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You can release them separately, or as a pack, since they essentially fix inconsistencies in the standard visuals! :smile13:
Okay, I will definitely upload these fixes for visual bugs when I return from vacation.
New here? I'm Roha — want a quick tour?
You can release them separately, or as a pack, since they essentially fix inconsistencies in the standard visuals! :smile13:
By the way, the following nuance arises: if the price of war machines increases, then the importance of heroes who initially have machines in their arsenal (Vittorio, Daleb, Kaspar, etc.) will also increase significantly, and against these heroes, the rest (non-machine users) will be less of a priority at the start (from an economic point of view).
Perhaps it would be worth taking away the starting machines from these heroes and compensating for this with stats, for example, +1 to Attack, Defense...?
At the start, the player will have to choose whether to use resources to build an army or focus on expensive but quite effective war machines.
Please format everything you've done regarding visuals as a separate MOD and post it HERE!
As promised, I have compiled all the fixes in this thread.
Good day to all forum members and mod users.
After gathering the necessary information, the final fix pack #2 for version 2.4 has been compiled:
The undead raising table has been adjusted for creatures with modified levels (Monks, Griffons, Hydras, Twilight Witches, Centaurs, Orcish Warriors, and their upgraded versions).
Animations have been added for the artifacts "Runic Harness" and "Marquel's Skull".
Minor cosmetic changes have been made to the "Shadow Mistress" creature.
The characteristics of the "Zealot" creature have been reverted to their original values.
The characteristics and abilities of the "Acid Hydras" creature have been revised (page 27).
The cost of war machines has been revised (page 4).
The starting war machines of all heroes have been removed. Heroes whose specializations are based on war machines (such as Daleb, Kaspar, Vittorio, etc.) have received 1 starting skill as compensation (page 54).
A separate thank you and a deep bow for improving the mod.
Are you planning to make a video review on YouTube?
An overview is not the most important goal at the moment, but it will definitely be done – it's just a matter of time. Most likely, I will do it when I finish with the development.
The mod is excellent!
I didn't find any bugs!
I played with it in both official and unofficial scenarios. Everything is good!
Is it compatible with NHF?
What else do you plan to add to this mod?
A review is not currently the most important goal, but it will definitely be done – it’s just a matter of time. I will probably make it when I finish with the developments.
I only played as Humans. I liked the mod. The machines really make an impression, and swapping monks and griffins makes sense. But for some reason, the AI machinists don't buy these very machines. I checked with a scanner.
...the "Al-Zakir" hero (Necropolis) gets a new look in a black style.
Glad you enjoyed it.
Regarding the purchase of machines, this is already a feature of the original AI's behavior. In this mod, its operation has not been changed, but the availability of starting combat machines for the hero-engineers has been changed.
Did you come up with it yourself, or did you find it somewhere in the lore? :smile24:
Maybe it would be worth returning the vehicles to the machinists?