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The seventh one is cooler (it looks like it escaped from a Disney cartoon based on the third game:D).
... 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...
It's interesting what specialization Solmir will have.
Solmir will be in NHF_E.
Specialization:
The hero's magic grows with every second level. Offensive spells of the Air element, cast by the hero, cannot be deflected (however, magic immunity and magic damage reduction will still apply).
A new version of the NHF 0.84 mod has been released
Changes in version (0.83-0.84):
New heroes: 1) Added the Academician Solmir for NHF_E [The hero's magic skill increases with every second level. Attacking Air element spells cast by the hero cannot be resisted (however, magic immunity and magic damage reduction will still apply).](Bio - Lokken, Icon - Psatkha). 2) Added the Sorceress Ramellia for NHF_E [At the beginning of each week, the hero brings one measure of mercury and sulfur for each level.](Bio - Lokken, Icon - Psatkha). 3) Added the Ranger Siel for NHF_E [The hero's movement range on sea and land increases by 1%+1% for each hero level.](Bio - Lokken, Icon - Psatkha). 4) Added the Demon Lord Rashka for NHF_E [At the beginning of each week, depending on the presence of creatures and the hero's level, a bonus of Cave Demon, Cave Lord, and Cave Spawn creatures is received [1+1 for every five hero levels].](Bio - Lokken, Icon - Psatkha).
Changes: 1) The mana increase from Aglion's Imps has been weakened by a factor of 4. 2) Rive has been given a cart instead of a ballista. 3) Torefin's specialization formula has been changed: now it is: 10%+1% for every two hero levels. 4) Sandro's biography has been updated (Lokken).
Fixes: 1) Veres now definitely has "Advanced Attack" and "Tactics". 2) A bug in the Daedra special ability has been fixed, where it was possible to create one more Banshee than the number of Undead (Thanks to DirtyLiar for finding it). 3) The description of Telhar's special ability has been corrected. 4) Now, the hero's specialization function will not run a second time if its previous instance has not finished. There were problems with this in single-player mode (Thanks to RedHeavenHero for the code). 5) The icons for the special abilities of many heroes have been changed to more appropriate ones.
Other: 1) Black Knights can now appear in random armies on the map (Psatkha). 2) Automatic exit from the game has been removed if there is a suspicion that the map is incompatible with the mod (for EWA).
The download link is still the same; you can find it in the first post of the topic.
I tested it and checked its compatibility with TE.
Scripts that modify starting armies don't work. The rest seem to be compatible.
As for NHF, the heroes are amusing, quite amusing...
Especially Veres is fun. For example: he manages to defeat a group of about 40 Dwarf Riders (if they spawn nearby) on the first day, receives 4 (!!!) Death Knights, and starts destroying everything alive and undead. B - balance.
Death Knights are generally an unbalanced unit; if they appear in the army relatively consistently due to their ability to eliminate half a stack of any size, regardless of the "strength" ratio between the attacker and the attacked.
If you're going to include Death Knights in the army, you definitely need to change their abilities.
By the way, here's a tip: since there are heroes who specialize in certain creatures (like Veres, for example), it would be beneficial to provide enhancements for them, so that it would be advantageous to keep these creatures in that hero's army. There are a few non-standard ways to achieve this.
The "deadly strike" ability cannot be considered unbalanced unless you cheat by constantly saving and reloading to manipulate the random number generator. However, having 4 units of tier 6 is indeed an imbalance.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The situation with the Bear Rider is ambiguous: on the map, no Bear Riders might spawn at all. Playing as the Bear Rider is like using a good card, if you happen to get one. Randomness can both ruin the ability and turn the hero into a cheater (but how many such heroes are there in the game?). I like this ability. On the other hand, it might be possible to limit the upper limit, restricting the increase further by level or game time. But this would diminish its originality. Let me rephrase the above: in multiplayer, the importance of this hero is exaggerated, while in single-player, he can become quite strong. But this situation requires consideration, as the Necropolis faction can survive perfectly well even without special abilities.