Work on the second version of the modification has been successfully completed :)
A fairly substantial amount of work has been done; the models of many creatures have been updated, and significant changes to unit balance and minor changes to towns have also been made. Thanks to those who participated in the development of the mod.
Installation instructions are inside the archive; optionally, you can install one part of the mod: either the balance part or the visual component.
!!!IMPORTANT!!! It is strongly recommended to delete previous versions of the "Transform_Undead" and "UNIT" modifications!!!--------------------------------------------------------------------------------------
List of Changes:
-Applied some fixes that should have taken effect in the previous version.Fortress:-Changed the town development tree.-Fixed a bug with the inconsistency of hireable creatures in tier 3 and 4 dwellings.<tier 3 dwellings received a new model>
-Bone Crushers. Defense 4(-2), Health 15(-5).(Stats reduced to tier 3 level)
-Berserkers. Defense 6(-1), Health 20(-5)(Stats reduced to tier 3 level)
-Warriors of Arkath. Health 20(-10)(Stats reduced to tier 3 level)
-Northern Riders. Price corrected: Gold 340.-Lava Dragons. Price corrected: Gold 3500.
Fixed a visual bug where the unit's texture remained on the battlefield after Lava Dragons died.
Fixed a visual bug where the unit displayed with a distorted texture on the map.Academy:-Stone Gargoyles. -Elemental, +Mechanical(Master Gremin now can resurrect them)
-Obsidian Gargoyles. -Elemental, -Immunity to Fire, -Immunity to Water, -Immunity to Air, +Mechanical, +Magic Immunity.(Obsidian Gargoyles are now completely immune to magic)
-Elemental Gargoyles. -Elemental, +Mechanical(Master Gremin now can resurrect them)
-Titans. Damage 45-70(+5 maximum damage), +Immunity to Air.
Ability "Lightning Strike". Now deals 40 damage per creature(+15)(Titans now specialize more clearly in single-target damage)
-Stormlords. +Immunity to Air.
Ability "Storm Caller". Now deals 35 damage per creature(+25) (Stormlords no longer have a useless ability, but it can still only be used once)
<unit texture changed + description changed>
Necropolis:-Changed the necromancy table.<installed my "transform_undead" mod>
(The level and upgrade of raised undead now equals the killed creature)
-Changed the town development tree.-Building "Dragon Graveyard". Cost: Wood 15(-5), Mercury 15(-5), Gems 5(+5).-Building "Dragon Tomb". Cost: Wood 10(-10), Crystals 5(+5).-Building "Dragon Headstone". Cost: Mercury 5(-5), Gems 5(+5).-Spectral Dragons. <minor cosmetic changes + new icon matching the appearance>
-Death Messengers. <minor cosmetic changes>
-Banshees.
Ability "Banshee Wail". Ability radius 3 cells(+1), Damage modifier from distance and morale x1.5(+0.5). (The ability will now deal half again as much damage, but the dependence on morale and distance to the target will play a key role, as before)
Sylvan:-Dancers of Death. Attack 3(-2), Damage 2-4(-1 min damage and -1 max damage), Speed 7(+1), +Charge (Now the unit's damage will directly depend on distance; the more cells it travels, the more damage it deals and the less damage it takes from retaliation. Much more effective against high-level creatures)
<minor cosmetic changes>
-Dancers of the Wind. <minor cosmetic changes>
-Bow Masters. Damage 7-10(+2 to minimum and +2 to maximum damage). (Previously, Bow Masters were significantly inferior to Forest Archers in damage output)
-Forest Archers. <minor cosmetic changes>
-Emerald Dragons are now Bronze Dragons. <unit texture and icon changed + description changed>
Dungeon:-Minotaurs. <minor cosmetic changes>
-Guardian Minotaurs. <minor cosmetic changes>
-Overseer Minotaurs <minor cosmetic changes>
-Dark Riders <minor cosmetic changes>
-Dark Hydras <minor cosmetic changes>
-Cave Hydras.
Ability "Regeneration". Now restores 50-70 HP per turn(+20 min and +20 max)(Previously, the ability was less preferable due to its small restoration effect)
-Black Dragons. <minor cosmetic changes>
-Red Dragons. <minor cosmetic changes>
Haven:-Royal Griffins. <unit texture changed>
-Peasants. Defense 2(+1).(Compensating for the unit's excessive fragility)
-Militia. Defense 4(+2).(Compensating for the unit's excessive fragility)
-Crossbowmen. Damage 3-5(+1 minimum damage and -3 maximum damage), Health 13(+3), +Maneuver.
Ability "Precise Shot". Radius is now 4 cells (+1).(Thanks to the "Precise Shot" ability and increased range, Crossbowmen deal colossal damage when shooting from close range, and "Maneuver" will allow them to severely punish an enemy who attacks in melee)
-Cuirassiers. Defense 11(+2), Damage 3-5(+1 minimum damage), Health 28(+2).(Increasing the unit's tanking qualities; the alternative upgrade will no longer have such a clear advantage)
-Adepts. -Cleansing.(Dispel and passive stats previously made this unit a clear favorite)
-Inquisitors. +Cleansing.(Inquisitors now have the ability to remove magical effects on attack; the choice of alternative upgrade is no longer so obvious)
-Paladins. Defense 25(+1), Health 110(+10).(Increasing the unit's tanking qualities; the alternative upgrade will no longer have such a clear advantage)
Inferno:-Town<visual changes to the town>(Installed mod Inferno_Capital&Town_Towers)
-Changed the town development tree.-Demoniacs.<minor cosmetic changes> (Demoniacs have become a bit more modest; after all, children play this game too xD)
-Nightmares. -Aura of Fear, +Desiccating Aura.(Now Hell Steeds will not have an unambiguous advantage; besides, the scorching aura visually suits Nightmares better)
-Hell Steeds. -Desiccating Aura, +Aura of Fear.(Hell Steeds initially have higher stats; desiccation made the unit a clear favorite)
Stronghold:-Changed the town development tree.-Dark Wyrms are now Poison Wyrms (model unchanged). -Regeneration, +Acidic Blood.(Regeneration is a rather weak ability for a tier 6 creature, and acidic blood will reduce the "temptation" to attack the unit)
-Slayers. Weekly growth 3(-2), Attack 14(+3), Defense 12(+4), Damage 8-15(+1 minimum and +5 maximum damage), Initiative 13(+2), Health 50(+16)
Cost: Gold 585(+235) (Creature growth is now proportional to tier 5, stats and cost are similar)
-Executioners. Weekly growth 3(-2), Attack 17(+3), Defense 16(+6), Damage 9-17(+1 minimum and +5 maximum damage), Initiative 15(+2), Health 55(+15)
Cost: Gold 835(+335) (Creature growth is now proportional to tier 5, stats and cost are similar)
-Chieftains. Weekly growth 3(-2), Attack 18(+4), Defense 22(+7), Damage 13-18(+3 minimum and +6 maximum damage), Initiative 14(+2), Health 70(+22)
Cost: Gold 835(+335) (Creature growth is now proportional to tier 5, stats and cost are similar)
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