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Posts from Justice is a fan-made global mod. Auto-translated

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#34
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News about the mod
I haven't been home for a long time. Either at a camp or at the dacha. But now I'm back to work.
I currently have a very rough version of the Sylvan faction. I won't be releasing it yet. I'd rather refine the Necropolis and Academy factions and then move on to Inferno.
Справедливость - авторский глобальный мод

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#35
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Here is the complete list of changes that will be implemented in version 0.2.2. If you disagree with something, please let me know, and I will correct it. - Adjusted the undead summoning table. More details here. - "Raise Dead" now costs 11 mana (previously 9). - Bone Archers: Initiative 11 (+1), +Purification. - Bone Warriors: Defense 4 (-2). - Zombies: Health 18 (+1), -Frenzy, +Bully. - Plague Zombies: Health 18 (+1), -Frenzy, +Bully. - Rotting Zombies: Health 20 (+1), -Frenzy, +Bully. - Spirits: Attack 5 (-1), Defense 4 (-1). - Vampires: Damage 6-9 (+1 to max). - Greater Vampires: Damage 8-13 (+1 to min and +2 to max). - Vampire Princes are now Elder Vampires. Stun chance reduced by half (factor 1 instead of 3), Damage 6-13 (+1 to min). - Liches: Mana 6 (+6), +Plague (basic). - Greater Liches are now Demi-Liches. Mana 22 (+3). - Banshees: Attack 25 (+2), Defense 25 (+2), "Wail of Despair" damage modifier from distance and morale is 1.5 (was 1.0), Range of "Wail of Despair" is 4 squares (was 3), +Death Gaze. - Bone Dragons: Damage 20-30 (+5 to min), +Wail of Despair. - Ghost Dragons: -Death Gaze, +Wail of Despair. - Astral Dragons are now Phantom Dragons. Attack 33 (+2), Health 120 (-30), Damage 29-36 (+2 to min), -Wail of Despair, +Ethereal. - Dragon Graveyard: 15 Mercury (was 20). - Dragon Tomb: 10 Mercury (was 15). - Dragon Shrine: 5 Mercury (was 10). Academy: - Gremlins: Speed 4 (+1), Initiative 9 (+2). - Elder Gremlins: Now can repair 2 times per battle. Attack 3 (+1), Defense 3 (+1), Damage 2-2 (+1 to min). - Pest Gremlins: Attack 4 (-1), Defense 2 (-1), Shots 6 (-1). - Elemental Gargoyles are now Marble Gargoyles. - Steel Golems: Health 25 (+1). - Obsidian Golems are now Magnetic Golems. - Mages: Mana 11 (+1), -Dispel, +Smite (basic), Magic Fist (advanced instead of basic). - Archmages: Defense 11 (+1), Mana 20 (-5), -Dispel, +Magic Bolt (without skill), Magic Fist (master instead of advanced). - Battle Mages: Damage 8-8 (+1 to min and max), Health 28 (-1), -Dispel, Magic Fist (advanced instead of basic). - Djinns: Attack 13 (+2), Defense 12 (+2), Damage 14-16 (+2 to min and max), +Elemental. - Djinn Sultans: Attack 15 (+1), Defense 15 (+1), Damage 17-20 (+3 to min and +1 to max), +Elemental. - Djinn Viziers: Attack 14 (+1), Defense 14 (+1), Damage 16-18 (+2 to min and -1 to max), Health 45 (-5), +Elemental. - Rakshasa Princesses are now Rani Rakshasa. Damage 18-23 (+1 to min). - Rakshasa Rajahs: Initiative 9 (+1), +Agility. - Rakshasa Kshatriyas: Health 130 (-5). - Colossi: -Immunity to Mind Control, +Mechanism. - Titans: -Immunity to Mind Control, +Mechanism, +Immunity to Air. - Thunderbirds: -Immunity to Mind Control, +Mechanism, +Immunity to Air
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#36
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Andrail
So, here is the complete list of changes that will be implemented in 0.2.2. If you disagree with something, please let me know, and I will correct it.

- Djinn. Attack 13(+2), Defense 12(+2), Damage 14-16(+2 to min. and max.), + Elemental
- Raja Rakshasa. Initiative 9(+1), + Dexterity
- Colossus. - Immunity to Mind Control, + Mechanism
- Titans. - Immunity to Mind Control, + Mechanism, + Immunity to - - Thunderers. - Immunity to Mind Control, + Mechanism, + Immunity to Air

Why did you decide to buff units that are already strong enough?
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#37
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This refers to "logical," and yes, another immune unit.

