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

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#396
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Test import of my own model into the game (it has 42k tris, which is why it's a test; I was curious to see if the game would crash).
Tried doing this on stream



There is a result, not yet what I want, but it's something =)
I still need to retopo the roots and add them, and overall I'll probably try to lower the tri count



Why does the Castle look worse ?) Well, there seems to be 1 material and a 1k texture
While the Rampart has 5 materials and all are in 2k format xD
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#398
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The first one is definitely better! It's really great.
С уважением, }{0TT@6bI4
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#401
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I really didn't like the masscast icons.
С уважением, }{0TT@6bI4
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#404
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Today was a productive day =)
I expanded the Tier 6 creature branch for Inferno.
I added a third level of building upgrade in the city at level 30.


So, what are your Ifrits like? Well, in the classic Heroes 3 style:


And since the Ifrit Sultans have replaced the Abyssal Spawn in this spot, they inherited their feature:



What about the Abyssal Spawn? Where did they go? They moved to the third level of upgrade and now represent an improved version of the Abyssal Lords (they have gained a fire wall in their spellbook, the destructive ray has become expert, reducing armor by 6, and their mana pool has increased from 20 to 26).
I'll say right away that getting the third level of Tier 6 creatures for Inferno will be very difficult. First, you need a city level of 30, and second, they are EXPENSIVE =)

And here are the Ifrit Lords (3rd level of upgrade):


How will the 3rd level affect Multiplayer? Well, if your matches usually end in 4-5 weeks, then it probably won't have any effect. But after that, everything depends on your economic success.
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#405
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H5AB v16.04.2021 has been uploaded to Google Drive - CLICK

Changes:
- The path to the center perk for the Demon Lord and Death Knight now differs by one branch.
The Demon Lord goes to the center perk through Darkness, while the Chaos Lord goes through the Chaos branch.
The Necromancer goes to the center perk through Summoning, and the Death Knight goes through the Defense branch.
- New icons for mass spells
- Branching of Tier 6 units for the Inferno faction
- A couple of visual fixes
- The Tier 7 creatures for the Dwarves are now Ice Dragons instead of Magma Dragons.

If anyone wants to play multiplayer on my mod, join the mod's Discord server, where you can arrange a time - H5AB
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#406
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Ifrits look cool. Of course, if there was an opportunity to professionally refine them to the level of Nival, they could look even more unique. But essentially, ifrits have always been the evil counterpart of genies, and these creatures have essentially succeeded in that).
In reply to Друманин Дрин
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#407
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Drumanin Drin
Ifrits look cool. Of course, if they could be professionally refined to the level of Nival, they could look even more unique. But essentially, ifrits have always been the evil reflection of djinns. And these creatures have essentially succeeded in that).

I agree, the Ifrit Sultans completely satisfy me, but the Ifrit Lords need to be photoshopped a bit more, they are too dark. The gloves of their parent (vizier of djinns) are blue; perhaps the color should be made bright red.

P.S. The models are taken from the collection of mods by the respected BLACK-HAT.
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#408
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Waterfall_13

I agree, the Sultan of Ifrits suits me perfectly, but the Lords of Ifrits need a little more photoshopping, they are too dark. The gloves of their parent (vizier of genies) are blue, perhaps it would be worth making the color bright red.

P.S. the models are taken from the collection of mods by the respected BLACK-HAT
Yes, perhaps if you play with the gamma a little, you can make them a little more unique in terms of color. After all, upgrades are often divided in this way. But in my opinion, they look good as they are.
By the way, what role are the Ifrits intended for, and how well should they theoretically cope with it? Do they have the "Gate" ability?
And a slightly off-topic question, but can we hope that the Ifrits will be released as a separate mod for creatures for the castle? I think I would try to put them in and play with them (even if they replace the cool lords). It brings back pleasant memories of the Ifrits from Heroes 4.
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#409
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Drumanin Drin

By the way, what role are the Ifrits intended for, and how well should they theoretically perform in that role? Can they be summoned via a gate?
And a slightly off-topic question: can we hope that the Ifrits will be released as a separate mod for castle creatures? I think I would try them out (even if they replace some of the cool lords). It brings back pleasant memories of the Ifrits from Heroes 4.

- Yes, they can be summoned via a gate; they are just like any other Inferno creature. But you need to remember that they are level 6, so you will need Expert Gatekeeping.


It took me a lot of time and effort to disassemble the original mod and reassemble it to suit my needs. I wouldn't want to disassemble my changes and reassemble them into a new mod again.

If you want to play with Ifrits as they are in my mod, I recommend you download my mod and play =)

If you only care about the "model" of the Ifrit, you can download the BLACK-HAT mod and put it in UserMods.
But there, the Ifrits have their own characteristics and abilities, which differ from mine + he did something with the Djinns, I didn't bother, this mod didn't work for me, probably due to the large number of his own changes. I just glanced at their stats in GameMechanics and that's it.
Also, there, Ifrits can summon other Ifrits (a reworked icon of the Archdevils' ability); essentially, the ability of an enhanced Tier 7 creature is given to a Tier 6 creature. Considering that the number is calculated based on the number of creatures using the ability, it should theoretically be twice as strong as summoning Imps in the vanilla game.
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