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Posts from Heroes 5: New Order

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Note: LET ME KNOW IF YOU CANNOT SEE PICTURES

Now with Russian translation (Thanks to Bravo1853)

Nice looking, detailed, categorized full changelog
click here

Thanks to the remix for the 2-hour video click for video (Russian)

Download
Version 2.3

WARNING! OUTDATED! Thanks to the Remix for the 2 hours introduction video (Outdated, there are many things changed since this video) Click for the Video (Russian but you can use subtitle)

Heroes of Might and Magic 5: New Order

Before the start

I am the developer of many Warcraft III maps and mods (JFA, JFA Orpg, Risk FOrever, Battleships Special Editions, Confliction, Meiji Era) and i really enjoy making rearrangement of games and creating new ones.

Why i created this mod?

I am the simple person who likes and enjoys this game since the 3. After the 3'rd game, 4 was a little disappointing for me. But thanks to the equilibris mod and map editor (manually placed items, monsters and level limit to 15 solved all my problems) and 5 was a great game for me. Actually i wasn't complained about the game for a long time. But after i have faced to great players i have realized there is a few things we need to focus (units, abilities, spells etc etc) and there was many useless things (WHEN WE COMPARED WITH OTHERS) and i was against them.

Main object of this mod

Rebalances many things

* Rebalanced artifacts
* Changes on creatures abilities, stats and costs
* Changes on creatures tiers (there are 2 tier 7 creature system)
* Heroes starting skills and stats and abilities
* Heroes stat and ability gain probabilities
* Town buildings costs
* Skills
* Spells
* Abilities
* Neutral buildings
* Moon Weeks

Still I am learning. My future plans are change, add or remove abilities on many creatures.

Changelog is huge. I suggest you to click here for details and categories. Besides, i cannot past changelog here. It exceeds 5000 characters.

Why you don't have a players still?

No idea actually. I cannot find Heroes 5 players nowadays but i was realized, there are many people playing this game in your country. This is why i have decided to share my mod with yours. Latest version is 2.1 for now. I will check this topic "everyday" and i will read, and reply your comments if i need. I hope this time i can find at least "few" players for the improve this mod.

You can comment, discuss "anything" about my modification. And don't forget, i have created it alone. This is why i cannot say it is fully balanced mod. I need players first :) you can make comments in your language, i can use google translate.

Tier 6 Creatures Now Tier 7

Player now have a choice at this moment. You need to decide which T7 creature is better for your strategy.



No More Get All Creatures In 3 Weeks

New Order mod changes the building costs and prevents to players getting all units quickly. Both of the T7 buildings cost are 12 wood/12 ore/45 rare resource (for example 45 sulfur for inferno) and their upgrades 6 wood/6 ore /30 rare resource.



Rebalanced Creatures

New Order mod provides more expensive or cheaper creatures according to their powers. Many of the low tier units now more useful because of their cost or improved stats

Rebalanced Starting abilities (stats, skills, spells, warmachines)



Check the changelog for the details. This mod focuses on starting abilities of Heroes. Now no more weak or powerful starting heroes and it comes with new starting strategies

Extended item descriptions and remakes



Now you can see and learn slots, values and qualities of the items. And there are many changes on these stats

Creature rebalances




New Order mod changes many attributes of creatures (check changelog for details) and making some of them more powerful of weak for the balance

No More Ultimate Abilities And Ability Changes

There are rebalances on some abilities and ultimate abilities remove from the game.
Ultimate Abilities was fun actually but they had great advantage and focuses the player for the same skill build. Now players can focus their own skill build.

Spell Changes

New Order mod focuses some of the spells and rebalances them.


New Magic Guild Costs



New Order mod removes gold requirement for magic guilds (for the players who wants to focus on magic on early games) and removes primary resource for races. Because New Order mod T6 and T7 buildings costs requires lot of racial resource. If your market provides you 1 sulphur everyday, you can conserve it for the T6 and T7 buildings and still you can build your magic guild

New Building Costs

New Order mod changes cost of the many buildings and provides players to better strategy. Some of the buildings are free, some of them requires more resource for upgrade or requires low resources. You can go for the ranged units for easy creeping but it is a little pricy now. Or, you can build + upgrade more powerful but melee units for decreased cost


New Maps

I am not just a modder. Before the start modding, I was making changes on many maps and now some of them fully compatible for the New Order mod. All of the maps rebalanced and tested many times.



