RTF is a global modification that replaces all towns in the game.
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Do we need Ashan?
Everything is ready! I played around with the Cultists a bit and fixed a couple of bugs.
Additional mod for the unit stats window
The archive includes the Cultists, Dwarves, a replacement for the main menu with a devil and monk fight, icon and music replacements; everything is sorted into the correct folders.
THE LATEST PATCH IS ALSO AVAILABLE AT THE LINK.
The mod is playable, but not yet polished. I want to replace the heroes from the Campaigns, replace the Blood Wrath effect (red drops), and replace the mages. I decided that the snake girls will solve the problem of the Cultists and magic (the mages will go to the Necropolis).
The Blood Wrath bonuses were made hastily – all units receive +1/+2/+3 to attack, defense, and initiative. Blue mages no longer receive powerful spells; they can immediately cast Blind and Berserk, but they don't have enough mana. Also, now Sacrifice works at a distance of 10 cells.
Another questionable decision – I removed the reduction of Wrath from defense, but increased the Wrath consumption from enemy attacks (-30 points on top), and now the hero's attack increases Wrath by 50.
There are no descriptions for the heroes and units because there is no lore in general.
At the last moment, I remembered that I needed to make music for the Cultists, so I took it from Stronghold. All tracks are in mp3 format; you can safely replace them.
Ornstein Dragonslayer helped me with the stats, but in the end, I reworked everything. Only some of his ideas remained, such as acid blood for the Krakens and random attack for the Knights.
Sub-mods are welcome; if someone reworks something, they don't need to worry about my permission
Fixed several text errors, added a circle under the unit, and increased the movement speed of the fire sprites.
fixed a bug with city construction, rewrote the names of weeks and the description of the slave market, returned spells to astrologers and warlocks, and removed the random spell abilities, also changed the profit increase from the slave market (because I found out that the profit increases from simple markets).
Here are some screenshots from my VK group; I posted everything there again, but I forgot about the forum.
Now, the Landsknechts are equipped with halberds. They don't have war paint, but they do have magnificent mustaches and a brutal scar.
Tier 1 dwarves received new animations from the latest Hannibal mods. I also created shields and hammers to match these animations.
I repainted the golems.
I slightly reworked the buildings in the town and the dwellings to match them.
I'm planning to create unique heads for the heroes and release an update.
I decided to go back to orcs; these will be underground orcs (but they will still wear skins as clothing). In principle, cave orcs could live in Ashan, for example. Dark elves could repeat the mages' experiment of creating orcs, or even the Faceless could do it.
For example, a Faceless priest could fill the space around his temple with orcs to protect it.
I haven't decided on the skin color yet, but one of the upgrades will probably be purple.
I decided to go back to Orcs; these will be underground Orcs (but they will still wear hides as clothing). In principle, cave Orcs could live in Ashan, for example. Dark Elves could repeat the mages' experiment of creating Orcs, or even Faceless Ones could do it.
For example, a Faceless Priest could fill the space around his Temple with Orcs to protect it.
I haven't decided on the skin color yet, but one of the upgrades will probably be purple.
A corpse on the skeleton of an Archer?!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
A creature on the skeleton of an archer?!
compared archers to berserker orcs and decided to make them more goblin-like, like hobgoblins
That looks really cool!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1