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Posts from Heroes 5 Armageddon’s Blade

4.8 (4 ratings)
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6 years ago
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New versions of the mod are posted on Boosty based on the following principle: previous version - general free access, fresh version - early access for boosters. GO TO BOOSTY

Armageddon's Blade! This Heroes 5 mod expands the amount of content in the game and the variety of Gameplay.
Brief description:
10 new classes
A huge number of changes to the skill wheel and its expansion (many restrictions removed and some racial abilities moved to general access)
80 new heroes
67 new artifacts
59 new creatures

40 new duel heroes
41 new duel arenas
12 new center perks
Mechanics for third levels of creature upgrades (1)non-upgraded -> 2)upgraded -> 3)upgraded again) and naturally alternative upgrades.

In-game information window regarding mod changes (button top left, azure dragon eye; contains info on creatures, magic, heroes, blood, artifacts, skill wheel).

The mod is installed exclusively on a clean version of 3.1 Tribes of the East.
After downloading and opening the Archive, you will see folders; the folders listed in the archive must be deleted from the game folder first, and then the folders from the archive should be moved into the game folder.


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You launched it and your game crashes? The problem is trivial, but at first glance, it's scary and discouraging.
Your game may crash (but not necessarily) due to an account conflict (if you have walkthrough saves from the original game, conflicts may occur between the save containing all game settings data and the mod settings). Go to your Users folder (mine are on drive C) and completely delete the heroes folder there (important! this will delete all saves; if you need them, move them somewhere beforehand so they can be restored later).

After that, you can launch my version. It should work as intended.
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Addon Discord server - Heroes 5. Armageddon's Blade
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Addon VK Group - Heroes 5. Armageddon's Blade
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Yes! It sounds loud, of course, but let this be a guiding star.
I will strive to bring our beloved 3D hero game closer to the equally, perhaps even slightly more beloved 2D Heroes 3, by adding many things that were in Heroes 3 but not implemented in Heroes 5.

LINK_TO_YOUTUBE_CHANNEL_OF_MOD_Heroes_5_Armageddon's_Blade

I will list changes here https://docs.google.com/document/d/1...it?usp=sharing

10 new classes (priest, chaos lord, death knight, lord, druid, alchemist, defender, chief, elementalist, stormcaller).


80 new heroes
with 8 for each faction and 16 additional from the Conflux faction (but since there is no Conflux, they are located in the Dungeon)

67 new artifacts (most of them refer back to Heroes 3 in terms of stats and names).
Pricing is taken from the vanilla version of the game: 2500 gold per 1 skill point, 3000 gold per 1 Attack/Defense point.
Very powerful artifacts are exceptions; their price may be higher, such as the Courage Charm




59 new creatures
(including 9 high ones which are Tier-8, one for each faction).
Almost all of them are integrated directly into the towns and are third-level upgraded creatures (except Conflux creatures, who are neutrals). To gain the ability to upgrade creatures to the third level, you will need to build third-level buildings; they unlock after the town reaches level 30.


40 new duel heroes


I really like the duel mechanics in Heroes 5. The vanilla version is very poorly implemented; rather, they did well to make it, but the amount of content (duel heroes) and quality (creatures/skills) turned out quite meager.
No matter, I'll do it myself! =)
Well then, there will likely be several options (3 months growth 20 lvl, 6 months growth 30 lvl, 1 year growth 40 lvl + any artifacts for such a level).
Currently, only the 40 lvl 1 year growth duel heroes have been created.

Added 41 duel arenas (this is a combination of three different arena mods + 2 of my own arenas)

New Center Perks
Guardian Angel (Applies passive Stone Skin before battle for +7 Defense, resurrects 1 stack after all troops perish)
Relentless Counterstrike (gives human creatures the "infinite retaliation" ability, same as griffins)
Relentless Strength (army in melee always deals a second strike)
Eternal Flame (gives Inferno creatures immunity to fire, Hellfire skill now also works on counterstrikes)
Harbinger of Death (all undead creatures apply "Debility" for -12 Attack when attacking enemies)
Lord of Death (passively applies vampirism to the army with a 20% life absorption effect relative to damage)
Lord of Shadows (increases army initiative by 2 times)
Forest Guardian (passively applies 100% creature HP regeneration; for example, dryads restore 6 HP, while dragons restore 200)
Forest Patronage (The Forest helps Sylvan creatures; it entangles enemies with roots when the hero's creatures attack them (analogous to Ents' entangling roots)
Sorcerous Ignorance (mage creatures gain "insubstantiality," there is a chance attacks will miss them)
Patronage of Arkat (dwarf creatures receive a lava shield and return 30% fire element damage; the formula does not apply to successful attacks, where damage return will be as for a normal strike)
Wrath of Elements (takes half of the defense from army creatures and converts it into attack, and also increases initiative by 5)

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Heroes 5 Armageddon's Blade Artifact Table
Table of new heroes and updated old ones
Heroes 5 Armageddon's Blade New Creatures Table
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For my mod, I created unique icons for empowered spells and mass spells:

New Skill Wheel!
The goal is to cut some of the blockers (prerequisites for learning), as well as add variety to progression.
I will be adding features from other factions to the rest of the factions (but not all).

