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Posts from MCCS - new Multiplayer content

5.0 (1 rating)
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5 years ago
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Question for the mod creator: does this mod include all the heroes from the NHF mod, including the extended version of NHF? The mod seems interesting, and I'll be waiting for version 0.08.
5 years ago
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I've enabled the scripts from NHF, and everything is working fine (for some reason, they were disabled after installation).
And thanks for the Easter egg, lol, "with a mod to unlock the storyline."
In reply to SkyLine
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5 years ago
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SkyLine
A question for the mod creator: does this mod include all the heroes from the NHF mod, including the extended version of NHF? I'm interested in the mod and will be waiting for version 0.08.
Only the heroes from the "balanced" version are included. But if you're interested in the extended version as well, it can easily be made optional. By the way, a little spoiler: in the new version, compatibility with NHF will be significantly improved. Currently, I'm working with Dyrman on adapting some of the heroes from NHF to the combat scripts, which will expand their mechanics and remove many of the existing limitations.)

Added 1 minute ago
JohnHanz
I enabled the scripts from NHF, and everything is working fine (for some reason, they were disabled after installation).
And thank you for the Easter egg, haha, "with the mod to unlock the storyline."
Haha, I have nothing against the players, but the mod is really not very good.)

By the way, good point about the NHF scripts not being enabled. I've fixed this in the main package.
5 years ago
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I haven't tried this mod, but I think it's completely unnecessary, and using it is at least strange.
In reply to Gerter
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5 years ago
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Gerter
Only heroes from the "balanced" version are included. But if you're interested in the expanded version as well, it can easily be made optional. By the way, a little spoiler: in the new version, compatibility with NHF will be significantly improved. Currently, I'm working with Dyrman on adapting some heroes from NHF for combat scripts, which will expand their mechanics and remove many existing limitations.)

Added 1 minute ago
ahaha) I have nothing against the players, but the mod is really not very good.)

by the way, good point that the NHF scripts might not have been included. I fixed this in the main package.

Interesting suggestion. Actually, I would like the heroes from the expanded version to also be optional and adapted for this mod, but again, I understand that this involves different kinds of complexities and will take time, and it also needs to be something that other players want, not just me. Good luck with this difficult task!
5 years ago
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Hello. I encountered a bug with treasure rooms: after winning a battle, they don't give a reward (except for experience from the battle), and you can visit them an infinite number of times. A special unit using the battlescript SpecSaver (Varis) gets stuck in the treasure room, and the battle doesn't end.
In reply to JohnHanz
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5 years ago
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JohnHanz
Hello. I found a bug with treasure rooms; after winning a battle, they don't give a reward (except for experience from the battle), and you can visit them an infinite number of times. The SpecSaver (Varis) special ability bugs out in the treasure room; the battle doesn't end.
I haven't changed anything related to treasure rooms. I think there were some changes related to them in NHF; maybe there's some incorrect interaction between the scripts. Do battles not end when the Varis special ability triggers, or in any battle in a treasure room? Does the console show any errors? For now, you can fix this by typing Finish(0) in the console.
5 years ago
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Just reinstalled it, and everything seems to be working fine with the Variss map. However, the treasure rooms haven't been cleared. I think zaharmods made some changes to them, but I've disabled it.
Maybe I'm having some issues, it would be great if someone else could check.
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5 years ago
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JohnHanz
Just reinstalled it, and everything seems to be working fine with the Varus mod. However, the treasure rooms haven't been cleared. I think zaharmods made some changes to them, but I've disabled it.
Maybe I'm having some issues, it would be great if someone else could check.
I think the problem is specifically with the interaction with the NHF scripts. I'll take a look at a clean build, but it definitely shouldn't be changing the treasure rooms. In any case, work is currently underway to fully adapt NHF, so if the problem comes from there, it will definitely be fixed.
5 years ago
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Yes, you are absolutely right. I disabled the loading of NHF scripts, and the treasure chests started working. Thank you.

Added 23 hours 17 minutes ago
Hello. For now, I found a solution for myself: I disabled the arrays of treasure chests in the NHF scripts. --NHF_mass_treasury = {}; --NHF_mass_treasury_temp = {}; It seems like the loss of a specific hero (Lara) is not that significant. In exchange, I can use your mod.
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5 years ago
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JohnHanz
You are absolutely right. I disabled the loading of NHF scripts, and the treasure chests started working. Thank you.

Added 23 hours 17 minutes ago
Hello. For now, I found a solution by disabling the arrays of treasure chests in the NHF scripts. --NHF_mass_treasury = {}; --NHF_mass_treasury_temp = {}; It seems like the loss of a specific hero (Lara) is not a big deal. In exchange, your mod works.
very good) so I'll have to fix it a little)
5 years ago
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Hello. Spec_malassa_veil, if you leave only Red Dragons in the army, for example, the battle is lost. It seems that at the moment when it removes the regular units and adds invisible ones, the loss is registered.
In reply to JohnHanz
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5 years ago
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JohnHanz
Hello. Spec_malassa_veil, if you leave only Red Dragons in the army, for example, the battle is lost. Apparently, at the moment when it removes regular units and adds invisible ones, a loss is recorded.
Thank you, I have fixed this bug, as well as a possible similar one with Sorceresses and Mistresses.
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5 years ago
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Hello. I'm curious about the current status of this project. You haven't been posting any new information lately, and I understand that there were holidays and work might have been paused, but I would like to know. Thank you in advance for your response.
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5 years ago
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Updated (or rather, reworked the mod to version 0.1). 

