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The essence of the game lies in the fact that you can CHOOSE heroes. Therefore, on a naval map (like Rose of Winds, for example), he will be very effective;
There are very few naval maps. Besides, Mirabelle has a similar bonus. Vaishan))
In a technical sense? Or in what sense?
Without hacking the executable, it is impossible to do this (using standard modding tools), and it was explained in earlier messages why. Vaishan))
Still, it's not quite the same :)
I don't see the point in creating almost identical ones.
Without a hack in the executable, it's impossible to do. (using standard modding tools), it's explained in earlier messages why.
As far as I remember, you integrated the tavern hack into Absolute (where heroes from the initial selection aren't sold) and also into the mod from World of Enroth... (this is about the journey - please, can you make it more diverse and increase the army size at the Mausoleum? Just saying). I think you also did it for...
Added 15 minutes later Dyrman
I don't see the point in creating almost identical ones.
I give up:smile21: and I'll remove it. I'll edit the first post (and I'll write new ones there).
You seem to have integrated a tavern hack into the Absolute mod (where heroes from the initial selection aren't sold), and also a mod from World of Enroth... (I'm referring to the journey; please, could you make it more diverse and increase the army size at the mausoleum? Just saying...) I think it's also related to that...
What tavern hacks are you talking about? Remove unnecessary maps from the maps folder and also remove mods so that they don't influence each other. And what do these maps have to do with it? The topic is about the mod... Vaishan))
I give up:smile21: and I'll remove them. I'll edit the first post (and I'll write new ones there).
Just continue writing here. It will be inconvenient to read if you have to go back.
Ferzion is one of those who hunted for Agrael at the behest of the Demon Lord. Agility and speed are his main qualities, and it is thanks to them that he carried out such an honorable assignment.
Specialization:
Evader: all units receive +1 to speed and initiative before battle (you can make the probability of receiving it before battle 50%, for example, and increase the probability with increasing level) (this is like the Temple of Chance). Starting skills: racial skill; Leadership - troop gathering, as a path to the aura of speed. Starting spells: Regeneration
Bastrag
From the very beginning of his military career, Bastrag tried to find ways to protect the demonic army. He was ready to learn from anyone, undergoing various, sometimes unimaginable transformations. Persistent even by demonic standards, he became a master of protecting his troops.
Specialization:
Defender: at the beginning of the battle, the Stone Skin and Dodge spells are cast on creatures at the level of the light magic skill (you can imitate the dwarven set on hidden artifact slots). Skills: racial, defense - evasion. Spells: Dodge, Stone Skin.
Ur-Gottar
I'm tired of making up biographies.
Specialization: Chief Devil: all imps and their upgrades receive +1 to HP (not by levels) and +1 to attack and defense every 2 levels from the first (this is how I thought it could be done: Ingvar - only for higher demons, and we change the specialization from warriors to imps, and for every 5th level, +1 HP up to every 40th level from the first (i.e., always only +1)).
Specialization: Sandman: all Inferno creatures in the hero's army have a draining aura (the damage size is suggested to be changed accordingly to the increase (in inverse proportion)). Skills: racial, Hellfire, Education. Spells: Teleport (a good development scheme is obtained: either go into Sudden Impact or Sharp Mind)
Evasive: all units receive +1 to speed and initiative before battle (you can make the chance of receiving this bonus before battle 50%, for example, and increase the probability with increasing level) (this is like the Temple of Chance).
Unuthel. Vaishan))
Guardian: at the beginning of the battle, the Stone Skin and Evasion spells are cast on the creatures, at the level of the Light Magic skill (you can imitate the Dwarven set on hidden artifact slots).
Overpowered. And I doubt it can be implemented, although there is something like a collection effect in ID.
Vaishan))
Specialization: Main Devil: all imps and their upgrades receive +1 to HP (not per level) and +1 to attack and defense for every 2 levels starting from the first (this can be done like this: Ingvar - only for demons, and we change the specialization from Warriors to Imps, and for every 5th level, +1 HP up to each 40th level from the first (i.e., always only +1)).
This cannot be done. Vaishan))
Specialization: Sandman: all Inferno creatures in the hero's army gain a draining aura (the damage size is suggested to be changed accordingly (in inverse proportion)).
Moderad is a knight who lived on the border with the Necromancers. Despite the hostility between the Empire and Erathia, he, thanks to his persistence and determination, learned to use Dark magic with a skill that was sometimes unattainable even for the Necromancers.
Specialization:
Hypnotist: strengthens the "Slow" spell: it reduces the "Initiative" of the squad by 1% per hero level (essentially a Myv, but with slow). Starting skills: racial skill; dark magic, master of mind Starting spells: slow and mass slow.
1. Necromancy: +1% per level
+TE for each level = sqrt(Necromancer level * Hero level)
Skills: advanced necromancy, slavery (like Brand)
2. Chaos protection: 10% immediately + 1.5% per level (like immunity, invulnerability, not like resistance)
Skills: protection, reflection (can be combined with arcane knowledge - like the path to protection from magic)
3. Fallen: every week reinforcements arrive in the form of death knights: sqrt(hero level), rounded down, i.e. at level 1-3 - 1 knight, at 4-8 - 2 knights, at 9-15 - 3, at 16-24 - 4, at 25-35 - 5, at 36-40 - 6.
Skills: luck, soldier; her name is Ariana
4. unlikely you'll accept, but:
Blasphemer: +1 to witchcraft for unholy word every 2 levels starting from the first (I chose 2 because it's only useful for rushing, it's not useful in the late game)
Skills: darkness, pain
sorry:o :o :o :o :o :o Added 8 minutes ago more ideas: undead: 1. Necromancy: +1% per level +Spell Power for each level = sqrt(Necromancer level * Hero level) Skills: advanced necromancy, enslavement (like Brand)
Spell Power manipulation is prohibited. Vaishan))
2. Chaos protection: 10% immediately +1.5% per level (like immunity, invulnerability, not like resistance) Skills: protection, reflection
Marbas? Only with reflection? It definitely won't work. Vaishan))
3. Fallen: every week reinforcements arrive in the form of Death Knights: sqrt(Hero level), rounded down, i.e., at levels 1-3 - 1 knight, at 4-8 - 2 knights, at 9-15 - 3, at 16-24 - 4, at 25-35 - 5, at 36-40 - 6. Skills: luck, soldier; name: Ariana
We already wanted to do this, but the Death Knights have a cheating skill. Vaishan))
4. I doubt you'll accept this, but: Heretic: +1 to magic for unholy word every 2 levels starting from level 1 (I chose 2 because it's only useful for rushing, it's not useful in the late game) Skills: darkness, pain
See above.
And also: look at the standard and NHF heroes to avoid repetitions.
This inspired the idea to create a new Necromancer: Eternal Slavery restores 10 more hit points per level, totaling 7 + 15 * level.
Maybe I would even get rid of the special ability currently assigned to Sandro. Necromancers already have necromancy, are mega-rushers, and benefit from raising the dead (which leaves undead units alive after battle), so I'm not sure...
I would create a special ability that depends on the amount of dark energy: you can't change it with scripts, but you can read it ;)
They already wanted to do this, but the Knights have a cheat skill.
experts... black knights exist :smile48:
Added 2 minutes ago Dyrman
I would make a special ability that depends on the amount of dark energy: you can't change it with scripts, but you can read it ;)
it will be now!
Added 9 minutes ago Expert: increases the hero's knowledge (as a fairly low value) by an amount that depends on the amount of DE invested by that hero in the total reserve (you can, of course, use = total DE / number of Necromancers) formula: DE / (15 - Necromancy level)