Knight


Priest


Demon Lord


Chaos Lord


Necromancer


Death Knight


Warlock


Lord


Ranger


Druid


Mage


Alchemist


Defender


Rune Priest


Chief

Barbarian


Elementalist


Elemental Warrior


In Heroes 3 Armageddon's Blade, each town had 16 starting heroes. In Heroes 5, there are only 8. I intend to supplement the sets. Unfortunately, I don't know how to code. Therefore, I won't be able to create new specializations. But universal ones can be used. I'll make a table for this so that the information is perceived adequately by both me and you =)
https://docs.google.com/spreadsheets...it?usp=sharing
To add a certain individuality, I decided to add 2 more points to the standard 5 characteristic points. That is, each hero now has 7 characteristic points (distributed differently for each).
And also 3 skill points. There were 2 points (in vanilla).
Naturally, the standard pool of heroes (8 pcs) was brought up by 2 characteristic points and 1 skill point to match the new heroes.
Castle


Inferno


Necropolis


Dungeon


Rampart


Tower


Fortress


Stronghold


Conflux
(currently there is no way to link heroes separately, so they are linked to the Dungeon, which means for now they are essentially considered heroes of that faction and give morale to same-faction creatures)


Changes that are needed in any case:




I want to say that many things became available to me only thanks to the Mentors who shared their knowledge and answered questions, showing the pitfalls I had to encounter. Thank you very much!
}{0TT@6bI4
Dredknight
Ment
Zahar0z

I would like to express gratitude to the person with the nickname BlackHat; one texture made by him (black knight) is used in the build. I could have done without it since such a texture exists in the game, but it's lower quality because it was made for the adventure map, not the arena. BlackHat took the death knight arena texture and modified it very qualitatively. If the esteemed BlackHat is against its use in the build, please write in PM and I will remove your "i.s." and return to the original texture (although of course this would be unpleasant visually).
I would like to express gratitude to the person with the nickname footman; models he worked on are used in the build with his permission.
I would like to express gratitude to the person with the nickname FrozenSoul; red banshee appearance is used for the hero Moandor in the build with their permission.

The mod features its own original main menu interface in the style of Heroes 3


Plans include making towns on the adventure map from Heroes 3 (But this will happen very, VERY soon).
Specifically:
Town without fort = Capitol.
Town with fort = Fort.
Town with citadel = Citadel.
Town with castle = Castle.

(Citadel Fort - link to Coub - https://coub.com/view/2e28z7)
(Citadel Citadel - link to Coub - https://coub.com/view/2eqa17)
(Citadel Castle - link to Coub - https://coub.com/view/2fxxfv

(Castle Fort - )
(Castle Citadel - )
(Castle Castle - link to Coub - https://coub.com/view/2idfrr
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6 years ago
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As they say, take the flag and go! Good luck with your endeavor. I'm looking forward to seeing the models with their textures.
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6 years ago
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I saw you wrote about a bug with the combat griffons. The cause of this bug is the use of the DefaultStats.xdb file from the data.pak archive. You need to take the same file from the a2p1-data.pak archive. You will have to re-enter everything there, but there is nothing else to be done. As far as I remember, this is also related to the bug with champions - their tournament strike doesn't work correctly. So it's better to fix it.
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6 years ago
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Regarding the skill tree.
I would remove the Ash's Blessing skill from it, as it is useless and clutters the progression. In particular, it can block useful Talents.
The same can be said about Navigation. It can be replaced with another skill from the Logistics branch, which is already quite crowded.
In reply to Андраил
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6 years ago
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Andrail
I saw you wrote about a bug with the combat griffons.
The reason for this bug is the use of DefaultStats.xdb from the data.pak archive. You need to take the same file from the a2p1-data.pak archive. You will have to re-enter everything there, but there is nothing that can be done about it.
As far as I remember, this is also related to the bug with champions - their Tournament Strike does not work. So it is better to fix it.

Thank you for the tip!
I was already thinking about simply replacing the skill with the one that the royal griffin has =)

Added 5 minutes ago
Andrail
Regarding the skill wheel.
I would remove Protection of Ashi from it, as this skill is useless and clutters the progression. In particular, it can block useful Trophies.
The same can be said about Navigation. Instead, you can put another skill from the Logistics branch, which is already quite crowded.

