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Incorporeality at level 5 is too powerful. It would be better to give them agility, like the high-level dancers. For example, they accelerate the air more => it's harder to harm them => more protection. Combined with the high speed of the Djinns, it would be great.
Based on my experience playing with this mod, Djinns are encountered more often than, for example, Spectres. Maybe it's because they are large creatures. In my opinion, Djinns have the lowest defense and hit points among level 5 creatures. In Multiplayer, they are usually eliminated first. It would be possible to simply increase their defense and hit points, but I decided to enhance them in this way. Ment
This is not equivalent to two shots in a row. It just means double (or maybe even more than double) damage to one enemy.
Well, why not? It turns out that until the next crossbow reload (read: until the next turn), the crossbowman has the opportunity to make 2 shots. Ment
In my humble opinion, it is better to simulate this in other ways, by increasing the damage, for example.
The main idea of this change is to increase the chance of hitting incorporeal units. And, in my opinion, they don't need to be strengthened; they are already strong. Ment
But they don't have any other weapons... Or did you replace their model in the mod?
My mistake. And I still haven't learned how to replace models. Ment
1 on 1, yes. However, Archangels can resurrect (and with your mod, even twice). Seraphs will be more modest in this regard, especially since Divine Retribution in 3.1 is not very strong.
Even after these changes, I prefer to encounter a large group of Archangels rather than a large group of Seraphs.