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Posts from ECP – a simplified way to reach the center perks.

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https://yadi.sk/d/UEhICdk-Hl0_Bg
This mod makes acquiring central skills easier, as otherwise, it's very difficult to obtain them.
Unrelenting Force - only Retribution
Call of Urgash - only Sudden Attack
Scream of Horror - Curse Master, Mark of Darkness, Dark Regeneration, and Banshee's Wail
True Luck - only Elven Luck
Arcane Knowledge - Mentorship and Arcane Blessing
Wrath of the Elements - all Elementals and Elemental Affinity
Absolute Defense - only Rune Armor
Pure Rage - Battle Fury and Berserk

I completely removed the Ash's Blessing skill, as it is useless, but it appears everywhere.
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Fankicker
https://yadi.sk/d/UEhICdk-Hl0_Bg
This mod makes acquiring central skills easier because otherwise, it's nearly impossible to get them.
Unrelenting Force - only Retribution
Call of Urgash - only Surprise Attack
Horror Scream - Master of Curses, Seal of Darkness, Dark Regeneration, and Banshee Scream
True Luck - only Elven Luck
Arcane Knowledge - Mentorship and Arcane Blessing
Wrath of the Elements - all Elementalists and Elemental Affinity
Absolute Defense - only Rune Armor
Pure Rage - Battle Frenzy and War Frenzy

I completely removed the Ash's Blessing skill because it's useless, but UFOs are everywhere.
How is a Necromancer supposed to get the central skill now? He has to get Seal of Darkness from Darkness, which requires Master of Minds, and Dark Regeneration, which requires Master of Pain and Master of Curses... that's 5 skills from 1 branch, when the maximum is 3. Or has this been fixed?
Furthermore, where is the balance? Necromancers only need one skill branch for the central skill, Darkness, while Orcs need 2, Attack and Leadership... It's easy to see who will acquire it faster.
Moreover, this distribution simply destroys the balance because, for example, the Humans' central skill is useless, while the Elves' is good. Now, even in the early stages of the game, mages will easily defeat everyone with all kinds of magic, especially Chaos. Dwarves will immediately counter any combat units, and Humans will be stuck in... the 3rd tier. The game balance needs to be monitored, not just making skill acquisition easier. The central skill is a central skill because its power is compensated by the uselessness of some of the skills required for it, such as Summoning + Chaos for the Dwarves. But this is just my opinion. I don't recommend it to anyone.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
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Mages need to acquire two full skill branches (mentorship, magic attraction, witch's reward, secret knowledge, counterspell, secret advantage), which is practically impossible if the hero doesn't have a mentor near the city and lacks hundreds of thousands of gold. Orcs are terribly imbalanced; I wanted to give them 5 full skills, but I stopped at three, with or without a centerpiece skill; they still always defeat everyone. Necromancers only need three skills: seal, master, and replenishment. It's also very difficult for dwarves to acquire the summon skill; usually, absolute defense is obtained at level 25 if there is no mentor. Knights have a terrible ability, but that's how it is for them.
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Fankicker
Mages need to acquire two full skill branches (mentorship, magic attraction, spell reward, secret knowledge, counterspell, secret advantage), which is practically impossible if the hero doesn't have a mentor near the town and lacks hundreds of thousands of gold.

I completely disagree. You need to know how to level up. The sequence is simple:
Basic skill -> first ability -> Advanced skill -> Second ability -> Expert skill -> Third ability
You can say that it's easy in theory, but difficult in practice, but to make it work, you need to start by taking the racial skill and all the abilities related to it. Then, when there are no other open skills, you will have 2 abilities of the desired skill to choose from, one of which will be the one you need.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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Uriel Septim X
I completely disagree. You need to know how to level up. The sequence is simple:
Basic skill -> first ability -> Advanced skill -> second ability -> Expert skill -> third ability
You can say that it's easy to talk about, but it's hard to do, but in order for everything to work out, you need to take the racial skill and all the abilities related to it at the beginning, then, if there are no other open skills, you will have 2 abilities of the desired skill to choose from, one of which will be the one you need.
Each skill has at least three initial abilities (for example, Wisdom, Arcane Knowledge, and Mana Regeneration), and you can only get the desired one if you are very lucky. And yes, don't forget about racial abilities.
Literally in the game before last, I was playing as Daleb and was able to get the Ballista ability only at level 23, i.e., at the last level on that map. Before that, I got catapults and first aid. If you always roll a 6 on the dice, and you draw all the aces from 36 cards in 4 turns, then the mod is not for you
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Fankicker
Mages need to acquire two full skill branches (mentorship, magic attraction, spell reward, secret knowledge, counterspell, secret advantage), which is practically impossible if the hero doesn't have a mentor near the city and lacks hundreds of thousands of gold.
Orcs are terribly imbalanced; I wanted to give them 5 full skills, but I stopped at three, with or without a centerpiece skill, they still always kill everyone.
Necromancers only need three skills: imprint, master, and replenishment.
It's also very difficult for dwarves to acquire summon skills; usually, absolute protection is obtained at level 25 if there's no mentor.
Knights have a terrible ability, but that's just how they are.
Dark replenishment requires mind master; imprint of darkness requires pain master. No hundreds of thousands of gold or mentor are needed for mages. Three weeks, and you've acquired everything. Or maybe I'm just lucky. Orcs are no longer imbalanced in the early game like mages.
Furthermore, the uselessness of some skills that are needed for the centerpiece is compensated by the imbalance of the centerpiece itself; now, only useful skills are needed for it, and humans with their centerpiece skill are completely useless... In general, an early centerpiece creates huge gaps between some races. In my opinion, such mods should correct the balance, not destroy it even more.
С уважением, }{0TT@6bI4
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Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
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In reply to }{0TT@6bI4
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The mod is actually useful. There’s no need to criticize the creator if someone doesn’t find the mod helpful.

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This could scare off all aspiring modders.

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