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Updated the mod. Correcting the description and fixing errors in numbers and figures is one thing, but adding information from the manual or the wheel, thereby reworking the descriptions, is something else entirely, so I won't be doing that.
In reply to Mооnst@r
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This is a fix mod for another mod that adds the Sanctuary faction to the game. It corrects and expands upon what the original author forgot:

[+] - Main change: The Myrmidon Dwelling/Myrmidon Rampart cost 2000/6000 gold, and the Coral Shrine/Pearl Shrine cost 1500/4000. Now the prices in gold are reversed, as they should be, according to their levels! The same applies to the Mermaid Lake/Mermaid Rock from the mod version with the "Samurai Tenacity" campaign.
[+] - Now the Sanctuary buildings have their own resource requirements: The Reef Barrier/Reef Wall requires 5 ore, and the Reef Bastion does not require 5 crystals. The Blessed Spring now requires only 5 wood instead of 10, but in return, it requires 2 mercury, which is related to the ice of Mizu-kami, and 2 crystals. The Enchanted Pond, which originally required 12 wood, now requires only 5, but 7 wood has been converted into 3 gems. The Blessed Pond now requires 5 wood and 5 ore instead of 15 wood. The Myrmidon Dwelling now requires 10 ore instead of 5 wood. The same applies to the Mermaid Lake from the mod version with the "Samurai Tenacity" campaign. The Myrmidon Rampart does not require 5 wood, and it also requires only 5 gems. The same applies to the Mermaid Rock from the mod version with the "Samurai Tenacity" campaign. The Coral Shrine now requires 5 wood and 5 ore instead of 10 ore, and the Pearl Shrine requires only 5 wood, which corresponds to their appearance in Heroes VI, and in addition to crystals and gems, it also requires 3 mercury for the "Ice Block" of the pearl priestesses. The Underwater Arena now costs 5 wood and 10 ore instead of 15 wood, and the Underwater Dojo costs only 10 ore, which is close to their cost in Heroes VI, and also the Kensai dwelling does not require sulfur, but has 2 more crystals and 4 more gems, but Kensai and Berserkers only require sulfur and crystals, and they require the same amount of magical resources. The Altar of Shalassa consumes more wood and ore, but the Shrine of Shalassa does not require, like the Dragon Throne, but they need 7 mercury for the Ice Storm of the sacred kirin. The Statues of the Master Summoner and the Master Duelist now require 5 wood and 5 ore each, as in Heroes VI.
Note: The total resource consumption has not changed, and the balance has been preserved!
[+] - The descriptions of the weeks have been changed to match the Sanctuary, and the weeks of the Sanctuary creatures are now named after them. The Kensai week is now called the Week of Duels.
[+] - The requirement for the Enchanted Pond for the Statue of the Master Summoner has been removed. Instead, the Statue of the Master Summoner is now required for the Underwater Arena.
[+] - The names of the upgrades Senior Myrmidon and Executioner Myrmidon were clearly mixed up, but now they correspond more to the original Polish names.
[+] - Instead of the Attack Skill dropping with a 15% chance and the Defense Skill dropping with a 45% chance when a Samurai gains a new level, as with the Ranger, they now drop equally, as in Heroes VI, with only a 30% probability. The probability of increasing Spellcasting or Knowledge has not changed (10% and 30%). The starting characteristics have also been changed from 0/2/1/2 to 1/1/1/2.
[+] - The system for dropping secondary skills and abilities for the Samurai has been reworked. Now he is more likely to get Attack (10%) and Defense (15%), which he should be equally inclined towards, but that is how it turned out. As a result, the Logistics skill is not strongly associated with the Samurai, and therefore, instead of 15%, it is offered with a chance of 8%, and Spellcasting is also reduced to 2%. Instead of the Chaos school skill, the Samurai is more often offered his own school, which depends on the version (Darkness or Summoning). The rest remains the same as with the Ranger.
[+] - Now "Avenger (Novice)" is called "Fundamentals of Summoning", "Trained Avenger" is called "Connoisseur of Summoning", "Skilled Avenger" is called "Master of Summoning", and "Ruthless Avenger" is called "Greatest Master of Summoning"; "Enchanted Arrow" is "Enchanted Weapon"; "Deadly Shot" is "Deadly Attack", as the Samurai does not necessarily have ranged weapons; "Forest Cunning" from the "Education" branch is "Hardened Resolve"; "Elven Luck" from the "Luck" branch is "Luck of the Sea Elves" (if sea elves don't suit you in the Naga faction, you can rename it to "Patronage of Luck" for yourself); "Forest Leader" from the "Leadership" branch is "Shogun"; "Forest Fury" from the "Attack" branch - in accordance with the forest icon, only "Jungle Fury" will do;
[+] - "Sworn Enemies" for the Samurai is now simply "Challenged to a Duel".
[+] - In accordance with the fact that in the original version of the mod, kirin require crystals, the Resource Repository now brings crystals.
If in your version of the mod, kirin require gems, simply delete the TownTypes.xdb file from GameMechanics/RefTables in the mod archive.
[+] - The damage of the pearl priestesses has been halved, as with the than, who also have Storm Strike. In the mod version with the "Samurai Tenacity" campaign, this was done earlier, but now it is also for the original version of the mod.
[+] - The price of kensai and berserk kensai has been increased from 1680 to 1700. This price was more accurate, but according to the rules, starting with the upgrades of creatures of level 6, the prices are multiples of one hundred...
[+] - Now the Sanctuary battle music plays in an open field. This was already fixed in the version of the mod with the "Samurai Tenacity" campaign, but now it is also for the original version of the mod.
[+] - In the Russian description of the kirin, the missing word "heavenly" has been added.

