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Posts from AllCampaignsRemastered - Updated mod for all Campaigns

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In reply to Kayfenok1
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3 months ago
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Kayfenok1

The respected master Rommy also participated in the repair and improvement of the mod for all campaigns, adapted for NVS. All his script fixes, animation adjustments, and the transfer of artifacts from mission to mission in the original campaigns and the Lords of the North campaigns are also present in my mod.

The mod will be available in the second half of May this year. By this time, we plan to complete all remaining work.


I recently played through versions 1.6 and 2.1 to remember what they were like, and it turns out that combined artifacts only appeared in Lords of the Horde. It's good that your mod will include the transfer of artifacts.

Yes, this is a great feature, and thank you very much for it, Rommy. But, of course, with the artifacts and new items, the heroes become stronger, and the battle with Kha-Beleth at the end turns into beating up a baby?
In reply to Narron
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3 months ago
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Narron
Yes, this is a great feature, and thank you very much for it, Rommy. But, of course, with artifacts and new objects, the heroes become stronger, and the battle with Kha-Beleth at the end turns into beating up a baby 😅
I'm not 100% sure, but it seems that there are no new objects, at least significant ones (such as a mentor, a sacrificial altar, a spellbook, an astrologer's tower) that could affect the balance in the old campaigns. This is because the maps were created manually, and all objects were placed on the map by hand, and there were no new buildings at that time. And not only significant ones, but you won't find new upgrades in the original either. I just mentioned them, just in case, in case someone wants to mess around with a remaster of the old campaigns)). But caravans exist in the original, as they do in the original and in Tribes of the North, and there are also new overpowered spells from Tribes of the East: regeneration, vampirism, crystal, wall of swords, and hive. And the sale of artifacts on the market also boosts things quite a bit, but it wasn't available in Tribes of the East either.

Added 8 minutes later
Rommy
The enhanced battle against Markel is more of a microfix; in the original, if you kill the main undead, the summoned ones disappear, and the battle ends very quickly. Otherwise, you have to finish off all the summoned undead, as in the final mission.
Essentially, yes, 99.9% of the missions are similar to the originals, except that there are units from Tribes of the East. I don't think the third tier is a hindrance; it's just a gameplay mechanic, and no one prevents you from playing without the third tier if you want, like in the original.
In short, it's best to see and play it yourself.
I apologize, but please allow me to bother you once more. I don't want to seem paranoid, but just in case, I'll ask you personally, as the creator of this remaster, if you remove the enhancements to enemy heroes and the transfer of artifacts in the missions, as well as ignore the change to Markel (which is generally good), is there anything else new? Are the campaigns and scenarios 100% canonical in all other respects (as much as possible, given the possibility of transferring the canon to Tribes of the East, I understand)? Will there be any new micro-fixes for balance or anything else that wasn't in the original, and that isn't a bug in the original (like in Tribes of the North, one of the scenarios in the official game couldn't be completed due to a broken script. I spent about 3 hours fixing it ). I mean, sensible fixes, when something didn't work in the original (but was supposed to), and you made it work - that's super cool. I'm talking about something completely new.
In reply to sork96
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3 months ago
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sork96
I'm not 100% sure, but it seems that there are no new objects, at least significant ones (such as a mentor, a sacrificial altar, a spellbook, an astrologer's tower) that could affect the balance in the old campaigns. This is because the maps were created manually, and all objects were placed on the map by hand, and there were no new buildings at that time. And not only significant ones, but you won't find new upgrades in the original either. I just mentioned them, just in case, in case someone wants to mess around with a remaster of the old campaigns. But caravans exist in the original, as they do in Tribes of the East, and there are also new overpowered spells from Tribes of the East - regeneration, vampirism, crystal, wall of swords, and hive. And the sale of artifacts on the market also boosts things quite a bit, but it wasn't available before Tribes of the East.

