Posts from RTF is a global modification that replaces all towns in the game.
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Do we need Ashan?
The four elements are clearly inspired by Heroes of Might and Magic III, but from the perspective of a fan of the third game, this distribution of specific spells is heresy.
Personally, I see the magic of four elements as a way to diversify the schools: in Heroes of Might and Magic V, each school has such a narrow specialization that a whole range of problems arise, starting from balance (different schools will work with different efficiency at different stages of the game, no matter what), and ending with playing single-player scenarios (where darkness dominates in 90% of cases, killing the diversity of gameplay).
Here, I saw an attempt to make the schools more diverse, while keeping the specializations within reasonable limits. To be honest, I really like this idea and I internally supported the developers.
the point is that it breaks old, established norms
who will want to get used to the new arrangement
But okay, the idea is clear.
Isn't that a bad thing... Your mod also broke a lot of "old, established" things ;)
I distributed the spells slightly differently.
Yes, that's true, but I don't have a single unjustified change in the spirit of "change for the sake of change." That is, I am aware that changes are the price you have to pay for specific gameplay improvements.
Added 2 minutes ago
I saw a rearrangement of spells by element implemented somewhere on the Heroes Community. Google it on the topic of magic schools "like in Heroes 3."
+If the races are the determining motive for the distribution of spells, it should be stated directly in the table header, which race corresponds to which school.
In other words, does this imply that dwarves, chimera mages, and orcs should be dark chaos factions, which is why the schools were mixed? But now, as a result of the mixing, they will completely lose their clear focus on darkness/chaos, gaining the ability to use spells of a completely different kind.
Besides, each of the elements does not represent good or evil (or partially (summoning demons/archdevils)) and can be distributed more freely.
So, the "bad guys" are traditionally Dungeon, and you could have divided them based on this characteristic (without adding Chaos).
Villains are traditionally associated with Darkness, so a distinction could be made based on this characteristic (without adding Chaos).
Might and Magic (MX) - here, they are intended to be evil and love to destroy everything, so we won't touch them.
Orcs - Darkness - a characteristic of villains, and the second school naturally suggests Chaos (due to their connection with demons); Light is definitely not suitable, leaving Summoning, which is a questionable option.
Dark Elves - Darkness - a characteristic of villains, and they worship Malassa, which means Light is definitely not suitable. Chaos and Summoning remain. Besides Malassa, they also worship Arkat. Arkat -> Fire -> Chaos.
Or, here's another perspective: Light and Summoning
Naga - a good faction, so Darkness is out of the question. Their lifestyle is peaceful, and they generally like to create, so Chaos is also out of the question.
Humans - Light - it's obvious here. Darkness is out. Chaos and Summoning remain. Chaos shouldn't be given to them, at least because something like Earth Shock + a rain of arrows = death to all living things! Summoning remains!
Well, in any case, something will be duplicated because it's not very desirable to combine Light and Darkness, but otherwise, the variety is good, and it turned out to be quite interesting; many people like it.
As for Light and Darkness in one set, it's the most harmonious and atmospheric combination, perfectly fitting the concept of the old Humans, and also the new races; such a powerful combination could be useful. It's like "on the verge of balance between light and darkness."
Humans - Light - it's all clear here. Darkness is out of the question.
That is:
Naga Light + Summoning
Humans Light + Darkness
Dark Elves Darkness + Chaos
Orcs either Chaos, or Darkness + something (for example, Chaos + Summoning)
Lizardmen either Darkness, or Chaos + something (for example, Darkness + Summoning)
I understand, but depriving the Human faction of its inherent, natural darkness is simply a form of pruning, simplifying the faction to "only white, nothing black."
To avoid being unsubstantiated, I will explain with examples.
Regeneration => pain absorption. The essence: it's like a thirst for blood (which in Heroes 3 is fire), but with a different effect. Instead of increasing damage, it gradually absorbs it, putting the unit in a state close to berserk.
Phantom => flaming phantom. The essence: an unstable copy of a unit that can move and deal damage, but is relatively easily destroyed.
Blessing => righteous wrath (since there is no such skill anymore, as I understand it).
Confusion => sleep. The essence: using water and cold to make the enemy unit incapacitated.
Slow => slow. I don't see a problem here.
And so on.
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...