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Clan Wars – new faction mechanics.

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Clan Wars v2.0

A mod revamp. This version is compatible with both the vanilla v3.1 and Universe v1.3.

 

Mod Features:

  1. Clan Feuds:
  • At the start of the game, only one of the creature tiers is available (player's choice).
  • Both tiers can be unlocked using the "Town Transformation" ability.
  • Using two tiers of the same Faction in a hero's army incurs a penalty (see PDF document).

 

  1. Town Transformation: a level 10 or higher hero can convert a captured town into their own Faction, or rebuild a town of their own Faction - in this case, both creature tiers are unlocked, and the Guild of Mages is rebuilt.

 

  1. Special Paths: taking certain skills by a hero leads to a redistribution of primary stats - strengthening some of the hero's parameters at the expense of weakening others. With "Special Paths," you can enhance the combat abilities of mages or the magical powers of fighters.

 

  1. Adventure Map Spells:
  • "Call Reinforcements" is available from level 8 and costs 15% of movement points.
  • "Dark Ritual" costs only 25% of movement points on the first and last day of the week.

 

  1. The use of Rune Magic in PvP and sieges is limited to 10 resources of each type per battle. The cost of applying the following runes is doubled (compared to 3.1): Rune of Energy, Rune of Resurrection, Rune of Battle Fury. The price of the remaining runes is the same as in 3.1.

 

  1. Inferno Sacrifice Pit: provides triple experience. Additionally, the first sacrifice made by a hero grants 1666 experience points.
  2. Creatures:
  • Valkyries - a tier 4 unit for the Northern Clans, replacing Berserkers.
  • Some tier 1 units of Inferno have gained fire resistance.
  • Rune Priests are no longer immune to fire, but have resistance to all elements.
and other minor changes

More detailed description + Instructions

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