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Posts from NTR – a multiplayer rebalance of mods for new towns.

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Allaney
It seems I've lost track of the conversation a bit. Let's go through it step by step and in more detail, because it's not clear what we're talking about in just a few words:
1. Rebalancing existing Factions - which ones? It seems that the decision regarding Factions from different mods has already been made. Taking the "Holy Mission" approach to rebalance any set of creatures from ncf with color correction of textures in Photoshop, or working with unfinished pre-alpha graphical assets, doesn't appeal to me (if anything, in theory, you could even balance squares with the inscription "I am a level 2 creature" and create new Factions, but in my opinion, Heroes 5 has a quality standard, and new Factions should meet it). If we're talking about the original ones, the balance in TE generally suits me, except that the Orcs and Necropolis are extremely strong in the late game, but this is a feature of their mechanics, and the only thing that could help is removing the free converter to undead and nerfing Blood Wrath (but here, we need to figure out if it's possible to do this without access to the executable code, which I personally don't have).

2. Alliance as a separate Faction without any undead - what is meant by this? As far as I know, in RTF, the Alliance is replaced by Free Cities, and there is no undead there. In Chaos Theory, it's a reskin of the Alliance with the replacement of several units with new ones, and there is no undead there either.

Chaos Theory does have undead. The Necropolis upgrade has been replaced.
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In reply to AstralLein
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Well, if we're talking about that, then it's not really a problem. It's quite easy to use other people's models for your own creatures. Besides, there's always an option for the lazy – take the original mod file and delete the Necropolis folders in the game mechanics. Profit. And the artifacts in the form of models can be removed from the archive when I have time :D
In reply to AstralLein
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But of course, some of the models are iconic. It's a shame that for the Necropolis faction, there's only one instance per creature. I've already "borrowed" the attack animations for the mages. They're in my test files.

I had the idea to give the unarmored mage a whirlwind attack, increase the radius of the lightning spells, and give one of the upgrades an animation based on the meteor shower, and give them attack radii of around 7x7. They would become incredibly powerful units, with a small splash damage effect. This would make them level 6, or even 7. In general, I wanted to create more patterns for the factions used in NTR, but the problem is that I can't get the game to add new abilities, even just as a simple name and description. So, there simply won't be enough "extra" or duplicate abilities of creatures whose texts could be used for new patterns.
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In reply to Allaney
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Allaney
It seems I've lost track of the conversation a bit. Let's go through it step by step and in more detail, because it's not clear what we're talking about in just a few words:
1. Rebalancing existing factions - which ones? It's already been decided about factions from different mods. Taking the "Holy Mission" and rebalancing any set of creatures from an NCF file with color correction of textures in Photoshop, or working on unfinished pre-alpha graphical assets, doesn't appeal to me (if anything, in theory, you could balance squares with the inscription "I am a level 2 creature" and create factions, but in my opinion, Heroes 5 has a quality standard, and new factions should meet it).
Have you seen the "Skull of Shadows" mod? There's nothing like that there. If you look at the Insectoids, you could spend a long time figuring out what and where has been changed. If at least that one was rebalanced, it would be good.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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Allaney
But of course, some of the models are iconic. It’s a pity that there’s only one model per creature for the undead. I’ve already “borrowed” the attack animations for the mages. They’re in my test files.

I was thinking of giving the unarmored mage a whirlwind attack, increasing the radius of the lightning spells, and giving one of the upgrades an animation based on the meteor shower, and giving them attack ranges like 7x7. They would become incredibly powerful units with a small splash damage. This would make them level 6, or even 7. In general, I wanted to create more patterns for the factions used in NTR, but the problem is that I can’t get the game to add new abilities, even just as a name and description. So, there simply won’t be enough “extra” or duplicate abilities of creatures whose texts could be used for new patterns.

