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Heroes_5_Top_Creatures is a remix add-on for the NCF project that reworks some of the already familiar NCF creatures into level 8 creatures. These units are obtained by further upgrading already upgraded level 7 city creatures (and sometimes level 6 – for Order, Necropolis, Academy, Inferno, Union, Clans), with each alternative upgrade corresponding to its own level 8 creature; for example, Archdevils become Balrogs, and Archdemons become Incubuses. Level 8 creatures are linked to their "predecessors" and can appear in battle; the size of their stack is the same as that of their "predecessors" (let there be chaos!). Some city creatures have been changed (characteristics, spells, abilities – see the list of changes below), and battle music from Heroes 3, The Witcher, and Disciples has been added. Finally, beautiful effects have been added to all level 8 ranged units and some melee units; the "Deformation" spell (similar to Meteor Shower) is cast by Abyss Angels. Creature abilities have been added taking into account their combinations; for example, Berserkers have charge and regeneration, which complement each other perfectly, and Sentinels can shoot 8 times per turn (volley, double shot, strike, elven double shot) + have armor-piercing shots at short range (like crossbowmen) and can pull like harpooners. Thus, it turned out that level 8 creatures are valuable not only and not so much for their overwhelming parameters, but for their abilities and well-designed tactics. All high-level creatures have their weaknesses. The seemingly invulnerable werewolf (500+ defense) has little health, which is why it suffers from magic. Creatures with the "Lightning Shield" ability are immune to ranged attacks (they only take 1 damage) and return double damage (also like the Wall of Swords – enhanced), but they also have a health deficit. The Guardians of Silanna, on the contrary, have a lot of health, but extremely low initiative. Meikongrs have below-average health, but can dodge attacks and cast "Celestial Shield". Due to these changes, the relevance of "old guard" creatures with a sharp sword and a deadly grip has undoubtedly increased.
Here is a list of some balance changes (I can't list them all, and I don't remember them all anymore):
* Shadow Lords received the spells "Phantom," "Arrow," and "Crystal";
* Night Queens learned to seduce (it's been a long time coming, judging by their appearance and description); the spells are the same, invisibility remains;
* Titans received storm strike, accurate shot, and lost damage (in accordance with the new ability), initiative, and health; they cast Chaos magic lightning; their previous lightning went to "top-level" units;
* Orcish warriors (those with maces) gained health – now they are not pathetic weaklings;
* Archdevils received fire strike;
* Crystal Dragons acquired an aura of vulnerability to lightning and immunity to it – they combine well with druids;
* The spells "Chain Lightning," "Hive," and "Wall of Swords" have been enhanced; "Earthquake" now depends on spellcasting, not just skill;
* Crossbowmen received bolts with tranquilizers – they put to sleep like vampire princes, but the damage is not maximized; the duration of sleep is now 2 turns, not 3; this is because the ability works similarly to blindness, but it breaks the immunity of griffins and other similar creatures + maximizes damage, which means it is stronger. In addition, vampire princes are essentially duelists; their role on the battlefield is to eliminate one unit after another sequentially, not to stun everyone at once, like unicorns;
* I slightly increased the attack of succubi; they are much more often chosen instead of temptresses (probably always, except in cases with undead);
* Nightmares and hell horses have swapped models (well, I can't stand seeing a black, smoking horse incinerating with an aura, while nightmares don't make anyone hot) – now the black horse has an aura of terror and fear, and the flaming horse has a fire shield and an aura of incineration (in my opinion, it is wrong to give one creature both an attack of fear and an aura of incineration – one blocks the other, unless you add entanglement, but that is clearly not for nightmares);
* Arcata dragons explode after death (Flame of Vengeance);
* Higher liches are now specialists in fighting other undead – spell strike + weakening + debility + raising the dead; archliches are most effective against the living – cloud of death + vampirism (spell) + grief (this spell is not so effective against undead) + plague;
* All poisons are now even more dangerous (for aces – 2 damage; dark wyverns – 15; mants – 59 for 7 rounds) – another way to defeat the aforementioned werewolf (he is undead, but he is alive and brave);
* The weakening strike and aura of debility have been enhanced for both types of zombies;
* I slightly improved centaurs-nomads; they are not very popular in open areas due to their penalized melee attack and their size;
* Daughters of the Sky hit with a more powerful chain lightning – the skill has been increased;
* Banshees have an aura of terror in addition to their wail;
* Cave spawn can accumulate mana with the help of imps, enough for the ultimate spell "Wave of Fire" – the same one that Kla-Belekh uses; they initially have the "Teleport" spell (not through walls);
* Red dragons send a wave of fire, similar to yarls, and set the area on fire like the Children of Arcata; the damage from such burning has been increased;
* Black dragons have become stronger, slower, and learned "Devil's Chain";
* Battle mages have become light mages, received an enhanced arrow, and a corresponding set of spells (no attacking magic);
* The Incas received the "regeneration" spell, and gave "acceleration" to the adepts;
* Light and Dark spells that affect characteristics now have a stronger effect;
* Archangels learned to inspire, ignore 37% of defense (enhanced arrow); seraphim are now giant killers (+7 to defense and attack);
* Irresistible attraction now moves the creature 3 cells further;
* The damage from counterattack has been reduced with the "Jump" ability; the range has been increased;
* Creatures with mana but no spells have appeared – vulnerability to ghosts (for example, Dark Dragons do not spend mana on Devil's Chain);
* Skeleton archers have become more competitive with an alternative upgrade;
* Flame priests (those with a blue glow) now have an area attack (ranged attack), an attack of fear, and instead of "Fireball" (which went to colleagues with a red glow), they have "Explosive Traps"; the description has been changed;
* Other balance changes.
Link to the add-on: https://yadi.sk/d/AxfeAsqJkMR7C