A fix mod option if the second school in the Sanctuary Mage Guild is Dark Magic: https://disk.yandex.ru/d/7Y668UOUkkAUHQ

A fix mod option if the second school in the Sanctuary Mage Guild is Summoning Magic: https://disk.yandex.ru/d/VRLxlF5i5AsgDQ

A fix mod option for the version of the mod with the "Samurai Tenacity" campaign: https://disk.yandex.ru/d/XBfoEPkzVnzCzQ
aka Странник времён года

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Фикс-мод для Sanctuary mod
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Does anyone have a mod that speeds up the animations for the Red Knights and Alarik? I remember AstralLein mentioning somewhere that such a fix was available, but I couldn't find the post with the mod.
In reply to Great Antosha
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Great Antosha
This is a fix mod for another mod that adds Sanctuary to the game. It corrects and adds what the author forgot:

[+] - The main change: the Myrmidon Dwelling/Myrmidon Rampart cost 2000/6000 gold, and the Coral Shrine/Pearl Shrine cost 1500/4000. Now the prices in gold are reversed, as they should be, according to their levels! The same applies to the Mermaid Lake/Mermaid Rock from the mod version with the "Samurai Persistence" campaign.
[+] - Now the Sanctuary buildings have their own resource requirements: Reef Barrier/Reef Wall requires 5 ore, and Reef Bastion does not require 5 crystals. Blessed Spring now requires only 5 wood instead of 10, but in return requires 2 mercury, which is related to the ice of Mizu-kami, and 2 crystals. Enchanted Pond, which required 12 wood, now requires only 5, but 7 wood has been converted into 3 gems. Blessed Pond, instead of 15 wood, now requires 5 wood and 5 ore. Myrmidon Dwelling, instead of 5 wood, requires 10 ore. The same applies to Mermaid Lake from the mod version with the "Samurai Persistence" campaign. Myrmidon Rampart does not require 5 wood, and only 5 gems. The same applies to Mermaid Rock from the mod version with the "Samurai Persistence" campaign. Coral Shrine, instead of 10 ore, requires 5 wood and 5 ore, and Pearl Shrine requires only 5 wood, which corresponds to their appearance in Heroes VI, and in addition to crystals and gems, also 3 mercury for the "Ice Block" of the pearl priestesses. Underwater Arena, instead of 15 wood, costs 5 wood and 10 ore, and Underwater Dojo costs only 10 ore, which is close to their cost in Heroes VI, and also the Kensai dwelling does not require sulfur, but has 2 more crystals and 4 gems, but Kensei and Berserkers only require sulfur and crystals, and those require the same amount of magical resources. The Altar of Shalassa consumes more wood and ore, but the Shrine of Shalassa does not require, like the Dragon Throne, but they need 7 mercury for the Ice Storm of the sacred kirin. Statues of the Master Summoner and Master Duelist now require 5 wood and 5 ore each, as in Heroes VI.
Note: the total resource consumption has not changed, and the balance has been preserved!
[+] - The descriptions of the weeks have been changed to match Sanctuary, and the weeks of Sanctuary creatures are now named after them. The Kensai week is now called the Week of Duels.
[+] - The requirement for Enchanted Pond for the Statue of the Master Summoner has been removed. Instead, the Statue of the Master Summoner is required for the Underwater Arena.
[+] - The names of the upgrades Senior Myrmidon and Executioner Myrmidon were clearly mixed up, but now they correspond more to the original Polish names.
[+] - Instead of the Attack Skill dropping with a 15% chance and the Defense Skill dropping with a 45% chance when a Samurai gains a new level, as with the Ranger, they now drop equally, as in Heroes VI, only with a 30% probability. The probability of increasing Spellcasting or Knowledge has not changed (10% and 30%). Starting characteristics have also been changed from 0/2/1/2 to 1/1/1/2.
[+] - The system for dropping secondary skills and abilities of the Samurai has been reworked. Now he is more likely to drop Attack (10%) and Defense (15%), which he should be inclined to equally, but that's how it turns out. As a result, the Logistics skill is not strongly associated with the Samurai, and therefore, instead of 15%, it is offered with a chance of 8%, and Spellcasting is also reduced to 2%. Instead of the Chaos school skill, the Samurai is more often offered his own school, which depends on the version (Darkness or Summoning). The rest remains the same as with the Ranger.
[+] - Now "Avenger (Novice)" is called "Fundamentals of Summoning", "Trained Avenger" - "Connoisseur of Summoning", "Skilled Avenger" - "Master of Summoning", and "Ruthless Avenger" - "Greatest Master of Summoning"; "Enchanted Arrow" - "Enchanted Weapon"; "Deadly Shot" - "Deadly Attack", the Samurai does not necessarily have ranged weapons; "Forest Cunning" from the "Education" branch - "Tempered Resolve"; "Elven Luck" from the "Luck" branch - "Luck of the Sea Elves" (if sea elves don't suit you in the faction of the nagas, you can rename it to "Patronage of Luck"); "Forest Leader" from the "Leadership" branch - "Shogun"; "Forest Fury" from the "Attack" branch - in accordance with the forest icon, only "Jungle Fury" will do;
[+] - "Sworn Enemies" for the Samurai is now simply "challenged to a duel".
[+] - In accordance with the fact that in the original version of the mod, kirin require crystals, the Resource Repository now brings crystals.
If in your version of the mod, kirin require gems, simply delete the TownTypes.xdb file from GameMechanics/RefTables in the mod archive.
[+] - The damage of the pearl priestesses has been halved, as with the thanes, who also have Storm Strike. In the mod version with the "Samurai Persistence" campaign, this was done earlier, but now it is also for the original version of the mod.
[+] - The price of kensei and berserk kensei has been increased from 1680 to 1700. This price was more accurate, but according to the rules, starting with creature upgrades of level 6, prices are multiples of one hundred...
[+] - Now the Sanctuary battle music plays in the open field. This was already fixed in the version of the mod with the "Samurai Persistence" campaign, but now also for the original version of the mod.
[+] - In the Russian description of the kirin, the missing word "heavenly" has been added.

