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Posts from MCCS - new Multiplayer content

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6 years ago
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Version History - 0.1.0, 0.2.0, 0.3.0, 0.3.2(current)
Current Patch - 0.3.6(required installation)
If you encounter any problems, you can write on Discord(pegn0ly#9113)/Telegram, I will answer faster there

1. What is MCCS?
This mod, currently in test mode, aims to combine various patches for the game core and build a framework for creating content based on them.

Currently, MCCS contains: NCF, NAF, NHF, RPE; a patch that allows the use of combat scripts in Multiplayer, as well as the PEST mod.
2. How to use MCCS?

First, make sure you have patch 3.1 installed.

Download and install the mod

Launch the mod launcher via the shortcut that appeared on the desktop

Configure the launcher, patch the maps for the game, and click "Play"

More details about installation and the launcher are in this video.
3. What additional content does MCCS currently contain?

MCCS contains a huge number of script libraries intended to build a full-fledged framework for creating any content. Experienced scripters will be able to understand and even supplement it without much trouble.

Launcher, allowing for easy configuration and updating of the mod and its components.


File Scanner, which allows any new creatures, heroes, etc., added by a specific user to be adapted for the mod's scripts.
Map Handler, which includes mod scripts on custom maps, and is also capable of a huge number of map manipulations, from changing object types on the map to adding new quests, reserve heroes, etc.

Detailed information about the launcher and its components is in this video:


NCF Mod, adding new creatures to the game.
MCCS does not add creatures directly, but contains many features to ensure compatibility of various NCF packs, namely:
1. Expansion of NCF slots up to 3000
2. File scanner allowing all NCF creature parameters to be taken into account in the game's Lua scripts
3. Ability to manually configure the list of NCF creatures generated on maps via the launcher. More details in this video:
NAF Mod, adding new artifacts to the game. 
The current version adds more than 50 new artifacts, many of which have unique properties not found in the standard artifacts in the game
1. Active artifacts - artifacts that give the hero the ability to use special skills via a special adventure spell:



2. Upgradable artifacts - an analogue of dynasty weapons from Heroes 6. These artifacts level up as the hero gains experience and grant new unique properties upon increasing rank.





3. Combinable artifacts - artifacts that reveal additional properties only in combination with other artifacts. Such artifacts can have many different combinations and effects.


4. Other various artifacts and their sets, created by the original mod author mrHalfer and myself.

Set "Forgotten Treasures of the Dwarves":


Set "Forbidden Archive of the Circle":



Current full list of artifacts available in the mod:
spoiler97 - Sword of Cold (World of Enroth scenario) [+9 Attack, +12 Defense, +7 Knowledge, +3 Morale]
98 - Armageddon's Blade (World of Enroth scenario) [+21 Attack, +7 Spell Power, +3 Luck]
99 - Skull of Shadows ("Dark Messiah" scenario) [+8 Spell Power]
100 - Ring of Dominion (MasteR, "Awakening of Evil" campaign) [+65 Attack, +45 Defense, +35 Knowledge, +65 Spell Power, +2 Morale, +3 Luck]
101 - Scepter of the Underworld (MasteR, "Awakening of Evil" campaign) [+4 Attack, +4 Spell Power; travel through hell (in "Awakening of Evil" campaign, mission 3)]
102 - Teleportation Ring (MasteR, "Awakening of Evil" campaign) [+1 Morale; teleportation (in "Awakening of Evil" campaign, mission 4)]
103 - Magic Amplification Orb (mrHalfer) [+3 Spell Power]
104 - Directional Crystal (mrHalfer) [+3 Knowledge]
105 - Broken Armageddon's Blade (mrHalfer) [+3 Attack, +3 Spell Power, -2 Morale]
106 - Staff of Blue Light (mrHalfer) [+2 Spell Power, +2 Knowledge]
107 - Inexhaustible Wood Pile (mrHalfer) [+1 wood every day]
108 - Inexhaustible Ore Mountain (mrHalfer) [+1 ore every day]
109 - Golden Egg of Experience (mrHalfer) [+500 experience every day]
110 - Order of Leadership (mrHalfer) [+1 Morale; increases growth of low-level creatures if the hero is in the city garrison]
111 - Loyal Falcon (mrHalfer) [+1 Morale; reveals a random area on the map every day]
112 - Sphere of Energy Balance (mrHalfer) [+2 Spell Power, +2 Knowledge; restores 10% mana every day, but reduces movement points by 20%]
113 - Blade of Seven Seals (mrHalfer) [+10 Attack, but reduces hero's mana pool to 10]
114 - Leprechaun's Ring (mrHalfer) [+1 Luck; adds or takes 500 gold, depending on hero's luck]