Fair random creep system



New Order mod changes random creep system. You will no longer encounter range and mage creeps for random level 4 and 5. This provides the players the “fair” challenge. No more you will face with master hunters or druids when your opponent fighting with griffins and riders.

List of 64 heroes and 190 creatures

You can find all the data you need in my OneDrive page. And you can find all changes and i will start the release version changes when i release 2.2 (changes between the versions)





I will be happy if you play and if you can comment about mod.
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Another balance mod
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There are not enough screenshots. And the translation is missing too. Are there any volunteers to work on them?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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I could.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
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Dyrman
There are not enough screenshots. Well, and the translation is missing too.
Are there any volunteers to work on it?

i can try but it is remake i don't know which screenshots people need :D

I can try, but it's a remake, I don't know which screenshots people need: D
Interested
I could

i will be happy thank you

I will be happy, thank you.
In reply to NewOrder
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NewOrder

I can try, but it's a remake, and I don't know what kind of screenshots people would want: D
Which would help to show how the mod differs from the original.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Still i am looking players. I don't have players yet. I will be happy if you play and share your ideas.

Nevertheless, I am looking for players. I don't have any players yet. I will be glad if you play and share your ideas.
Is there anyone playing this mod? I am looking for the players and discussion about the balance.
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As Dyrman said, you can attach some screenshots of your mod. This may greatly increase interest to the modification.
It's better to use screenshots that explain where your remake is different from the original game.
 

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Guys i need feedbacks for the update versions. We can discuss anything about the mod.
In reply to NewOrder
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First, a translation needs to be done.
In reply to sergey379
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sergey379
First, we need to do the translation.

Version 1.8 released with many changes based on balance.
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Unfortunately, I can't evaluate the mod in the game right now (it's not installed), but overall it looks interesting based on the screenshots. For a Russian-speaking audience, this is a rebalancing mod. What’s immediately apparent (from the screenshots and descriptions) is that some buildings now require a lot of rare resources and 0 gold (buildings for units of levels 6 and 7). Building such structures will obviously take a long time, but recruiting units from them after construction will be slightly faster. The game as a whole shifts the focus to levels 1-5. At the same time, they promise more expensive and powerful upgrades for tiers 6 and 7.
Heroes now starts with one of their own unique abilities
All heroes start with the same racial ability (in addition to the racial skill). In general, I don't know; I find this aspect somewhat questionable – in my humble opinion, enhancing starting heroes is a good idea, but ideally, it should be done so that they all differ from each other as much as possible. I can't resist advertising, but in NHF, attention is paid to this.
Rebalanced Starting abilities (stats, skills, spells, warmachines)
Well, basically, the author also promised to rebalance everything else. That's good.
Extended item descriptions and remakes
The fact that rarity and slot have been added to artifact descriptions, I perceive rather as a negative. Simply put, in 95% of cases, this information is unnecessary in my opinion; the appearance of the artifact itself very well conveys where this artifact is inserted... Well, rarity might still be useful, but it is usually clear based on the strength of the effect and the price/protection of the artifact. So, in this case, I am for removing extra, already obvious, information.
But strengthening artifacts, especially those that are not always and not very applicable in the original game, is very, very cool! Those same boots with 10% magic resistance were almost useless in the game (well, occasionally used to defeat yellow druids...), but now, with a luck bonus, they are something.
No threat level if the enemy difficulty is challenging or greater
I don’t quite understand the essence of this change. Apparently, the idea is that the “high” and “invincible” neutral difficulty levels do not really correspond to their meaning – either the player already knew that everything was bad there and he could not win, or he possessed some advantage not taken into account by the computer and easily defeated the "invincible" enemy.
Well, for an experienced player, this information was superfluous, yes. It was enough to assess the size of the neutral squad itself. But for a beginner, I think the information was removed unnecessarily.
Spell Changes
I see that many spells have been enhanced, but some (acceleration and deceleration, for example) have been weakened. Well, it looks reasonable – unless you make any additional manipulations, such as moving spells up or down a level. In the WGE mod, for example, acceleration and deceleration are even strengthened, but moved from the first level (where they don't belong in the balance of the original game) to, say, the third.
New Magic Guild Costs
Magic guilds no longer require gold to build.
Well, okay... From my point of view, this doesn’t particularly change anything, since they almost never required this resource anyway. On the other hand, the formal presence of some amount of gold in the list of resources for the guild is also unnecessary – indeed, it is easier either to remove it completely or increase the gold requirement.

That's about it. Sorry for writing everything only in Russian; it would be difficult to duplicate long explanations in English.
 

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