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Posts from Heroes 5 Armageddon’s Blade

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#744
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How do I download it? There is no link - H5 Armageddon's Blade v12.12.2024.
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#745
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masgak
How do I download it? There's no link - H5 Armageddon's Blade v12.12.2024

In the introductory comment of this section (mod description), the second line in blue is a link to Boosty. There are always 2 versions of the mod on Boosty, one free and publicly available (2nd post).
The second one has early access mechanics for Boosty supporters (1st post).
Click on the link and download the free version (2nd post).

Or, you can support the development by becoming a Crusader and gaining access to the latest version of the mod (1st post).
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#746
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Do Fire Priests no longer deal damage at long range without magic?
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#747
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A new patch v25.02.2025 has been released on Boosty
https://boosty.to/waterfall (the first post on the page).

Description of the new features:
1) A new spell of level 4 Chaos magic, "Inferno", has been added to the game. It deals fire damage in an area of 5x5 cells.

2) The Quick Split mod has been permanently installed in the game, which allows you to instantly separate units from the first slot in your army on the adventure map (you just need to press the C key on the keyboard and select this spell in the spellbook). Important note: this spell occupies the 3rd slot for adventure magic, and if you are playing maps where the authors have used this slot for themselves, then it will not work, of course.

3) For Multiplayer, the ability to separate not half of the army stack, but 1 unit, has been added using the shift key. In Multiplayer, the QuickSplit mod does not work, so you will still have to manually separate units, but now you save time because you don't need to hover over the number of creatures to enter the number 1. You just need to hold down shift, drag the creature, and press enter on the keyboard; the separation speed has increased by 2 times compared to version 3.1.

4) A new animation playback speed has been added to the game on the battlefield. If the maximum speed was 3 times faster before, now the maximum speed is 9 times faster (the speed of 3 times remains, it is the second to last).

5) DLL libraries from the author of Heroes 5.5, Dreadknight, have been added to the game (there are many different small fixes; if you are interested, read about them in the patch notes).

6) New Campaigns have been added! Now you can play not only the original campaigns of Heroes 5 and its two expansions on the mod, but also the recreated campaign from Heroes 3: The Restoration of Erathia, as well as the first mission of the mod (in the future, there will be another campaign for Demons, Humans, and Elementals).

7) A griffin dwelling has been added, similar to the one in Heroes 3.

8) Animations of Giant heroes on the adventure map have been accelerated.

9) A new center perk has been added for Humans, "Relentless Counterattack". Now, creatures of the Order faction with this center perk will always respond to attacks (except for attacks that cannot be responded to).

10) A new center perk has been added for Elves, "Protection of the Forest". Now, when Elven creatures attack, the Forest will entangle the roots of the enemies they attack.

11) Wisdom has been moved to the education branch.
Eagle Eye has been moved to the logistics branch.
Lord of Chaos is now learned through Lord of Lightning.

12) Bear Strength has been removed from the machine branch; the bonus from Bear Strength has been added to the Plague Pit (+10% to the HP of troops). The Plague Pit ability has been renamed to "Secrets of Life".

13) A new appearance has been added for Sorcerers and Wizards (now they look like their ancestors from Heroes 3). The development of these models was paid for from the mod's fund on Boosty; thank you very much, this is all thanks to YOU!

Important! The new campaigns appeared exclusively thanks to:
1) Andrey (he put everything together, refined the scripts, created the campaign interface, and created the tutorial map).
2) Violetta (she recreated 3 maps from the Restoration of Erathia campaign from scratch).
3) Grigory (he created all the cutscenes for the campaigns).
4) and a little bit from Sergey (he generated ideas and headaches for the team :3

p.s. Masgak, fire priests are now teleporting creatures (like Jarls), attacking a target (100% damage) and dealing damage to all enemies around the attacked target (they deal 20% damage). This is an ideal unit for a quick rush into the crowd or box of the opponent (and they can also throw a fireball and put up a wall of fire).
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#748
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Tested version v12.12.24

What’s interesting:

During installation, I followed the instructions in the file, but something went wrong (it crashed immediately after the logo appeared).

How I solved it: I duplicated the game folder, downloaded the mod, extracted it, copied everything, replacing the existing files, and it started working.

Immediately after launching, I noticed a bug: the menu icons and the actual buttons didn't match.

