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NTR (new towns rebalancing mod) – A modification that balances gameplay mechanics and fixes bugs in various mods that add new factions to replace existing ones.
First of all, I am NOT the author of the city replacement mods that will be discussed here. The original mods were created by other people, and I will try to provide links to their sources whenever possible.
The NTR file is a modified version of the original mod's file, significantly changing the gameplay; therefore, installing NTR does not require installing the original version of the mod.
List of rebalanced factions:
1. Sanctuarium - Truly a legendary mod with a long history. As far as I know, several people worked on it, but currently, development has ceased. I will mention a couple of sources I know about.
https://www.moddb.com/mods/snctuary-mod - The mod page on ModDB. From the screenshots, you can see that the mod was still being developed further, but these changes are not present in the release version, and no development is currently underway.
/topic/at/802503/ - A must-have addition to the mod, made by a legendary modder from this forum. His additions included adjustments to creature costs and other useful features.
2. Citadel, Conflux & Fortress – I don’t believe anyone is unaware, but just in case, these 3 factions are part of the large RTF project. Link:
/topic/11443/. In the first post, the guys list the people who helped develop the mod, so I won't duplicate that information. This is a very large and ambitious project, and most importantly, it is high quality. At the moment, even the magic school system has been reworked, which I use even when playing with the original cities. Highly recommended for checking out. For now, Fortress is provided as a separate file, while Conflux and Stronghold are mainly referred to as RTF_"version". The file attached below uses version RTF 0.1.6.
Answers to possible questions:
1) Why were именно these modifications chosen, given that there are many mods that replace cities, often with significant balance issues?
-The selected mods have excellent execution; their faction models and city designs are of excellent quality and look great compared to the original factions. Using them in the game does not cause dissonance or the feeling that "something is wrong or unfinished."
2) Are the authors of the original mods against their use in NTR?
Development of Sanctuarium ended quite some time ago, so it’s unlikely anyone would object =) I honestly asked the guys from RTF for permission to publish it.
3) Why was a rebalance performed, and what is it based on?
The rebalance is designed for multiplayer games. It was not intended for campaigns at all. For the original game, I use the TE_6.7 modification; if you're interested, here's the link:
http://forum.heroesleague.ru/viewtopic.php?t=7029
The balance of the new factions was adjusted to match the originals, accordingly, with this modification.
The reason for undertaking the rebalancing was my personal feeling of "immaturity" in the balance presented in the mods (which is understandable, as developing other things included in their package takes tons of man-hours), as well as the presence of minor but sometimes very unpleasant bugs. Some of them cannot be fixed by someone who is not experienced in modding, but I still want to play =). However, waiting for a new version where the balance will truly be good, and all bugs will be caught, can take a long time, and in the case of Sanctuarium, there may be nothing to wait for. The desire to create and the abundance of my own ideas and vision of how certain creatures should play and what abilities they should have also played a role.
4) How long has NTR been developed, is its balance ideal, and are there any bugs?
NTR has been developed over many years in small steps because I personally love trying new things in the old fifth Heroes game. It is gradually being modified and continues to be updated today. Balance, however, is subjective. Even Nival made the damage of devils 36-66 and health 166/199, clearly not during balancing, but these indicators were balanced by others). Perhaps some changes will not suit you personally, and that is perfectly normal; if you have a strong sense of balance and see problems, you can write your comments in this thread. Welcome =) Bugs have been identified as much as possible; if an activated ability was added to a creature, then an animation and icons (if there is more than one ability and a spellbook opens) were definitely added. However, it is still possible that I missed something, and if you notice a major bug, you can report it too.
5) What has been changed? Where can I find justification for specific changes and fixed bugs?
Almost everything related to the factions' creatures =). Growth, cost, stats, abilities. Also, in the case of Stronghold, rare resources required for building buildings were rearranged. Later, I will create a small manual with explanations for each of the modified factions. I don’t know yet what format – a document or a post in the topic. I decided not to delay the release because of this.
6) Will further development of the mod continue?
Yes, the balancing will continue in any case. If a new version is released for one of the rebalanced factions, it will be adapted accordingly.
Here is a link to the folder with the mods; manuals will also be uploaded there as they become ready:
https://yadi.sk/d/rrC8VQzoG0D-ug
The files should be placed in the data directory in the game folder