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In this thread, I will be posting my mods that adjust (in my opinion) the abilities of certain creatures. They can either make the walkthrough of campaigns/missions easier or harder (if given to a hostile race), and I hope they add more enjoyment to the game.
Each mod is located in an archive of the same name.
Game version 3.1
INSTALLATION
Download the mod archive, unpack it, and find the file <mod name>.h5u, which you copy into the UserMODs folder of the directory where the game is installed
1) Mod for Ghostly/Astral Dragons (IncorporealDragons.h5u)
Adds incorporeality to Ghostly and Astral Dragons. Astral Dragons also receive the "invisibility" ability (1 time per battle).
Added after 19 minutes
2) Mod making Imps, Devils, and Impkins flying creatures. (FlyingImps.h5u)
3) Mod giving Hell Hounds the "pack attack" ability (HoundsPack.h5u)
4) Mod giving all zombies the "Scavenger" ability (WalkingDead.h5u)
5) Mod for Liches.
Liches receive the Plague spell (basic), Weakness (advanced), and 10 mana
Archliches receive the Plague spell (general) (basic)
High Liches shoot without a penalty and receive Phantom creation (basic) and Destructive Ray (expert), while Raise Dead becomes advanced, but they lose Frailty. (Liches.h5u),
6) Skeleton Archers receive Lobbed Shot (SkeletonArchers.h5u)
7) Pit Spawns receive agility, according to their description (PitSpawnAgility.h5u)
8) Mod making basic goblins shooters. Goblins receive one shot and the "shooting penalty" ability. Given the existing animation and the goblin shooters on towers, this is logical. (GoblinShooter.h5u)
9) Mod giving the first aid tent 100 shots (more accurately, actions), similar to a ballista. (originally in the game, there are 3). Let Caspar rejoice! (UnlimitedAidTent.h5u)
10) Mod giving Mistresses of the Night a full shooting animation and the ability to shoot (4 shots). They always shoot with a penalty, but fight in melee without a penalty. (MistressShotter.h5u)
11) Succubus Seducers receive Infinite Retaliation to compensate for the lack of chain-shooting and the drop in initiative during seduction. Unyielding Will as well (StrongSeducer.h5u)
12) Devils and their upgrades receive speed 21 and the Fury ability, thus avoiding their wrath will be impossible (as follows from their description). Archdevils receive "Commander's Presence" (to lead the hellish legions) and "Assault". The Archdemon, who is the true leader of the hellish armies, receives "Aura of Bravery" and "Stunning Blow". (Devil.h5u)
13) Battle Griffins receive a practically "infinite" devastating dive. Well, more accurately 200 uses per battle, because I haven't found where the single-use nature of the ability is regulated. (BattleGriffinsUnlimitedDive.h5u)
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14) (OldNecromancy.h5u)
Miss the times when skeletons ruled?
The mod changes the raising of all creatures to simple, non-upgraded skeletons.
The cost of raising them is always 1 point (it cannot be done for free)
It also increases the base Necromancy level (500) and the gain per hero level (+150)
(mummies and knights also become Necropolis creatures)
Incompatible with any other raising mods!
15) (UnlimitedGremlin.h5u)
Now Master Gremlins heal mechanisms 100 times per battle.
16) (Angel.h5u)
Gives angels and their upgrades Fury and Inspiration abilities.
Archangels can resurrect allies 100 times
Also, Seraphs are replaced by Fallen Angels from Sovereigns of the North
17) (Priest.h5u)
Gives monks and their upgrades Fury and Prayer abilities.
Simple monks receive Divine Strength (advanced)
Inquisition - lose haste, but receive evasion (Divine Strength is expert)
Adepts - same as in Sovereigns of the North (blindness/dispel, punishing blow) + haste.
18) (Titan.h5u)
Titans... Now they are truly worth fearing..
Gives titans the Storm strike. Thunderers receive immunity to Berserk and an infinite cloud (100 times per battle).
19)
(TreantAndCyclop.h5u)
The mod allows raising
Zombie Cyclopes from all types of cyclopes.
(based on the unused creature - CREATURE_SNOW_APE).
Plague Treants from all types of treants.
(based on the unused creature CREATURE_BLACK_KNIGHT)
Mummies and Death Knights now belong to the Necropolis (consequently, Markel's ability works on them).
20) TreantAndCyclop_EX.h5u
(everything the same as the previous one, +
a) Death Knights are raised from all upgraded riders, including bear cavalry, their cost in Necromancy is slightly increased
b) Mummies are raised from upgraded shamans and Mistresses of the Night. (Due to their focus on melee combat)
c) Bone Dragons are raised from all types of wyverns
d) Simple vampires are raised from simple cavalrymen, and simple liches from simple dark witches. (they were upgraded)
Naturally, install either 14 or 15, they will conflict together because all Undead raising is in a single table
Each mod is located in an archive of the same name.