Set "Elemental Fusion" 
115 - Fire Statuette (mrHalfer)
116 - Water Statuette (mrHalfer)
117 - Air Statuette (mrHalfer)
118 - Earth Statuette (mrHalfer)
Set Bonuses:
2/4 - + elemental 3 times a week, element depends on available statuettes
3/4 - + 12 elementals at the start of the week, element depends on available statuettes
4/4 - + 2 Phoenixes at the start of the week

119 - Fragments of Armageddon's Blade (mrHalfer) [+3 Attack, +3 Knowledge; can be combined with the Hilt of Armageddon's Blade]
120 - Hilt of Armageddon's Blade (mrHalfer) [+3 Spell Power, +3 Defense; can be combined with the Fragments of Armageddon's Blade]
121 - Extinguished Armageddon's Blade (mrHalfer) [+3 Attack, +3 Defense, +3 Spell Power, +6 Knowledge; can be activated using the Soul of Jelu]
122 - Soul of Jelu (mrHalfer) [Appears on the map if the Extinguished Armageddon's Blade is present, used to charge it]
123 - Armageddon's Blade (mrHalfer) [+3 Attack, +3 Defense, +3 Spell Power, +6 Knowledge; +10 mana restored every day; grants the spell "Armageddon: Enhanced"]

Set "Forgotten Treasures of the Dwarves"
125 - Rock Crusher (Gerter) [+7 Attack, but occupies both primary and secondary weapon slots]
126 - Circlet of Enhanced Concentration (Gerter) [+3 Knowledge, blocks enemy spells in battle once every 4 turns]
127 - Imperial Code of Laws (Gerter) [+50% to daily gold income; the influence of negative weeks (Plague, Disease, etc.) on creature growth is reduced by 50%]
128 - Rune Ring of Unity (Gerter) [+1 to the primary class characteristic (the characteristic with the highest chance of increase upon leveling up) for each allied hero of the same class as the wearer]
129 - 135 - Armor Tempered in Shadowhorn (Gerter) [+0-6 Defense, +0-6 layers of Arkat's Absolute Defense, layers are consumed when hero's units take damage in battle, fully healing the damage received. Layers gradually restore]
Set Bonuses:
2/5 - Hero's troop survivability increases by 5% + 1% for every 3 hero levels
5/5 - Grants the ability to use the active skill "Summon Mountain Idol" [cooldown 21 days, creates an Idol that forces enemies in battle to attack each other, exists for 3 days]

136 - Pendant of Merged Destinies, Level 1 (Gerter) [Allows establishing a link with an allied hero; 30% of experience gained by the hero is transferred to the linked one]
137 - Pendant of Merged Destinies, Level 2 (Gerter) [+1 to all characteristics for linked heroes for every 10 total levels of these heroes, provided they are close to each other]
138 - Pendant of Merged Destinies, Level 3 (Gerter) [Allows using an active skill that equally distributes mana and movement points between linked heroes]
139 - Pendant of Merged Destinies, Level 4 (Gerter) [Allows teleporting to the linked hero once per turn]
140 - Pendant of Merged Destinies, Level 5 (Gerter) [All buffs received from map objects are also transferred to the linked hero]

