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Posts from AnotherGame is a mod for ToE 3.1.

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14 years ago
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Mod name: AnotherGame
Status: Development discontinued
Version: 1.0a6
Heroes of Might and Magic 5 version: only 3.1
Scope: Standard multiplayer maps and maps created by IRMG with a special modified version. (For the mod to work on fan-made maps, scripts must be enabled on the map, if any).
Changes: Modifies starting heroes and their number for selection, specializations, skill and ability upgrades, and other minor changes.

Added the ability to upgrade standard mines and convert cities. The number of heroes to choose from for each race has been increased to 10
The main highlight is the change of starting heroes and their specializations. All changes are in the archive with the mod. The modified upgrade wheel is embedded in the mod and available in the game.
Random map generator, with 10 starting heroes to choose from:
Download IRMG 1.6.4 AG
The mod itself:
Download AG 1.0a6

All changes are in the archive with the mod.


Planned changes:
- Redeeming lost undead in battle at the castle, when building a capitol (increased bonus for the next week);
- The cost of conversion will depend on the level of the castle being converted / the amount of game time / or something else;
- Improvement of mills;
- Secret dungeons for crypts (like the well in Heroes of Might and Magic 3, when trying to fish).
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14 years ago
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Updated the mod version to 1.0a3 because Heroes of Might and Magic was updated to 1.6.2. Mod changes: - Changed the cost of units. - Changed Salaron's special ability. - Renamed some heroes. - Removed the biography.
In reply to Dyrman
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14 years ago
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Dyrman
Updated the mod to version 1.0a3 because HoMM was updated to 1.6.2.
Mod changes:
-Changed the cost of units.
-Changed Salaron's special ability.
-Renamed some heroes.
-Removed the biography.

Didn't really mess with Kaspar too much ;)

Let's make Kaspar, as ALWAYS and EVERYWHERE, a embalmer, and let Bitnaar be the one with the special ability (For every 300 creatures killed, the hero receives one random characteristic (drop based on class), excess is canceled after the battle). Attack, Grave Steel. Raise Dead.
In reply to psatkha
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14 years ago
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psatkha
Didn't really make fun of Kaspar too much ;)

Let's make Kaspar, as always and everywhere, a embalmer, and Bitnaar will be a Specialist (for every 300 creatures killed, the hero receives one random characteristic (drop based on class), excess is canceled after the battle). Attack, Grave Steel, Raise Dead.
Okay, let's keep Kaspar and many of the standard heroes. Let's make 16 heroes, if there are enough, and if not, we'll try to add more.
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14 years ago
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I'm also curious which heroes people consider completely useless from the standard selection, so they can be sent to the chopping block? ))
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14 years ago
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Well, here's my opinion:
Orcs – Garuna
Demons – Nibrosu needs a different ability; +1 to luck is pointless.
Necromancers – Ravenna
Elves – Talanar (although he can be used for troop gathering, making him a secondary hero, but even that seems insufficient to me. Perhaps giving him the role of treasurer would be better).
Dwarves – Sveya is questionable.
Towers – Irbet (the bonus to the ritual at the beginning of the game is too small, and in the middle and end, with proper development, there won't be any mana problems. Also, the presence of dark magic is confusing, as it's not found in the guild).
Mages – Nura (it's unclear why a mage would need to restore mana in battle, given their knowledge), Faiz (everything is clear here).
14 years ago
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As far as I understand, they took away Irbeth's Dark magic and gave her the basics of Chaos instead. Removing Garuna is a questionable decision (she's a pretty good hero).
In reply to Ment
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14 years ago
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Ment
-- Nura (it's unclear why a mage would need to restore mana in battle, given their knowledge)
No, you wouldn't believe the possibilities it opens up when clearing neutral creatures... Although, for single-player, it's definitely questionable.
In reply to HoM[M]ie
14 years ago
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HoM[M]
Nah, you wouldn't believe the possibilities it opens up when clearing neutral creatures... Though, for single-player, it's questionable.

