Previously, Medic III/ Heal Spell was something specifically for High Priests at Theology (and Grigori Medics at Medicine)
I think it could be a fair play to introduce one Grigori medic mercenary (that may die if the player is too careless), to be used whenever the player feels it is the right time to introduce him to the combats. And then to eventually get High Priests (which come much sooner than Omnicience)
Due to the relative weakness of High Priests, and more importantly due to the Scarcity of them, I think it is an important tool for them to have.
I think I will add Grigori Medics to the list of units that can be recruited as mercenaries.
I just realized you probably meant to give Falamar one at the start of the scenario. I guess I could do that too. I don't really play the scenarios much myself though.
As for Barbarian Trait, I am uncertain of how it currently works .... but allowing Barb players to regain peace with the Barbarians would be absolutely lovely. I assume the way it works currently is that it is permanent unless broken by the player? Yes, I think allowing for Barbs or Player to both war with the other and then truce is more realistic.
In Vanilla FfH2 the Barbs would declare war on the player if his score was more than 2/3 that of the strongest player at any point past 20 turns into the game.
In Magister modmod it has long been the case that the peace was permanent unless the player broke it, and then could only be regained through an Infernal Pact.
I have since coded it so that the peace should be broken like in Vanilla FfH2 if the player does not also have a Pact with [Demon Lord] trait, and should be regained if the player falls to the lower half of scores again. It code did not seem to be functional in my first playtest through. I will need to test some more and find out what I wrote wrong.
I suppose then that you are making no distinction between 'wild' barbarians like savage Orcs, and 'hellspawn' barbarians like Daemons and the Four Horsemen? I think a distinction could prove useful, making the former more useful for early and mid-game, and the latter more useful for the late game .... but to each their own. Perhaps the two traits could offer the same functionality and penalties, or perhaps they should be somewhat different? Perhaps Daemons declare war on you if you switch alignment out of Evil ... and their penalty is -5% food or something ... wheras Savage Barbarians declare war based upon Score, and the penalty is the -10% science.
Separating the barbarians into multiple factions requires C++ work that I don't think it worth the effort. I'd rather just use Tholal's DLL.
I have thought of making the 4 Horsemen and Avatar of Wrath inherently Hidden Nationality or Always Hostile. That would make them dangerous to demon lords too. I have not made up my mind on this yet.
As to Beasts of Agares, I am uncertain what their current durations are .... although to go through the trouble of feasting I believe that should AT LEAST increase their duration by 3 turns ... even if that brings their total duration to 9 turns, if it only is adding 3 to the duration, then it should give the city +3 unhappy and maybe +1 turns of revolt. Any penalties more than that would be excessive, and any Benefits less than that would be boring and unuseful. ((Unless its just like Spectres and can be summoned at 0 cost by some mage or something ... but I assume it is being summoned by the city?))
In vanilla FfH2 Beasts of Agares are a normal National unit (limit 4 at a time per player, with no duration limits) that must be trained in cities, and cause 4 turns of revolt when completed.
In MagisterModmod they have long been a summon availible only to Ashen Veil units with Divine 2 (i.e., High Priests and some heroes). A Profane can only summon one in a city with a Demons Altar, and cannot summon another until the previous Beast dies, but there is no more cost to producing a new beast than to summoning a Spectre. Like Pit Beasts, they have the Cannibalize promotion and their duration is increased when they win in combat. They have Angel Slaying and are strong against Paladins, and heal completely upon defeating a Paladin. Their strength was 11 base + 5 Unholy.
Yesterday I gave them the ability to target Paladins in stacks of other units, doubled their combat bonus against Paladins, made defeating a Paladin increase their duration by more, gave them Sentry 2, reduced their base strength to 10, and reduced their free duration from combat to +1 (from +2). A new "Devour Populace" ability was added which lets them completely heal, extends their duration by +2, restores a movement point, and lets them attack again in the same turn. It also causes temporary anger equal to the unit's current duration, makes the city revolt for one turn, and reduces the population by 2.
Devour Populace requires a Demons Altar and cannot be used in cities whose owners have the Fallow trait. While it is impossible to summon a Beast of Agares outside of a city, it does not have to be in
your city. You could send your Profanes into rival cities and sacrifice their populace instead of your own, or send the Beasts on their own to feast on your vassals. This causes a diplomatic penalty, but is definitely something Demon Lords would like to do.
(I also just made it so Bound By Compact is passed on to a unit's summons, so a Demon Lord like Judecca who himself can cast Summon Beast of Agares would summon a beast that cannot leave Hell/AV lands. He could however send a Beast into a mortal city to feast, and the process would remove Bound By Compact from the beast and let it freely roam the rest of Erebus.)
It automatically uses the ability when first summoned (except in Fallow cities), but because the onUnitCreated code runs before the DLL applies limited duration to summons that usage does not boost the unit's duration.
If the Beast of Agares is razing a captured city, it will ignore the normal restrictions and automatically cast Devour Populace over and over again so long as there is anyone left living there (much the same way that Vampiric units and Eaters of Dreams automatically cast Feast and Consume Soul when razing a city in my modmod.) This means that a Beast of Agares destroying city of a size 25 could have its duration increased by 50.
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