Game version 3.1
INSTALLATION
Download the mod archive, unpack it, and find the file <mod name>.h5u, which you copy into the UserMODs folder of the directory where the game is installed
1) Mod for Ghostly/Astral Dragons (IncorporealDragons.h5u)
Adds incorporeality to Ghostly and Astral Dragons. Astral Dragons also receive the "invisibility" ability (1 time per battle).
Added after 19 minutes
2) Mod making Imps, Devils, and Impkins flying creatures. (FlyingImps.h5u)
3) Mod giving Hell Hounds the "pack attack" ability (HoundsPack.h5u)
4) Mod giving all zombies the "Scavenger" ability (WalkingDead.h5u)
5) Mod for Liches.
Liches receive the Plague spell (basic), Weakness (advanced), and 10 mana
Archliches receive the Plague spell (general) (basic)
High Liches shoot without a penalty and receive Phantom creation (basic) and Destructive Ray (expert), while Raise Dead becomes advanced, but they lose Frailty. (Liches.h5u),
6) Skeleton Archers receive Lobbed Shot (SkeletonArchers.h5u)
7) Pit Spawns receive agility, according to their description (PitSpawnAgility.h5u)
8) Mod making basic goblins shooters. Goblins receive one shot and the "shooting penalty" ability. Given the existing animation and the goblin shooters on towers, this is logical. (GoblinShooter.h5u)
9) Mod giving the first aid tent 100 shots (more accurately, actions), similar to a ballista. (originally in the game, there are 3). Let Caspar rejoice! (UnlimitedAidTent.h5u)10) Mod giving Mistresses of the Night a full shooting animation and the ability to shoot (4 shots). They always shoot with a penalty, but fight in melee without a penalty. (MistressShotter.h5u)
11) Succubus Seducers receive Infinite Retaliation to compensate for the lack of chain-shooting and the drop in initiative during seduction. Unyielding Will as well (StrongSeducer.h5u)
12) Devils and their upgrades receive speed 21 and the Fury ability, thus avoiding their wrath will be impossible (as follows from their description). Archdevils receive "Commander's Presence" (to lead the hellish legions) and "Assault". The Archdemon, who is the true leader of the hellish armies, receives "Aura of Bravery" and "Stunning Blow". (Devil.h5u)
13) Battle Griffins receive a practically "infinite" devastating dive. Well, more accurately 200 uses per battle, because I haven't found where the single-use nature of the ability is regulated. (BattleGriffinsUnlimitedDive.h5u)
---
14) (OldNecromancy.h5u)
Miss the times when skeletons ruled?
The mod changes the raising of all creatures to simple, non-upgraded skeletons.
The cost of raising them is always 1 point (it cannot be done for free)
It also increases the base Necromancy level (500) and the gain per hero level (+150)
(mummies and knights also become Necropolis creatures)
Incompatible with any other raising mods!
15) (UnlimitedGremlin.h5u)
Now Master Gremlins heal mechanisms 100 times per battle.
16) (Angel.h5u)
Gives angels and their upgrades Fury and Inspiration abilities.
Archangels can resurrect allies 100 times
Also, Seraphs are replaced by Fallen Angels from Sovereigns of the North
17) (Priest.h5u)
Gives monks and their upgrades Fury and Prayer abilities.
Simple monks receive Divine Strength (advanced)
Inquisition - lose haste, but receive evasion (Divine Strength is expert)
Adepts - same as in Sovereigns of the North (blindness/dispel, punishing blow) + haste.
18) (Titan.h5u)
Titans... Now they are truly worth fearing..
Gives titans the Storm strike. Thunderers receive immunity to Berserk and an infinite cloud (100 times per battle).
19)
(TreantAndCyclop.h5u)
The mod allows raising
Zombie Cyclopes from all types of cyclopes.
(based on the unused creature - CREATURE_SNOW_APE).
Plague Treants from all types of treants.
(based on the unused creature CREATURE_BLACK_KNIGHT)
Mummies and Death Knights now belong to the Necropolis (consequently, Markel's ability works on them).
20) TreantAndCyclop_EX.h5u
(everything the same as the previous one, +
a) Death Knights are raised from all upgraded riders, including bear cavalry, their cost in Necromancy is slightly increased
b) Mummies are raised from upgraded shamans and Mistresses of the Night. (Due to their focus on melee combat)
c) Bone Dragons are raised from all types of wyverns
d) Simple vampires are raised from simple cavalrymen, and simple liches from simple dark witches. (they were upgraded)
Naturally, install either 14 or 15, they will conflict together because all Undead raising is in a single table

