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Posts from UI management via scripts, spell casting callbacks, and other features.

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#1
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❗ Important News ❗
Comrade KoB has found a skilled individual willing to make significant changes 💥 to the executable file; the list of changes is available at the link.
These include:
💯 Callbacks for casting spells and using special abilities in combat – now, scripts can track the magic used by a mage, allowing you to either link new mechanics to the casting or create a scripted surprise 😉
💯 New IDs for scripted special abilities! Previously, you had to make do with two, and any changes required modifying the originals, but now you have more freedom.
💯 UI control: it will be possible to process and trigger UI elements – and if you don't want to bother, you can create various overlays, decals, and text blocks, as well as advertise your yogurt on the entire screen.
... and more

📢 However, for the hero of Heroes 5 to accomplish this task, he needs the appropriate funds: unfortunately, there are no altruistic enthusiasts capable of making such large-scale changes, and among those capable of making such large-scale changes, not everyone is eager to help the heroes. But you can help raise the required amount!
To do this, write a message to the group, to the administrator (}{0TT@6b)4) or to Comrade (KoB): we will let you know where you can donate if you wish! 💰
INFORMATION ABOUT THE FUNDRAISING and your payments will always be available and up-to-date here: [https://docs.google.com/spreadsheets/d/1aXzqstyrC4qJ82pBTjjPPpahZXKzmgxcGCrtBagilPs/edit?usp=sharing]

Who knows, maybe we will see new factions in the future 😉

I am posting this announcement on my own initiative, with my own intention; it is not a scam, and I am the guarantor – if the money or changes disappear, I will gradually return them from my own pocket. Everything will be for the benefit!

С уважением, }{0TT@6bI4
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#2
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Interesting news :)
As a mod developer, I am primarily interested in two things, and I am willing to contribute a small amount monthly to each, say 1000 rubles per month.
The first is, of course, expanding the game's factions. I want to add Conflux (elementals), Fortress (swamps), Abyss (sea), and Pyramid (desert) to the game.
The second is expanding the spells; I really miss the spells from Heroes 3:

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#3
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There will be elementals of different types, but I'm not sure if they will be available to everyone. The rest – with an increased number of spells and cast hooks, you can implement a lot of things.
С уважением, }{0TT@6bI4
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#4
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}{0TT@6bI4
There will be elementals of different types, but I'm not sure if it will be available to the public. The rest – with an increased number of spells and cast hooks, you can implement a lot.

And how will this look, is it done through scripts?
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#5
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I'm a bit too overwhelmed right now to process all this information. At first glance, it looks powerful.

Regarding the monetization scheme: it would be good to ask a "skilled comrade" to complete one goal and gather resources for it, followed by a demonstration of the result. This way, donors and all interested parties would gain more confidence in the success. This could, for example, influence my personal decision on how much to donate.

As for what would be interesting to me:
- the ability to adjust the maximum firing range of each individual ranged unit through xdb files (in the literal sense, meaning that the arrow won't fly further than a distance of n, and not that it shoots with half the power)
- the ability to remove retaliatory strikes from all units, except for those whose property is specifically defined in the xdb (as mentioned before, this is somewhat achieved by giving all units the property of an unreturned attack, but then the problem arises that retaliatory strikes won't work even for those who have "infinite retaliation," which is inappropriate)

Regarding spells, I agree with Waterfall_13. It would be good to implement not only spells that are implemented through scripts, but also a "universal template" for spells that can be configured in the xdb, and that contains the main options for actions. Such as area (attack pattern?), damage, healing, elemental affiliation, etc., so that not everything has to be configured through Lua, which is a bit messy, and could be avoided in most cases. In addition, the elemental affiliation of a spell is important for some abilities and artifacts (emerald slippers, lord of cold, etc.). Of course, this may cost some additional amount, although the possibility itself is more interesting.
 

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#6
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Great ideas! For example, I asked about support for multi-core processors (which would greatly improve the game's performance), but I was told that it's a very complex task, and the budget for it would be up to $2,000... There are results, and I'll ask KoBa to provide them.

