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

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#219
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PresetPrice — the cost of an artifact in conditional points within dueling presets. AIValue — the value for the AI; presumably, the AI is more likely to take and equip valuable artifacts (it seems that the computer cannot distinguish which artifact is better, even if the first one gives +3 to attack, and the second one gives +4). It is also possible (and likely) that the frequency of generation in chests depends on this value; the cheaper it is, the more often it appears (it seems that a pattern emerged when I tried to generate new artifacts in chests).
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#220
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By the way, will there be new artifact sets?
P.s. By the way, some artifacts seem unbalanced to me, especially the Titan's Gladius... +12 to attack for 22,000 gold – I don't know, I don't know...
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#221
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}{0TT@6bI4
By the way, will there be new artifact sets?
P.S. By the way, some of the artifacts seem unbalanced to me, especially the Titan's Gladius... +12 to attack for 22,000 gold – I don't know, I don't know...

They seem to use scripts in .lua, and I don't know how to do that =)

As for the prices, this is not final yet. I used the developers' vanilla pricing as a standard: 2500 = 1 unit of primary stats, 3000 = 1 unit of Luck or Defense.
In any case, if there are problems/imbalances, all of this can be fixed in 2 files quite quickly.
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#222
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Artifact sets, in my opinion, are configured in DefaultStats!
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#223
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Added (for now, without individual appearances on the adventure map; I'll work on that much later).
The new artifacts work in multiplayer; I tested them with my brother using Radmin.
The artifacts appear in the artifact shop and in random artifact boxes, unless the map has restrictions on artifacts (restrictions are set by default by the map editor, so they need to be removed in the file).
On RMG/GSC maps, the game never sets restrictions, so the new artifacts appear normally there. Regular maps need to be fixed; I've corrected the maps that I have in the game by removing the artifact restrictions:

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#224
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The latest patch for Heroes 5 Armageddon's Blade v18.01.2021 has been uploaded to Google Drive - LINK

In addition to the swords and shields announced in the post above, helmets have been added (you can verify the functionality of the artifacts on the test map 10_ARTS)

And 2 shields, the Watchman's Shield and the Lionheart Shield
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#225
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Lionheart Shield, isn't it a bit too overpowered for such a description?) I hope there will be something in the future that explains its power.
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#226
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}{0TT@6bI4
The Shield of Lion's Courage, isn't it a bit too overpowered for such a description? I hope there will be something in the future that explains its power.
Artifacts were added in real-time during the stream, and it was difficult to sit and think about descriptions for each of them at that moment. So, for now, they have a modest description =)
I will fix it in the future.
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#229
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Death Knight is ready!
What is the difference between him and a Necromancer?
The chances of dropping primary skills are higher for attack and defense. The chances of dropping secondary skills are higher for attack and defense, education/darkness/summoning/machines 8%, the rest depending on the situation 5%. Stun 1%.
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#230
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Lord is ready!
Yes, there was such a class in Heroes 3; it was a hero class for the Dungeon city. They mainly specialized in creatures and machines, as well as logistics.
I think that among the vanilla heroes, the Lord class will be given to heroes such as Kifrah/Vaishan/Iranna, probably Sorgal. As for the new ones, let's see; I haven't decided yet.


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#232
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It might not be overpowered for a single turn...
By the way, would it be too much trouble for you to post a list of working buffs here? 👉👈
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#233
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}{0TT@6bI4
It might not be overpowered for just one turn...
By the way, would you mind posting a list of working buffs here? 👉👈

SPELL_TOWN_OFFENCE_DEFENCE_P2

SPELL_TOWN_OFFENCE_DEFENCE_P1

SPELL_TOWN_DEFENCE_P2

SPELL_TOWN_OFFENCE_P2

SPELL_TOWN_DEFENCE_P1

SPELL_TOWN_OFFENCE_P1

SPELL_TOWN_LUCK_P1

SPELL_TOWN_MORALE_P1


+2 Attack and +2 Luck:

SPELL_TOWN_ELVEN_CAPITAL

 

+2 Luck

SPELL_TOWN_SPARKLING_FOUNTAIN

 

The Rune of Energy is applied, but it only lasts for the first turn, then it disappears.

SPELL_RUNE_OF_CHARGE

+6 Defense (Blazing Anvil)

SPELL_TOWN_BLAZING_ANVIL

 

Battlecry (used for Navigation)

SPELL_WARCRY_BATTLECRY

SPELL_RUNE_OF_BERSERKING

SPELL_ABILITY_DASH

This is what I checked and used.
And Light magic works well, although for some reason it always applies at the General level (like Retribution for +6 Attack, Stone Skin for +6 Defense... if the numbers in the spell itself haven't changed, if they have, it will be different).



In theory, the Wrath of the Wild Ents should also work, but I haven't checked.



Added after 22 hours 41 minutes
The Druid is ready!
What's the difference between him and the Ranger?
Higher stat drops, higher chances of charm and summon appearing.
Forest Mage =)

There are also Grouse with a 1% drop chance, but I haven't photoshopped them yet.
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