




Finished working on the magic system:
- The Earth Shock spell has had its icon and visuals changed – now it truly represents earth.
- The spell from the Prime magic school that deals magical, non-elemental damage (the "Explosion" spell) has received the visuals of Earth Shock (and its icon) – you could see this spell in Prime magic in Heroes 6 (it's also in Heroes 7, but with a slightly different effect).
- Stone Skin has been reworked into Celestial Armor, as this better aligns with the light element; the visuals of Celestial Armor are the same as Divine Power.
- Divine Power has the visuals of Divine Vengeance; Divine Vengeance was taken from the Spells_Ability_Visuals_v7 mod.
- Text errors in the enhanced spells "Freezing Cold" and "Armageddon" have been fixed, along with other minor adjustments.
It won't be possible to fully align everything with the lore due to the mismatch in the number of magic schools and the inability to edit the influence of Lord perks.
Added 21 minutes later
Regarding the cost and power of spells:
- The cost of a spell depends on its level and is as follows (from the first circle to the fifth): 3, 5, 7, 9, 15, 25.
- Impact magic has been weakened (not drastically, but for example, Earth Shock at the Expert level now has the formula 34+34*sp; the weakening was done proportionally with the same reducing coefficient and with a dependence on the occupied level, which has changed for some spells).
- Impact magic now has one single-target and one area-of-effect spell at each level.
PS: I couldn't figure out how to make Berserk only last for one turn at the Expert level – if anyone knows how, please let me know. Changing the "2" to a "1" in the corresponding .hdb file didn't produce the desired result.