How I solved it: I switched to windowed mode using Alt + Enter, stretched the window, and, by trial and error (hovering the mouse over the screen to see tooltips), found the settings menu and set everything to default. This resulted in a resolution of 1920x1080 and video quality set to "High." I emphasize this because if you set a different video quality, the icon resolution changes, they shift, and the menu is messed up again.

Now, about the gameplay:

I played as the Mages and looked at the skill tree. The ideas and concepts are simply excellent; it feels like I just downloaded HoMM3:WoG 10 years ago and am just starting to explore it. It's cool, I like it. One downside is that some centaur perks require a lot of things, and even if you start developing them from the beginning of the game (I wanted to take Ore's Spell Weaving, I chose her because she had a higher chance, but in the end, I was 4 levels short, and the map ended). On the other hand, considering the skills I managed to test, the centaur perks are incredibly powerful; you basically become invincible. That's also cool.

There are some questions about the buildings for the Mages. The Mage Guild consistently costs 5 wood, 5 ore, and 2000 gold from level 1 to 5; is this a bug or a feature? Building the upgrade for Titans and Storm Titans costs 10 units of all resources, but for Arch Titans, it costs much less, as if it should be the other way around, but the costs are adequate for the other factions. The cost of level 8 creatures is also not entirely clear; 7 units of a rare resource and 10,000 gold per creature seems extremely high. Considering that they are only twice as strong as level 7 creatures (in my opinion, I would reconsider the cost, but if you have a special calculator, I won't interfere; the calculator is sacred).

I was very pleased with the magic button with drop-down menus, where you can view everything: artifacts, heroes, castles, creatures, etc. For people who just want to mess around with the heroes in the evening, it's a perfect thing.

My overall impressions of the mod are positive; I will continue to explore and experiment. I saw many different interesting features, and it's definitely cool.

"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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#749
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Uriel Septim X

Tested version v12.12.24

What's interesting:

During installation, I did everything as described in the file, but something went wrong (it crashed immediately after the logo appeared).

How I solved it: I duplicated the game folder, downloaded the mod, extracted it, copied everything, replacing the existing files, and it started working.

Immediately after starting, I noticed a bug: the menu icons and the actual buttons didn't match.

How I solved it: I switched to windowed mode using Alt + Enter, stretched the window, and, by trial and error (hovering the mouse reveals a tooltip), found the settings menu, and set everything to default. This resulted in a resolution of 1920x1080 and video quality of "High". I emphasize this because if you set a different video quality, the icon resolution changes, they shift, and the menu is again out of place.

Now, about the gameplay:

I played as the mages and looked at the skill tree. The ideas are simply brilliant; it feels like I downloaded HoMM3:WoG 10 years ago and am just starting to figure it out. It's cool, I like it. The downside is that some of the center perks require a lot of things, and even if you start developing them from the beginning of the game (I wanted to take Ore's spell resistance, I chose her because she had a higher chance, but in the end, I was short 4 levels, and the map ended). On the other hand, considering the skills I managed to test, the center perks are something amazing; you basically become invincible. That's also cool.

There are some questions about the buildings for the mages. The Mage Guild consistently costs 5 wood, 5 ore, and 2000 gold from level 1 to 5; is this a bug or a feature?

Upgrading to Titans and Storm Titans costs 10 units of all resources, but upgrading to Arch Titans costs much less, as if it should be the other way around, but the costs for other factions are adequate. The cost of level 8 creatures is also not entirely clear; 7 units of a rare resource and 10,000 gold per unit seems extremely expensive. Considering that they are only twice as strong as level 7 creatures (in my opinion, I would reconsider the cost, but if you have a special calculator, I won't interfere; the calculator is sacred).

I was very pleased with the magic button with drop-down menus, where you can see everything: artifacts, heroes, castles, creatures, etc. For people who just want to mess around with the heroes in the evening, it's perfect.

My overall impressions of the mod are positive; I will continue to explore and experiment; I saw many different interesting features, and it's definitely cool.


I'm very glad that you checked out my mod. The fact that it gave you the feeling that it's like WoG also pleasantly surprised me, considering the third-level upgrades; the mod has indeed moved towards the WoG concept. But I can't call the mod WoG because there are no "commanders" and squires =)

The problem with the interface is that when I started doing this, I had the idea to create a menu similar to Heroes 3 (where skill icons were used), but I didn't know anything about how to do it. And since I was playing in 1920x1080 format, I made changes based on that. I did this by trial and error; as a result, the buttons are transparent, and their appearance is the background. Therefore, I adjusted them blindly by repeatedly restarting the game and checking if the button was in the right place for the picture =)

The new center perks are very powerful, and developing them doesn't really spoil the build with useless skills because I enhanced many of the weak skills with bonuses from cities or something similar, so it's difficult to get to the center perks. Essentially, the purpose of the center perks is to entertain the player, but in PvE mode against AI, and in multiplayer, the ability to reach a center perk should be very rare so as not to spoil multiplayer matches.

