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

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#3734
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finishing up the cultists' town.
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#3737
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<<>>
Everything is ready! I played around with the Cultists a bit and fixed a couple of bugs.

Additional mod for the unit stats window

The archive includes the Cultists, Dwarves, a replacement for the main menu with a devil and monk fight, icon and music replacements; everything is sorted into the correct folders.
THE LATEST PATCH IS ALSO AVAILABLE AT THE LINK.
The mod is playable, but not yet polished. I want to replace the heroes from the Campaigns, replace the Blood Wrath effect (red drops), and replace the mages. I decided that the snake girls will solve the problem of the Cultists and magic (the mages will go to the Necropolis).

The Blood Wrath bonuses were made hastily – all units receive +1/+2/+3 to attack, defense, and initiative. Blue mages no longer receive powerful spells; they can immediately cast Blind and Berserk, but they don't have enough mana. Also, now Sacrifice works at a distance of 10 cells.

Another questionable decision – I removed the reduction of Wrath from defense, but increased the Wrath consumption from enemy attacks (-30 points on top), and now the hero's attack increases Wrath by 50.

There are no descriptions for the heroes and units because there is no lore in general.

At the last moment, I remembered that I needed to make music for the Cultists, so I took it from Stronghold. All tracks are in mp3 format; you can safely replace them.

Ornstein Dragonslayer helped me with the stats, but in the end, I reworked everything. Only some of his ideas remained, such as acid blood for the Krakens and random attack for the Knights.

Sub-mods are welcome; if someone reworks something, they don't need to worry about my permission
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#3739
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PATCH RELEASED
Fixed several text errors, added a circle under the unit, and increased the movement speed of the fire sprites.
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#3740
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I decided that the mod would benefit from a list of units with their abilities and some explanations, so I took the unit window from the Universe mod, which is made by Vadim Tgame and VeryDobro (with the latter's permission). If you're interested in what this mod is, just Google it; that's how I found it. So, here it is – the window with unit characteristics. The mod is in h5u format, so put it in the UserMods folder.
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#3741
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new patch, it includes the old one, so you can only install this one

fixed a bug with city construction, rewrote the names of weeks and the description of the slave market, returned spells to astrologers and warlocks, and removed the random spell abilities, also changed the profit increase from the slave market (because I found out that the profit increases from simple markets).
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#3742
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Here are some screenshots from my VK group; I posted everything there again, but I forgot about the forum.

Now, the Landsknechts are equipped with halberds. They don't have war paint, but they do have magnificent mustaches and a brutal scar.

Tier 1 dwarves received new animations from the latest Hannibal mods. I also created shields and hammers to match these animations.

I repainted the golems.

I slightly reworked the buildings in the town and the dwellings to match them.

I'm planning to create unique heads for the heroes and release an update.

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#3743
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I'm tired of making heroes, so I'll finish it sometime later. I've only minimally tested the mod for bugs, so I don't know, maybe I messed something up somewhere; report bugs here. <<>> The new mod is smaller because I resaved all the textures. That's it, there won't be any updates in the near future (except for bug fixes); I want to take a break.
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#3744
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I decided to go back to orcs; these will be underground orcs (but they will still wear skins as clothing). In principle, cave orcs could live in Ashan, for example. Dark elves could repeat the mages' experiment of creating orcs, or even the Faceless could do it.

For example, a Faceless priest could fill the space around his temple with orcs to protect it.

I haven't decided on the skin color yet, but one of the upgrades will probably be purple.

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#3745
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[email protected]

I decided to go back to Orcs; these will be underground Orcs (but they will still wear hides as clothing). In principle, cave Orcs could live in Ashan, for example. Dark Elves could repeat the mages' experiment of creating Orcs, or even Faceless Ones could do it.

For example, a Faceless Priest could fill the space around his Temple with Orcs to protect it.

I haven't decided on the skin color yet, but one of the upgrades will probably be purple.


A corpse on the skeleton of an Archer?!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#3748
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compared archers to berserker orcs and decided to make them more goblin-like, like hobgoblins

That looks really cool!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1