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Version 1.4
1) AI access to Stefan's tomb, the Witch's hut, and the decorative leprechaun has been restricted to prevent it from starting to dance around them.
2) A bug with Duncan's boots has been fixed (if the hero was in the castle and repelled Duncan's first attack, the boots didn't work, and the script crashed). This was unlikely, but it existed.
3) (I really hope) a bug with changing all owners has been fixed, which, if it occurred, could interrupt the script.
4) When Erazial is killed by a garrison, the quest to capture him is still completed, and Nicholas receives his ring.
5) Outposts have been strengthened – for Duncan and the Demons, so they can't be easily overwhelmed.
6) The Tome of Light Magic is now given on the island, and the Tome of Chaos Magic is in the Temple.
7) The Mentor is now Ent, not Hottabych, and he lives in the swamp so that he is not disturbed too often.
8) Duncan has been strengthened.
9) The Demons have been strengthened.
10) First Glen arrives earlier, and the Exorcists arrive later.
11) 150 of any vampires are required for Vampirism.
12) Ghosts improve Necromancy more carefully (if there is a deep connection and skilled Necromancy, they give Banshee's Wail, or Eternal Slavery if the Wail is already present. If Necromancy is fully mastered, they increase the level).
13) The Witch's hut now randomly teaches – Light (without spells), Logistics, Sorcery, or Luck. What exactly it teaches is determined before the game.
14) A bug with the Tear has been fixed.
15) If all real Hydras are killed, the summoned ones disappear.
16) Liches in front of the city give a movement buff so that you can establish a city in any case, even if it's the last day and you don't have time.
Added 1 minute ago Eleondor
I made a light Necromancer. It can be cool - mass protection + attack + blessing + luck = awesome.
I completely agree. Light Necromancers rule. :smile13: