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Yup, that's the very first thing I did when I started modding spells in H3, and the very first thing I will do once I'll be able to boost spell multipliers in H2: change Fireball's power from 10 to 13 ! (And Inferno/Fireblast from 10 to 15)Yurian Stonebow wrote:Voted Xarfax. The fireball spell sure needs some boosting,
Yurian
I agree, Inferno had the worst selection, and an undocumented change in my H3 mod is that Inferno got the best "reorganizing" of the spells in its guild. Can't give you much details, but you can see for yourself in sptraits.txtMuszka wrote:Inferno has a tendency to get some very useless bunch of spells. It has reduced chance on resurrection and town portal.
It would also be nice to have your Efreet immune to it!Yurian Stonebow wrote:@enk&Muszka
What you guys say makes perfect sense. I'd like to point out that the small tests I've made so far suggest the same think: magogs seem to be nothing but a "regular" shooter unit with that area effect. Curiously enough, not only does the magog's fireball attack animation closely resemble that of the spell Fireball, but also the area attack seems to cover excatly the same amount of hexes. Magog's fireball attack differs from the lich's specialty by effecting all enemy units within its target area instead of just the living ones.
The magog is a unit that does not shine with its particular usefulness. It lacks the power and skills to be one. But imagine if it was possible to mod the game files and turn the magog's fireball attack to work similar to the spell Fireball. I think that magog's popularity would see phenomenal rise.
Double damage against water elementals... why not?
Yurian
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