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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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In reply to fktifzobr
#1321
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[email protected]
Of course! I'll do it now, but I'll make it so that the elemental summoning spell can only be used with the ring (it summons elementals, not demons), and I'll move the Devil's Chain spell to the fourth level of fire magic.
Fantastic!)) And as for the minor bugs, never mind. There don't seem to be any critical ones. The main thing is the high-quality reworking of the magic system in the game. For me, this was the weakest aspect in the fifth installment. And now, with damage, buffs, and summoning all in one – I'm simply in love with it! I'm waiting eagerly, like Hachiko.
In reply to Allaney
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#1322
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Allaney
Fantastic! The main thing is a high-quality reworking of the magic system in the game. For me, this was the weakest aspect in the fifth installment. Now, damage, buffs, and summoning are all combined into one.
:smile21:
Either I'm not understanding something, or the world has gone mad. First, the magic system in the fifth game is actually quite good, although not perfect, considering the lore of Ashan (I myself once wanted to make changes to the magic schools). Second, the spells are distributed very strangely (as I wrote above). Doesn't it seem like it would be more logical to organize them like this: Earth: Slow, Stone Spikes, Crystal of Secrets Swarm of Bees, Plague Stone Skin, Earthquake Meteor Shower, Summon Hive, Anti-Magic Earth Shock, Resurrection Air: Haste, Magic Fist Lightning, Disintegration Ray Evasion, Wall of Swords, Phantom Teleport, Divine Retribution Heavenly Shield, Chain Lightning Fire: Magic Arrow, Weakness Fire Trap, Grief Fireball, Wall of Fire, Punishing Strike Blindness, Berserk Armageddon, Summon Phoenix, Holy Word Water: Divine Power, Remove Curse Ice Block, Regeneration Weakness, Confusion, Ring of Cold Freezing Cold, Vampirism Subjugation, Unholy Word Each school would have 12 spells – here, Earth and Fire have 12, and Air and Water have 11. The following spells are left out: - "Raise Dead" (it would fit in Earth, but there are already 12 spells there) - "Summon Elementals" (it doesn't fit in any of the schools, but considering that in this mod, this spell summons demons, it could be placed in Fire, but again, there are already 12 spells there, which means something needs to be moved). In terms of elements, Divine Retribution would be more suitable for Fire, Magic Fist and Wall of Swords for Earth. Grief is difficult to classify by element. In the presented version, these spells had to be distributed differently, otherwise, the different schools of magic would have a very different number of spells. There is also a problem with the fact that, for example, the "Granting Protection" skill will make spells from different schools (Earth, Air) work together – and this is not an isolated case. All of this shows that there are many problems with a good implementation of the idea – is it worth turning everything upside down?
... И древний лес, роскошен и печален,
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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#1323
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Unfortunately, we cannot distribute spells however we want due to one problem – skills. Skills enhance specific spells. For example, Mind Lord enhances Dispel and Slow; Pain Lord enhances Plague and Curse, etc. And it seems that this cannot be changed. Therefore, we have to distribute spells taking into account the effects of the skills. The only exception we made was for Stone Skin and Dodge. And I personally distributed them in a more logical way
In reply to WizardNazyr
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#1324
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yeah, that's better, but it's still strange that the Hive and the Wasp are in different schools, and that removing enchantments would be more appropriate for the Water school, while Holy Word would be more appropriate for the Fire school (long live the Inquisition:D), and Unholy Word for the Water school.
... И древний лес, роскошен и печален,
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...
In reply to SRD
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#1325
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SRD
I completely disagree with the distribution of spells among schools.
Why was Phantom placed in Fire instead of Air?
Slow is in Water instead of Earth.
Regeneration should be for Earth or Water, but definitely not for Fire. :smile30:
The Tome of Chaos remained the Tome of Chaos and not the Tome of Fire (as I understand, the other three books also didn't change their names).
The names of magic schools in the bookmarks of the spellbook also remained old (Summon Darkness, etc.).
For some reason, when summoned, a Devil is called a Phoenix.
In short, there are many mistakes...
Incubus turned out quite well:smile54:
Yes, this is the first version, and it was released very quickly, so there are many errors here.

I have finished creating a separate mod for new spells; there are fewer errors here, but they still exist. If you find any, please report them (preferably in private messages so as not to clutter the thread).
Download here
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In reply to fktifzobr
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#1326
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news from the Polish website,
nothing new except creature screenshots



The Basilisks look great in the Polish version (except for the alternate upgrade with the Pachycephalosaurus head). Maybe you could borrow that?

I really like the new spell distribution system, but I have some complaints about the Dwarf Giants. In the purchase menu, the camera is positioned so close to the giants that you can't see their heads or even their shoulders. And I think the mask doesn't suit the Soulless (giant upgrade) at all.
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#1327
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Basilisks are planned for level 7, based on the Gnomish Dragons.
In reply to WizardNazyr
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#1328
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WizardNazyr
Basilisks are planned for level 7, based on the dwarven dragons.

I know, but I really like the model :D
Maybe they could be used for level 7 if their size is increased slightly?
In reply to Lone Corsair
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#1329
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Lone Corsair
I know, but I really like the model :D
Maybe they could be used for level 7 if their size is increased slightly?
If they are released, it would be better to use them for level 5 instead of basilisks, and put a turtle on level 7 (or turn it into a sea monster like in Warcraft).
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#1331
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turtle
No, the turtle should definitely replace the Murmillo unit for the Nagas.
P.S. The icon is good.
In reply to WizardNazyr
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#1332
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WizardNazyr
No, the turtle should definitely replace the Murmillo unit for the Nagas.
P.S. The icon is good.
I was thinking we could move the Priestesses and Kensai to a lower tier and add Naga generals, but turtles are too large for the fourth level; they would be better suited for the sixth or seventh level.
And there's a very interesting chain of islands on Ashan.

The Orcs have moved in a different direction, and I think these jungles are uninhabited; lizards could live here.
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#1333
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I thought we could lower the Priestesses and Kensai to a lower tier and add Naga generals, but turtles are too huge for the fourth level; they would be better suited for the sixth or seventh level.
Well, yes, that's possible.
and there's also a very interesting chain of islands on Ashan.
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In reply to fktifzobr
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#1334
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I'm changing the icons for the castles; this will slow things down.

The icon is cool :)

But the Naga generals definitely won't work, because they are essentially the same as the Cans. There will be 2 units that are too similar =/