Added 1 minute ago
Kshatriyas are often taken in combination with speed.

Added 1 minute ago
What if you gave all Warlocks 100 shots?

Added 7 minutes ago
Regarding "logical": maybe something could be buffed for the Barbarians, but instead of stunning, they could inflict a crippling wound, because I can't imagine how you could stun someone with a mace.

Added 2 minutes ago
Does this include your text mod?
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
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2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to atlant108
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#38
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atlant108
Why did you decide to buff units that are already strong enough?
Regarding the Djinns, read here, here, and here. Viziers also have more HP, % damage reduction, and immunity to air. This isn't compensated for in any way (small defense and attack values don't count). I think their abilities are more or less equivalent, and therefore Viziers are stronger than Sultans. Regarding the Titans, everything is logical. Their description clearly states that they are mechanisms, just like Golems. Also, I can't stand seeing lightning strike a Titan whose body is surrounded by lightning and who controls it, just like Thunderbirds, so I gave them immunity to air.
Interested

What if you gave all spellcasters 100 shots?
No, that would be an imbalance. By the time mages appear in your army, everyone usually has a cart full of ammunition. And not all spellcasters shoot.
Interested
Regarding "logical": maybe you could buff the Warriors, but give them a crippling wound instead of a stun, because I can't imagine how you can stun someone with a mace.
No, I also thought about that, but then I read on the internet that you can stun someone with a mace.
Interested
Does this include your text mod?
Yes, I plan to include it.
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#39
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I understand that the complaints are only about the Djinns.
Справедливость - авторский глобальный мод

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#40
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Yes, that makes sense, but it's already the fourth immune creature. In that case, it's better to remove the darkness resistance from the Titans.

Added after 59 seconds
Regarding the Warlocks: what's the imbalance? Yes, they have carts, but it's strange when they run out of ammunition because they shoot without supplies. I meant magical archers (Titans aren't Warlocks either).

Added after 2 minutes
You can use a mace, but they have a bone-crushing club.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
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#41
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Interested
Yes, that makes sense, but this is already the fourth immune creature. In that case, it’s better to remove the darkness resistance from the Titans.
Then you can remove the air immunity from the Djinn Viziers. Regarding the Titans: what kind of darkness resistance is that?
Interested
Regarding the Sorceresses: what is the imbalance? Yes, they have carts, but it’s very strange that they run out of shots when they shoot without ammunition. I meant magical archers (Titans are not Sorceresses either).
No, I won’t do that. Of course, Sorceresses can’t run out of ammunition, but their magical power can be depleted.
Interested
You can use a mace, but they have a bone-crushing club.
I think crippling is stronger than stunning. A 30% and 50% reduction in speed and initiative, respectively, for all creatures, compared to pushing all creatures except mechanical ones to the beginning of the ATB scale.
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#42
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1. The ability to bypass mechanisms and immunity to mind control.
2. And the cart contains mana potions.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
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#44
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Interested
Possesses a mechanical nature and immunity to mind control.
However, they cannot be raised from the dead or resurrected, regeneration and vampirism cannot be applied to them, and they cannot be healed with a tent. True, elder gremlins will be able to repair them.
Mechanism
This creature is not alive, and its morale is always unchanged. It is impossible to affect it with spells
that attempt to poison or blind the creature, or manipulate its mind. These creatures
cannot be resurrected or healed in a first aid tent.

P.S. Interested, please write everything at once. I'm tired of reading this "added after..."
Справедливость - авторский глобальный мод

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#46
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AstralLein
According to the plot, they are titan golems, but not mechanical ones.
What does that mean?

Added 4 minutes later
By the way, I calculated that in the original game, bone warriors have 200-250% more defense than archers and also protect their own.
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#48
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AstralLein
Read the description; I understood it like this: they are bio-magically created golems.
Colossi are the most powerful creatures that mages can create or summon. They are created using the same principles as golems. Each colossus contains a fragment of the soul of its creator, and thanks to this, they are immune to mind control magic.
They are mechanisms, only with a fragment of the creator's soul.
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