Added 8 minutes later
I apologize, but allow me to bother you once more. I don't want to seem paranoid, but just in case, I'll ask you, as the creator of this remaster, if you remove the enhancements of enemy heroes and the transfer of artifacts in missions, and also ignore the change in the market (which is generally good), is there anything else new? Are the campaigns and scenarios 100% canonical in all other respects (as much as possible, given the possibility of transferring the canon to Tribes of the East, I understand)? Will there be any new micro-fixes for balance or anything else that was NOT in the original, and that is NOT a bug in the original (like in Tribes of the East, one of the scenarios in the official game could not be completed due to a broken script. I spent about 3 hours fixing it ). I mean, sensible fixes, when something didn't work in the original (but should have), and you made it work - that's super cool. I mean something completely new.
You can see the entire list of changes at the very bottom of the thread. The only thing I changed globally was one garrison in the last mission for the dwarves in Tribes of the East. In the original, the garrison consisted of undead mixed with dark elves, but according to the lore, there should be red troops there, which I did, because these were their lands.
As for good fixes, I also gave many heroes chains (that don't drop from them) so that they wouldn't run away but would fight normally.
In reply to Rommy
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3 months ago
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Rommy
You can view the entire list of changes at the very bottom of the topic header; the only major change I made was to one garrison in the final mission for the Dwarves in Lords of the North. In the original, the garrison consisted of undead mixed with dark elves, but according to the lore, it should be red troops, which is what I did, since these were their lands.
Among the other good fixes, I also gave many heroes chains (which don't drop from them) so that they wouldn't run away but would fight properly.

I think I'll change the garrison in that mission myself as well. Although undead were also present in A1C3M3 (the "Encounter" mission, in the "Elia's Quest" campaign). Maybe I'll replace them with dwarves or dark elves there.
In reply to Rommy
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3 months ago
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Rommy
You can view the entire list of changes at the very bottom of the topic header; the only major change I made was to one garrison in the final mission for the Dwarves in Lords of the North. In the original, the garrison consisted of undead mixed with dark elves, but according to the lore, there should be red troops there, which is what I did, since these were their lands.
Among the other good fixes, I gave many heroes chains (which don't normally drop from them) so that they wouldn't run away but would fight normally.
Well, the garrison is a useful fix; we strongly approve of that. As for the shackles, I understand you're talking about some named heroes? If these are named heroes, then we also approve, because it's at least logical that a "hero who came to destroy you" actually tries to behave accordingly and doesn't run around like a regular AI hero. But if it's all heroes that the computer buys in the tavern, then that's questionable (at least for me).
In reply to sork96
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3 months ago
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sork96
Well, the garrison is a useful fix, and we strongly approve of that. As for the shackles, I understand you're talking about some named heroes? If these are named heroes, then we also approve, because it's at least logical that a "hero who came to destroy you" actually tries to behave accordingly, and doesn't run around like a regular AI hero. But if it's all heroes in a row, the ones the computer buys in the tavern, then that's questionable (at least for me).
Yes, for key heroes, or those who were supposed to guard something and fight, not run away.

