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

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#3583
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This is purely an aesthetic mod – now, the Barbarian heroes have different paths to their models, meaning the mod affects the heroes themselves and will be incompatible with other mods that change Barbarian heroes. However, you can easily extract a model from the mod and use it in your own.
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#3585
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The mermaids are ready; next will be the krakens. I'll use the Zakharov models. They will differ in their color scheme and effects. I don't know what else to add to this unit... and I don't think it's necessary; they are already great.
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#3588
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Simple and stylish! Can I use them for S.T.A.L.K.E.R.?
С уважением, }{0TT@6bI4
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#3590
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I finished the Blood Wrath bonuses (I might change them in the future). It should be noted right away that wyverns don't have any bonuses; I won't be changing this feature. For level 6, I'll add an animal unit. The idea is that the other units have at least a basic level of intelligence and understand that the dark god is watching them, but the level 6 unit is completely unaware of this and the bonuses don't affect it.
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#3591
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The creatures look great! Respect! Some of the blood bonuses seem overpowered. Don't forget that blood points reduce incoming damage. Perhaps the damage reduction should be lowered, or the bonuses slightly reduced. But this is only if the creatures of other factions will be as strong as in the vanilla version. If all the other factions are stronger, then everything is fine 😉
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#3592
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AwesomeDude
The creatures look great! Respect!

Some of the blood bonuses seem overpowered. We shouldn't forget that blood points reduce incoming damage.
Perhaps the damage reduction needs to be lowered, or the bonuses slightly reduced.
But this is assuming that the creatures of other races will be as strong as in the vanilla version.
If all the other races are stronger, then everything is fine 😉
The balance will be adjusted; the first RTF was also imbalanced (for example, the Faceless had stats comparable to Paladins, with flight, retaliatory strike, and unlimited speed).

Regarding blood, it's worth noting that it's very difficult to accumulate enough blood points for a high level without education and basic summoning skills + Blood Call, but again, you'll have to spend the hero's turns, and you could cast Horde Fury or scare someone, and the opponent will also reduce the rage with their attacks... tests of all races will decide! And in general, the theme of blood rage was not fully explored in the vanilla version - the bonuses are quite insignificant; I only noticed once that something was wrong when my Warmonger started throwing enemies around with infinite retaliation, and I thought that this was the peak of his power, but no! At its peak, he loses this useful ability and gains 15 defense.... I was a little disappointed.

We need to see how rage reduces damage; perhaps damage reduction and loss of rage points are directly related. Then it might turn out that both the reduction and the loss of points will occur, which means it will be easier to level up to the overpowered abilities. It will be easier to increase the required blood rage level by 1.5 times to 300, 750, 1500, BUT only if the faction is very imbalanced.

Added 2 minutes ago
By the way, you understood very accurately how I selected some of the abilities - I was just thinking, "How can I turn this unit into an overpowered one? Maybe add a knightly strike with a lot of speed to the charge attack?"
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#3593
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I created the 6th-level unit, but it doesn't have a description because I simply don't have a concept for this unit – I just made it up to fill a gap, and in the future, I'll replace it with something more worthwhile.
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#3594
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IT'S DONE! I'VE ASSEMBLED AN ENTIRE FACTION AND COMBINED EVERYTHING INTO ONE LARGE FILE

>>>DOWNLOAD<<<

This file contains all the Cultist units, but without the Blood Wrath changes – you need to download that separately. I simply decided to separate the major changes to the game mechanics from the visuals to avoid confusion, as was the case in the old RTF.

In addition to the unit models, the mod includes a modified hero appearance (the Black Guard hero model), with new icons and names (biographies are not yet available), and a hero replacing Krag has the abilities of Gotay.

If you find any bugs, please let me know.

THE CASTLE IS STILL THE OLD ONE – I plan to use a repainted Human town as the basis for the Cultist town. I will do this only after I replace Haven with Orcs.

REGARDING THE NCF – yes, I will move these units to the NCF, but later – right now, I'm focused on creating new units.

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#3595
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okay, I haven't posted any news here in a while

so, I'm making Orcs instead of Humans (right after Humans, instead of Orcs, lol)

the Orcs will be green; in NCF, they will be presented as a new generation of Orcs created by chimera mages on the Aegina peninsula

there will be 5 Orcish units (for retraining), a huge War Golem, and a dragon.
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#3596
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Hooray! Vice a verca. Something about the orc in the second screenshot is too green... like a ninja turtle)) It immediately catches the eye. Could you darken it somehow? smile20
С уважением, }{0TT@6bI4
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