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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
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14 years ago
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This thread is for discussing the creation and testing of a mod that allows you to play with new heroes on maps for TotE 3.1. It's also a place to share your ideas and developments (within the Ashan setting) that will help in developing this project.

Group on VK

Download:
Current version - 0.90

In the archive folder, there are two versions: a standard [NHF] version (which will gradually include unique models, acceptable balance, and a systematic approach), as well as an extended [NHF_E] version, which includes all the heroes from Ashan and your favorite campaigns, without considering balance or a systematic approach. Do not confuse them.

Description:
1) The mod adds many new heroes to the maps that aren't even in the campaigns.
2) Gradually, the heroes will receive not only unique specializations but also models.


Compatibility:
1) The mod supports all standard maps.
2) To support fan-made and generated maps, you need to use a special program included in the mod archive.


A systematic approach is implemented among the heroes within factions:
- There are no repeating starting spells within a faction (except for Raise Dead in Necropolis);
- Each hero has at least one starting spell;
- There are no repeating combinations of starting skills and abilities within a faction;
- Within a faction, there must be heroes with any starting skill (i.e., all skills are represented among the heroes of the faction);

Project Participants:
Project Administrator: Dyrman
Programmers: Gerter, Dyrman, RedHeavenHero
Lead Designer: Psatkha
Lead 3D Modeler/Animator: zahar0z
Chief Literary Editor and Translator: Lokken
And also: }{0TT@6bI4, A_De, ArchWarlock, Fktifzobr, JonnyP,  Sandro400, Serpens, Ment, MSCH, StetNoel  , Uraabk, SRD, Роман RRR.
Thank you to all the players who are testing this project!

Screenshots:
Attachment 41118Attachment 41119Attachment 41122Attachment 41123Attachment 41124Attachment 41125Attachment 41126

Developer Log

Watch the reviews:
Review of version 0.85.9 for the Haven faction from "Heroes for fan"
Review of version 0.85.13 for the Inferno faction from "Heroes for fan"
Review of version 0.85.11 for the Necropolis faction from "Heroes for fan"
Review of version 0.85.10 for the Dungeon faction from "Heroes for fan"
Review of version 0.85.10 for the Shadow Syndicate faction from "Heroes for fan"
Review of version 0.85.11 for the Academy faction from "Heroes for fan"
Review of version 0.85.11 for the Fortress faction from "Heroes for fan"
Review of version 0.85.11 for the Stronghold faction from "Heroes for fan"

Review of version 0.76 for the Haven faction from "Olga Sumskaya"
Review of version 0.76 for the Haven faction from "Olga Sumskaya"
Review of version 0.76 for the Necropolis faction from "Olga Sumskaya"
Review of version 0.77 for the Dungeon faction from "Olga Sumskaya"
Review of version 0.77 for the Shadow Syndicate faction from "Olga Sumskaya"
Review of version 0.77 for the Academy faction from "Olga Sumskaya"
Review of version 0.76 for the Fortress faction from "Olga Sumskaya"
Review of version 0.77 for the Stronghold faction from "Olga Sumskaya"

Manual by psatkha on creating icons using Adobe Photoshop in a Nival-style

Patches for the mod:
Additional unique models for the mod from Роман RRR for the outdated version 0.85
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14 years ago
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Idea Bank:
Dyrman

Greed:
The more gold, the greater the bonus.
The bonus could be defense, for example. Dwarves really love mining and then guarding gold.
If not defense, then at least mana or creatures.
Mage Killer:
The more spellcasting units killed, the more casters join the hero's army. Increase in druids (creature level * number of slain creatures / 100)
Ranged Unit Killer:
A bonus to attack is given for each ranged unit killed.
Hunter
Places traps on the map with debuffs.
Dyrman
Before a battle, the hero destroys as many enemy creatures as there are "ranged" units in the hero's army, depending on the ratio coefficient between the creatures.
Dyrman
There's an idea to create a Hero-Heaven character who revives Necropolis creatures back to life according to the undead raising table.
Dyrman
In treasure chests, the hero finds more gold, artifacts, etc.
AwesomeDude

