Auto-translated
Posts from = Small fix mods =
Auto-translated
A useful mod that adds a list of spells and the magic skill level to the description of warlock creatures.
Download
Auto-translated

Is this okay?
Auto-translated
Will this do?
You just need to choose a brighter shade of purple, otherwise it can strain your eyes!
Auto-translated
So, Indigo isn't a good fit.
Auto-translated
The mod adds a list of spells and the level of the magic skill to the description of warlock creatures.
>>Download<<
>>Download<<
Auto-translated
A useful mod that adds a list of spells and the magic skill level to the description of warlock creatures.
Download
Can I use bold to highlight a spell?
Auto-translated
I don't know how to do this. The " " construct doesn't work.
Auto-translated
A fix pack for game version 3.1, which eliminates minor bugs that remained from the latest game patches.
List of changes:
The Rune Battle Harness and Marquel's Skull artifacts now have animations like the other artifacts. In the original game, these artifacts only had a rotation animation and lacked a glow.
Added a "happy" animation (played when a hero wins a battle) for the Shadow Lords. The Twilight Witches and Night Lords already had this animation, but the developers forgot to add it for the Shadow Lords.
Fixed the glow effect of the Fury blades for the "stir00" animation (cursor hovering over a creature in battle). Previously, the blades stopped glowing when the cursor was hovered over a creature.
Fixed the eye effect of the Astral Dragons for the "stir00" animation (cursor hovering over a creature in battle). Previously, the eyes disappeared when the cursor was hovered over a creature.
Fixed the glow effect of the Death Harbingers for the "happy" animation (played when a hero wins a battle). Previously, when this animation was played, the creatures lost their glow effect.
Fixed the glow effect of the Higher Vampires' sword for LOD (animation for the world map). Previously, the Higher Vampires lacked the sword glow effect on the world map.
Fixed the description of the "Warehouse" building for the Stronghold faction castle. Previously, the description of this building stated that it provided crystals, although it actually provided mercury.
Installation:
Place (VISUAL_FIX.pak in the Data folder.
List of changes:
The Rune Battle Harness and Marquel's Skull artifacts now have animations like the other artifacts. In the original game, these artifacts only had a rotation animation and lacked a glow.
Added a "happy" animation (played when a hero wins a battle) for the Shadow Lords. The Twilight Witches and Night Lords already had this animation, but the developers forgot to add it for the Shadow Lords.
Fixed the glow effect of the Fury blades for the "stir00" animation (cursor hovering over a creature in battle). Previously, the blades stopped glowing when the cursor was hovered over a creature.
Fixed the eye effect of the Astral Dragons for the "stir00" animation (cursor hovering over a creature in battle). Previously, the eyes disappeared when the cursor was hovered over a creature.
Fixed the glow effect of the Death Harbingers for the "happy" animation (played when a hero wins a battle). Previously, when this animation was played, the creatures lost their glow effect.
Fixed the glow effect of the Higher Vampires' sword for LOD (animation for the world map). Previously, the Higher Vampires lacked the sword glow effect on the world map.
Fixed the description of the "Warehouse" building for the Stronghold faction castle. Previously, the description of this building stated that it provided crystals, although it actually provided mercury.
Installation:
Place (VISUAL_FIX.pak in the Data folder.
Auto-translated
By the way, before the "Tribes of the East" expansion, the blades of the Beasts (base unit) didn't glow, and only the Fury (upgraded unit) had the glowing effect, which was logical. I tend to think that this is also a bug, but others might think differently, so I didn't include it here, but if anyone needs it, I can upload a separate mod that removes this effect from the Beasts.
Auto-translated
This mod that fixes visual issues is an absolute must-have; I was constantly annoyed by dragons' eyes disappearing. But why is it posted in this thread? Shouldn't it be here instead?
/topic/8859/
/topic/8859/
Auto-translated
An extension to my previous text mod.
Now, the names of creatures from different factions are highlighted in different colors, and a list of spells and their levels has been added to the descriptions of sorceress creatures.