141 - Divine Scepter of Sar-Urazir, Level 1 (Gerter) [+1 to a random (changes every turn) characteristic for every 3 learned Chaos spells; +1% troop survivability for every Light spell; +50 experience after each battle for every Darkness spell; +3% chance to learn a random unknown spell for every Summoning spell]
142 - Divine Scepter of Sar-Urazir, Level 2 (Gerter) [Grants the active skill "Meditation Technique". Consumes 50% of the hero's mana and restores 25% mana after each battle for 7 battles]
143 - Divine Scepter of Sar-Urazir, Level 3 (Gerter) [With a 5% chance + 5% per unit of luck during their turn in battle, the hero may receive the blessing of Shantiri, increasing their initiative by 70% for 3 turns]
144 - Divine Scepter of Sar-Urazir, Level 4 (Gerter) [Hero receives 40% more spell power from artifacts]
145 - Divine Scepter of Sar-Urazir, Level 5 (Gerter) [Grants the active skill "Summon Shantiri Mages". Once every 10 battles, the hero can summon ghosts of powerful Chaos, Darkness, Light, and Summoning mages, provided they have the Expert skill in the required school. Those with "Spell Omniscience" can summon the Shantiri Archmage]

146 - Veil of the Interdimensional Wanderer, Level 1 (Gerter) [+50% experience for the first kill of a creature]
147 - Veil of the Interdimensional Wanderer, Level 2 (Gerter) [Grants the active skill "False Suicide". The hero commits suicide, after which they can return to the world of the living without hindrance within 3 days, preserving their entire army]
148 - Veil of the Interdimensional Wanderer, Level 3 (Gerter) [For every consecutive victory without losses, the hero receives +1 Attack. The bonus is completely lost if the winning streak is broken]
149 - Veil of the Interdimensional Wanderer, Level 4 (Gerter) [Upon killing an enemy hero, the Veil takes one unit of their maximum characteristic and transfers it to the wearer. The Veil cannot take more than 15 characteristics in total]
150 - Veil of the Interdimensional Wanderer, Level 5 (Gerter) [Grants the active skill "Contract with Asha". The hero signs a contract with the blood of another allied hero, and in case of defeat in battle, not the wearer, but the hero whose blood signed the contract will perish]

152 - Seal of Silence (Gerter) [Grants an active skill that forbids enemy creatures from casting spells and using active skills in the next battle]
153 - Crown of Primordial Energy (Gerter) [Increases the hero's primary class characteristic by 40%]
154-157 - technical slots, not generated

Set "Practicing Engineer's Kit"
158 - Repair Kit (Gerter) [+1 Attack; has 3 charges, each consumed when a war machine is destroyed in battle, fully restoring it]
159 - Long-range Trebuchet Blueprint (Gerter) [+1 Spell Power, +1 Defense; during a castle siege, the catapult can launch allied units standing next to it onto the sites of destroyed enemy walls]
160 - Vial of Antidote (Gerter) [+1 Knowledge; allied units standing next to the first aid tent constantly remove negative effects from themselves]
161 - Double-shot Crossbow (Gerter) [+1 Morale, +1 Luck; allied shooters standing next to the ammunition cart have a 20% chance to make an additional shot at the nearest enemy unit during their turn]
Set Bonus (also includes the Ring of Machine Kinship):
+ 1 to war machine initiative for each artifact

162 - Lumberjack's Axe (Gerter) [Grants an active skill that allows the hero to chop down trees on the map]