Regarding the Mage Guild for the mages, this is my idea that racial special buildings should be "more accessible," and the mages' racial ability is "resources in exchange for stats/minions," so it's easier for mages to upgrade the guild without spending valuable resources that can be spent on minions. But this doesn't mean that mages get a discount; it just means that these resources are "transferred" to other buildings, for example, upgrading cats and titans has become more expensive by an equivalent amount.
The fact that upgrading to Arch Titans is cheaper than upgrading the building to Titans is a bug (thank you for pointing it out). It's related to the fact that Arch Titans were added earlier when the building upgrade to Titans was cheaper. I will fix this in the future.

The higher-level creatures (Tier 8) are designed so that they are uber units that can greatly influence the battle, and they are difficult to control. First of all, they cannot be controlled/berserked, killed by a hero with one or two hits (the cleaving sword doesn't work), etc. Therefore, the price is appropriate. Previously, they cost 14000, but I nerfed the attack and defense stats from x2 to x1.5, so they became cheaper.

In general, the entire concept of level 3 creatures that I designed has the main goal: to further enhance the strengths of the creature or compensate for its weaknesses. Of course, such an overpowered unit needs to be balanced, and my two tools are price and hit points (they should be expensive to buy so that you can't buy everything, and they should die comfortably enough so that they can be countered with chaos or a focus-firing unit). So far, this balance is quite well maintained, and if something is out of balance, we see it when playing RMG maps, and we make adjustments.

Yes, the information windows are one of the most important things in my opinion. The ability to clearly see the new features or differences from the original is something that many mods in different games often lack.
Hottabych was responsible for the technical development of the information windows, and I filled in the visual part (I'm not very happy with it, but it's like that for now).

Thank you for writing such a detailed review; it's really important to me 😁
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#750
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Regarding commanders and squires, there's one idea: in the Heroes 5.5 mod, the mechanic of adding a stack of creatures to the battlefield is implemented. In general, if the commander's data is stored in a separate location and then called from there at the beginning of the battle, it will be almost like in WoG. I think the same applies to the squire. The only thing is, I don't know how to implement the experience calculation for both.

Regarding the menu, I also understand that it might be necessary to look at it; perhaps there should be a separate image file for each resolution. The thing is, in some mods, the custom menu for the sacrificial pit and other similar objects is used, and sometimes it shifts when the mod is changed (I assume, simply because it's forgotten that the resolutions are different). In any case, I wrote my own solution in case someone encounters the same difficulties.

I'll take another look at the mod; it's interesting to explore all the central perks, see all the abilities. I'll be tinkering with it for the next week.

"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#751
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Mod Top: Best Value for Money

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#752
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tyygg
Mod Top - Best Value for Money


The mod is distributed free of charge to everyone.

However, there is an option to voluntarily support the development of campaigns, creatures, and other content by becoming a booster for the mod. This is not mandatory; you can always get the mod files for free by downloading them from Boosty in the second post.
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#753
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Good afternoon! I'm experiencing a problem where the game crashes after a few turns. I've already deleted my account. Is there a way to update the map for the mod?
In reply to breed911
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#754
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breed911
Good afternoon!
There's a problem with the game crashing after a few turns. I deleted the account. Is there a way to update the map for the mod?

Good afternoon, what is the map format?
Is it a huge map?
Does it only crash on this map, or on any map? Does it crash on small or medium-sized maps?
Was the map already in the mod, or did you add it on top of the mod?
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#755
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Hello, I have a problem: when I try to load a save game during gameplay, the game crashes to the desktop. Has anyone else encountered this? It crashes almost every time, so I have to restart the game from the beginning.
In reply to gross46
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#756
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gross46
Good afternoon, I have a problem: when I try to load a save during the game, it crashes to the desktop. Has anyone else encountered this? It crashes almost every time, so I have to restart the game.
Does it happen when loading an autosave or a regular save?
I've had it happen with autosaves, but not every time, just with the most recent ones. If I load the second-to-last autosave, it doesn't crash. The saves I made manually don't crash.
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#757
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Okay, thank you.

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