A fix mod option, if in your version the second school in the Guild of Mages of Sanctuary is Dark Magic: https://disk.yandex.ru/d/7Y668UOUkkAUHQ

A fix mod option, if in your version the second school in the Guild of Mages of Sanctuary is Summoning Magic: https://disk.yandex.ru/d/VRLxlF5i5AsgDQ

A fix mod option for the version of the mod with the "Samurai Persistence" campaign: https://disk.yandex.ru/d/XBfoEPkzVnzCzQ
I bow to you for the work you have done.
By the way, I found new models of kappas and water spirits, if I find them, I will definitely share them.

Added 6 minutes ago
Kappas acquire crystals on their backs, and the spirits have a more detailed bottom.

Added 14 minutes ago
T3 AlternativeT2 AlternativeAll T2Mini update

Added 1 minute ago
If you need these models, I can give you a link where you can get them, it would be a shame to let good things go to waste)
Одна голова хорошо, а две - уже не красиво!
In reply to Вариматас
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Varimatas
I thank you for the work you've done.
By the way, I found new models for Kappa and Water Spirits; if I find them, I will definitely share them.

Added 6 minutes ago
The Kappa get crystals on their backs, and the Spirits have a more detailed lower body.

Added 14 minutes ago
T3 AlternativeT2 AlternativeAll T2Minor update

Added 1 minute ago
If you need these models, I can give you a link where you can get them; it would be a shame for them to go to waste.
I need a Kappa model, please.
In reply to Рон54
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Ron54
I need a mouthguard model, please.
I'll send the link now.

Added 12 minutes later
You can find the models here - https://www.moddb.com/mods/snctuary-mod
Одна голова хорошо, а две - уже не красиво!
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fix for blurry SMALL icons on large screens (I recently got a 1920x1200 screen, and it's a problem)

I removed all the small icons for creatures and heroes, so there won't be any more blurry icons. I don't mind blurriness in general, but when icons from add-ons/mods and vanilla units are on the same panel, the difference in quality is noticeable, especially annoying on the losses panel.

To avoid conflicts with mods that change creatures and heroes, I set the creation date of the files to 01.01.2009.

The mod is in pak format and is installed in the data folder, but this is not required. I don't think it should affect the map editor, so it would also be good to put it in UserMods (if you change the pak to h5u).

this mod is better
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fix for the mod that increases the size of icons in the Dungeon faction's altar window; in theory, this could also remove the size limit for hero/creature icons, which are currently locked at 128 pixels. We'll try it out sometime.
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In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru
fix for the mod that increases the size of icons in the Dungeon faction's altar window; in theory, this could also remove the limitation on hero/creature icons, which are currently locked at 128 pixels. We'll try it out sometime.
The creature icons are more interesting here.
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Ron54
The creature icons are more interesting here.
Look for it on Nexus; it was the newest mod there.

Added 5 minutes later
But the mod is unfinished; only the large icons have been replaced, so only install it with a mod that removes the small icons.
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