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Posts from МОД: Клинок Армагеддона / Armageddon's Blade Auto-translation in progress

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#1
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New versions of the mod are released on Boosty under the principle: previous version — free public access, latest version — early access for boosters. GO TO BOOSTY

Armageddon's Blade! This mod for Heroes 5 expands the amount of content in the game and the variety of gameplay.
Brief description:
10 new classes
A huge number of changes to the skill wheel and its expansion (many restrictions removed, and some racial abilities moved to general access)
80 new heroes
67 new artifacts
59 new creatures

40 new duel heroes
41 new duel arenas
12 new center perks
The mechanic of third-tier creature upgrades (1) unupgraded -> 2) upgraded -> 3) upgraded again), and naturally alternative upgrades as well.

An informational window inside the game about the mod's changes (button at the top left, the azure dragon's eye, containing info on creatures, magic, heroes, blood, artifacts, and the skill wheel).

The mod is installed exclusively on a clean version 3.1 Tribes of the East.
After downloading the Archive and opening it, you will see folders; the folders listed in the archive need to be deleted from the game folder, then move the folders from the archive into the game folder.


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Launched the game and it crashes? The problem is trivial, but at first glance it scares people off. 
Your game may crash (though not necessarily) due to an account conflict (if you have saves from playing through the original game, there can be conflicts between the save containing all your game settings data and the mod's settings). Go to your Users folder (mine is on drive C) and delete the entire Heroes folder there (important! this will delete all saves; if you need them, move them somewhere beforehand so you can restore them later).

After that, you can launch my version. It should work properly.
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Discord server of the addon - Heroes 5. Armageddon's Blade
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VK group of the addon - Heroes 5. Armageddon's Blade
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Yes! It sounds ambitious, of course, but let this be our guiding star.
I will strive to bring our beloved three-dimensional Heroes game closer to the no less — perhaps even slightly more — beloved two-dimensional third Heroes, by adding many things that were in Heroes 3 but weren't implemented in Heroes 5.

LINK_TO_THE_MOD'S_YOUTUBE_CHANNEL_Heroes_5_Armageddon's_Bl ade

Changes will be written up here https://docs.google.com/document/d/1...it?usp=sharing

10 new classes (priest, chaos lord, death knight, lord, druid, alchemist, defender, chieftain, elementalist, elemental warrior).


80 new heroes — 8 for each faction plus 16 additional ones from the Conflux faction (but there is no Conflux, so they belong to Dungeon instead)

67 new artifacts (most reference Heroes 3 in their stats and names).
Pricing is taken from the vanilla version of the game: 2500 gold per 1 unit of skill, 3000 gold per 1 unit of ATK/DEF.
Very powerful artifacts are exceptions with higher prices, such as the Badge of Courage




59 new creatures (9 of which are elite Tier-8 units, one for each faction).
Almost all of them are integrated directly into towns and are third-level upgraded creatures (except Conflux creatures, which are among neutrals). To gain the ability to upgrade creatures to the third level, you'll need to build third-level buildings, which unlock after the town reaches level 30.


40 new duel heroes

I really like the duel mechanics in Heroes 5. The vanilla version is extremely poorly realized — or rather, kudos to them for doing it at all, but the amount of content (duel heroes) and quality (creatures/skills) turned out quite lacking.
No matter, I'll do it myself! =)
Well then, there will most likely be several options (3 months growth at level 20, 6 months growth at level 30, 1 year growth at level 40 + any artifacts appropriate for that level).
So far only level 40 duel heroes with 1 year growth have been created.

Added 41 duel arenas (this is a combination of three different arena mods + 2 of my own arenas)


New center perks

Guardian Angel (casts passive stone skin before battle granting +7 defense, resurrects 1 stack after all troops die)
Relentless Counterstrike (gives human creatures the "unlimited retaliation" ability, same as griffins have)
Relentless Might (army always strikes twice in melee combat)
Eternal Flame (grants fire immunity to Inferno creatures; the Hellfire ability now also works on retaliations)
Death Herald (all undead creatures apply "Suffering" (-12 attack) when attacking enemies)
Lord of Death (passively applies vampirism to the army with a 20% life drain effect relative to damage dealt)
Shadow Lord (doubles the army's initiative)
Forest Keeper (passively grants regeneration of 100% of a creature's HP; for example, sprites will recover 6 HP, while dragons already recover 200)
Forest Patronage (the forest helps Sylvan creatures; it entangles enemies with roots when the hero's creatures attack them (similar to ents' strangling roots))
Arcane Ignorance (mage creatures receive "incorporeality," giving a chance for attacks against them to miss)
Arkath's Patronage (dwarf creatures receive a lava shield and return 30% of damage back as fire element; the formula does not apply to lucky strikes — there the damage return will be as for a normal hit)
Wrath of Elements (takes half of the defense from creatures in the army and converts it into attack, and also increases initiative by 5)

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Artifact table for Heroes 5 Armageddon's Blade
Table of new heroes and updated old ones
Table of new creatures for Heroes 5 Armageddon's Blade
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For my mod, I've created unique icons for empowered spells and mass spells:

New skill wheel!

