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Unacceptable how hero specialty work for modding #3949
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I'm running a mod that adds multiple bonuses as hero specialty, and it works just fine: |
It looks like the problem is with using multiple TIMES_HERO_LEVEL updaters - only the first instance seems to trigger. Things work fine when replacing one of the updates with
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Right, confirmed that format posted by hkoehlernz indeed works. Thanks to that, Pavillion's tent specialist will still heal more with upgraded tents. And with that, it's possible to make infinite number of bonuses. But it's still kind of non-intuitive. |
Hero specialty in 1.5 allows for a default creature specialty + exactly one bonus that is defined with VCMI bonus system.
So if you want to create a hero that specializes in two spells (this should be doable, and I'm 90% sure this was possible before some new bonus format nonsense was added), one spell boost is overwritted by the other. And if you want your hero to boost two primary skills, then ... too bad, you only get one.
To reproduce:
make a mod with a hero who's specialty does two things (different from the default creature specialty) and observe that it only does one of them. For example:
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