Added 26 minutes later
These special abilities may not be very useful, but I tried to come up with something somewhat different from what already exists.
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-The hero can activate a special ability that consumes all mana (requires full mana) and remaining movement points (full movement points are not required). As a result, troops from Orcish cities appear in his army (troops are taken starting from the first slot in order; if there are no free slots or such a unit in the hero's army, nothing happens, and the next unit is checked, starting from the first slot; all troops are taken except for one, so that the hero in the city does not disband, if this is possible) (according to the biography, the hero possesses a very powerful cry that drains all his magical power but forces the city's troops to rush to him at full speed, as a result of which they arrive there by the next turn (in essence, they will already be there on this turn, but the hero will not be able to go anywhere)).
I have an idea regarding treasure rooms, although it has probably already occurred to you, but still, since the mod will be connected to NCF, could you add variations of guards consisting of NCF creatures for variety, or even create separate treasure rooms (recolor existing ones somehow, so as not to draw them from scratch)?
A few ideas for a special Orc:
-If the enemy town is within 1 turn of the hero, then a static bonus of +2 to speed and +1 to attack for every 2 levels (according to the biography, he is an experienced conqueror who knows how to motivate warriors with the wealth that can be obtained from the captured town).
-The hero can activate a special ability that takes away all mana (requires full mana) and remaining movement points (does not require full movement points). As a result, troops from Orcish towns appear in his army (troops are taken starting from the first slot in order; if there are no free slots and such a unit is not in the hero's army, then nothing happens to it, and the next one is checked; all troops are taken from the first slot, except for one, so that the hero, who is in the town, does not disband, if this is possible) (according to the biography, the hero has a very powerful cry that takes away all his magical power, but forces the town's troops to rush to him for reinforcements at full speed, as a result of which they will arrive there by the next turn (in fact, they will already be there on this turn, but the hero will not be able to go anywhere)).
-It is remembered how many creatures the hero has, and when visiting an Orcish town, a certain percentage of this number is multiplied by a coefficient, which also needs to be selected, and this number is the amount of money the hero receives; in addition, this counter of killed creatures is reset when visiting the town (according to the biography, the hero sells captured, wounded creatures on the slave market).
-Another idea with slaves: when attacking a unit, if it flees, instead of letting it go, the hero and his army "catch" them all or a certain percentage; in fact, the number of these creatures is remembered somewhere, and then when visiting the town, the hero will receive money for them, and maybe even artifacts.
Added 26 minutes ago
The special abilities may not be very useful, but I tried to come up with something more or less different from what already exists.

Actually, it's not that bad! An enhanced "Call Reinforcements" spell would work like this.
The idea of capturing slaves is great!
I have an idea regarding treasure chests, although it has probably already occurred to you, but still, since the mod will be connected to NCF, would it be possible to add guard options consisting of NCF creatures for variety, or even create separate treasure chests (recolor existing ones somehow so as not to draw them from scratch)?
-If the enemy city is no more than 1 turn away from the hero, then the bonus is +2 to speed and +1 to attack for every 2 levels (according to the biography, he is an experienced conqueror who knows how to motivate warriors with the wealth that can be obtained from the captured city).
-The hero can activate a special ability that takes away all mana (requires full mana) and the remaining turn points (full is not required), as a result, troops from orc cities appear in his army (troops are taken starting from the first slot in order, if there are no free slots and such a unit in the hero's army, then nothing happens to it, and the next one is checked, all troops are taken from the first slot, except for one, this is so that the hero who is in the city does not disband, if this is possible) (according to the biography, the hero has a very powerful cry that takes away all his magical power, but forces the city troops to rush to him for reinforcements at full speed, as a result of which they will be there by the next turn (in fact, they will be there already on this turn, but the hero will not be able to go anywhere)).
-It remembers how many creatures the hero has killed, and when visiting an orc city, some percentage of this amount is multiplied by a coefficient that also needs to be selected, and this number is the amount of money the hero receives, in addition, this counter of killed creatures is reset when visiting the city (according to the biography, the hero sells captured, wounded creatures on the slave market).
-Another idea with slaves, when attacking a unit of creatures, if they flee, then instead of letting them go, the hero and his army "catch" them all or some percentage, in fact, the number of these creatures is remembered somewhere, and then when visiting the city, the hero will receive money for them, maybe even artifacts sometimes.
I would simply give the orc a doubling of loot from treasure chests, since there are such plans for these structures. From my point of view, it should be simple, and it is not even necessary to introduce a level coefficient: such a spell is useful at all levels a priori, except for the late game.
Dyrman, did you see the question in ICQ?! ;)
Keena is annoying with her units on the map; they always fight, which messes up various bonuses, and they make life miserable for secondary heroes. Maybe make it so that they can run away, just like other neutrals?
Greetings! Thank you for this modification.
Question: could you make a similar description for the new heroes?
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And one more thing: maybe it's just me, but in battle, the creatures of the new heroes, as well as the hero themselves, cast and move very quickly compared to the old heroes.
Are you recruiting Kii'na? I tested it again. She always joins me.
I'm actually playing against Kiina right now ;) My main hero has a powerful army, but these small units don't run away, which messes up all the bonuses I collect to start a siege, for example. And my beetles suffer, but it's fair, they have a small army. So, I'd like it if these units would just run away when attacked by a powerful army that isn't Kiina's.
The point is to make them leave; you need to make them friendly. And that means you'll be able to recruit them!))) But this is only for Kiina.
I understand. Can you explain Galthran's special ability in more detail? I don't seem to get many skeletons, and sometimes I raise more with necromancy in one go than with his special ability over a couple of weeks.