The goal is to trim some blockers (prerequisites for learning), as well as add variety to progression.
I'll be adding features from other factions to the remaining factions (but not all of them).

Knight


Priest


Demon Lord


Chaos Lord


Necromancer


Death Knight


Warlock


Lord


Ranger


Druid


Mage


Alchemist


Defender


Rune Priest


Chieftain

Barbarian


Elementalist


Elemental Warrior


In Heroes 3 Armageddon's Blade, every town had 16 starting heroes. In Heroes 5 there are only 8. I plan to expand the rosters. Unfortunately, I don't know how to code. So I won't be able to make new specializations. But universal ones can be used. I'll make a table for this so both you and I can adequately process the information =)
https://docs.google.com/spreadsheets...it?usp=sharing
To add a certain individuality, I decided to add another 2 points to the standard 5 attribute points. That is, each hero now has 7 attribute points (distributed differently for each).
Also 3 skill points. There were 2 points (in vanilla).
Naturally, the standard pool of heroes (8 pieces) was brought up by 2 attribute points and 1 skill point to match the new heroes.
Castle


Inferno


Necropolis


Dungeon


Rampart


Tower


Fortress


Stronghold


Conflux
(at the moment there is no way to bind heroes separately, so they are bound to Dungeon, which means they currently count as heroes of that faction and give morale to Dungeon creatures)


Changes that are needed regardless:




I want to say that very many things became available to me only thanks to the Mentors who shared knowledge and answered questions, showing the pitfalls I had to deal with. Thank you very much!
}{0TT@6bI4
Dredknight
Ment
Zahar0z

I would like to express gratitude to a person with the nickname BlackHat; the pack uses 1 texture made by him (black knight). I could have done without it since the game has such a texture, but it's lower quality because it was made for the adventure map rather than the arena. BlackHat took the arena texture of the death knight and modified it, very high quality. If the esteemed BlackHat objects to its use in the pack, please write to me in PM and I will remove your "i.s." and revert to the original texture (although of course that would be unpleasant visually).
I would like to express gratitude to a person with the nickname footman; with his permission, models he worked on are used in the pack.
I would like to express gratitude to a person with the nickname FrozenSoul; with his permission, the appearance of red banshees is used in the pack for the hero Moandor.

The mod features its own original main menu interface in the style of Heroes 3


Plans include making towns on the adventure map from Heroes 3 (But this will happen very, VERY far in the future).
Namely:
Town without fort = Capitol.
Town with fort = Fort.
Town with citadel = Citadel.
Town with castle = Castle.

(Citadel Fort - link to Coub - https://coub.com/view/2e28z7)
(Citadel Citadel - link to Coub - https://coub.com/view/2eqa17)
(Citadel Castle - link to Coub - https://coub.com/view/2fxxfv

(Castle Fort - )
(Castle Citadel - )
(Castle Castle - link to Coub - https://coub.com/view/2idfrr

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#2
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As they say, take the flag and go! Good luck with your endeavor. I'm looking forward to seeing the models with their textures.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#6
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I saw you wrote about a bug with the combat griffons. The cause of this bug is the use of the DefaultStats.xdb file from the data.pak archive. You need to take the same file from the a2p1-data.pak archive. You will have to re-enter everything there, but there is nothing else to be done. As far as I remember, this is also related to the bug with champions - their tournament strike doesn't work correctly. So it's better to fix it.
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ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#8
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Regarding the skill tree.
I would remove the Ash's Blessing skill from it, as it is useless and clutters the progression. In particular, it can block useful Talents.
The same can be said about Navigation. It can be replaced with another skill from the Logistics branch, which is already quite crowded.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#9
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Andrail
I saw you wrote about a bug with the combat griffons.
The reason for this bug is the use of DefaultStats.xdb from the data.pak archive. You need to take the same file from the a2p1-data.pak archive. You will have to re-enter everything there, but there is nothing that can be done about it.
As far as I remember, this is also related to the bug with champions - their Tournament Strike does not work. So it is better to fix it.

Thank you for the tip!
I was already thinking about simply replacing the skill with the one that the royal griffin has =)

Added 5 minutes ago
Andrail
Regarding the skill wheel.
I would remove Protection of Ashi from it, as this skill is useless and clutters the progression. In particular, it can block useful Trophies.
The same can be said about Navigation. Instead, you can put another skill from the Logistics branch, which is already quite crowded.

