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Posts from Campaign development by Gerter.

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Good evening everyone. After a short break, I've returned to working on the long-planned campaign, and today, for the most part, the first stage of creation has been completed – the development of the general mechanics. Therefore, I decided to start this thread, which will be something like a development diary. First of all, it is needed by me as a way to maintain my own interest and motivation, but if necessary, I will gladly answer any questions or suggestions.

So, what was implemented in the first stage:

New Faction. The campaign will feature the Dark Dwarves faction, familiar from the RTF mod (a huge thank you to the authors for allowing me to use and modify their developments). The faction has undergone significant changes to suit the plot and balance; the composition has been changed:

(troglodytes - mountain archers - pikemen - riders - manticores - adepts - constructs)
Also, the Dark Dwarves have a new racial ability – Runic Shield; judging by the screenshot, it should be clear what it is :)


New Creatures. Thanks to the NCF mod, the campaign will feature a large number of additional creatures. From the green Havenites familiar to many from RedHeavenHero, which will take the place of renegades in the Order Castle, to special creatures that can only be found in specific battles or plot twists.

New Artifacts. The NAF mod has been integrated into the campaign, which allows expanding the number of available IDs for artifacts. Thanks to this, for example, the Dark Dwarves faction has acquired a full set of artifacts!

(artifact effects may be changed)

Plot. The campaign will be a plot continuation of the Heart of Night scenario. Currently, both the general concept of the plot and most of the specific twists have been developed. Many videos have been made for the main plot points.

Scripts. A large number of script libraries have been written for the campaign; some of them (in an improved and expanded form) were inherited from Heart of Night, while others were written from scratch. Thanks to this, the campaign will feature (and already does!) a large number of interesting and нестандартные mechanics.

Progress on missions. I do not adhere to a linear development process, so all missions are created in parallel; when a good idea appears for any of them, I try to implement it immediately. Specifically, the first mission is almost completely ready; the second is at an early stage; the third is at the concept development stage; the fourth is at the active development stage; the fifth is at the planning stage, as what is currently planned may technically be unfeasible.

Thank you for your attention; I will update this thread as progress continues. If you have any questions or suggestions, I would be happy to hear them
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Wow, I've been wanting to create scenarios for mods for a while now, but you've beaten me to it :). The idea itself is excellent! How much of the scenario is ready, approximately?
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Nibruus
Wow, I've been wanting to create scenarios for mods for a long time, but you've gotten ahead of me :). The idea itself is excellent! How much of the scenario is ready, approximately?
Well, as mentioned above, the general mechanics have been worked out; currently, the actual map development is underway.
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Nibruz
Wow, I've been wanting to create scenarios for mods for a long time, but you've gotten ahead of me. The idea itself is excellent! How much of the scenario is ready, approximately?

by the way, yes, I also have plans for a sub-mod scenario with the Sanctuary.

there wasn't anything like this before.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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AstralLein
Are you talking to me, or Gerter? Or Nibros? Or all of you at once? ;)

Well, I'm not sure anymore, because I thought that, according to the title, this campaign is being created by Gerter... if I'm wrong, then it turns out that the wish is for all three of you!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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psatkha
Well, I don't know anymore, because I thought that, according to the title, this campaign is being created by Gerter... if I'm wrong, then it turns out that I'm wishing all three of you good luck!
No, I'm working on the campaign alone. I will provide information, but not very soon.
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I want to share another feature that is implemented in the Campaigns using NAF – upgradeable artifacts. Initially, such artifacts have rank 1, but they can be upgraded up to rank 5, and each rank will give additional bonuses, passive or active. Here are a couple of examples of artifacts that I created:

Pendant of Merged Destinies - the artifact is fully implemented.

(basic upgrade)

(maximum upgrade)

Divine Scepter of Sar-Urazir - the script is currently being written.



I also plan to create a third artifact; probably, in the 2nd mission of the Campaigns, these 3 artifacts will be offered as a choice, as a starting bonus; the choice of which artifact to upgrade, as it seems to me, will seriously affect the game strategy.

