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Posts from RTF is a global modification that replaces all towns in the game.

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4 years ago
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New models have been added to the discard pile, which I don't know where to put yet (I'm revisiting the concept of cultists again). Download them if you need them. There's also a question: what abilities should I give them if I put them in NCF? Essentially, they are simple plate armor units, so I can't come up with anything new (there are already too many plate armor units in NCF...). However, I can come up with a story for Ashan – there's a cool town called Listmur in Ashan where dwarves, orcs, and humans hang out, and I've wanted to release units for it for a long time.
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4 years ago
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Yeah, it’s hard to come up with new abilities for… knights. Can you elaborate on Listmoor? It sounds like a good idea for an RPG map. smile01
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4 years ago
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https://mightandmagic.fandom.com/ru/wiki/Вольные_Города

There is very little information about Listmur – literally 4 lines on the wiki.

Also, in Heroes 5, Kurak attacked the Duchy of Voron, which means he must have passed through Listmur... and if you think about it, the Grimheim opposition (Clan of the Steel Hammer and Clan of the Deep Flame) could have fled there after Wulfsten came to power (when the regicide says that Arcat chose him, it looks suspicious -_-)

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4 years ago
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fktifzobr@mail.ru
So, the beta version of the 4th level is ready; it's just a beta because I haven't finished the visuals, and the stats could be tweaked further.

I want to see what happens next – I'll make an archer and a mage.

Maybe I'll be inspired to create barbarians – then I'll adorn the berserker with bones, claws, and maybe even add tusks to the shoulder pads.

If I'm feeling lazy, and the overall design remains medieval, then the berserker will also need to be adapted to the style of the knights... although I'm not sure – the idea of barbarians becoming knights is pretty cool.

Can I take your first model? I'll take a look at how it works... maybe if I like it, I'll try to implement it in a different form in the future.
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4 years ago
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They move like knights, it seems. Even the sounds are the same, if I'm not mistaken.
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4 years ago
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Waterfall_13

Can I take your first model? I'll see how it moves... maybe if I like it, I'll try to implement them in a different form in the future.
Of course! Their movements are like in Heroes of Might and Magic VII, but not everything that's there is included. There's only one attack animation, but there are two in the lists – this is because they have different impact sounds (one is just a sword swing, and the other also includes a shout, voiced by armored swordsmen).

Added 7 minutes later
And in general, if you need any unit, feel free to take it. I often use other people's work as a basis, and a couple of times I've even taken entire units, but that doesn't happen often.
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4 years ago
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fktifzobr@mail.ru
Of course! Their movements are like in Heroes of Might and Magic VII, but not everything from that game is included. There's only one attack animation, but there are two in the lists – this is because they have different impact sounds (one is just a sword swing, and the other also includes a shout; the voice acting is from the armored knights).

Added 7 minutes later
In general, if you need any unit, feel free to take it. I often use other people's work as a basis, and a couple of times I've even taken entire units, but that doesn't happen often.

Thank you =)
I prefer to ask the author for permission so that I don't have to remove content that I'm already counting on later.
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4 years ago
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the club and shield of the ogre have been reworked (visually) to match the cultists faction

*the mod will likely be reworked later because it was made using outdated technology: a long time ago, I attached the artifact model using an effect, and now the shield and axe are effects. Back then, this was necessary for scaling and adjusting the artifact's position in space, but now I can do this in Maya, but I realized this too late

a note for modders: I didn't adjust the skeleton of the models; I just gave them the skeleton /_(Model)/Artefacts/Orb_of_Light-skel.xdb. Apparently, this skeleton and the animation for artifacts are so simple that they work for all models.
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4 years ago
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Looks great!
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4 years ago
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I seem to have forgotten about the forum thread, so I'll post all the latest news here.

The mounted knights were intended for level 6, but they will be moved to level 5, and level 6 will be occupied by foot knights (similar to King's Bounty). In addition to the ability to strike monsters on the head, these knights will also cast spells (that's why I created icons for them).

I also started working on the city's visuals. I tried to redesign the alternative upgrade for level 2, but I decided that the armor needs to be simpler.
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4 years ago
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The icons are simply amazing.
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4 years ago
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the second tier has been reworked; the most significant visual changes affected the Altgreid – it was necessary to clearly distinguish the second tier from the sixth, so the helmet was discarded, and the armor became simpler (in principle, this is correct – cultists should not care about the lives of lower-ranking cult members!)
the abilities have also been changed; the purple unit received protection from arrows, and the blue unit received a fast attack (the unit does not receive a counterattack from slowed units), a slowing spell, and a sacrifice ability, but it initially has no mana, so cut down those fish-men.
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