She's a decent hero ;)

Regarding Faiz, it would be good to enhance the ability (increase the damage of the Beam) and add a specialization for Djinns (since he has Darkness, they learned from him how to cast random spells).

Added 4 minutes later
Dyrman
I'm also curious which heroes people consider completely useless from the standard set, so we can send them to the chopping block? ))
From the standard set, there's no need to remove anyone - although, the current replacement of one with another (Safir/Ora = Svey/Debreya = Daleb) isn't very interesting either.
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14 years ago
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No, I did express my opinion. Of course, it would be better not to remove anyone, but simply to buff those who are underperforming.
In reply to HoM[M]ie
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14 years ago
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HoM[M]ie
Well, no, if you knew what opportunities this gives when attacking neutral creatures... Although for single-player mode, of course, it's questionable.
The mod is primarily for multiplayer;
antonag07
Regarding Faiz - it would be good to strengthen the ability (increase the damage from Beam) and add a specialization in djinn (since he has Darkness - that's where they learned to cast random spells).
It has already been strengthened. See the description above;
And creature specialization is not an easy thing. It requires combat scripts (which are prohibited in multiplayer by the developers due to network game desynchronization).

As I mentioned in the post
/topic/at/538456/
I will leave some standard ones, but not all (you can suggest which ones not to leave) ;) )
Ment

Well, my opinion is as follows:
orcs -- Garuna
demons -- Nibrosu needs another ability; +1 to luck is useless
liches -- Ravenna
elves -- Talanar (although his troop gathering skill can be used, and then he will be a secondary hero, but even this seems insufficient to me. Unless you also give him the treasurer role)
dwarves -- Sveyya is questionable
thais -- Irbet (the bonus to ritual at the beginning of the game is too small, and in the middle and at the end, with proper development, there will be no problems with mana. Also, the presence of dark magic is confusing, because it's not in the guild)
mages -- Nura (it's unclear why a mage should restore mana in battle, given their knowledge), Faiz (everything is clear here)
Garuna won't be included (rather, she isn't anymore, see above). Her special has been strengthened and sent to demons. (She is interesting only for her starting skills and abilities)
I tried to make Nibrosu have +1 for every 5 levels. The problem was that the game makes the increase static (after the fountain, for example, you have -1, reach level 15, and it becomes 0, but zero remains :( It can be improved if you give the necessary skill/ability at the start)
Ravenna is already gone. But I want to bring her back, greatly strengthening her special.
Talanar turned out to be a mega rusher. See above.
Sveyya is also gone (Her special went to Safi; she received a starting chain attack ability – hello Solmyr).

Yes, and regarding Irbet's dark magic (it exists in the guild;), forgive me, Ashha, I didn't copy all the changes completely :() )

Also, it wouldn't hurt to take a look at what already exists ;)
There are changes related to the heroes mentioned above;

Your thoughts on truly new specials would also be very interesting. You can suggest them; if they are feasible, we will consider them and, if really needed, implement them.
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14 years ago
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Ravenna cannot be killed! It’s better to repurpose her ;)
In reply to Dyrman
14 years ago
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Dyrman


He's already been buffed. See the description above ;)
;)[/COLOR][/B]


Is that Zidan?!

I wrote about such "changes" (it was Dirael, now it's Zidan) – it's all the same... :smile38:
In reply to antonag07
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14 years ago
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antonag07
Is that Zidane? I wrote about such "changes" (Dirael became Zidane) – it's all mixed up... :smile38:
The race changes, which means the gameplay changes as well. But, as they say, it's still preliminary.
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14 years ago
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Nibrosu tried to implement +1 for every 5 levels.
He still doesn't need that much luck, unless he doesn't take the corresponding skills and artifacts.
Regarding the new specializations: in my map, I implemented an additional specialization for Nibrosu in the form of a daily bonus to certain parameters (i.e., for one day, he has something temporarily increased, such as attack, defense, or even experience; this is determined randomly. The next day, this bonus is removed and replaced with something else). Something like that.
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Oh, so you gave Talannar machines? Well, now he's a completely different hero ;)

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