Elemental Sphere - combinable artifact
163 - Uncharged Elemental Sphere (Gerter) [Grants an active skill allowing the Sphere's element to be changed]
164 - Elemental Sphere: Fire (Gerter) [Combines with the Belt of Elementals (summons fire elementals when killing creatures with the Fire element); Dwarven Smithing Hammer (gives +1 Attack for each unit of creatures with the Fire element in the army); Phoenix Feather Cloak (grants the active skill "Cataclysm")]
165 - Elemental Sphere: Water (Gerter) [Combines with the Belt of Elementals (summons water elementals when killing creatures with the Water element); Ice Shield (gives +1 Defense for each unit of creatures with the Water element in the army); Pendant of Icy Embraces (freezes the blood of enemy creatures, instantly killing units that have a certain percentage of creatures left)]
166 - Elemental Sphere: Air (Gerter) [Combines with the Belt of Elementals (summons air elementals when killing creatures with the Air element); Lightning Protection Ring (gives +1 Spell Power for each unit of creatures with the Air element in the army); Trident of Titans (summons a storm in battle, dealing significant damage and disrupting the aim of enemy shooters)]
167 - Elemental Sphere: Earth (Gerter) [Combines with the Belt of Elementals (summons earth elementals when killing creatures with the Earth element); Cloak of Silanna (gives +1 Knowledge for each unit of creatures with the Earth element in the army); Emerald Shoes (applies Petrification to enemy units in battle, forcing them to skip turns)]

Set "Forbidden Archive of the Circle"
168 - Sealed Vial of Mana (Gerter) [+1 Knowledge; blocks the effect of skills and artifacts that restore the enemy hero's mana in battle (Nura's spec, Rune Rebound, Pendant of Absorption, etc.)]
169 - "Last Breath" (Gerter) [+3 Initiative, +3 Speed; the hero has only 2 minutes to win the battle, after which they will perish. Killing enemy units grants 25 seconds of additional life]
170 - Broken Shackles of Orc Slaves (Gerter) [+2 Defense; if an enemy unit moves from its spot during its turn, its initiative will be reduced by 60% for 3 turns. Can trigger no more than 5 times in each battle]
171 - Lesser Wand of Belket's Follower (Gerter) [+1 Attack, +1 Spell Power; creatures resurrected by "Raise Dead" do not leave the army after battle]
172 - Ring with a Particle of the Goddess (Gerter) [Gives the hero a characteristic bonus corresponding to the bonus from the Tear of Asha building of their faction; once a month allows building a Tear of Asha structure in any allied city, which will exist for 10 days (or until the hero removes the ring)]
173 - Mirror of Essence Division (Gerter) [Grants the active skill "Look into the Mirror". Looking into the mirror creates a nearly perfect illusion of the hero, copying their experience, skills, characteristics, artifacts, and spells. The army is divided equally between the hero and the illusion. The illusion exists for 3 turns and cannot be created more than once every 2 weeks. Each player on the map cannot have more than 1 illusion]
Set Bonuses:
2/6 - full restoration of hero's mana upon leveling up
4/6 - grants an active skill allowing the use of the Mentor once every 3 turns (Academy heroes once every 2) from any point on the map
6/6 - every day a mage creature corresponding to the hero's faction joins the hero's army. Academy heroes also receive growth of this creature in cities.


NHF Mod, adding new heroes to the game
As part of the build, NHF is fully compatible with NCF and NAF; many heroes' specs are improved and expanded thanks to the use of combat scripts. Many new heroes have been added. The latest version 0.91 is available in the build, which contains a large number of fixes relative to the standalone NHF version. More details - in this post.
Starting from version 0.2.0, the MCCS launcher allows the player to independently configure the list of available NHF heroes:


Additions:
Global rework in version 0.1.0
Patcher update and customizable NHF hero list - 0.2.0
4. Existing and Possible Problems

Compatibility. Currently, the mod is not compatible with other mods that use global scripts and modify the advmap-common.lua file. Also, adequate functionality is not guaranteed in scenarios containing their own combat scripts (more precisely, their own functions for assigning scripts to heroes), but this aspect has not been extensively tested and there is no obvious fix yet.

Bugs. At the moment, I cannot guarantee perfect functionality of the mod in all Multiplayer modes. This is due to both rather superficial testing and game-related issues, specifically, the inconsistent mechanics of some functions in different game modes, which, combined with the generally complex system of using combat scripts in Multiplayer, can generate extremely ambiguous problems. I hope for your understanding and feedback in case problems arise during gameplay.

MOST IMPORTANT. If you are playing online, do not start battles between players until every living player has fought at least one battle against neutrals manually. Thus, the mod is currently not entirely suitable for "final battle" simulators, but again, it can be refined without problems if necessary (and in RTA this feature already exists!)
5. Acknowledgments and Conclusion.