Do you have the rights to make such modifications? The author is still around and is quietly developing the mod. Very quietly, but still.
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In reply to AstralLein
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Okay, calm down, everyone. Just stay calm.))
As soon as I mentioned copyright in the post, questions started popping up :DD. It seems that mods in open access and personal experiments are not prohibited. Moreover, just a day and a half ago, there was no talk about reworking the Havens from Chaos Theory.=

Regarding the animations of attack effects, such as lightning – it's just a set of lightning bolts firing from an offset from the center and with different rotation axes, colored yellow (Photoshop/Visual Studio or whatever you like will help), and at the end, there's a cool dragon texture (probably a tribute to Disciples 2)... There are two options: either ask for permission (although I'm only interested in the numerous lightning bolts), or create something similar... I don't think a thunderstorm is patented :DD. The same situation applies to the vortex, so don't worry. I'm not just redesigning creature models, and if any work starts, I will definitely contact the author, but for now, it's just an (unexpected for me) discussion.

I asked for permission to release NTR for already implemented factions quite recently because... I was just quietly tinkering and didn't even think about posting it. Something like that.

About the Shadow Skull – I assure you, I reviewed all the factions and creature animations in combat. The model design falls into the second type – they are not NCF-based, they are original, and I can't even imagine how much time was spent on them, but they don't quite measure up, in my opinion (maybe I'm a graphics snob... you know what I mean=))). No flame wars =)
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Hello!
I've become very interested in the mod, and I'm curious to hear what the original authors will say about it.
1) Could you briefly describe the factions in the mod and their main features in the topic header? The current description is a bit dry, unfortunately.
2) I'd like to understand what specific changes are in the mod, and if there are many changes, a complete guide would be helpful. Or something as close to a complete guide as possible.
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...
In reply to Dyrman
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Dyrman
Hello!
I've become very interested in the mod, and I'm curious to hear what the original creators will say.
1) Could you briefly describe the factions in the topic header and their main features? The current description seems a bit dry, unfortunately.
2) I'd like to understand what specific changes are in the mod, and if there are many changes, a full guide might be helpful. Or something as close to it as possible.

Hello)
The thing is, I haven't received feedback yet on whether the description of the new mechanics should be done in the same way as the document for Sanctuary, descriptively, omitting details of each minor thing (the changes, as I mentioned at the beginning, have been made for a very long time, and remembering each one is a pain =)) or whether it should be in a stricter format: old stats -> new stats. I'm afraid that if I put all this in the header, it will be too long, so it's easier to have it in the form of documents.
I didn't include the composition in the description because I didn't change the creatures; they all remained in their places, and there are links to the originals in the header. Well, since the work on the composition and models isn't mine... I don't know if it would be appropriate.

By the way, returning to the topic.
I'm currently working on refining the mechanics (releasing the mod causes a week of sleepless nights and weekends in the astrologer's tower for polishing). The problematic units are grenadiers and adepts. I'm trying to create synergy between them and give them more organic skills. The upcoming mini-patch will include:
-Grenadiers will have a new explosion animation. Since I removed the area-of-effect damage, a large flame didn't seem logical, so I gave them a mini-explosion. The game engine is a pain; it doesn't allow for normal screenshots, but it looks VERY good in the animation.

-Adept's role will change. The cross-attack will be replaced with a new pattern. All creatures around receive 50% of the damage dealt, which is more logical for a flame of this shape.
-Adept's "Sorrow" ability has been removed and replaced with "Flame Strike." Since I couldn't override the executable and change the damage coefficients for this ability through the files in the data folder, I reworked the adept's stats. They will shoot without a range penalty and have no penalty in melee combat. The damage will, of course, be reduced. This will allow them to deal consistent damage with Flame Strike, and thus, together with the grenadier, they will provide good synergy for fire damage.
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In reply to Allaney
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Allaney

Regarding the shadow skull – I assure you, I reviewed all the factions and creature animations in battle. The model design falls into the second type – they are not NCF-based, they are custom-made, and I can't even imagine how much time was spent on them, but they don't quite measure up, in my opinion (maybe I'm just a graphics snob... you get the idea=))). No arguments here =)
Improving the textures isn't that big of a problem, as far as I know, but still, take a closer look, because some textures are taken directly from the sixth Heroes game (like the spider legs).
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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Uriel Septim X
improving the textures isn't that big of a problem, as far as I know, but still, take a closer look, because some textures are taken directly from the sixth installment (like the spider legs).