If it sounds a bit disorganized, please forgive me. This is only my second experience organizing crowdfunding (let me call it that).
С уважением, }{0TT@6bI4
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#7
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Some spells from Heroes 3 could be implemented as special abilities.

For example:

Frenzy
(school of fire magic/in our case, school of light magic) - The target's defense is reduced to zero, while the attack increases by the number of defense units lost. Essentially, this is a berserker ability. However, in their case, it only works for one turn. Here, it needs to be applied for a certain duration, which, like regular spells, will depend on the hero's magic skill.

__________________________________________________ ___________________________


Fire Shield (school of fire magic/in our case, school of summoning magic) - After being cast on a friendly unit, it reflects 20% of the damage dealt by the enemy. This is a passive ability that Phoenixes already have. The situation is the same; the ability needs to be applied for a certain duration, which, like regular spells, will depend on the hero's magic skill.

__________________________________________________ _______________________________


Inferno
(school of fire magic/in our case, school of chaos magic) - This is essentially a meteor shower, but with a fire elemental affiliation, also affecting a 4x4 area. We can take the meteor shower spell and duplicate it, changing the element from FIRE to EARTH.
__________________________________________________ ____________________________


Fire Protection (school of fire magic/in our case, school of light magic): -50% damage from fire impact magic for the target friendly unit.
It needs to be applied for a certain number of turns, which depends on the hero's magic skill, as a passive ability for rune priests.

__________________________________________________ ______________________


Counterattack(school of wind magic/in our case, school of light magic) - Gives the target unit two additional retaliatory attacks. In our case, this can be implemented as a passive ability for griffins, lasting for n turns * Spell Power.

_______________________________________________________________________________________________


Shield (school of earth magic/in our case, school of light magic) - Reduces the damage received by the target unit from melee attacks by 15% (20%, 25%, 30%).

__________________________________________________ ________________________________________

Ideally, these "spell-passive-abilities" should also be divided into 4 levels of effectiveness, but I don't know if it's possible to implement what I described above, let alone divide it into 4 variants.
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#8
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I wonder, how much will he charge for hacking an ability?
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#9
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Waterfall, I will test how applying the corresponding SPELL_EFFECT via script works; if it succeeds, then based on blanks and a cast hook, it will be possible to implement smile01
С уважением, }{0TT@6bI4
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#10
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Guys, those of you who communicate with him, could you ask if he can finish the AI mod by quantomas, so that it doesn't crash on large maps?
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#11
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So, Quantomas's mod isn't related to crashes, is it? It's a feature of the original game, and it's been preserved in Mr. Q's version as well.
С уважением, }{0TT@6bI4
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#12
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w1842nite36
Guys, those of you who communicate with him, can you ask if he can improve the AI mod by quantomas so that it doesn't crash on large maps?
Heroes 5 is a game from 2006 (and development started in 2004). It was made for the budget hardware of that time. The game has 2 GB of video memory; just because you have a modern video card that can handle 8 GB of video memory doesn't mean the game will use it. The game simply doesn't know how. So, if you fill up the allocated 2 GB of video memory while playing on a giant map, the game will crash.
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In reply to Waterfall_13
#13
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Waterfall_13

Heroes 5 is a game from 2006 (and its development began in 2004); it was made for the budget hardware of that time. The game has 2 GB of video memory; if you have a modern video card that can handle 8 GB of video memory, it doesn't mean the game will use it. The game simply doesn't know how. So, if you run out of the allocated 2 GB of video memory while playing on a giant map... the game will crash.
Damn, that's a bummer; I didn't know about these details. I really wanted to thoroughly test this mod, but now I guess I'll have to forget about it.
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#14
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Updated the table.

We've already collected over 20,000 rubles, thank you so much! The amount is being safely stored and will be spent in a larger sum due to the high commission (minimum $15) for transfers. You are the best!

С уважением, }{0TT@6bI4
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#15
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I wonder, is it possible to add new abilities for creatures? In my opinion, the game is missing a couple of neutral creatures.