Posts from = Small fix mods =
Fixed the jerky movement animation of regular Warlock heroes and Order heroes Frida and Ornella on the adventure map.
Fixed the description of the Skillful Counterstrike skill.
Fixed the description of the Whip Strike ability.
Corrected the position of the creature count text in the tooltip.
Fixed the description of the Battle Frenzy effect for Battle Griffons.
Fixed the jerky movement animation on the battlefield for Zealots, Demonesses, Arcata Warriors, and Red Dragons.
Added the missing vertical attack effect for Lamellar Armor.
Added the missing attack effect for Harpooners, Saboteur Goblins, Mountain Guardians, Obsidian Golems, Vizier Djinns, Wind Dancers, Bone Warriors, and Arcata Warriors.
Added the missing melee attack effect for Harpooners, Saboteur Goblins, and Forest Archers.
Added the missing falling leaves effect when hitting Ents and Wild Ents.
Regarding "Corrected the position of the creature count text in the tooltip." I didn't go to the trouble of doing it as extensively as in G0ldiel's mod (the tooltip itself was enlarged, windows were added under the portraits, many files were used...), but I changed the position and size of the text in just one file.
Below are comparisons for 1024x768 and 1920x1080. The first screenshot is mine, the second is from G0ldiel's mod, and the third screenshot is the "original" as it is in the game without the mod, in the two compared resolutions.
Fixed jerky movement animation on the battlefield for Bone Warriors.
Added descriptions of creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies for Archangels, Repair for Elder Goblins, Lightning Strike, Random Spell for Djinns.
Fixed the jerky movement animation of Swordsmen on the battlefield.
Fixed the jerky movement animation of Bone Warriors on the battlefield.
Added descriptions of creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies for Archangels, Repair for Elder Goblins, Lightning Strike, Random Spell for Genies.
Ugh...
I became curious about what the descriptions of these abilities are, because I also edited them in my mod, and I thought maybe I could take a look. I downloaded it, opened it, and didn't understand
then I realized that "added descriptions of abilities" meant it literally
haha. I didn't even know that the game doesn't have descriptions of these abilities when you hover over them. Yes, I really messed up 
Do you mind if I put these fixes into my mod?
Added 1 hour 8 minutes ago
Added descriptions of creature abilities: Random Spell for Genies.
but I'll ask again - can I put these fixes with the added descriptions into my mod? Do you mind?2) I don't know what you were trying to do with the words "random spell for genies," but as I saw, descriptions were added for BOTH genies (both the regular ones that only cast darkness, and the upgraded ones that also cast light), but the link goes to ONE description
the upgraded genies "forgot" how to cast light on allies, because they also have the regular random cast of genies, only with darkness
Ugh...
I got curious about what the descriptions of these abilities were, because I also edited them in my mod, and thought maybe I could take a look. I downloaded it, opened it, and didn't understand
then I realized that "added ability descriptions" meant it literally
haha. I didn't even know that the game doesn't have descriptions for these abilities when you hover over them. Yeah, I really messed up
Is it okay if I put these fixes into my mod?
Added 1 hour 8 minutes ago
1) Maybe you didn't notice because I didn't respond at all, not even with the word "no"but I'll ask again - can I put these fixes with the added descriptions into my mod? Is that okay?
2) I don't know what you were trying to do with the words "random spell for Djinns," but as I saw, descriptions were added for BOTH Djinns (both the regular ones that only cast Darkness, and the upgraded ones that also cast Light), but the link goes to ONE descriptionthe upgraded Djinns "forgot" how to cast Light on allies, because they also have the regular Djinn random cast, only with Darkness
You can take and use all the fixes I made.
For the regular ones, only light is indicated, and for the upgraded ones, both light and darkness are indicated, which is why I didn't change the basic description.
According to the manual, a regular Djinn should use Dispel Magic on its own units, in addition to Dark Magic, but it doesn't.
Removing enchantments from your own units
It's not about taking from your own, but rather about taking from enemies, although this needs to be verified. I once tried to take a positive effect from a hostile unit, and a Djinn cast Destructive Ray. Maybe the Removal spell is cast randomly, who knows.
Fixed the jerky movement animation for Swordsmen and Bone Warriors.
Added descriptions for the following creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies, Repair, Lightning Strike, Random Spell, and Random Blessing.
P.S. I corrected the link for the Sultan Djinns, changing the reference from Random Spell to Random Blessing.
Fixed the jerky movement animation of Swordsmen on the battlefield.
Fixed the jerky movement animation of Bone Warriors on the battlefield.
Added descriptions of creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies for Archangels, Repair for Elder Goblins, Lightning Strike, Random Spell for Djinns.
I added a fix for the damage prediction of the "Explosion" ability of Fire Demons in my mod, so that it shows how much damage the ability will deal when used. This is located in the same place as your edits (game mechanics - spell). So, not all usable abilities of creatures that deal damage/heal have a prediction. And you won't know how much damage they deal until you use them. If you want, you can dig around in the .hdb files and see which usable abilities don't have a prediction, and add it.))
But that's just if you want. I'm just too lazy to do it right now, I'm editing other texts. Just offering it as an idea, you can decide for yourself.))
by the way, I noticed that you're always digging around, fixing things, etc. Well, I can give you another idea if you want.)
I added a fix for the damage prediction of the "Explosion" ability of the Fire Demons to my mod, so that it shows how much damage the ability will deal when used. This is located in the same place as your edits (game mechanics - spell). So, not all usable abilities of creatures that deal damage/heal have a prediction, and you won't know how much until you use it. If you want, you can dig around in the .hdb files and see which usable abilities don't have a prediction, and add it in.))
Well, if you want. I'm just too lazy to do it right now, I'm editing other texts. Just offering it as an idea, you can decide for yourself.))
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