You're confusing textures and models again.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
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In reply to Allaney
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Allaney

The thing is, I haven't received any feedback yet on whether the description of the new mechanics will work.
Why are the old stats needed?


You can briefly describe it in the header:
1) Sylvan faction
Magic
Composition
Faction skill
2) ...

etc.
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...
In reply to AstralLein
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I am releasing a new version. Just in case, files will now be divided into a stable, tested version, and a new one, which may contain major flaws and has undergone insufficient testing. Now, to the changes:

For both versions:
-The Fire Elemental had an extra melee attack animation that coincided with the damage-taken animation. An artifact from the tests. Fixed.

In version 1.0.1.beta:
Stronghold unit changes:
-Grenadiers (lvl 2 upgrade) - a new grenade explosion animation has been created, and the detonation sound has been changed (previously, a small ball exploded like a proper WWII HE shell).
-Dark Dwarf Adepts (lvl 5)
-Earthquake has been removed from all upgrades.
-The base unit's mana has been reduced from 10->5
-The Dark Adept's minimum damage has been slightly increased, mana reduced from 15->10, and the power of the "Sorrow" spell has been increased
-For the Fire Adept:
1. The cross-attack has been replaced by a pattern that deals 50% damage to all enemies near the target (does not hit allies).
2. The flame radius after the explosion has been increased. Due to game specifics, when firing at a large creature, the flame explodes at a specific point and did not reach some neighboring creatures. Plus, it looks more epic. (Those who have read Salvatore know how a real fireball should explode yeah). Also, the flame now explodes on the ground rather than slightly in the air.
3. Sorrow has been replaced by a Wall of Fire. Mana cost -16, for one use.
4. The Fire Adept no longer has a melee penalty or a ranged penalty (shooting is still more profitable due to the spirited fireball). Damage has been adjusted. This change is necessary for...
5. Added Flame Strike with a corresponding icon. Once per engagement, it allows dealing 120% damage to any creature and applying a fire mark. Without point 4, the ability's damage varied significantly, and if the adept was blocked by an enemy unit, it became tiny; with point 4, it is stable.
- Attack/defense stats for all level 7 Stronghold creatures have been slightly changed.

Stronghold unit changes:
These changes are aimed at weakening the synergy between shamans and gnolls.

-Gnolls (lvl 1) - gnolls' initiative has been changed to 10/11/10. Health reduced to 4/8/6. The gnoll alt-upgrade now runs further - 5 cells.
-Shamans (lvl 4). Initiative for all shamans has been significantly lowered from 12-9. Health increased by one, and damage slightly increased. The Snowwalker's shot now slightly reduces the target's turn progression.

Reason: The synergy between shamans and gnolls was too strong. Level 1 Blood Rage gave shamans +2 initiative, making it 14 in total. With good leadership and a battle cry codenamed "kick in the pants," shamans cast their monstrous spells too quickly, giving the army a strong advantage. Moreover, there was a build where Black Healers (2nd alt-upgrade) could gain enough mana for 2 spells from a single kill of a Gnoll Marauder with base 9 health, which, again, with high initiative, was a broken mechanic, i.e., OP. In general, shamans were nerfed because each upgrade had several uses (for the Snowwalker - shooting, blocking enemy magic, and spellcasting; for the Black Healer - AoE damage, speeding up an ally's turn, spellcasting), which, combined with high overall efficiency, made them too strong (and Stronghold units should be slightly weaker than others because of Blood Rage). Plus, gnolls now move before shamans, and you have to choose whether to send them into battle or keep them nearby for sacrifice, while the opponent has the opportunity to drive the gnolls away before the shamans' turn. Combined with slightly increased damage and other perks, choosing to shoot has now become easier for shamans.

