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I don't understand. They already had this in the vanilla version, with 3 branches + racial skills. I just replaced the machines branch with the logistics branch for the Barbarian and the summons branch with the leadership branch for the Warlord. Making the path to the central perk more convenient.
For the Warlord now: Luck, Sorcery, Attack, Leadership. For the Barbarian, instead of Sorcery, there's Logistics. + racial skills for both, of course.
A new patch has been released: Heroes 5 Armageddon's Blade v01.04.2023
Briefly:
Finally, we managed to expand the number of factions, and now there are not 8, but 12.
Added the "Fortress" city with the inhabitants of Tatalia (basilisks, gorgons, hydras).
Added the "Conflux" city with elementals of all colors and tastes (energy, magma, storm elementals).
Added the "Abyss" city with a marine theme (nixes, asps, oceanids).
SpoilerAdded the "April Fool's Day, I don't believe anyone!" city.
Added 22 hours 13 minutes ago
So, April Fool's Day has passed. Now let's talk seriously:
A new patch for Heroes 5 Armageddon's Blade v23.03.2023 has been released. You can download it from Google Drive: DOWNLOAD
Changes:
- Corrections have been made to the skill upgrade for some classes (details in the screenshots).
- An alternative center-perk has been added to the Stronghold city: the Chieftain and Barbarian classes.
- The chances of primary skill stats dropping have been changed for the priest (details in the screenshots).
- 18 "EIGHTEEN, GOOD LORD!" skill wheels have been fixed; now, when you hover over the skill icons, the correct skill information is displayed (yes, they were all moved manually).
- Mana for High Liches has been increased from 19 to 22.
- Mana for Mummies (neutral) has been increased from 20 to 22.
- A 9th window has been added to the creatures table for the cities, which contains information about elementals (no, the Conflux city has not been added yet).
- A button with information about the mod has been added to the single-player game lobby (the place where we choose which city we will play as).
- A button with information about the mod has been added to the Hot-Seat lobby (playing two players on one computer).
And now, screenshots:
Castle
Inferno
Necropolis
Rampart
Dungeon
Tower
Fortress
Chieftain Barbarian
Conflux
It took three and a half months to do all this. I hope I won't get into something like this again in the next year 😅 Because I was terribly sick of the skill wheels, even after the fifth one, and there were still 13 left.
I think I'll focus a bit on adding a couple more creatures and finally finish at least the first campaign for the demons (there should be 3 campaigns: demons, humans, elementals). I hope Andrei will help 😄
Please, give them a warm welcome. Comrades number 231 and 232, the Lava Guardians and the Ice Guardians. They are Tier-6 creatures of the Fortress, and can be recruited there.
The Erls will be the gnomes' offensive force (in terms of style), while these guardians, on the other hand, lean towards the gnomes' defensive capabilities.
Weak attack and damage, strong defense, lots of HP, and they reduce damage from arrows to themselves and allies. An excellent wall for 4 squares.
We need to come up with something besides just color differentiation. More diverse growths, partially armor made of twisted metal with patterns, carpets and ribbons, lol. Something is needed.
We need to come up with something other than just color differences. More different growths, partially armor made of twisted metal with patterns, a rug and bows, lol. Something needs to be done.
I plan to experiment with the effects a bit. But I doubt I'll achieve a significant difference.
Added 21 hours and 5 minutes ago I would like to see another siege weapon in the game. As a child, I really liked the siege onager from Age of Empires 2. My imagination paints a picture of it standing between the hero and the ballista. Don't you think that's exactly where it belongs?) It would deal much less damage than the ballista, but it would attack a 2x2 area (area-of-effect attack, like a large creature) and also have a weak stunning effect (slightly pushing back on the initiative bar). Its damage formula would be based on armor and knowledge (while the ballista's is based on attack and knowledge). Studying catapults in the machines skill tree would allow you to control this machine as well. This way, each machine perk option would have its own focus (the catapult isn't quite the same, as it's only available during sieges).
Do you think it's possible to implement something like this? I don't know.
Visually, it feels too cluttered.
In general, I would prefer more unique combat units, similar to those in the seventh game. For example, scripts could transform universal units into unique ones before a battle, even if they only have standard characteristics.
And universal ships could transform into faction-specific ships upon landing.
I'm having an issue with this mod, and I can't seem to resolve it. Basically, when I enter a character name, a window pops up asking me to remove special characters. I might be misunderstanding something, but what special characters are there in the words "blue," "nose," "Snikers," "123," etc.? It doesn't seem to matter what word I type. Creating a new map doesn't solve the problem, but there's a very small range of maps where this window doesn't appear. Approximately in 1 out of 5-6 maps, but creating new maps always results in this bug. How can I fix this problem?
I have a problem with this mod, and I can't figure out how to solve it. Basically, when I enter a character's name, a window pops up asking me to remove special characters. I might be misunderstanding something, but what special characters are there in the words "blue," "nose," "snikers," "123," etc.? It doesn't matter what word I write; the same thing happens. Creating a new map doesn't solve the problem, but there's a very small range of maps where this window doesn't appear. It happens in about 1 out of 5-6 maps, but creating new maps always has this bug. How can I solve this problem?
I don't understand what you're talking about. Are you referring to the account name?
The mod is excellent! It's clear that the author spent a lot of time and effort refining it. However, I have the following question:
I usually play single-player fan-made scenarios and campaigns, and there are many of them available right now. Hopefully, I'll have time to complete them all. So, I usually play on version 3.1, and there are no problems with completing the scenarios, but I would like to play all these maps with your mod! I tried playing with your mod, but there were numerous bugs that made it impossible to complete most of the scenarios. Question: can you integrate the most popular and interesting scenarios and campaigns into the mod, as it was done in the EVE modification? There, the author integrated fan-made maps into the modification in such a way that no errors occur during single-player gameplay. I don't know how he managed to do this; perhaps he configured the compatibility of the mods included in the maps with the mods that were included in his modification. Is it possible to do something similar in your modification?
This mod is amazing! It's clear that the author spent a lot of time and effort refining it. However, I have the following question:
I usually play single-player fan-made scenarios and Campaigns, and there are currently a lot of them. Hopefully, I'll have time to complete them all. So, I usually play on version 3.1, and there are no problems with completing them, but I would like to play all these maps with your mod! I tried playing with your mod, but there were numerous bugs that made it impossible to complete most of the scenarios. Question: can you integrate the most popular and interesting scenarios and Campaigns into the mod, as done in the EVA mod? The author integrated fan-made maps into the mod in such a way that no errors occur during single-player gameplay. I don't know how he managed to do this; perhaps he configured the compatibility of the mods included in the maps with the mods included in his mod. Is it possible to do something similar in your mod?
Some can be adapted, and some cannot. You need to delve into the map files and see what they affect. If they affect the same things as the mod, there will be a conflict, and the game will choose either the changes made by the map or the changes made by my mod.
It is impossible to achieve universality here; each map must be analyzed separately and checked. You can post maps or links to maps here in the thread, and I will see which ones can be adapted and which ones cannot.