Posts from МОД: Клинок Армагеддона / Armageddon's Blade
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But there is something that can be done, although it's complex, and I've been putting off deciding whether it's even worth doing, because it's too difficult, large-scale, and tedious. =)
I'm talking about enhanced spells. We have access to a dozen unique spell IDs that are copies of existing spells, but they are stronger and consume more mana.
So, I'm thinking: spells have an elemental component (earth, water, air, fire). If you change it, the enhanced spell will start dealing damage of a different element, and we'll get not just an enhanced fireball spell, but an enhanced alternative spell if, for example, it deals earth damage. Let's say the "Meteorite" spell, a large chunk falling from the sky (like the Armageddon spell at the beginning).
Or, for example, in Heroes 3, there's the INFERNO spell, dealing fire damage over a large area. And in the fifth game, we have an enhanced Meteor Shower, dealing earth damage over a large area. If we change its element to fire, it will become INFERNO!
The main and most difficult thing in all of this is, of course, the "animations" and special effects. This is what hinders my desire to implement this. =)
In general, that's what I wanted to say. If anyone wants to experiment with effects or suggest good options, I'll be happy to listen.
For now, the overall picture is this:
| Original | Alternative | Image | Original | Alternative | Image | Original | Alternative | Effect | Original | Alternative | Effect | Original | Alternative | |||||
| Earth Spikes Stone Spikes | Ice Spikes Ice spikes | Ice Bolt | Earth_Bolt Stone chunk | Fireball Fire Ball | Meteor Meteor | Falling stone like Armageddon | Meteor Shower Meteor Shower | Inferno Inferno | Maybe effect from TP Yarlov? | Implosion | "Titan's Roar" Lightning strike on one target, alternative to earth shock with the element of wind | |||||||
| Fist | Magic Ram Magic Ram | Light Bolt | Fire_Bolt Fire | Frost Ring Ring of Cold | Tornado Tornado | Tornado can it be made from the air element? center without damage | Lightning | Armageddon | Niflheim A chunk of ice falls with subsequent spreading of wind. The center of the arena deals water damage, everything else deals wind damage. | |||||||||
| Magic Arrow | Magic Ball Magic Ball | Freeze | Fire spell Deals fire damage |
for Tornado, it's simple: take Summon Air Elemental, enhance it, and that's it – Tornado is ready.
watch the video; the mod author shows off new spell effects. In principle, everything is clear there, and you can repeat something if you really want to (by the way, I saw the Tornado in his mod).
https://www.moddb.com/mods/homm-5-chaos-theory/videos/divine-wrath#imagebox
In principle, for the Inferno spell, you can combine the enhanced effect of Fireball and Summon Fire Elemental, so that a pillar of fire is in the center of the explosion.
With Tornado, it's simple: take Summon Air Elemental, enhance it, and that's it – Tornado is ready.
Check out the video; the mod author shows off new spell effects. In principle, everything is clear there, and you can try to replicate something if you really want to (by the way, I got the idea for the Tornado from his mod).
https://www.moddb.com/mods/homm-5-chaos-theory/videos/divine-wrath#imagebox
Wow, that's cool, I hadn't seen it before. Summon Black Hole is just awesome.
Added 1 minute ago
Hey everyone, this week I spent time in Photoshop and Premiere after work to create this one and a half minute video. I think it turned out quite clearly. In the video, you will see what classes are in the mod and what the chances are of primary and secondary skills appearing for these classes.

And here's a high-poly model made based on Heroes 3 in Substance Painter. It looks better, but it has a million polygons (due to the landscape) and looks that way because of the PBR textures. In Heroes 5, we don't have such technologies, so we have what we have =)


The League of Shadows has an overpowered ability with double initiative... Everything else was quite good, with excellent use of combat scripts, in my opinion.
Well, I'm considering the balance of core perks based on the most overpowered core perk in the vanilla game. True Luck allows you to always strike with luck. From an efficiency standpoint, doubling the damage here and now is better than the prospect of acting more often in battle; you can one-shot an enemy stack, and then their initiative won't matter. If I remember correctly, the spread on the starting scale is 0.25, so a x2 initiative buff will have more impact on the second turn of creatures and beyond.
Nevertheless, I also think that "Shadow Lord" is very strong, and that's why the path to it goes through 4 branches + a racial ability. I think that x2 initiative is very suitable for such a stealthy and initiative-based faction as the Dark Elves.
By the way, there are no scripts in the mod, none at all. I don't know scripts and I don't know how to write them.
The new core perks are implemented using workarounds with Blood Wrath.
From the point of view of efficiency, x2 damage is better here.
The hero's luck stat, if leveled up, is 2.25 times the elven luck. Units have a minimum of 3 luck (since we leveled it up), more realistically -- 4-5 (it's easy to add artifacts).
With 3 luck, the expected damage without true luck is 1.375. With it -- 2.25. An increase of 1.63 times.
With 5 luck, the increase is only 1.38 times (approximately).
This is still a very strong bonus, of course, although after the release of the dwarves, I was a little surprised that they reduce enemy damage by at least a clean 2 times without any "buts". On the other hand, their development in the center perk is worse in terms of having two schools of magic that are antagonistic to each other, so a certain balance is maintained. For rangers, true luck, on the contrary, looks quite natural.
From the point of view of efficiency, x2 damage here and now is better than the prospect of going into battle more often; you can one-shot a stack of enemies, and it won't matter what their initiative is. The spread on the starting scale is, if I remember correctly, 0.25, so the x2 initiative buff will have more power on the second turn of the creatures and beyond.
If the damage is not x2, but noticeably less, then x2 initiative will definitely be stronger.
Nevertheless, I also think that "Lord of Shadows" is very strong, and therefore the path to it goes through 4 branches + racial ability.
By the way, there are no scripts in the mod, none at all. I don't know scripts and I don't know how to write them.
New center perks are implemented with workarounds using blood wrath.
True luck doesn't provide a 2x damage multiplier.
The luck coefficient for a hero, if you invest in it, is 2.25 times the elven luck. Units have a minimum of 3 luck points (since we invested in it), and more realistically, 4-5 (it's easy to add artifacts).
With 3 luck, the expected damage without true luck is 1.375. With it, it's 2.25. An increase of 1.63 times.
With 5 luck, the increase is only about 1.38 times.
I don't quite understand what you're talking about, what coefficients are you referring to?
Luck works on the principle of 1 luck point = 10% chance of a successful hit. The maximum is limited to 5 luck points, meaning the chance cannot be more than 50% in the standard mode, so even if you have 6-7 luck, the chance will be 50%.
The standard damage from luck is x2 (I forgot about elven luck, which adds 0.25 to elves), so an elf with True Luck deals x2.25 damage when luck triggers, and luck always triggers (except when attacking a dwarf with the center perk).
True Luck turns all attacks into 100% successful hits. That is, you always attack with 2.25x damage.
Here, I'm leaving aside the racial characteristics of elves (they can increase damage even more against sworn enemies).