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Posts from Replacing spells (Raise Dead - Blight).

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7 years ago
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In general, the whole point is already in the title. I don't know if anyone has come up with something similar, but I haven't found any similar mods, so let's assume there aren't any. Download from Yandex Disk - https://yadi.sk/d/ztyVhHhW53G-Cw Now, more details about the change. I didn't bother with textures and animations, so at the moment they are original, just like with Raise Dead. The spell itself has been reversed in its mechanics. - Instead of raising friendly stacks, Blight will reduce the HP of enemy units as a percentage. - The spell cannot be cast on a completely healthy enemy unit. - The strength of the spell depends on the hero's Nature Magic skill. Each level of the skill increases the effectiveness of the curse by 5%. - Also, the strength of the spell will increase in proportion to the hero's spell power: 0.4/0.6/0.8/1% per unit, respectively. - It does not affect elementals and constructs (probably). It hasn't been tested on undead, and it's unknown if it can be fixed. - The cost of the spell is 5 mana. - For some not entirely clear reasons, re-casting is impossible. The effectiveness has been increased; the problem has been identified. - The Wizard's Sign copies the spell onto two damaged enemy units. Doubling or re-casting through the sign does not work. The mod is relevant for fun moments and gameplay variety. I think some people might be interested in playing as a Necromancer more cautiously (although the faction doesn't really encourage that). A feature has been discovered. Since you can heal anyone once, and only raise the dead in subsequent casts, the question arises: should we leave it as it is, or add a healing effect and weaken it to the original version? Something tells me that what we have is better. But if there are those who want it, I will upload a second version of the mod where you can cast the spell as many times as you want, healing the enemy. Attention! The mod introduces imbalance into the game! And blah-blah-blah, thank you for your attention. PS If something like this already exists, please let me know or delete this topic.
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7 years ago
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The spell cannot be cast on a completely healthy enemy unit.

Why is there such a restriction? How will this be taken into account in the game? For example, if I try to cast a spell on a healthy unit despite the restriction, what will happen? How will I be informed that it won't work?
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7 years ago
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^because the mod simply changes the numbers and the target for the raise dead spell, which cannot be used on an entire unit.

However, it's an interesting idea, and raising units is often used in a similar way in conjunction with the enthrall spell.
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7 years ago
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A fun and interesting idea, because before this, it wasn't possible to affect an enemy's health without dealing damage. Only Necromancers will suffer greatly from this, and it's closer to Darkness than to Summoning.
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7 years ago
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It would be more logical to make this effect similar to "Plague," as it's not very effective at higher levels.
In reply to Уриэль Септим Х
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7 years ago
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Uriel Septim X
It would be more logical to make this effect similar to "Plague," as it's not very effective at higher levels.
Of course, but there are three points to consider:
- The rest of the Darkness faction is still strong, regardless of the game stage.
- It's impossible to create a mass version, at least for online play.
- We would have to swap their positions, which would generally strengthen the Darkness school in the late game, making it even stronger.

As a fellow player pointed out, I haven't really done anything new; I've just reversed the old effect. It was unexpected that it couldn't be applied multiple times, but essentially, it's still raising the dead. Besides, it works well for the late game for the Nature faction.
Hmm... and I haven't even tested the Wizard's spell...

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