Sanctuary unit changes:
-For Garapps (lvl 3, alt-upgrade), the "Close Ranks" ability has been changed to "Ranged Protection." The reason is that ideologically, Garapps were meant to take the hit from the opponent's rushing forces; however, the reduction of damage taken based on distance traveled, combined with other creature features, gave too great a reduction in melee damage and discouraged charging into them. Instead, it was pleasant to rain arrows on stationary Garapps. Now the situation has changed: Garapps are very well protected from ranged attackers, and to break through, it will be much more preferable to engage them in a clinch.

https://yadi.sk/d/ILNZi-2_bTH-rA

Added after 2 hours 30 minutes
Actually, it would have been possible to configure all abilities and racial skills more flexibly by tinkering with defaultStats, but the problem is that all such data is located in one file, which prevents replacing the content in parts. If they are replaced, it must be done for all replaced Factions at once; but if a person happens to replace not all Factions and plays, say, Sanctuary against Academy, then some skills change for the non-replaced races, which is bad. Even worse, this will overwrite changes made in some already installed balance mod. So, it's a tough call on how to proceed :/
In reply to Allaney
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Allaney

[/U]In general, it would be possible to customize all abilities and racial skills more flexibly by tinkering with defaultStats, but the problem is that all such data is stored in one file, which prevents replacing the content in parts. If you were to do this, it would have to be done at once for all replaceable factions. However, if someone has not replaced all the factions and is playing, say, Sanctuary against Academy, then some of the skills will change for the non-replaced races, which is bad. What's even worse is that this will overwrite changes made in some already installed balance mod. So, you have to figure out how to proceed :/
Do as everyone else does, put up a sign:
May not work with other mods, it is recommended to use all parts of the mod at once
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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Uriel Septim X
Do as everyone else does, put up a sign.
May not work with other mods, it is recommended to use all parts of the mod at once

That's an interesting idea; then you could create completely crazy things. For example, you could adapt the Thunderstorm spell into some kind of fog that doesn't deal damage but completely reduces ranged damage over a large area, and other fun mechanics. In general, it would be good to create a faction manager in some simple language, let's say C++ with QT, create different versions of the DefaultStats file, and let the player check the boxes for which factions to replace, and the application will change everything in the folders. Then, all that remains is to choose a version of DefaultStats for the basic factions and plan the step-by-step change of skills. Muahaha (However, there is still a lot of work to be done in this case :/)

Added 32 minutes later
Plus, in the current version, the ideas for the mechanics have been refined, but I won't have time for thorough testing in the near future, so quick patches will be temporarily suspended (unless critical ones can be fixed more or less quickly). For now, I will monitor the feedback. Especially, as comrade Dyrman has already mentioned, from the authors of the originals) (Cross your fingers, say a prayer before going to bed). I also remember about updating the post header and explanatory manuals=)
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Allaney
That's an interesting idea; it would allow for creating some truly crazy things. For example, you could adapt the Thunderstorm spell into some kind of fog that doesn't deal damage but completely reduces ranged damage over a large area, and other fun mechanics. In general, it would be good to create a faction manager in some simple language, let's say C++ with QT, create different versions of the DefaultStats file, and let the player check boxes to select which factions to replace, and the application will automatically change everything in the folders. Then, all that would remain is to choose a DefaultStats version for the base factions and plan the step-by-step modification of skills. Muahaha (However, there's still a lot of work to be done with this approach :/)

Added 32 minutes later
Plus, in the current version, the ideas for mechanics have been refined, but I won't have time for thorough testing in the near future, so quick patches will be temporarily suspended (unless critical ones can be fixed more or less quickly). For now, I'll be monitoring the feedback. Especially, as comrade Dyrman already mentioned, the feedback from the original authors) (Crossed fingers, a prayer before bed). I also remember about updating the post header and providing explanatory manuals.
Yes, that's true, but then you would either need to create a program to assemble this file (adding lines depending on the race) or several versions of the file (but then there would be something like 8 variants (each with each), which is too many)
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь

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