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Posts from MOD: Armageddon's Blade Auto-translated

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#1
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New versions of the mod are posted on Boosty on the principle: the previous version is free for everyone, the latest version is early access for boosters. GO TO BOOSTY

Armageddon's Blade! This mod for Heroes 5 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 made available to all)
80 new heroes
67 new artifacts
59 new creatures

40 new duel heroes
41 new duel arena
12 new center-perks
Mechanic of third-tier creature upgrades (1) unupgraded -> 2) upgraded -> 3) upgraded again) and, naturally, alternative upgrades.

In-game information window about mod changes (button top left, eye of the Azure Dragon, contains info on creatures, magic, heroes, blood, artifacts, skill wheel).

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


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Launched the game and it crashes? The problem is trivial, but at first glance it's scary and off-putting. 
The game may crash (but not necessarily) due to a conflict of user accounts (if you have saves from the original game, there may be conflicts between the save containing all the game settings data and the mod settings). Go to your Users folder (mine is on the C drive) and delete the entire Heroes folder there (important! this will delete all saves; if you need them, move them somewhere beforehand so you can restore them later).

After that, you can launch my version. It should work properly.
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Discord server of the addon - Heroes 5. Armageddon's Blade
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VK group of the addon - Heroes 5. Armageddon's Blade
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Yes! It sounds ambitious, of course, but let it be a guiding star.
I will strive to bring our beloved 3D Heroes game closer to the no less, and perhaps even slightly more beloved, 2D Heroes 3, by adding many things that were in Heroes 3 but were not implemented in Heroes 5.

LINK_TO_YOUTUBE_CHANNEL_OF_THE_MOD_Heroes_5_Armageddon's_Bl ade

Changes will be written here https://docs.google.com/document/d/1...it?usp=sharing

10 new classes (Priest, Chaos Lord, Death Knight, Lord, Druid, Alchemist, Defender, Chieftain, Elementalist, Mystic).


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

67 new artifacts (most of them, in terms of stats and names, reference Heroes 3).
Pricing is taken from the vanilla version of the game: 2500 gold per 1 unit of skill, 3000 gold per 1 unit of ATK/DEF.
Very powerful artifacts are exceptions; their price may be higher, like the Pendant of Courage.




90 new creatures (10 of which are higher-tier, Tier-8, one for each faction).
Almost all of them are integrated directly into towns and are third-level upgraded creatures (except for Conflux and Abyss creatures; they are neutrals). To get the ability to upgrade creatures to the third level, you will need to build third-level buildings, which become available after the town reaches level 30.

image.webp

40 new duel heroes

I really like the duel mechanic in Heroes 5. The vanilla version is very poorly implemented; actually, they did a good job making it, but the amount of content (duel heroes) and quality (creatures/skills) turned out quite sparse.
No problem, I'll make it myself! =)
Well then, there will likely be several options (3 months growth level 20, 6 months growth level 30, 1 year growth level 40 + any artifacts for that level).
For now, only level 40 duel heroes with 1 year growth have been created.

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


New center-perks

Guardian Angel (Casts a passive Stone Skin before battle for +7 defense, resurrects 1 stack after all troops die)
Relentless Counterstrike (gives human creatures the "Infinite Retaliation" ability, same as Griffins)
Relentless Force (army always strikes a second time in melee)
Eternal Flame (gives Inferno creatures immunity to fire; the Hellfire ability now also works on retaliations)
Death's Herald (all undead creatures apply "Suffering" on attack, reducing attack by 12)
Death Lord (passively applies Vampirism to the army with a 20% life drain effect relative to damage)
Shadow Lord (doubles the army's initiative)
Forest Guardian (passively applies regeneration of 100% of the creature's HP; for example, Sprites will restore 6 HP, but Dragons will restore 200)
Forest's Patronage (The forest helps Sylvan creatures; it entangles enemies with roots when the hero's creatures attack them (similar to Entangling Roots of Treants))
Arcane Ignorance (mage creatures gain "Incorporeal"; there is a chance attacks will miss them)
Arkath's Patronage (dwarf creatures gain a Lava Shield and return 30% of damage as fire element; the formula does not apply to lucky attacks; there the damage return will be as for a normal hit)
Wrath of the Elements (takes half the defense from creatures in the army and converts it to attack, and also increases initiative by 5)

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Artifact table for Heroes 5 Armageddon's Blade
Table of new heroes and updated old ones
Table of new creatures for Heroes 5 Armageddon's Blade
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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 down some blockers (prerequisites for learning), as well as add variety to progression.
I will be adding features from other factions to the remaining factions (but not all).

Knight


Priest


Demon Lord


Chaos Lord


Necromancer


Death Knight


Warlock


Lord


Ranger


Druid


Mage


Alchemist


Defender


Rune Priest


Chieftain

Barbarian


Elementalist


Mystic


In Heroes 3 Armageddon's Blade, each town had 16 starting heroes. In Heroes 5, there are only 8. I plan to supplement the sets. Unfortunately, I don't know how to code. So I won't be able to create new specializations. But I can use universal ones. I'll make a table for this so that the information can be 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 stat points. That is, a hero now has 7 stat points (distributed differently for each).
Also, 3 skill points. There were 2 points (in vanilla).
Naturally, the standard hero pool (8 pieces) was brought up by 2 stat points and 1 skill point to match the new heroes.
Castle


Inferno


Necropolis


Dungeon


Rampart


Tower


Fortress


Stronghold


Conflux
(at the moment there is no way to bind heroes separately, so they are bound to the Dungeon faction, which is why they are essentially considered heroes of that faction and give morale to Dungeon creatures)


Changes that are necessary 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 face. Thank you very much!
}{0TT@6bI4
Dredknight
Ment
Zahar0z

I would like to express gratitude to the person under the nickname BlackHat; the mod uses 1 texture made by him (the Black Knight). I could have done without it since the game has such a texture, but it is of lower quality because it was made for the adventure map, not the arena. BlackHat took the arena texture of the Death Knight and modified it, very high quality. If the esteemed BlackHat is against its use in the mod, please write to me in PM and I will remove your "i.s." and return to the original texture (although, of course, that would be unpleasant visually).
I would like to express gratitude to the person under the nickname footman; the mod uses, with his permission, models he worked on.
I would like to express gratitude to the person under the nickname FrozenSoul; the mod uses, with his permission, the appearance of the red Banshee for the hero Moandor.

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 far in the future).
Namely:
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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#2
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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.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#6
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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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ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#8
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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.
Справедливость - авторский глобальный мод

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#9
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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 :)
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#10
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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.
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#12
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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.
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#13
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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.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#14
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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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#16
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By the way, regarding Stronghold. Is it just a visual change to the town, or does it replace the faction?
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#17
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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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#18
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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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#21
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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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#22
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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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