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Posts from Patch 1.6.1 for the original campaign.

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5 years ago
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Ladies and gentlemen, I present to you a patch for Heroes of Might and Magic V that I made myself!

First of all, the patch is dedicated to fixing numerous flaws in the original game's campaign, as well as correcting script errors. The list of fixes is extensive; here are some of the changes:
- Added missing sounds, such as the sound of visiting the witch's hut in the first mission for Agrael.
- Fixed missions where enemy heroes were supposed to attack you but instead did nothing and stood still due to incorrect scripts. Now, missions like "Refugees," "Defense," "Cult Servant," and others will play out as intended by the developers.
- In the demon campaign, you will no longer encounter green and emerald dragons, as this contradicts the plot. Similarly, in the necromancer campaign, you will not have angels or archangels.
- Fixed the progression of enemy heroes, as in many missions, the developers gave them skills from other factions or even more than three skills.
- In certain story missions, you and your opponents cannot recruit heroes of specific factions; for example, in the wizard campaign, necromancers cannot hire wizards and elves.
- In the "Clan Leader" mission, your competitors do not stand around with ready-made armies but actually move around their locations, gain experience, and build up their forces.
- Changed battles with final bosses.
- Fixed many other minor flaws – for example, now Godrick does not use an unseemly word in dialogue, and in scenarios, the flags of both sides on the map and in cutscenes are identical and correspond to the classic ones.
+ Plus, important and non-random artifacts carry over to subsequent missions (for this, you will need to replay the map with the valuable artifact; loading a save will not help).
+ Additionally, the main fragment of my old MegaAI mod for the original game's skill system has been integrated into the game; now, enemy heroes level up more rationally and won't miss out on education or super skills.
+ Various other improvements.

It seemed to me that since I had already started working on it, I should make the game as it should be, considering its difficulty. Therefore, I made the veteran difficulty noticeably harder, and if you challenge the game and choose hero difficulty, then you will have to sweat because:
- The number of some units is significantly increased; for example, you will encounter many more demons in the "Trap" mission.
- Enemy heroes no longer run away from you; they have larger armies.
- Important enemy heroes receive artifacts, war machines, and spells depending on the difficulty.
- Particularly strong enemies will be even stronger, as they demonstrate their ability to cast spells to the fullest extent.
- Several events planned by the game creators have been restored; the least pleasant ones are activated at high difficulty.
+ The difficulty of missions has been somewhat leveled out; very easy missions (such as "Alliance") have been made more difficult.
+ Something else.

You can download the latest version of the patch here -
Installation – simply move the file to the "Maps" folder in the main game directory.

I would also like to note that the patch is not final, and if there are reports of bugs or any wishes, there will be subsequent versions. However, do not ask me to make the AI smarter or redo something in the game's external interface – I don't know how to do that. If anything, everything was done and tested in the GOG version, but I doubt it will work differently on other versions.
A few screenshots:





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5 years ago
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Hey! Have you tested it on version 3.1 with a mod that adds the original game's campaigns? Does it work?
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5 years ago
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Awesome!
In reply to Ment
5 years ago
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Ment
Great! Have you checked if it works on version 3.1 with the mod for the original campaigns?
I haven't checked, but it should work in theory - the Nival Interactive team didn't change the scripting system in 3.1, they only added new functions, the document structure remained the same. But I wouldn't recommend playing with version 3.1 - it has a different progression, and I overwrite the skill file because it contains priorities for the AI, and I have no idea what that might lead to. It's better to create a separate version so that Markel can throw mass vampirism at hardcore fans 😈.
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5 years ago
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I'm stuck on the 4th mission for Agrael because the starting cutscene and all subsequent cutscenes with the deserting elves are missing, which means their numbers don't decrease throughout the game. I captured Erevel, but the quest wasn't completed, and the game continues. In the 4th mission for Isabel, I bought several artifacts in the artifact shop and collected a few more on the map, but when Godric freed Isabel, she only had the Ring of Swiftness. And for Agrael, I started all missions with an empty backpack. Why weren't the dragons removed from the 4th mission? The flag colors have only been corrected in the Refugee scenario, but it would also be good to correct the colors in the Maahir's Gambit and Diplomat scenarios. If you're going to fix it, why not also fix the icon and specialization of Alaron in this mission. I understand that Nival Interactive simply renamed Vinrael to Alaron.
In reply to GodRick
5 years ago
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GodRick
I'm stuck on the 4th mission for Agrael because there's no starting cutscene and all subsequent cutscenes with the deserting elves are missing, which means their numbers don't decrease throughout the game. I captured Erevel, but the quest wasn't completed, and the game continues. In the 4th mission for Isabel, I bought several artifacts in the artifact shop and collected a few more on the map, but when Godrick freed Isabel, she only had the Ring of Swiftness. And for Agrael, I always started all missions with an empty inventory. Why weren't the dragons removed from the 4th mission? The flag colors have only been corrected in the Refugee scenario, but it would also be good to correct the colors in the Maahir's Gambit and Diplomat scenarios. If you're going to fix it, why not also fix the icon and specialization of Alaron in this mission. I understand that the Nivalis team simply renamed Winrael to Alaron.