My main idea regarding the skill wheel and the purpose of the changes is to increase the number of upgrade options. So that there is no single meta and the player wants to choose one, another, and a third. As a result, he chooses something for a specific situation or enemy.

I do not agree with cutting out the Protection of Ashi. Let it be.
Cutting out Navigation is too cruel (it is quite good for sea maps).

But your reasoning made me think about moving Navigation from StandartPerk to SpecialPerk. This needs to be carefully considered :)
In reply to Waterfall_13
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6 years ago
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Waterfall_13

But your reasoning made me think about moving the navigation from StandartPerk to SpecialPerk. This needs to be carefully considered.
Not a bad solution.
After Navigation, there are no other skills, which significantly reduces the variety, as on land maps it will скорее be more of a hindrance.
If you replace it with some skill from the parallel branches, it will allow you to slightly reduce the load on them and increase the diversity of the upgrade options.
In reply to Андраил
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6 years ago
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[Andrail]


I looked at both of these DefaultStats files. And honestly, I didn't see any difference between them (unless you consider my edits).

In general, looking at them, it seems like the developers edited the file in a2p1-data.pak and then just copied it from there to data.pak.

The game seems to read the most recent file.
And since the names are the same, even if I move (copy) the file from a2p1-data.pak to my data folder ---> GameMechanics ---> RPGStats, edit it, and save it.
Won't it be pointless? Because the names are the same in both.

Or another idea, move this xdb file from a2pa1-data.pak
to GameMechanics, which is the most recent file for me, and simply copy everything from my edited one into it, all the content of the xdb file I edited.
In reply to Waterfall_13
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6 years ago
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I don't know why this bug occurs specifically with the old file. But ask other modders; they will confirm it. I myself have encountered this, and replacing the file helped.
In reply to Андраил
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6 years ago
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Andrail
I don't know why this bug occurs specifically with the old file. But ask other modders, they will confirm.
I myself encountered this, and replacing the file helped.

I understand. Thank you. I will conduct an experiment =)
There is still something with the changes, apparently.


I found it... probably
At the very least, the Renegades tab disappeared in a2p1-data.pak
Perhaps this is why the bugs occurred =)



P.S. That's it! The ability now works correctly (in the default version) for the combat griffons =) Thank you very much for your advice!
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6 years ago
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By the way, regarding Stronghold. Is it just a visual change to the town, or does it replace the faction?
In reply to Андраил
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6 years ago
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Andrail
By the way, regarding Stronghold.
Is it just a visual change to the town or a faction replacement?

Currently, we're talking about the appearance of the adventure map.
That is, the town's interior and the creatures themselves are not affected.

I don't know yet which connections are responsible for displaying the town variations on the adventure map. =)

Added 20 hours 0 minutes ago
Since I'm moving some perks from class-specific to general ones, I decided to make the Banshee's Cry look nicer (we see it often in the game, while the Shriek of Horror is seen rarely).
Therefore, I took the Shriek of Horror icon for the Banshee's Cry. And for the Shriek of Horror, I prepared a modified icon, but in a purple color (closer to the dark magic icon).


Unfortunately, I encountered a problem. The icon changed in the spellbook. It also changed in the creature effects. But in the hero screen, in the skills section, the icon is broken, and I don't understand why.

I'm attaching screenshots so you can see what I mean. =)
Spellbook

Effect on creatures

Icon in skills (broken)


File in the folder:


The funniest thing is that I didn't think there would be problems here. After all, I changed the icon for the Undead Protection against Chaos magic without any problems last month. And now, suddenly, this is happening -_-
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6 years ago
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In general, playing as mages again... I had a moment of frustration. How much longer can this go on?! It would be nice to have a separate window with information about the minions. But I don't even know how to do that. I can still create the image, but I have no idea how to code something like that.
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6 years ago
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With what information?
In reply to Waterfall_13
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6 years ago
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Waterfall_13
In general, while playing as mages again... I had a moment of frustration. How much longer can this go on?!
It would be good to add a window next to it with information about the minions.
But I don't even know how to do that =(
I can still create the image, but I have no idea how to code something like that.
You can take a look at how similar mods are structured for the "Rage" button or raising undead.
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6 years ago
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Well... I'm disappointed.
I don't know who at the Heroes 5 development team calculated that with a CAP of 40 levels, mages would reach 60 knowledge points, but the table is too long, and unfortunately, it can be reduced, but the font is already small, and if you reduce it further, it becomes a nightmare. So, you can't make it bigger, and you can't make it smaller.
And because of all this... I had to cut the information down to 43 knowledge points. =(
It's a shame.
This is how it looks in Photoshop (if it contains all the information for 60 knowledge points)

This is how it looks in Photoshop (if you cut it down to make it look good and fit)


And this is how the final version looks in the game:

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