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Posts from “Alternative League” is a mod that replaces the Dungeon faction.

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5 years ago
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I downloaded the game with EWA from a torrent a long time ago, and in the UserMODs folder, there are files like Arenas, Backs, DocSkills, HeroesVisual, HeroInfo, Effects, NekroRageButton, TownMod. I have no idea what these files are for. Today, I deleted each of these files one by one, and by trial and error, I found what the problem was. Here's how it looked.
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In reply to UrSafot
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5 years ago
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UrSafot
alt-upgrade for the Prophets – a sideboard against the same units, but when playing through Chaos, with the ability to focus on the desired stack, which the Prophets lack. (although, judging by the description, there is a vague suspicion that the alt-upgrade for tier 5 is described, and not tier 6).
Oh yes, my mistake, I remembered that the alt-upgrade for tier 6 is specifically for the Chaos build.

Added after 19 hours and 24 minutes
Suddenly, a second Shadia appeared in the hero selection menu, Sinistar has an icon of Agrael, and Sorgalla has an icon of Trals.

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Ah, I understand, I had a mod installed that adds companion heroes, which is why the second Shadia appeared.
In reply to Promiatey
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5 years ago
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I was just thinking. Heroes with abilities affecting creatures were a bad idea, as were the recolored icons. I've made some slight changes. Hopefully, it's better now. (Now there shouldn't be any major conflicts with mods that add extra heroes, except for the possible replacement of some models.)
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5 years ago
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Hello, Ursafot. The version of the mod you uploaded is from 05.10.2020. Is this the final version?
In reply to dimakim2211
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5 years ago
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No. We also need to change the icons and textures in the town. There is a list of fixes that each creature needs. We also need to clean up the mipmaps. But unfortunately, there is neither the strength nor the time for this right now. If there are any specific things that need to be addressed first, I will try to find the time and work on them. But I can't make any promises about deadlines.
In reply to UrSafot
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5 years ago
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The time has come, but the old pace won't be maintained. Approximately once a week. The priority is to fix the issues that are annoying or visually unappealing.
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5 years ago
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I noticed a small bug with the Dungeon faction's wheel: along with it, the Stronghold faction's wheel also stopped displaying in the game. I don't understand why it's only happening to them.
In reply to Promiatey
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5 years ago
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Were there any mods for the interface or the skill wheel in the game before? It's made not as a patch, but fully integrated, so if a mod with a skill wheel is already installed, there's a potential for conflict. If I have the information, I'll try to make them compatible.
In reply to UrSafot
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5 years ago
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UrSafot
Were there any mods for the interface or the skill wheel in the game before? It's not made as a patch, but fully integrated, so if a mod with a skill wheel is already installed, there's a potential conflict. If I have more information, I'll try to make them compatible.
Okay, it was my mistake; I still had the skill wheel mod installed, which caused the conflict. In that case, it's also not recommended to launch NHF with this mod, as some characters might have dark magic skills, despite the block in the Dungeon faction's skill tree.
In reply to Promiatey
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5 years ago
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No, it can be used without any issues. Darkness will function exactly as before, with the only difference being the relocated replenishment (which makes sense). Even a character with both Darkness and Dim Darkness can end up with the combined effect. This isn't a problem. The only exception is that two Cursed Lands won't work together.
In reply to UrSafot
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5 years ago
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I played through the Warlock campaign on Veteran difficulty. It was okay. The fact that the game provides a large number of troops certainly makes the start easier. You can get Darkness and Light from witches, and they work correctly. The animations in the cutscenes are a bit glitchy when a creature simply doesn't have the necessary animation, but that's understandable. Overall, all the units worked exactly as intended. The building system also works as it should, forcing you to focus and constantly make choices. The sacrificial pit? In my opinion, it's still the same as in Heroes of Might and Magic, on average, increasing the growth rate through an efficient minor artifact with +3 +1 will cost about 700~2000 gold per creature. Unless there's a level 1 dwelling or Orson nearby, it might be worth it. At least, the numbers seem reasonable, so I don't see a reason to change it.
In reply to dimakim2211
5 years ago
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The idea is good, but I think it would be worth refining the building tree and making the buildings themselves clickable (not everyone finds it convenient to click on the buttons at the bottom).
In reply to Danik-3000
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5 years ago
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Regarding clickability, configuring it is cumbersome and poorly implemented, which is why it was removed, except for trading artifacts to display the bonus. As for the building tree, I have no idea how to improve it; the timing for building branches is already balanced against similar structures in other factions. The cost seems to be fine as well. But if you have specific suggestions, I'm always open to them, along the lines of "these tiers should be here, these connections should be made, and this will result in this, so it would be better."

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