I just checked and found a bug in the script; it bugs out on difficulty levels below Veteran, but works on Veteran and Hero. Basically, if the script doesn't start, the dragons won't change. In general, if the starting cutscene doesn't play, you shouldn't expect to be able to complete the map; you can report it here right away. I tested on a high difficulty level, and sometimes I might not check for certain changes; the probability of bugs is high.

The number of carry-over artifacts is small; I only left the ones that can be obtained on the map in a serious battle, and not just good ones that are generated by merchants or in chests. Agrael can take boots at the very beginning of the campaign – but he won't take them off. Allowing characters to be equipped with a bunch of artifacts creates a serious imbalance. You could play the first mission for Rai'lag on Recruit, collect artifacts, and then easily defeat enemies later in the story on Hero.

The flag colors were lost; I fixed them, but the map editor doesn't really like single scenarios.

Here's the updated version; I restored the colors, and the "ship" loads on Warrior and Recruit –

Regarding Alaron, it's very interesting – what specialization should he have? I don't know how to create completely new heroes, and I don't really want to; there are already a lot of renamed knights and demons in the campaigns – do they also need new icons and abilities?
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In reply to alexoff1
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5 years ago
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alexoff1

I just checked – I found a bug in the script; it malfunctions at difficulty levels below Veteran, but works on Veteran and Hero. Basically, if the script doesn't start, then the dragons won't change either. In general, if the introductory video doesn't play, there's no point in hoping to complete the map; you can immediately report it here. I tested it on a high difficulty level; sometimes I might not check some changes, so the probability of bugs is high.

The number of transferable artifacts is small; I only left those that can be obtained on the map in a serious battle, and not just good ones that are generated by merchants or in chests. Agrail can take boots at the very beginning of the campaign – he definitely won't discard them. Allowing him to equip himself with a bunch of artifacts creates a significant imbalance. This way, you could complete the first mission as Railag on Recruit, collect artifacts, and then easily defeat enemies further along in the storyline on Hero.

The colors of the flags were lost; I fixed them, but the map editor doesn't really like single scenarios.

Here's the updated version; I restored the colors, and on Warrior and Recruit, the "ship" loads – Attachment 64059

Regarding Alaron, it's very interesting – what specialization should he have? I don't know how to create completely new heroes, nor do I particularly want to. There are already plenty of renamed Knights and Demons in the campaigns – do they also need new icons and abilities?

You can find Alaron's icon in the manual, in the section about all heroes with starting armies, biographies, and specializations. He has the "Elven Fury" specialization, just like Talanar, but in my opinion, it's useless. Therefore, you can, for example, take Faidaen's specialization or something else.

In the Elven cities, there is still the possibility of building dragons, and in Erathia, there are also dragons available at the start.

I haven't looked into the renamed demons and knights yet; I didn't have time to check their specializations.

