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Posts from МОД: Клинок Армагеддона / Armageddon's Blade Auto-translation in progress

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#713
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From the very beginning, I wanted to see in the fifth installment of the series the spells that are present in the third game but are missing in the fifth. Unfortunately, this is not possible.

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:
OriginalAlternativeImage OriginalAlternativeImage OriginalAlternativeEffect OriginalAlternativeEffect OriginalAlternative
Earth
Spikes
Stone
Spikes
Ice Spikes
Ice spikes
  Ice BoltEarth_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
FistMagic Ram
Magic Ram
  Light BoltFire_Bolt
Fire
  Frost Ring
Ring of
Cold
Tornado
Tornado
Tornado
can it be
made
from the
air
element?
center without
damage
 Lightning    ArmageddonNiflheim
A chunk of ice falls with
subsequent
spreading of wind.
The center of the arena deals water damage,
everything else deals wind damage.
Magic ArrowMagic Ball
Magic Ball
          FreezeFire spell
Deals fire damage
    
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#714
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basically, 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.

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
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#715
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fktifzobr@mail.ru
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.
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#718
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Our cartographer, Violetta, is delighting us with a map for Heroes of Might and Magic III: The Restoration of Erathia. In the future, the 3 maps will be combined into one campaign consisting of three missions.
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#719
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I finished tweaking the Tier 4 dwelling for griffins for the adventure map. This is my first experiment where I used absolutely all textures from the game, and I cut the model into pieces and substituted them for the textures. It turned out to be authentic compared to Heroes 5.


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 =)
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#723
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Dungeon has an overpowered unit with double initiative... Everything else was quite good, excellent use of combat scripts, in my opinion.
 

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#724
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Ment
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.
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#725
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From the point of view of efficiency, x2 damage is better here.
True luck does not provide a x2 damage multiplier.
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.
Author
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.
I don't know this mechanic thoroughly, of course, but if the buff doesn't take effect immediately, that's a good balance. However, x2 damage and x2 initiative later, I can't say that the former is much better -- initiative allows you to attack different enemy stacks in a row, as well as provides enormous tactical flexibility. Essentially, initiative is both an increase in damage and an increase in speed, and the ability to distribute damage differently, and the ability to remove a counterattack in time, and the ability to generally lead the enemy around the battlefield, shooting him with chaos in the process, etc., etc. By the way, can you level up empathy for such a hero? I would be concerned about this issue in the first place :D
If the damage is not x2, but noticeably less, then x2 initiative will definitely be stronger.
Author
Nevertheless, I also think that "Lord of Shadows" is very strong, and therefore the path to it goes through 4 branches + racial ability.
It depends on the synergy or anti-synergy of these branches, but in general, yes, it sounds plausible.
Author
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.
Oh! I didn't know that was possible, cool. 👍
 

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#726
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Ment
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).
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