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Rxx is back and immediately with good content. Was the "bug" with the byte count on stacks with dodge fixed?
New here? I'm Roha — want a quick tour?
in short, there's a problem: this mod seems to be incompatible with NHF, as the abilities of creatures are disabled when using the NHF mod. As soon as I removed NHF, the ability to use abilities reappeared.
I decided to test it on a couple of "cool" battles that I prepared for my campaign rework (but which turned out to be so-so due to the stupid AI).
1) Markal vs. Cyrus
Cyrus has 45 magic, spell mastery, light and summoning expert, and wizard luck.
Before the mod, he spammed evasion (which did have some meaning, because the basis of my army was skeleton archers), and occasionally cast damage spells like fireball. With the mod, he spams counterspell (although he is much more dangerous in terms of magic than Markal). Towards the end, he cast Armageddon once. He didn't use any other spells.
2) Markal vs. Godric.
Godric has 20 magic, light master (all 3 spells), dark master (pain, curses, fallen knight).
First phase: the old man cast mass weakness and vulnerability, then several individual slows and ice block on the liches.
Second phase (there I spawn a very strong haven army): he immediately cast mass evasion (I only have a handful of half-dead liches + 100 summoned fire elementals, which still don't deal much damage, the phoenix carries the whole battle), then he cast mass weakness again (although there was still a lot of time left until the end of the previous one), he removed my vampire control, he cast mass weakness for the 3rd time, after which he began to spam divine retribution on the undead. In general, it's not bad, although it's a pity that the old man forgot about the power of Light and only used divine retribution out of all the light potential. And in general, it's strange that a might hero prioritizes debuffs rather than buffs. Buffs are more important for him (especially mass haste, because it relatively slows down the enemy hero, which in the case of Markal is magic, i.e. the main strength). In general, in my opinion, mass haste, slow, dispel and righteous strike should have a very high priority, and not all sorts of weaknesses and vulnerability.
In other battles, there is also a bug with the repeated application of already applied mass spells.
It seems to work for me, at least in the battles that I tested.
Rhh is back and immediately with good content. Was the "bug" with the computer's byte on evasion stacks fixed?
The repeated application of the weakening spell can be explained by the appearance of new units on the enemy side (Phoenix and Elementals), on which the spell had not been cast.
Perhaps the computer is still incorrectly evaluating the power of some spells, but you shouldn't expect much from such AI anyway.
Unfortunately, it crashes on large maps. Author, can you fix this?
Is it definitely known that this mod causes crashes, and would a clean version of the game work normally?
Oh, and please tell those who don't know how to do it! I've been waiting for the mod author to fix this bug.