I want to express my gratitude to:
- all the authors of the patches used in this mod (unfortunately, I cannot name every single one, so I am generalizing)
- RedHeavenHero for help in resolving some problems

Enjoy the game!
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6 years ago
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The Pest mod can be disabled, right?
In general, that's great. It would be good to unite with NHF to create a single, powerful framework containing everything needed for the fifth game!
In reply to Ment
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6 years ago
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Ment
Isn't the Pest mod optional?
Anyway, that's great. It would be good to merge with NHF to create a single, powerful framework containing everything needed for the fifth game!
In EWA, Pest can be disabled by replacing the executable file with a launcher. In 5.5, it can be disabled through the game interface, but it seems impossible to do so by default. Just in case, let's have both versions.

It's possible to combine it with NHF, but some of the NHF code will need to be rewritten. If there's a need and permission from the NHF authors, it can be done without any problems (well, not entirely without problems:)).
5 years ago
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Do the files H5_Game_MCCS.exe and H5_Game_MCCS_PEST.exe differ from the original ones?
In reply to vasik
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5 years ago
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vasik
Do the files H5_Game_MCCS.exe and H5_Game_MCCS_PEST.exe differ from the original ones?
Yes, of course.

UPD. I re-uploaded the files; I forgot to include one important fix in the release.
In reply to Gerter
5 years ago
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Gerter
yes, of course.

It would be helpful to have more details.
In reply to vasik
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5 years ago
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vasik
It would be helpful to have more details here.
These are executable files, patched with NCF, NAF, and other patches mentioned in the first post.
5 years ago
Well done Gerter! Cant wait too see what is coming next.
5 years ago
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I was happy and was about to download the mod, but then I saw that it's not compatible with NHF. It's a pity, of course.
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5 years ago
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AZAZEL, if I understand correctly, you really want to have all the mods at the same time? NHF isn't the only option; remove it temporarily and try this one.
In reply to }{0TT@6bI4
5 years ago
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not all of them, but this one would fit, I wanted a mod with new artifacts, and here it is, but I've already gotten used to the large variety of heroes, so the game doesn't feel quite as good without them.
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5 years ago
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Compatibility with NHF is planned and is already in development.
In reply to Gerter
5 years ago
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very good news :smile54:
In reply to Gerter
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5 years ago
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Gerter

Visuals. I'm completely clueless about this, so I'm mainly using icons from Heroes 6 and 7 (if anyone wants to help with this aspect, feel free to reach out).

Compatibility with NHF will be implemented and is already in progress.

Well, I've ported all the icons from Heroes 6 and 7 into NHF, reworking them to fit the Nival style, so you can freely take them from there and use them until I've completed the full integration with NHF!
In reply to psatkha
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5 years ago
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psatkha
I've ported all the icons from versions 6 and 7 into NHF, adapting them to the Nival style, so you can freely take them from there and use them until I complete the full integration with NHF!
Okay, thank you!

UPD. I've uploaded another microfix; you only need to re-download MCCS_Main_006.pak.

[SPOILER="fixes, for those interested"]
- Fixed a bug with the hero Dora's special ability, which in rare cases could cause the game to crash if creatures controlled by AI followed Dora in battle.

- Fixed a bug with the artifact Amulet of Fused Destinies. Now, the linked hero can also use the active abilities of levels 3 and 4 of the artifact, and not just the artifact's wearer, as originally intended.
[/SPOILER]

P.s. Regarding NHF. There are some heroes there whose special abilities trigger through TOUCH triggers on creatures/heroes. I have an idea to remove the triggers when combining them and convert such abilities into combat mode, which would remove all restrictions on the triggering of these abilities (there seem to be problems with this regarding portals/garrisons/caravans). But in battle, this might look a bit awkward visually, and there might also be minor inaccuracies (especially in battles against heroes from the Academy). Should I do it this way, or does anyone have any thoughts on this?

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