General Changes.

1. Changed the mod installation method. Now it's enough to Download the installer and install the mod in 2 clicks, specifying the path to your root Heroes folder.
2. Changed the mod launch method. Added a launcher through which you can configure mod launch parameters, additional programs such as a map patcher, file scanner, mod update program, etc.
Launcher window


More details about the installation process and launcher in this video

Technical Changes.

1. The number of NCF slots has been increased to 3000. Files like NCF_Core are no longer required to launch the mod.
2. The main scripts of the mod's libraries and the mod's content scripts have been completely separated. The mod is divided into several packs - MCCS_Core.pak (mod script libraries), MCCS_Maps.pak (patched standard maps), NHF, NAF and MCCS_Adds.pak (a file generated by the launcher that contains information for a specific mod user).
3. A new script system has been introduced - events. Events emulate the behavior of triggers, but do not override standard triggers, and furthermore have no restrictions on the number of assignable functions and other limitations of standard triggers.
More details, if anyone is interested in the technical aspects
An event can be assigned using the function 
AddEvent(event_type, description, function)

where event_type is the type of event being assigned, description is a string indicating the event name, function is the function executed when the event triggers.
Each event passes a specific value to the executed function, depending on its type.
The types are as follows:
map_loading_events - an event type that triggers when a map is loaded. Does not pass any value to the function.

new_day_events - an event type that triggers at the start of a new game day. Passes the day number to the function. Unlike the standard NEW_DAY_TRIGGER, it also triggers on the first day.

add_hero_events - an event type that triggers when a hero first appears. Passes the hero's name to the function.

remove_hero_events - an event type that triggers when a hero dies. Passes the hero's name to the function.

respawn_hero_events - an event type that triggers when a hero is re-hired. Passes the hero's name to the function.

combat_results_events - an event type that triggers when combat ends. Passes the id of that combat to the function.

level_up_events - an event type that triggers when a hero gains a new level. Passes the hero's name to the function.

xp_tracking_events - an event type that triggers when a hero's experience value changes. Passes the hero's name to the function.

post_combat_fix_events - a workaround for fixing bugs due to different combat end processes.

OBJECT_TOUCH_TRIGGER does not have a similar event, but the mod includes the Touch library, which expands the capabilities of standard touch triggers and adds the ability to assign multiple functions to a single object.
Other triggers do not require emulation.

An event can be removed using the function

RemoveEvent(event_type, description)


4. The system of hero adventure spells has been reworked. Now all special abilities related to artifacts are activated via CUSTOM_ABILITY_3, and special hero abilities via CUSTOM_ABILITY_4. The system for adding new abilities has been improved and generalized (interested parties check scripts/custom_ability in MCCS_Core.pak)

NHF.

NHF is now a full-fledged part of the compilation. The latest version available in the compilation is 0.91. 0.91 is incompatible with version 0.90, which is currently posted in the NHF thread. A separate version of NHF will also be available, however, you have the option to play only with NHF by disabling all other settings in the launcher.
Changes relative to version 0.90
General.
- Each hero's script has been moved to a separate file. Many scripts have been rewritten, adapted for MCCS, generalized, and improved.
- Specialties are no longer tied to a specific hero. A specialty from NHF can now be given to any hero; you just need to add their script name to the heroes table in the hero's script file.
- Growth specialties can now take into account 4+ tiers of creatures (only within MCCS using the file scanner).
- Heroes can now have more than one special ability. If a hero has multiple, they can choose a specific one through a corresponding dialog.
- Information has been added to the description of the adventure spell that activates special hero abilities, indicating which specialty corresponds to which ability.

