Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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Done
The magnitude of the Hell Wave damage:
Base variable + Coefficient * hero's magic.
Italic - a variable that can be changed.
That is, the damage from the wave depends on the magic and the basic static parameter =(
The Overlord is in NHF_E (in the extended version). And it is permissible for him to be overpowered, both in essence and in mechanics.
Added 43 seconds later
If the enemy is a demon, Hellfire Wave does not deal damage.
Added 3 minutes later
If the Overlord has non-demons in his army, they will die.
Added 5 minutes later
Considering all of the above and the demon's weak magic, the formula "50+50*SP" would be more appropriate, instead of "250+0*SP" as it is now.
I can't wait for the new version of NHF_E.
Maybe you could create a unique icon for the "Hell Wave" as well?
And one more question: maybe you could somehow implement a separation between warrior heroes and mage heroes within the mod?
Check the topic above; a unique icon was mentioned there. ;)
We definitely won't be dividing into classes like these.
If it's not a secret, which faction are you planning to play?
Did you test the mod?
When playing as the Empire, I tried using a hero in battle who, after winning, was supposed to receive a Druid (the quantity is not specified). However, I didn't receive a Druid.
Another major imbalance: the Necropolis faction has a hero who recruits all undead neutral creatures into their army. When playing, I found that this hero recruits absolutely ALL neutral undead. This means that from level 1, you can build a huge army in the first week and not worry at all. It's a very good boost.
Thank you for your attention, and I hope you will fix it.
So, I understand that I need to play version 0.8, not 0.81?
Not for any in the near future.
But. A mage should be a mage in any case, just as a knight should be a warrior.