- According to the original table, when killing Knights, you can raise Greater Vampires.
- Raised Zombies from Knights.
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- According to the original table, when killing Knights, you can raise Greater Vampires.
- Raised Zombies from Knights.
Adjustment of the undead summoning table. Now, the level and upgrade of the summoned undead will be equal to the killed creature, i.e., when killing Paladins, you can now summon Death Knights or Banshees, and not Higher Vampires, as before.- According to the original table, when killing Knights, you can summon Higher Vampires.
- We summoned Undead from Knights.

I understand, but then, for the benefit of Asche, who will the vampires be raised from?!
Vampires are now raised from all creatures of tier 4 (succubi, griffins, lizards, shamans, etc.).
It seems you didn't quite understand the mod's concept. The idea is very simple: by killing creatures of a specific tier, you raise creatures of the exact same tier, but belonging to the Necropolis faction. For example, when killing titans (tier 7), you now raise spectral/astral dragons (also tier 7), whereas in the original game, death knights (tier 6) were raised...

I understand, it's just that this idea has been around for many years, and there have been various implementations, but they all had flaws. For example, you can't raise dragons from angels because they are essentially immaterial, just like unicorns... In short, balancing is needed to make the mod popular!
Angels, unicorns, elementals, constructs, etc. still cannot be raised as undead, in accordance with the canon... The remaining units can be transformed into undead, as before.
The main goal of the mod is to eliminate the headache and guesswork of the type: "Which units will I be able to raise by killing paladins? Probably Death Knights? - No, only vampires...". There is, of course, a mod that clearly demonstrates the original undead table in the game, but it is not always convenient to use. And why? Why, after killing a creature that is an order of magnitude stronger, and suffering significant losses, do you end up with the ability to raise a creature that is often much lower level? As a result, the army becomes too disproportionate. As a result, the undead begin to overwhelm creatures of a low level, especially this trend is observed in the early stages of the game.
Now, after killing a creature, you can determine, by analogy, which specific unit from the Necropolis faction will be possible to raise.

Is this table embedded in your balance mod?
If so, I suggest changing it for a regular game, where bears and berserkers are creatures of the third and fourth levels; it will be more convenient.
Now, after killing a creature, you can determine, by analogy, which specific unit from the Necropolis faction will be possible to raise.
The mod has been updated.
-Knight Isabel.
Fixed a bug where the "Tournament Strike" ability did not have a piercing strike effect.
-Battle Griffons.
Fixed a bug where the "Devastating Dive" ability lacked turn delay and animation.
Frozensoull
The mod has been updated.
-Isabelle's Knights.
Fixed a bug where the "Tournament Strike" ability did not have a through-strike effect.
-Battle Griffons.
Fixed a bug where the "Devastating Dive" ability lacked turn delay and animation.
Are there any other flaws you have noticed in the game that can be fixed with this mod?