My main idea regarding the skill wheel and the purpose of the changes is to increase the number of upgrade options. So that there is no single meta and the player wants to choose one, another, and a third. As a result, he chooses something for a specific situation or enemy.

I do not agree with cutting out the Protection of Ashi. Let it be.
Cutting out Navigation is too cruel (it is quite good for sea maps).

But your reasoning made me think about moving Navigation from StandartPerk to SpecialPerk. This needs to be carefully considered :)
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#10
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Waterfall_13

But your reasoning made me think about moving the navigation from StandartPerk to SpecialPerk. This needs to be carefully considered.
Not a bad solution.
After Navigation, there are no other skills, which significantly reduces the variety, as on land maps it will скорее be more of a hindrance.
If you replace it with some skill from the parallel branches, it will allow you to slightly reduce the load on them and increase the diversity of the upgrade options.
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ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#12
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[Andrail]


I looked at both of these DefaultStats files. And honestly, I didn't see any difference between them (unless you consider my edits).

In general, looking at them, it seems like the developers edited the file in a2p1-data.pak and then just copied it from there to data.pak.

The game seems to read the most recent file.
And since the names are the same, even if I move (copy) the file from a2p1-data.pak to my data folder ---> GameMechanics ---> RPGStats, edit it, and save it.
Won't it be pointless? Because the names are the same in both.

Or another idea, move this xdb file from a2pa1-data.pak
to GameMechanics, which is the most recent file for me, and simply copy everything from my edited one into it, all the content of the xdb file I edited.
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I don't know why this bug occurs specifically with the old file. But ask other modders; they will confirm it. I myself have encountered this, and replacing the file helped.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#14
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Andrail
I don't know why this bug occurs specifically with the old file. But ask other modders, they will confirm.
I myself encountered this, and replacing the file helped.

I understand. Thank you. I will conduct an experiment =)
There is still something with the changes, apparently.


I found it... probably
At the very least, the Renegades tab disappeared in a2p1-data.pak
Perhaps this is why the bugs occurred =)



P.S. That's it! The ability now works correctly (in the default version) for the combat griffons =) Thank you very much for your advice!
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By the way, regarding Stronghold. Is it just a visual change to the town, or does it replace the faction?
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#17
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Andrail
By the way, regarding Stronghold.
Is it just a visual change to the town or a faction replacement?

Currently, we're talking about the appearance of the adventure map.
That is, the town's interior and the creatures themselves are not affected.

I don't know yet which connections are responsible for displaying the town variations on the adventure map. =)

Added 20 hours 0 minutes ago
Since I'm moving some perks from class-specific to general ones, I decided to make the Banshee's Cry look nicer (we see it often in the game, while the Shriek of Horror is seen rarely).
Therefore, I took the Shriek of Horror icon for the Banshee's Cry. And for the Shriek of Horror, I prepared a modified icon, but in a purple color (closer to the dark magic icon).


Unfortunately, I encountered a problem. The icon changed in the spellbook. It also changed in the creature effects. But in the hero screen, in the skills section, the icon is broken, and I don't understand why.

I'm attaching screenshots so you can see what I mean. =)
Spellbook

Effect on creatures

Icon in skills (broken)


File in the folder:


The funniest thing is that I didn't think there would be problems here. After all, I changed the icon for the Undead Protection against Chaos magic without any problems last month. And now, suddenly, this is happening -_-
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#18
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In general, playing as mages again... I had a moment of frustration. How much longer can this go on?! It would be nice to have a separate window with information about the minions. But I don't even know how to do that. I can still create the image, but I have no idea how to code something like that.
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Waterfall_13
In general, while playing as mages again... I had a moment of frustration. How much longer can this go on?!
It would be good to add a window next to it with information about the minions.
But I don't even know how to do that =(
I can still create the image, but I have no idea how to code something like that.
You can take a look at how similar mods are structured for the "Rage" button or raising undead.
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#22
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Well... I'm disappointed.
I don't know who at the Heroes 5 development team calculated that with a CAP of 40 levels, mages would reach 60 knowledge points, but the table is too long, and unfortunately, it can be reduced, but the font is already small, and if you reduce it further, it becomes a nightmare. So, you can't make it bigger, and you can't make it smaller.
And because of all this... I had to cut the information down to 43 knowledge points. =(
It's a shame.
This is how it looks in Photoshop (if it contains all the information for 60 knowledge points)

This is how it looks in Photoshop (if you cut it down to make it look good and fit)


And this is how the final version looks in the game:
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