5 years ago
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The file contains numerous changes to the game mechanics, including in large files such as the contents of rpgstats and reftables. For some reason, the Knights have been nerfed – at the very least, the weakening strike and deadly strike abilities of the Black Knight have been removed – now they are completely useless, as they already lagged behind the Necropolis spirits of level 6, and now they are even worse.

I would still like to know what specific changes were made here – it is not described in the header. Overall, it should be interesting – judging by the images.
Is there any incompatibility with maps and other content?

Regarding the timer, there was one in the battle against the Druids. I don't remember seeing one in the battle against Cyrus (the screenshot shows a timer on a Vampire) – what is it for? It is an illogical additional obstacle and inconvenience for the player, such as hiding an object in the bushes – why?

In the mission, only one competitor runs around for the Clan Chief, now are there more, or is this only in the mission for the Shaman (the second one)?
In reply to GodRick
5 years ago
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GodRick

You can find Alaron's icon in the Manuals, in the section about all heroes with starting armies, biographies, and specializations. He has the "Elven Fury" specialization, just like Talanar, but in my opinion, it's useless. So, you can, for example, choose Faelan's specialization or something else.

In the elven cities, it's still possible to build dragons, and in Erathia, there are dragons available from the start.

I don't know yet about the renamed demons and Knights; I haven't had time to check their specializations.


Regarding Alaron, I don't see a reason to significantly change his specialization. If there's not much of a challenge, you can play on the hero difficulty; morale and luck will overcome any specialization.
Next, are there still dragons in Erathia with the updated patch? Or are you listing the consequences of what happened with the old version, where the script simply didn't run, and nothing worked at all? There are many things that didn't work; to put it briefly, everything. With the updated version, everything should work.


Added 8 minutes ago
vasik
There are many changes in the mechanics in the file, including in large files like rpgstats and reftables. For some reason, the Knights have been nerfed – at least the weakening strike and deadly strike of the Black Knight have been removed – now they are completely useless, as they already lagged behind the Necropolis spirits of level 6, and now they are even worse.

I would still like to know what specific changes have occurred here – it's not described in the header. In general, it should be interesting – judging by the pictures. Is there any incompatibility with maps and other things?

Regarding the timer, there was one in the battle between Agrael and the Druids. I don't remember one in the battle against Cyrus (the screenshot shows a timer on a vampire) – what is it for? It's an illogical additional obstacle and inconvenience for the player with zero interest, like hiding some object in the bushes. Why?

In the mission, only one competitor runs around for the Clan Lord. Is it now all of them, or is it just in the mission for the Shaman (the second one)?

Okay, I think we need to clarify.
This is a patch for the original Might and Magic V: Heroes campaign, not for Lords of the North, not for Horde of the Undead, and certainly not for a game heavily modded with various mods!
The changes in the patch do not affect the game balance and do not affect other maps; only the priorities for the AI and the missions themselves have been changed.

The timer is needed to increase the difficulty on the hero difficulty, as additional obstacles are created in the game on this difficulty so that the player feels the importance of the battle. For those who don't like obstacles, there is an easier difficulty, such as veteran.
In reply to alexoff1
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5 years ago
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alexoff1
Regarding Alaron, I don't see a reason to significantly change his specialization. If it's not challenging enough, you can play on Hero difficulty; morale and luck will overcome any specialization.
Next, are there still dragons in Erivell with the updated patch? Or are you listing the consequences of what happened with the old version, where the script simply didn't run, and nothing worked at all? There are many things that don't work; to put it briefly, everything. With the updated version, everything should work.


Added 8 minutes later

Okay, I think I need to clarify.
This is a patch for the original Heroes of Might and Magic 5 Campaign, not for Lords of the North, not for Horde of the Undead, and certainly not for a game heavily modified with various mods!
The changes in the patch do not affect the game's balance and do not influence other maps; only the AI priorities and the missions themselves have been changed.

The timer is needed to increase the difficulty on Hero difficulty because this difficulty creates additional obstacles so that the player feels the importance of an important battle. For those who don't like obstacles, there is a lower difficulty, such as Veteran.