Added 1 hour 54 minutes ago
Update 04/28/2026
Rommy
Fixed jerky movement animation on the map for Alaric in A1C3M5
Fixed the position of the text on the Exit button in the main menu (thanks for the fix, sork96)
Added HD icons for campaign selection in the main menu (thanks for the icons, G0ldiel)
Fixed the position of campaign names in the main menu
Fixed the description of the Battle Frenzy effect for War Griffons
Fixed the tear effect for the Dark Elf Castle (thanks for the fix, fktifzobr@mail.ru)
Fixed jerky movement animation on the battlefield for Zealots
Fixed jerky movement animation on the battlefield for Demonesses
Fixed jerky movement animation on the battlefield for Arcata Warriors
Fixed jerky movement animation on the battlefield for Red Dragons
Added the missing vertical attack effect for Lamellar Armor
Added the missing attack effect for Hunters
Added the missing attack effect for Overseer Minotaurs
Added the missing attack effect for Mountain Guards
Added the missing melee attack effect for Harpooners
Added the missing melee attack effect for Gremlin Saboteurs
Added the missing attack effect for Obsidian Golems
Added the missing attack effect for Djinn Mages
Added the missing attack effect for Wind Dancers
Added the missing melee attack effect for Forest Archers
Added the missing falling leaves effect when hitting Ents and Wild Ents
Added the missing attack effect for Bone Warriors
Added the missing attack effect for Arcata Warriors
Network Game Maps:
Added 2 cut maps: For the Artifact! and Deadly Grudges
In Search of Beauty: Translated and fixed mission texts
Treasure Hunters: Fixed the quest description
Dragon Pass: Fixed the quest description
In reply to Rommy
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3 months ago
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Rommy
Added 1 hour 54 minutes ago
Update 04/28/2026
Could you tell me how the jerky animation of Alaric was fixed? I noticed that a couple of skills were added to him in map.xdb, but since I don't understand this, I didn't quite grasp what happened in the end.
In reply to sork96
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3 months ago
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sork96
Could you tell me how the jerky animation of Alaric was fixed? I noticed that a couple of skills were added to him in map.xdb, but since I don't understand this, I didn't realize what exactly happened.
His script was forcing him to walk to the portal, and when his movement points ran out, he would start to twitch. I gave him logistics skills, and everything became normal.
In reply to Rommy
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3 months ago
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Rommy
Thank you, it’s better not to install other fixes; all the good campaign fixes, for example, from Moonst@r, are already included.
I didn’t quite understand the question: how similar is the mod to the original campaigns? Were there any non-working quests or scripts in the missions? All of this has been fixed, and now it’s almost like the original, only with the Warlords of the Horde theme.

 

Yes, the question was whether everything was transferred. I understand, thank you!

 

Another question: I understand that the characters were edited, so it’s about that.

Specifically, in Giovanni’s campaign in the Alliance, the corner of his outfit permanently sticks out in the model; can you fix this?

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In reply to Rommy
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3 months ago
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Rommy
The original garrison consisted of undead mixed with dark elves. According to the lore, there should be red troops there, which is what I did, because these were their lands. I also added chains (which don't normally drop) to many heroes so that they wouldn't run away but would fight properly.

And now I opened this map and thought that there shouldn't be red troops in this garrison. How many times have I played this mission, and the red troops pass through the first garrison. And if there are red troops in the garrison, then the garrison itself should originally belong to the red troops, and not be neutral. I will still leave a mixture of undead and dark elves in it. Although it would be better to make them all undead - as a reminder of those who fell in the battle at this garrison.

Added 2 minutes ago
This is because the red troops will not attack their own troops in the garrison in order to break through to the dwarves.
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3 months ago
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This may sound strange, but such a mixed garrison of undead and dark elves could very well have existed during those events. What is happening in Ashan at this moment? Besides the civil war in the Empire, we should not forget that Railag has disappeared, and some dark elves may start acting independently. We will learn about this later when we overhear the conversation between Trals and Shadia. Moreover, Biara, in the guise of the red Isabel, is offering the dwarves help in the war against the dark elves. Secondly, the issue of the necromancers who appeared in the empire during the regency of Marcel remains unresolved. Many of them were outlawed and are trying to survive in any way they can. Remember the alliance between Giovanni and Ornella – this happens around the same time. Giovanni was lucky: his lands were located near Erathia, but the situation for other necromancers could have been much worse, especially in the northern provinces like the Duchy of the Deer. In such an environment, one can easily imagine a local alliance between some necromancer and a dark elf against humans, and this garrison is a kind of their base. Each of them has a reason to hold a grudge against the empire... The dwarves and humans were exhausted by the recent battles, and under the cover of this, a group of necromancers and dark elves could have done something in the borderlands, where chaos and confusion reign... In my opinion, such a garrison can be considered as another possible element of the complex political mosaic of that period.
In reply to G0ldiel
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3 months ago
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G0ldiel

 

Yes, the question was whether everything was transferred. I understand, thank you!