Academy:
the hero receives +1 to knowledge from the start of the game and +1 for every 3 levels; the bonus works if the hero was in the Academy town no later than 2 days ago.
Dyrman
It could be possible for a mage to sell artifacts directly on the battlefield.
For the League, each artifact purchased in the city provides a permanent bonus. Here, selling each artifact could give the hero a bonus.
Dyrman

I would combine these two specializations here:
The hero gains a level up for each mastered school.
Dyrman

A dwarf receives a defense bonus depending on how many mines he has, but not exceeding the hero's level.
Dyrman

There is an idea for a hero who receives a daily bonus according to Sanctuary (there, depending on what day of the week it is - that's the bonus). Fagus, but not random, essentially))
psatkha
Well, I will offer my own specialization idea: "Charm" - based on Heroes IV!
So, the hero (but preferably a heroine) possesses the gift of charming creatures of his/her native race, but it needs to be fueled by mana to increase the charm level!
To make this spec passive, I see the following way... at the end of the week, the hero's mana reserve will reset, but at the same time, the charm will increase, i.e., the charm level, from which the % probability that neutral creatures of the native race will join the hero in a certain % of the squad size will grow; this % will increase with the hero's level!
Dyrman

Increase in knowledge or attack per level.
AwesomeDude
Several ideas for dwarf specializations:
1) All water, air and earth elementals entering the hero's army become fire elementals. Also, after battle, for each tier-7 dwarf unit killed, the hero receives +1 fire elemental for every 6 levels of the hero. (Brief outline for bio: specializes in fire elemental energy. The hero converts elemental energy of other elements into fire energy, also uses the released energy after dragon deaths to summon elementals).
2) The hero can move between captured mines (in terms of underground tunnels), losing all his movement points, with distance increasing with level.
4) Each time he gains a level, the hero reveals a relic or major artifact on the map. When picking up an artifact, the hero replenishes mana and movement points.
This is what came to mind first; I might think more later, maybe come up with something better and less forced.
Lokken
How about an idea for a hero who, depending on his/her level, can reduce the effectiveness of enemy artifacts (all possible ones or just one parameter)?
/topic/at/1011059/
AstralLein
Idea for a specialization for some male hero: "Womanizer".
The essence: The hero receives +1 to defense and attack for every 50 beasts / furies / harpies or every 8 witches / shadow lords / mistresses, 25 shamans / daughters of earth / daughters of heaven. If he loses his own girls, including those in battle, the skill decreases by twice as much and minus one to morale. The overall increase (decrease) increases by 1 unit of defense for every 9 levels of the hero. But that's not all. For having under command sympathetic heroines from the League of Shadows, Forest Union and Order faction, the hero receives 10% to the total skills bonus per heroine. Nuance: if the heroines die, the hero loses the bonus threefold. If there is Vidomina on the map, the hero's morale is constantly equal to minus three plus one for every 7 levels of the latter. That's how it works. A well-thought-out spec with great originality.
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14 years ago
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No, I'm not ready to create full-fledged models yet, maybe just for painting. I'll think about the specializations. For example, I could do something like with Fagus in the upcoming mission: each day, there's a bonus to a random stat, which disappears the next day.
In reply to Ment
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14 years ago
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Ment
No, I'm not ready to create full-fledged models yet, except maybe for painting them.
Well, for now, models are the last thing on the list. Right now, the main thing is to implement it at the level of mechanics.
Ment
I'll think about specializations. For example, I can make it like with Fagus in the upcoming mission: each day, there's an increase to a random stat that disappears the next day.
Interesting approach. Does the increase depend on the hero's level?
A similar special ability is in the works, but the mechanics of the increase are completely different there, and it doesn't disappear. It's very interesting so far. However, such special abilities require an "Anti-Mentor" function :D

RedHeavenHero
Try giving one of your heroes Tolgar's ability.
In my opinion, it would suit an Orc. His troops can now stun the enemy with some probability. Skills and abilities: racial, attack, devilish strike.
In reply to Dyrman
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14 years ago
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In my first, barely started campaign, there's a Knight named Varens with Tolgar's ability, Alaric's face, and the model of a renegade knight. Skills: Phantom Luck, Soldier's Luck (to increase the chance of stunning). Biography:
Varens served as the ambassador of the Griffin Empire at the court of Grimheim for many years. During this time, he learned the basics of rune magic from the chief rune priest of the Stone Halls of Hangwul. Shortly after Biara was overthrown and the Unicorn Empire was proclaimed, he was recalled from the kingdom of the dwarves. But the blessing of Arkat is still with him.