Now, the names of creatures from different factions are highlighted in different colors, and a list of spells and their levels has been added to the descriptions of sorceress creatures.
Auto-translated
The mod adds a harpoon projectile that doesn't exist in the game (if my pirated version is buggy, and yours is different, please let me know).
Auto-translated
Fixed the background noise in the dwarf town – now you hear the dwarves hammering with their pickaxes, and the wind just rustles.
Auto-translated
FixSpell is a fix mod for the "Evasion" spell, which corrects a text bug where "increases" was written instead of "decreases."
Download link: https://disk.yandex.ru/d/kceoOhE4kxBa2
P.S. On the other hand, this is not a bug, but a more complex description, since there was a "minus" sign, and plus minus equals minus, but still, it would have been better to simply write the word "decreases"...
Mod to increase the number of Scouts/Assassins/Hunters from 7 to 8. For those who think that an increase of 7 is insufficient and that it can be quickly depleted in battle, although, in terms of total cost, it should be 7.
Download link: https://disk.yandex.ru/d/3tws4ej5s7XW5
Mod to increase the number of Beasts/Furies/Harpies from 5 to 6. This mod will not disrupt the balance and is almost as appropriate as the original increase of 5. The total cost of Beasts among the non-upgraded level 2 units will now stand out, but, like the increase for Centaurs, it is important that Furies and Harpies (2100 gold) will now be slightly above average and almost equal to the cost of the increase for upgraded Dancers (2160 gold), whereas before, with an increase of 5, it was, on the contrary, below average and inferior to everyone else (1750 gold).
Download link: https://disk.yandex.ru/d/CPFp9FYGs7aKd
Mod to increase the number of Killers/Executioners/Leaders from 5 to 4. Just for those who think that an increase of 5 is too large for level 5 and it seems illogical that it is equal to the increase for Shamans and other level 4 units, although it should be that way.
Download link: https://disk.yandex.ru/d/nPx8J231sCdkJ
Mod that makes it so that Ashi dragons require less mercury. Bone dragons require 0, and spectral and astral dragons require only 1 instead of 2. Thus, the total increase from 3 dragons requires not 6, but 3 mercury, which is closer to the 4 magic resources of other level 7 upgrades.
Download link: https://disk.yandex.ru/d/I7sMCcPUycUX_w
Download link: https://disk.yandex.ru/d/kceoOhE4kxBa2
P.S. On the other hand, this is not a bug, but a more complex description, since there was a "minus" sign, and plus minus equals minus, but still, it would have been better to simply write the word "decreases"...
Mod to increase the number of Scouts/Assassins/Hunters from 7 to 8. For those who think that an increase of 7 is insufficient and that it can be quickly depleted in battle, although, in terms of total cost, it should be 7.
Download link: https://disk.yandex.ru/d/3tws4ej5s7XW5
Mod to increase the number of Beasts/Furies/Harpies from 5 to 6. This mod will not disrupt the balance and is almost as appropriate as the original increase of 5. The total cost of Beasts among the non-upgraded level 2 units will now stand out, but, like the increase for Centaurs, it is important that Furies and Harpies (2100 gold) will now be slightly above average and almost equal to the cost of the increase for upgraded Dancers (2160 gold), whereas before, with an increase of 5, it was, on the contrary, below average and inferior to everyone else (1750 gold).
Download link: https://disk.yandex.ru/d/CPFp9FYGs7aKd
Mod to increase the number of Killers/Executioners/Leaders from 5 to 4. Just for those who think that an increase of 5 is too large for level 5 and it seems illogical that it is equal to the increase for Shamans and other level 4 units, although it should be that way.
Download link: https://disk.yandex.ru/d/nPx8J231sCdkJ
Mod that makes it so that Ashi dragons require less mercury. Bone dragons require 0, and spectral and astral dragons require only 1 instead of 2. Thus, the total increase from 3 dragons requires not 6, but 3 mercury, which is closer to the 4 magic resources of other level 7 upgrades.
Download link: https://disk.yandex.ru/d/I7sMCcPUycUX_w
Statistics
Welcome our newest member:
recijeb