 

Another question, I understand that the characters were edited, so it's about the model.

Specifically, in Giovanni's campaign in the Alliance, the corner of the costume permanently sticks out in the model; can you fix this?

I tried a couple of options, but it didn't work; I don't know why.
He has the same issue in the ToE campaign; it seems to be a problem with the model's textures.
Regarding the garrison, I apologize, but the author intended it this way. I've played through it a couple of times myself, and I always break through the garrison first. Staying on the defensive against two Castles when you only have one is a losing idea. I also tried giving the garrison to the red player, and the mission became much harder. In the original, this garrison holds back both the AI and the player, but when it's given to the AI, it starts rushing from the second week. Giving it a garrison also isn't quite right because Laszlo, who is even stronger, is waiting further on.
In reply to Rommy
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3 months ago
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Rommy
I tried a couple of options, but it didn't work; I don't know why.
He has the same issue in the ToE campaign; it seems the problem is with the model's textures.
Regarding the garrison, I apologize, but the author intended it this way. I've played through it a couple of times myself, and I always cleared the garrison first. Sitting in defense against two castles when you only have one is a losing idea. I also tried giving the garrison to the red player, and the mission became much harder. In the original, this garrison holds back both the AI and the player, but when it's given to the AI, it starts rushing from the second week. Giving it to the AI isn't ideal either because Laszlo, who is even stronger, is waiting further on.

I don't object to your vision, Roman. But I also decided to change it and ended up removing all the Dark Elves from there. I even added Bone Archers. The garrison is still neutral.
In reply to Rommy
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3 months ago
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Rommy
I tried a couple of options, but it didn't work; I don't know why.
He has the same issue in the ToE campaign; it seems the problem is with the model's textures.
Regarding the garrison, I apologize, but the author intended it this way; I've played through it a couple of times myself, and I always cleared the garrison first. Staying on the defensive against two castles when you only have one is a losing strategy. I also tried giving the garrison specifically to the red player, and the mission became much harder. In the original, this garrison holds back both the AI and the player, but when it's given to the AI, it starts rushing from the second week. Giving it to the AI isn't ideal either, because Laszlo, who is even stronger, is waiting further on.
Any replacement of the original garrisons or neutral creatures is no longer just a fix; it's a rebalancing of the original maps. Many aspects can be looked at, and it can be decided that they are too easy, and then you can add more enemies, buff the stats of enemy heroes, or change the types of troops – simply because you want to. But then, ideally, there should be a separate version specifically with the rebalancing, if the player just wants to play the campaigns without bugs, but with the original balance of power, as it was intended.
In reply to IchGViji
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3 months ago
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IchGViji
Any replacement of the original garrisons or neutral units is no longer just a fix; it's a rebalancing of the original maps. Many aspects can be examined, and it might seem easy to add more units, buff enemy hero stats, or change unit types – simply because one wants to. However, in that case, there should ideally be a separate version specifically with rebalancing, if a player simply wants to play the campaigns without bugs but with the original balance of power, as originally intended.
I agree that this is a rebalancing. But it's a mild rebalancing. Here, we can also throw another stone at all versions of the mod for all campaigns – this is the possibility of upgrading to alternative creatures, hiring them; the appearance on the map of neutral units with alternative creatures, orc and dwarf units, where they shouldn't be in theory.

And there is another nuance – when they break the basic characteristics of units or make foot units flying. They add new creatures, new heroes, etc. In my opinion, this is a greater disruption of the balance than replacing some units with basic characteristics with other units with basic characteristics in a garrison, if this does not contradict the lore.

In my mod for all campaigns, a lot has also been changed, but I did not change the characteristics of all creatures, I did not change the specializations of heroes, etc.

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