I think it would be nice to be able to have both damage and debug in one spell (Deep Freeze comes to my mind), possibly also other effects. In general, extending logic of GameHandler::handleSpellcasting and immunities / targeting system is always good, though not urgent.
I disussed this issue with Kuririn already. Possible solutions are:
Ask modders to provide icon for every new spell
Use one icon for all spells that don’t have one already
Generate icon automaticlaly, based on spell icon
Also, is it possible to ADD new spell now? That would be beyond awesome.
Both damage and effect is not possible yet, but will be implemented most likely in next part in current release cycle. This feature requires few changes in handleSpellcasting (and most likely support in battleAI).
Adding new spells is not as easy as it seems: the problem is spell animation - I don`t know how to handle this w|o scripting. And graphics & sound related config is still missing, but it may work already, not tested though.
I think there multiple summonings maybe accepted. But not necceserily so. If hero has about 12 different summons, it can fill all battlefield with creatures:-) So maybe first summon (if made by hero not by artefact or starting spell) will make other creatures non accessible.
There must be
“val”:5 //5 hit points for each 1 spell power summoned
There is also WOG artefact summoning random dragons at start of the battle. I think it also can be implemented some way through this spells type.
There also an idea of Demonology skill (like in HMM4) increasing effectiveness of summoning spells, so this must be throught out in complex…
PS It will be good if spell to fix (resurrect) NON_LIVING creatures will also be realized.
I suggested to Warmonger some abstract creature string names like “firstLevelCreature”,
“secondLevelCreature” etc. to use in bonuses.
If this will be relialized, than random 7th level creature summoning will be possible (for WOG art it will be “sevenLevelCreature” with limiter “DRAGON_NATURE”).