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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
In reply to АЗАЗЕЛЬ
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6 years ago
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AZAZEL
by the way, yes, there is a lack of a hero without a face, preferably with a model of a faceless one

Added 24 minutes ago
the mod is extremely lacking models for some characters, for example, angels look pathetic with the model of an ordinary Knight, you could give them a regular angel model, slightly repainted, they gave it to Sarah, and she looks great, give female demon characters a simple succubus model, since female demons are all succubi, and for example, give the hero Asad from the Academy the model of a Rakshasa, since he is a Rakshasa, also, the Minotaur hero from the League of Shadows doesn't look very good with the model of an Elf, it seems like a small thing, but the atmosphere is lost, even for heroes who had a model in the original, Agrael and Biara, here they have the model of ordinary demons

The visual aspect is in progress! However, due to the lack of free time and moral and physical strength, this process is temporarily suspended!

Added 1 minute ago
SkyLine
You could also make Tuidhana in the form of a Shadow Lord, but without the lizard, so that she walks on foot (I don't know if such an idea is feasible or not), but I will still write it here. By the way, they wrote something about combat scripts at the end, I would like to hear an answer from the developers, preferably Durman or Psatka, will these scripts be added to this mod? I understand that Psatka has a connection with Durman.

My name is not PsatKa, but PsatHa!
5 years ago
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Wouldn't it be possible to give Kha-Beleth, in addition to the Wave ability, also the Marbas specialization in the expansion? (Marbas's biography states that only he and the Lord can grant such resistance to magic among demons.) You might say it would be too overpowered, but let me explain: the damage from Wave depends entirely on the spell power, which demons have problems with. By the end of the game, a demon will have a maximum of 15 spell power, even if it's 20, which is only 400 damage. Yes, you can increase the fire damage with a cloak, but there are many ways to reduce magic damage in the game, down to a minimum, especially fire damage, which makes his special ability useless in that case. Also, the special bonuses for fire damage in Chaos Magic don't work on Wave, and neither does spellcasting, and the Lord doesn't move based on initiative. Also, Lucky Spellcaster doesn't work on it. Besides, the AI never uses Wave, and if you're playing against a real person, they will always gather artifacts to reduce fire damage. In the late and mid-game, it's useless, and if your opponent is a demon, it becomes completely unusable because it doesn't affect demons. But if you give him the Marbas specialization as well, which would be lore-friendly and logical, then the Lord would become more versatile. After all, it's an NHF E mod where balance doesn't play a major role
In reply to АЗАЗЕЛЬ
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5 years ago
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AZAZEL
Could you also give Kha-Beleth, in addition to the Wave ability, Marbas's specialization in the expansion? (Marbas's bio states that only he and the Lord can grant such resistance to magic among demons.) You might say it would be too overpowered, but let me explain: the damage from Wave depends entirely on the spell power, which demons struggle with. By the end of the game, a demon will have a maximum of 15 spell power, even if it's 20, which is only 400 damage. Yes, you can increase fire damage with a cloak, but there are many ways to reduce magic damage in the game, down to a minimum, especially fire damage, making his specialization useless in that case. Also, the special bonuses for fire damage in Chaos Magic don't work on Wave, and spellcasting doesn't affect it either, and the Lord doesn't move based on initiative. Lucky Spellcaster also doesn't work on it. Besides, the AI never uses Wave, and if you're playing against a real person, they will always gather artifacts to reduce fire damage. In the late and mid-game, it's useless, and if your opponent is a demon, it becomes completely unusable because it doesn't affect demons. But if you give him Marbas's specialization as well, which would be lore-friendly and logical, then the Lord would become more versatile. After all, it's an NHF E mod where balance isn't a major concern.
If you can do it, do it – no one will scold you... ;)
In reply to psatkha
5 years ago
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Haha, if I knew how, I would at least suggest giving him the "Absolute Gate Opening" skill; after all, he is the main demon (of course, if you decide to return to the mod).
In reply to АЗАЗЕЛЬ
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5 years ago
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AZAZEL
Haha, if I knew how, I would at least suggest giving him the "Absolute Gate Opening" ability; after all, he is the main demon (of course, if you return to the mod).
Mechanics are not my forte... I would change it, but unfortunately, I don't know how it's done!
5 years ago
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well, find the file for the Warlock in the mod, copy it, and add the following to its "perkIDs":

HERO_SKILL_ABSOLUTE_GATING

, replace the original, and you'll get what you need.
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5 years ago
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I noticed something. With Melchior and Tanna, I've played them several times, and it says they have a 50% chance to learn spells as they level up, but after leveling the heroes to level 25, they didn't learn anything. Or was I just unlucky? If I misunderstood something in the description of their special ability, please explain how it works.
In reply to SkyLine
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5 years ago
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SkyLine
I noticed something. With Melchior and Tanna, I've played them several times, and it says they have a 50% chance to learn spells as they level up, but after leveling the heroes to level 25, they didn't learn anything. Or am I just unlucky? If I misunderstood something in the description of their abilities, please explain how it works.
Maybe the scripts aren't working? Is there a conflict from the map or mod?
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5 years ago
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Now that there's a possibility to use combat scripts, could we get rid of touch scripts and some of the heroes, replacing them with new, more interesting ones?

These scripts still cause problems depending on the game mode: single-player or multiplayer, resulting in different delays and triggering variations.
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5 years ago
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Will you continue to improve the mod?) If you are looking for replacements for new and interesting features, I can offer a couple of ideas; unfortunately, I don't have the time to implement them myself.
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5 years ago
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I'm curious, has the issue of scripts running twice during player battles in multiplayer been resolved?
In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
Will you continue to improve the mod?
It's not clear yet.
In reply to Dyrman
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5 years ago
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To be honest, it might be due to the mod; I'm using two mods together with EWA. But this doesn't happen every time, so I'll attribute these cases to "luck." It's a shame you don't have time for the mod; it turned out great, and I'd like your team to continue developing it, but I completely understand that everyone has their own things to do in real life, so thank you for the mod.
In reply to SkyLine
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5 years ago
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SkyLine
so I thank you for the mod.
I'm glad you like it. I really don't have much time. I created a poll about the mod: https://vk.com/wall-151247596_758, specifically about the Necropolis heroes.
In reply to Dyrman
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5 years ago
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Dyrman
glad you like it. I really don't have much time. I created a poll about the mod: https://vk.com/wall-151247596_758 regarding the Necropolis heroes.

Taking this opportunity, I'll ask another question. I've already written about this, and it might be more of a question for the Master, regarding the heroes. Have you ever considered adding a hero in the form of a faceless one for the Dungeon faction, for example, Erebus (if I'm not mistaken about the name)? Or are they not included because they are too ancient?

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