But, in reality, an Orc would look better with such an ability.
In reply to RedHeavenHero
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14 years ago
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RedHeavenHero

But, indeed, an Orc would benefit more from such an ability.
You could even rename the special ability to avoid any connection to runes, as it's just a stun... Meaning an Orc, who doesn't know any magic at all, could use this special ability. Humans could also be given it, as they are a strength-based faction, but they already have units that can stun enemies without it.

Well, since we're talking about this special ability, we can push it through out of turn :)
In reply to Dyrman
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14 years ago
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It seems that all the new specializations will be related only to the global map. After all, combat scripts don't work in multiplayer. Not at all. :mad: Unless you play multiplayer maps in single-player mode...
In reply to RedHeavenHero
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14 years ago
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RedHeavenHero
It seems that all the new specializations will be related only to the global map. After all, combat scripts don't work in Multiplayer. Not at all. :mad: Unless you play single-player on Multiplayer maps...
You can also mess around with stats, creatures, and artifacts... but all of this affects combat! There is even an option to influence the stats of creatures, but the game slows down terribly, and you have to abandon this idea. Besides, you can use the overpowered campaign specializations differently or give them to more interesting heroes. But having a good supply of global features, while the old ones don't disappear anywhere, is also useful.

Added 5 hours 50 minutes ago
The hero turns out to be too overpowered, especially with Tolgar's specialization... I'll have to eliminate him. R.I.P.:smile16:

Added 13 hours 46 minutes ago
UP. Fahim has been added.
There is also Khuvrag (an Orc with Tolgar's specialization); testers can see how overpowered this hero is. I'll kill him later, I promise. :)

Added 3 hours 9 minutes ago
UP. Ksuda has been added.
14 years ago
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Good afternoon.

How can I join you for testing?
In reply to Lexsus01
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14 years ago
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Do you mean that your hero's army gains a bonus to hit points after each battle? Or are you referring to changes in creature stats that cause the game to lag?
14 years ago
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I have an idea for a hero!
Name: Lord Alexander
Biography: Lord Alexander is one of the heirs to the Wolf Duchy. He became famous for his generosity among the Nardas, as he helped them in difficult times, but he was killed by his own brother on the orders of Saint Isabel. Later, he was revived by the famous necromancer Alexey, who also revived him and taught him the dark arts, and now he is one of the charismatic commanders in the army of Erish.
Race: Necromancer
Specialization: Dark Leader
Description of specialization: All skeletons, zombies, and ghosts receive +2 combat spirit for each level of the hero during battle.

Added 4 minutes ago

Sorry, I rushed the biography, please correct it!
14 years ago
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Maybe you meant initiative? Undead creatures always have zero morale.
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14 years ago
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Whatever he meant, it’s hardly feasible in multiplayer.
In reply to RedHeavenHero
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14 years ago
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RedHeavenHero
Do you have a hero whose armies give a bonus to hit points after each battle? Or does this relate to changes in creature stats that cause the game to lag?
There is no such hero. There were only experiments. Replacing the stats file... It's not worth digging in that direction...

Added after 34 seconds
Lexsus01
Good afternoon.

How can I join you for testing?
Everything is described in the first message ;)

Added after 37 seconds
Ment
Whatever he means, it is hardly feasible in Multiplayer.
That's right. Without lag, it is not feasible.

Added after 14 hours 31 minutes

UP. The demoness Lilian
There is a small problem with the names of specializations and biographies. If anyone wants to work in this area, they can write directly in the topic, about the heroes that are already ready (see the first message of the topic)

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