Posts from MCCS - new Multiplayer content
I think that Hafaada might not be necessary in this case.
Alternatively, we could try to rethink similar abilities to make them easier to implement. For example, instead of killing a percentage of units, we could reduce the health of all units by a percentage (I'm not sure if this specific idea would work, but it demonstrates the thought process).
Or, we could actually make summoned units attack the enemy army, but without calculating percentages of units to kill, and instead use different rules.
In any case, there will initially be compatibility with NHF without any changes; then I'll think about it and test different options.
In any case, there will initially be compatibility with NHF without any modifications; then I will consider and test different options.
Excellent... if there are insurmountable issues with some heroes, then we will ask the esteemed comrade Dyrman to work his magic...

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Is this mod compatible with mods that change the balance, such as the UNIT mod?
Wonderful... if there are insurmountable problems with some heroes, then we will ask the respected comrade Dyrman to work his magic...
No, there will be no problems. Some heroes will even be improved, for example, those using special abilities (Valafar, Biara, etc.).
By the way, regarding what I wrote earlier, about heroes like Hafad. It will not be possible to completely get rid of the triggers affecting heroes, because some special abilities in NHF will not work without them at all. Therefore, the idea is that such special abilities should trigger BEFORE the battle if the battle is with a hero, and if the battle is with neutrals, then already at the beginning of the battle in tactical mode. This way, the special ability will work in all possible cases (including those that cannot be intercepted by triggers - for example, against creatures generated by the creature generator, guardians in treasure rooms, etc.), and in battles against heroes, there will be no need to create various workarounds. Just add a condition that against heroes, it will trigger before the battle, and against neutrals, it will trigger during the battle
Added 1 hour 19 minutes ago
We found a serious bug with one of the artifacts. The release of the version will be after it's fixed. Here's a small demo of three new artifacts; all new artifacts are designed for machinists: https://www.youtube.com/watch?v=FzkvVslAZ1E
Added 5 hours 31 minutes ago
The mod has been updated to version 0.071. Changes: 1. MCCS now also includes the NHF mod. A special option has been added to the H5_Checker program, which allows you to enable/disable NHF heroes in your game.
3. New heroes have been added:
- Varis, who possesses her own personal guardian angel, much stronger than the perk of the same name.
- De-Mrog, a demon who enhances his defense if his units maintain their positions in battle.
- Talmeon, an elf whose druids can restore mana in battle.
- Noelli, a dark elf, in whose army all creatures of the Dungeon faction can become invisible, not just the hunters and night queens.
- Ghor'Nara, whose shamans enter a blood frenzy from goblin sacrifices.
- Glador, a wizard who can transform the corpses of slain enemies into anything, from crystals and sword walls to hives and even phoenixes.
My point is that if they are invented, then they need different icons to avoid confusion... I had some ideas that didn't make it into NHF for various reasons...

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Wow, how do you manage to implement this?!
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