Dragons were in the initial version of the mod, but I haven't downloaded the new version yet. I finished the mission using cheats.
I liked that in the 3rd mission, the cities transform with effects when Markel captures them.

It's bad that they removed the fort on the hill near Mythgard; in the 2nd mission, I recruited various vampires, liches, and undead, but I couldn't unite them.
In the 5th mission, playing as Markel, I found a new problem. In every battle with neutrals, after they are killed, the battle doesn't end, and my units and heroes continue to take turns. Because of this, I couldn't get the Angel Wings. I had to use cheats to teleport to Godric again. After the victory, the mission doesn't end.

5 years ago
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then it's a problem; many players have the Tribes of the East faction, and they won't deliberately delete it just to try out the changes. How can we adapt it to them?
Regarding the timer, as I wrote, it's an additional inconvenience for the player, offering no interest or importance, just the inability to stop – there's absolutely no positive aspect, and no importance either; it's a complete negative. If you need to go to the bathroom or get a phone call, and the battle has been going on for a long time, do you have to replay it? A hero should be challenging in battle, not inconvenient to play.
In reply to GodRick
5 years ago
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GodRick


Dragons were in the initial version of the mod, until I downloaded the new version. I finished the mission using cheats.
I liked that in the 3rd mission, Markel's towns transform with effects.

It's bad that they removed the fort on the hill near Mythgard; in the second mission, I raised different vampires, liches, and undead, but I couldn't combine them.  
In the 5th mission, playing as Markel, I found a new problem. In every battle with neutrals, after they are killed, the battle doesn't end, and my units and heroes continue to take turns. Because of this, I couldn't get the Angel Wings. I had to use cheats again to teleport to Godrick. After the victory, the mission doesn't end either.


Yes, I realized that in the initial version, the script wasn't loading, and nothing worked. In general, if the script doesn't load, there's no point in waiting, and it's pointless to talk about what happens when the script is broken on the map.
I fixed the fifth mission for the Necromancer; it turned out that the Nivale players were applying the battle script with Godrick to Markel, but since it was initially broken, the battles weren't breaking. Now everything should work; the new version is in the first post.

The fort on the hill near Mythgard was specifically enchanted with a special spell called "Blindness," which is cast on the player, and they can't find the necessary object on the map, even though it's there. Cast antimagic on yourself; it might help.

Added 6 minutes later
vasik
then this is a problem; many players have Tribes of the East, and they won't specifically uninstall it just to try the changes. How can we adapt it to them?
Regarding the timer, I'm saying that it's an additional inconvenience for the player, not adding any interest or importance, but simply making it impossible to stop – there's zero positive effect, and no importance either; it's a complete negative. What if you need to go to the bathroom or get a phone call, and the battle has been going on for a long time – do you have to replay it? A hero = difficult in battle, not inconvenient to play.

I've heard that Tribes of the East is installed in a separate folder and doesn't work well with the original game, which is installed separately. Adapting the game to the mod is certainly possible, but it requires serious balancing; in Tribes of the East, the player might be able to exploit the game too much, for example. I won't make a separate mod until someone completes the original game with it.

Regarding the timer – well, there will be several such battles in the game for heroic characters, from which you won't be able to tear yourself away, and they will be on the verge of being passable. Therefore, they won't be long; if you don't defeat the enemy in three to five turns, then things are bad.
In reply to alexoff1
5 years ago
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Problems with the first Warlock mission - the script doesn't run, and the mission is endless... I have the original version 1.6....

Added after 11 hours and 40 minutes
Everything is fine with the Knight; it bugs on the Recruit.
In reply to gorwer
5 years ago
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gorwer
Problems with the 1st Warlock mission - the script doesn't start, the mission is endless.......I have original 1.6....

Added after 11 hours 40 minutes
Everything is fine on warrior it bugs out on recruit...

Damn, it turns out that TREASURE_DIG_SITE for the dungeon is not an artifacts merchant, but some building from the beta and therefore the script bugs... Here is the fresh version -
I also updated the version in the main post
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5 years ago
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alexoff1, thank you very much for the mod and your support.

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