Heroes.
- Octavio. Moved to NHF_E. Fixed a bug where the magic power bonus for the number of monks was updated not in real-time, but only at the start of a new day. Now can take into account NCF-altgrades of monks (MCCS).
- Biara. Added the ability to choose a hero to steal from if there are several heroes available for stealing near Biara.
- Olotan. A slight mix of the specialty with De-Mrog's specialty from MCCS. Now, after combat, receives a defense bonus for the next combat for every 100 Inferno units that participated in the battle. Now takes into account stacks summoned in battle.
- Valafar. Now the portals display the icon of the player to whom the creating hero belongs. Moving through portals is now done using a special hero ability (friendly demons also receive this ability).
- Zana. Now takes into account NCF creatures of the Inferno town when her specialty works (MCCS).
- Donsella. Fixed a bug with an incorrect script name in the combat script. 
- Galtran. Now the specialty triggers upon the death of any living creature.
- Aeris. Mixed with Talmion's specialty from MCCS. In addition to the main specialty, druids in the hero's army now regenerate mana during their turn (+1 mana per hero level, but not more than the number of druids in the stack). Takes into account druid altgrades (MCCS).<br- Draylana. Now correctly accounts for mana changes that occur outside of combat (e.g., when using adventure spells).
- Kiina. A missing file has been restored, due to which markers might not have been displayed on the map. Markers now feature the icon of the player to whom the marker belongs.
- Teveril. Mixed with Silita's specialty from MCCS. In addition to the main specialty, ents in the hero's army can inspire faeries, and faeries can inspire ents (the chance depends on the hero's level). Takes into account altgrades of these creatures (MCCS).
- Ula. Now correctly accounts for mana changes that occur outside of combat.
- Ilmirn. In addition to the main specialty mechanic, hydras in the hero's army are under a constant "Rush" effect. Takes into account hydra altgrades (MCCS).
- Kaelin. Now restores mana when eliminating stacks in combat.
- Lara. Fixed bugs with granting additional artifacts and spells. The doubling chance is no longer guaranteed but correctly depends on the hero's level (forgot to remove after testing).
- Eymund. Now doubles the bonuses of Dwarven artifacts from NAF (MCCS).
- Frerin. Mixed with Halmogar's specialty from MCCS. Attack no longer increases based on the number of berserkers, but accumulates if berserkers finish off enemy stacks in combat. Takes into account berserker altgrades (MCCS).
- Rann. Now accounts for the cost of NAF artifacts (MCCS).
- Rickfrost. Now correctly accounts for mana changes that occur outside of combat.
- Velund. Now can create NAF artifacts (MCCS).
- Aratrock. Fixed a possible bug where the specialty did not work against certain creatures.
- Girda. Moved from NHF_E to NHF. Now has a reworked specialty from Chalo-Pay from MCCS - when the hero's creatures gain new levels of Blood Rage, they receive blessings of Light magic corresponding to the bonuses granted by Rage.
- Urika. The growth of shamans no longer increases when in town. Mixed with Gor'Nara's specialty from MCCS - for every 5 goblin sacrifices, a shaman joins the hero's army. If a shaman stack performs 3 sacrifices in combat, it enters a rage until the end of the battle (similar to Berserker Rage). Takes into account shaman altgrades (MCCS).

Added:
- Ingem (Haven) - NHF. Receives growth of monks. In battle, inspires all monk stacks during his turn, and monks restore mana to the hero (1 mana per monk). Takes into account monk altgrades (MCCS).
- Azexecus (Inferno) - NHF. Summons additional imps from the gate, provided there are no other imp stacks near the summoned stack [0.5% * hero level * distance to the nearest imp stack]. Imps steal 1.5% more mana per hero level. Takes into account imp altgrades (MCCS).
- Corder (Dungeon) - MCCS->NHF_E. Receives growth of riders. In combat, hero attacks mark enemy stacks, after which a small squad separates from the largest rider stack and attacks a random marked stack regardless of distance. Takes into account rider altgrades (MCCS).
- Noelli (Dungeon) - MCCS->NHF_E. Dungeon stacks in the hero's army can become invisible. For every 4 hero levels, the tier of creatures that can become invisible increases.
- Dora (Academy) - MCCS->NHF_E. During her turn in combat, summons elemental gargoyles next to each enemy stack. The gargoyles disappear after the hero's turn.
- Ded Moroz (Fortress) - NHF_E. If enemy creatures do not move during their turn in combat, they freeze (receive the effect of the Stop Freeze spell).


NAF.

1. A new type of artifact has been introduced - combinable artifacts. The unique properties of these artifacts are only revealed in combination with other artifacts. Added the Sphere of Elements (id 163-167), the first such artifact.
Screenshots of the Sphere










2. A new artifact set has been added - "Forbidden Archive of the Circle". The set contains 6 new artifacts, each with a dark history in the history of the Silver Cities.
Screenshots
168 - Sealed Mana Vial

169 - "Last Breath"

170 - Shattered Shackles of the First Orcs


171 - Lesser Rod of Belketh's Follower

172 - Ring with a Goddess's Shard

173 - Mirror of Entity Separation


3. The artifacts Ring of Kinship with Machines, Repair Kit, Blueprint of the Long-range Trebuchet, Antidote Phial, and Dual-shot Crossbow are combined into the "Practical Engineer's Kit" set. As part of the set, each artifact increases war machines' "Initiative" by +1.
4. All artifacts added by the mod have received new icons, more fitting the game's art style.
5. Other minor artifacts have been added, along with a minor rebalance of existing ones.

I apologize for the long wait, if anyone was waiting for new versions of the mod, but real-life commitments overlapped + a partial loss of motivation and struggle with technical difficulties during mod creation. From this point, the mod returns to active development. I wish everyone a pleasant game, but I warn you that bugs are very, very possible) So I'm counting on your feedback.

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