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Posts from RTF is a global modification that replaces all towns in the game.

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In reply to }{0TT@6bI4
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}{0TT@6bI4
Oh my God. They look kind of creepy, but cool! I guess they will be half made up of sea monsters?
Yes, there will definitely be krakens and sirens, plus some kind of reptilian monster, or maybe a flying creature, I don't know.

There will be 2 or 3 human units - a cultist, a cultist-mage, and a cool cultist-knight, maybe even with mutations.

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psatkha
Very cool monsters! Will you add them to NCF?!
I should, I don't see any contradictions with AsKhan, so I will add them.
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The mages are ready; they have almost identical stats because the differences will be in their Blood Wrath – one will receive powerful spells, and the other will receive attack bonuses.
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I changed the Blood Wrath bonuses; I'll adjust the unit stats soon.

And how did you manage to add other abilities through Blood Wrath that aren't already available to Orcs? I experimented with it myself and couldn't get it to work for abilities that were already defined in the default Orc abilities (like accuracy, permanent retaliation, etc.). I wanted to try adding immunities.
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And how did you manage to add other abilities through Wrath that aren't available to Orcs? I experimented with it myself and couldn't get it to work, even with abilities that were already defined for the default Orcs (like accuracy, perpetual retaliation, etc.). I couldn't get those to work through Blood, and I wanted to try adding immunities.
.... I can't say exactly where you went wrong; I just opened the DefaultStats file in the map editor and started adding abilities, spells, and other cool stuff. BY THE WAY, I was able to add spells, which wasn't possible in the original game, but the option was there. I hope it doesn't cause any bugs.
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.... I can't say exactly where you made a mistake, I just opened the DefaultStats file in the map editor and started adding abilities, spells, and other cool stuff. BY THE WAY, I managed to add spells, which wasn't possible in the original game, but the option was there, I hope there won't be any bugs.
Hmm, I tested it, and the active abilities don't seem to work at all. But the passive abilities seem to work, although some of them are unclear.
For example, adding Agility to a flying vampire always gives it a +2 bonus to defense; it seems the game only considers "steps" and not flight.

Thank you for working on this. Interesting facts pop up from time to time, and I need to think about new possibilities.

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Hmm, I tested it, and the active abilities don't seem to work at all. But the passive abilities seem to work, although some of them are unclear.
For example, adding Agility to a flying vampire always gives it a +2 bonus to defense; it seems the game only counts "steps" and not flight.

Thank you for working on this. Interesting facts sometimes emerge, and I need to consider new possibilities.

Maybe active abilities should be given as spells? They are in the characteristics and in the spell block, and also in the ability block. AND ANOTHER important thing - SpellPoints1 didn't work for me until I set it to 1 in these parameters; maybe abilities need the same.<
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or maybe activation keys should be given out like spells? They are in the characteristics, in the spells block, and in the abilities block. AND ANOTHER important thing - SpellPoints1 didn't work for me until I set it to 1 in these parameters; maybe the ability also needs this.

I tried with 0 and 1, it doesn't work =)
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I managed to do it)) I'm just not sure if a spellpoint is needed - I set it to 1, but I used the ability more times.
I tried))) It didn't work for me, although the settings seem to be the same, and I set the spellpoint for the creature to 1 (first in the first section for testing where mana is, then in the second section where the ability counter should be)



Anyway, thank you, now I can try to make a fire or magma shield for the army as a center perk for the Run Priest xD An alternative to Absolute Protection.
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I chose a codename for the town – Temple. Here, levels 1, 2, and 3 are in one file. The new features include a description for the second level. The purple wizard has lost his area-of-effect attack but gained an increase in attack and damage. The second level has lost the "Demon" ability and regained "Bubbling Blood" (now called "Heretic"). The next unit will be a level 5 unit – a mounted knight. They will be upgraded in the Havens; one will be evil and religious, and the other will be secular, for adventurers.
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