creature take the place of a large one in the Inferno? And isn't summoning Ifrits with Ifrits too imbalanced?
Of course, the choice is yours. You are the author, and no one can force you to do anything. It's just that the Ifrits look very remarkable.
And for the game, I'm afraid the mod includes too many changes. Personally, I try to stick to a relatively standard balance. + I'm not a fan of Heroes 3.
No, I would like not just the Ifrit skin on the Lords, but specifically Ifrits with their own balance. And so, the previous author returned the spellbook to the Djinns, as it was before.
