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Posts from Various mods by zahar0z Auto-translated

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#227
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The core was created through collective effort! But the majority of the work was done by the esteemed comrade **SimonaK** – if you're talking about the framework itself!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#228
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Thank you, I was talking about the framework itself. I'm not interested in the megapack.
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#229
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zahar0z
Thank you, I was talking about the framework itself. I'm not interested in the megapack.

Well, he was the first to suggest the idea of putting all the creatures available at that time into a single set – that was his idea for the megapack...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#230
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I have an idea to name the kraken boss "Ancient Horror" or something similar, and in its description, write that legends speak of giant, intelligent creatures born from the blood of Urgash, and that some cults worship these monsters, believing that with their help, they can establish a connection with the dragon of chaos. And as a companion to the boss, guarding the sunken temple, I'll add a few assassins and witches from the Dungeon faction (like cultists). In the original game, the temple was guarded by titans and water elementals. Neither of those fits well with the kraken boss. P.S. Perhaps the mod's release will be postponed until Friday after all.
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#231
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I have an idea to name the kraken boss "ancient horror" or something like that.
+
And to pair with the boss, guarding the sunken temple, let's add some assassins and sorceresses from the Dungeon faction (like cultists).
I don't think that's a good idea; the message won't be clear, as these guys usually worship Malassa. Maybe someone from Inferno instead?
Or, perhaps, mix creatures from Inferno and those very sorceresses; that would be more like cultists. But then, I'm afraid, there will be a problem with morality...
In general, it seems that you need to create another NCF creature.
 

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#232
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Ment

In general, it seems like you need to create another NCF creature.
No need. In the near future, I need to finish what I have and take a break.

Together with the demons, the kraken won't look very good visually.
Dark elves often appeared (in both Heroes 5 and Heroes 7, as far as I understand) as cultists of chaos. So, I think the message will be clear. Plus, you can add to the boss's description: "cults of chaos consisting of various peoples of Ashan worship him," so it's clear that it's not just about demons.
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#233
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As a bonus, you could add to the boss's description: "Cults of chaos, consisting of various peoples of Ashan, worship him."
Well, that sounds reasonable!
 

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#234
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In short, I'm trying to give golems the ability to explode, like demons, and I'm running into a problem. After the explosion, the golems disappear for a few seconds and then reappear.
The same thing happens with exploding demons, but in their case, it's more of a feature than a bug. Because of their size, their absence is not noticeable, but it also doesn't interfere with the effect.
Unfortunately, the situation is worse with golems. They are larger, and the fact that they disappear for a second is, to put it mildly, noticeable.
In general, the demon has two spell animations, but only the second one is played in the game during the explosion.
If anyone has any ideas on how to fix the problem, I'd be happy to hear them. We could, in principle, make the explosion effect larger, but I suspect that it will look bad.
Or, we'll have to give up on this ability (possibly in favor of liquid flame).

By the way, does anyone know the name of the unused in-game ability that causes an explosion after death?
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#235
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zahar0z
I have an idea to name the kraken boss "Ancient Horror" or something like that, and in its description, write that legends speak of giant, intelligent creatures born from the blood of Urgash, and that some cults worship these monsters, believing that with their help they can establish a connection with the Dragon of Chaos.

Or maybe Urgash was born from the blood of an ancient god?:rolleyes: By the way, I think occultists should be from mixed factions, emphasizing that such knowledge can unite irreconcilable enemies, for example, adepts, witches, liches, archmages (the rest, in my opinion, don't quite fit).
Well, I'm sorry, I couldn't resist. He MUST constantly cast berserk and mind control spells, because when Cthulhu awakens, all of humanity will perish, and the part that survives will go insane, learning about the power of the ancient god.
According to the lore, Cthulhu doesn't care about humans; he simply drives them mad with his presence, and they become his workforce and food. Right now, the radiation from his psychic abilities is blocked by the water, only reaching the most vulnerable people on the coast, inflicting nightmarish dreams...
Lovecraftian leaves the chat.:)
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Долина расхитителей
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#236
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OrnsteinDragonslayer
Or maybe Urgash was born from the blood of an ancient god?:rolleyes:
Well, Urgash is kind of an ancient god himself.

Regarding combining creatures from different factions, in my opinion, visually, only the Dark Elves resemble the Cultists. Perhaps you could add some Black Guard to the mix.
About Berserkers and Subordination, I've also thought about that, but I don't want to change the creature's stats too much right now because I'm very tired.
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#237
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Knowing the AI in the fifth game, it's hard to predict how it will use such spells. Perhaps auto-casting on attack, but I'm not sure if that's possible for a Berserker and Subjugation.
Or you'll have to give up on this ability (possibly in favor of Liquid Fire).
Liquid Fire is good if you have problems.
 

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#238
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replaced all creature textures with new ones, rendered in Substance Painter.

comparison, on the left is the new texture, on the right is the basic diffuse texture from Heroes of Might and Magic VII






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#239
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What is the name of the unused in-game ability that causes an explosion after death?
ABILITY_AVENGING_FLAME
Нет войне.
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#240
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Thank you for the hint.

Added 5 hours and 8 minutes ago
There are only a few final touches left, and then I'll repack the files.

Thank you all for your feedback on the creature stats; I tried to listen to it and took almost every suggestion into account. (However, I still decided not to give improved Black Guard the "Betrayal" ability).

A big question about the golems.
I tried to put them on level 5.
For the Fire Golem, I removed the shield and sign, and gave it "Liquid Fire" and "Explosion on Death" (the explosion damage was reduced from 70 to 10).


I would like to hear feedback about the golems. This is essentially the last edit to the entire mod.

Added 7 minutes ago
It might be worth removing the infinite retaliation from the Reforged Golem, as suggested by Gerter. But then, in my opinion, something should be given in return.

We could take away the stun ability from the Fire Golem.
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#241
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Let there be endless resistance, why not....
I would remove the stunning effect from the fire elemental and make it purely fire-themed. But I would increase the explosion damage to 20, for example.
Well, like this... In terms of stats, I'm comparing it to unicorns, and it seems to match.
 

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