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#38
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Frozensoull
A fix pack for game version 3.1 that eliminates minor bugs that remained from the latest game patches.

List of changes:
The Rune Battle Harness and Markal's Skull artifacts now have the same animation as other artifacts. In the original game, these artifacts only had a rotation animation and lacked a glow effect.
Added a "happy" animation (played when a hero wins a battle) for the Shadow Lords. Dusk Witches and Night Lords already had this animation, but the developers forgot to add it for the Shadow Lords.
Fixed the glow effect of the Fury blades for the "stir00" animation (cursor hovering over a creature in battle). Previously, the blades stopped glowing when the cursor was hovered over a creature.
Fixed the eye effect of the Astral Dragons for the "stir00" animation (cursor hovering over a creature in battle). Previously, the eyes disappeared when the cursor was hovered over a creature.
Fixed the glow effect of the Death Harbingers for the "happy" animation (played when a hero wins a battle). Previously, when this animation was played, the creatures lost their glow effect.
Fixed the glow effect of the Higher Vampires' sword for the LOD (animation for the world map). Previously, the Higher Vampires lacked the sword glow effect on the world map.
Fixed the description of the "Warehouse" building for the Stronghold faction castle. Previously, the description for this building stated that it provided crystals, although it actually provided mercury.

Installation:
Place ()VISUAL_FIX.pak in the Data folder.

A fix for the rotation animation and glow animation of Markal's Skull, based on the mod author's fix. The rotation animation was removed, and the glow was incomplete.

The archive contains two files for the ()VISUAL_FIX.pak mod.

Restores the rotation animation of Markal's Skull on the adventure map: place ScullOfMarkal.(AdvMapArtifactShared).xdb, replacing the existing file, in ()VISUAL_FIX.pak\MapObjects\Artifacts\H5A1
Complete glow animation on the adventure map: place ScullOfMarkal_Artefact.(Effect).xdb, replacing the existing file, in ()VISUAL_FIX.pak\Effects\_(Effect)\Artefacts
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#39
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update to the comment above: a fix to the fix.
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#40
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Fixed the fix for the fix. :D

Comrades Mооnst@r and Frozensoull attached the skull effect of the MapObject, but because of this, the skull moves, while the smoke from the eyes remains stationary.

I created a new AnimSet for the artifact, inserted a new animation into it that copies the animation from regular artifacts, and attached the smoke to it – ta-da! The smoke and glow are now attached to the eyes of the artifact.

 

I also created version 2 – in the game's resources, I found a special animation for the skull! The skull doesn't rotate and hangs quite high, almost at the top of the pillar of light; this was probably done so that the light wouldn't obscure the glow from the eye sockets.

Both mods are in one archive, their format is h5u (for the usermods folder). V1 – rotating skull, V2 – skull on top of the glowing pillar.

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#41
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fktifzobr@mail.ru, both mods from the archive don't work in the editor. A skull spins without any effects at all, and nothing comes out of the eyes.
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#42
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Mооnst@r
fktifzobr@mail.ru, both mods don't work in the editor. A skull spins without any effects at all, and nothing comes out of the eyes.
because these mods are in h5u format; to view them in the editor, change h5u to pak and put them in the data folder.
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#43
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fktifzobr@mail.ru
because these mods are in h5u format, to be able to view them in the editor, change h5u to pak and put it in the data folder.
Okay. Well, at least someone managed to do it. I would never have noticed. It seems like it's emitting green gas and it's working fine. But apparently, it's not. Good job. Thank you.
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#44
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On multiplayer maps, the description of the "Claw" town is missing, but the text exists in texts.pak\Text\Game\Towns\Haven\Script\Paledon.
Claw is the capital of the Griffin Empire, a legendary city founded by the great Brian Falcon. No other city can compare to it in terms of prosperity, wealth, and the defensive structures built within it.
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How can I add it? The paths seem to be correct. It's possible that other factions also lack descriptions for their scripted towns.
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#45
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Mооnst@r
On Multiplayer maps, the description for the "Claw" town is missing, but it exists in texts.pak\Text\Game\Towns\Haven\Script\Paledon.

How can I add it? The paths seem to be correct. It's possible that other factions with scripted towns are also missing descriptions.
Is this for a random town or a town placed on a specific map?

Added 31 seconds ago
Oh, I see, I didn't read carefully.

Added 4 minutes ago
In the \GameMechanics\TownSpecialization\Haven\Random folder, there are files for the specializations, which specify which text files will be used.

Added 1 minute ago
Wait, the town description isn't random, so the problem is with the map.

Added 3 minutes ago

Similar to random towns, the files for scripted towns are located in \GameMechanics\TownSpecialization\Haven\Script

There don't seem to be any errors, it's strange that it's not working.

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#46
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It turns out that in the Script folder, there is a Talonguard.xdb file with the parameter `TOWN_RANDOM`, and in the text file, at the same path, its name is "Talonguard" and there is no description.

The mod files for Talonguard should be the newest by date and time if you are using a mod for city specialization (shows a specific bonus after the description), or it should be integrated into it.
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#47
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I checked the Multiplayer versions of the original game and Hammers of Fate to see if there were any missing city descriptions, and it turns out there are. I understand that a lot of time has passed, and no one cares anymore. Creating topics in the relevant sections just for microscopic text edits seems pointless, so I'll leave two mods here. The mods are identical; one is version 1.6 with a .pak extension for the data folder, and the other is for Hammers of Fate 2.1 with an .h5m extension for the Maps folder. The same applies as with the mod above: if you use a mod for city specialization, either update the date and time or integrate it. Which cities are missing descriptions? Original game: Haven: Gryphonhill, Claw, and Waterway (from Tribes of the East). Waterway never appeared on my map, which is strange; the screenshots are from the editor. Necropolis: Spire. Magic: Insar, Sapphire (replaced with Quays from Tribes of the East, and the description is from there), and Shams. Hammers of Fate: Everything is the same, plus Ship of Haven (from Tribes of the East).
many screenshots before

many screenshots after
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#48
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In duel mode, the hero Erin has "Sense Elements," but the elements are not visually displayed on the opponent's bar. Erin's creatures deal additional elemental damage (probably the developers did this on purpose), but there is no city, so there is no "Altar of Elements," and the elements are still not displayed on the opponent's bar or on the player's troops.
It is necessary to add elemental indicators to the bar for both the player and the opponent. Can anyone do that?

Added after 32 minutes
Update: In the original game, elements are only present on the opponent. I don't know what to think. Maybe there could be two versions of the mod? The second version would remove the additional damage from the creatures and only add elemental indicators to the opponent's icons, as in the original game?
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#49
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It's not entirely clear how to add icons for elemental damage; it seems like you need a town for that, but there are no towns in a duel map. Maybe you need to place a town on the map for the duel heroes, but I'm not sure.
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#50
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The city isn't needed; they're already dealing elemental damage as if it were there, or it's already defined somewhere, but the elements themselves aren't displayed on the scale, like in the original Heroes. In the original game, your own army doesn't deal elemental damage; only Erin's spells do, due to "Sense Elements," and the elemental resistances are displayed on the enemy's scale. We need to somehow bring back the elemental resistances.
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#52
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Don't you have that much damage?
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