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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
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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