Thank you for your attention;)
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Great idea. I'm curious about how the last rank of the amulet works. Are the bonuses applied in battle by casting spells? I would suggest using less saturated shades for the red and blue colors in the last screenshot (add two more colors) - it will be easier to read.
РПГ-сценарий для HoMM5: Путь героя
ЧаВо по созданию карт для HoMM5: ЧаВо
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Are bonuses granted in battle by casting spells?
They are granted to the "avenger" before the battle if they attack the "killer" (or vice versa). I don't use combat scripts so that artifacts can become a full-fledged part of the mod and be playable in multiplayer. This ban on combat scripts, of course, greatly narrows the range of possible ideas.
I would advise using less saturated shades for red and blue in the last screenshot (add two other colors) - it will be easier to read.
Yes, I need to change that, although it looks objectively better in the game itself. Initially, the description simply didn't fit on the screen, so I had to test different fonts.
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the third artifact:

all 3 are made and tested in single-player

UPD. Changed rank 5 to eliminate workarounds and potential exploits:
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I only noticed this topic today! But the author has done a great job and started on a challenging task!
A new Faction. The campaign will feature the Dark Dwarves faction familiar from the RTF mod.

It would be nice to see the dark dwarves in action!
New creatures. Thanks to the NCF mod, the campaign will include a large number of additional creatures. From the green Havenites familiar to many from RedHeavenHero, which will take the place of renegades in the Order Castle; to special creatures that can only be found in specific battles or plot twists.

And this is very interesting. After all, new creatures don't follow a template; they have different abilities, some of them are very strong!
Dark Dwarves possess a new racial ability - Rune Shield.

Interesting.
New artifacts. The NAF mod is integrated into the campaign, which allows expanding the number of available IDs for artifacts. Thanks to it, for example, the Dark Dwarves faction has acquired a full set of artifacts!

This is a great idea! However, it will be difficult to implement, as the NAF mod is not fully developed. Unfortunately, the author never finished it.
Plot. The campaign will be a storyline continuation of the Heart of Night scenario. Currently, both the general concept of the plot and most of the specific plot points have been worked out. Many videos have been made on the main plot points.

Interesting. Until the campaign is released, it would be advisable to play through the Heart of Night scenario.
Scripts. A large number of script libraries were written for the campaign; some of them (in an improved and expanded form) were inherited from Heart of Night, while others were written from scratch. Thanks to this, the campaign will include (and already does!) a large number of interesting and нестандартные mechanics.

It's interesting to know what specific mechanics the author means?
Progress in missions. I don't adhere to a linear development process, so all missions are done in parallel; when a good idea appears for any of them, I try to implement it immediately. Specifically, the first one is almost completely ready; the second one is at an early stage;

At least, the beginning has been laid. And that's the main thing!
In my time, I only managed to create a storyline for the 1st mission, then the work stalled:)))
/topic/14300/
I want to share another feature that is implemented in the campaign using NAF - upgradeable artifacts. Initially, such artifacts have rank 1, but can be upgraded up to rank 5, with each rank giving additional bonuses, passive or active.

Doesn't the author think that such artifacts could introduce significant imbalance into the Gameplay?
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I haven't noticed any problems with NAF; all the created artifacts work normally. And regarding balance – there isn't any in this game :) Moreover, improving artifacts will be a challenging task. Regarding mechanics – "advanced" compatibility with NCF; the script can determine which specific creatures are installed in the game and use them. Currently, it's possible to recognize the presence of 4 creature upgrades in the game. If these upgrades are present, they will appear in the armies of enemy heroes, scripted battles, guards, etc. UPD. If there's someone willing to help with the graphical aspects (new icons, maybe some models), please write to me in a private message!
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It’s a pity that the creator of good scenarios and a talented scriptwriter is also a deceiver and a liar. He took the money but didn’t do anything and simply ignored it. It’s a shame that you don’t care about all this.

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