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

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#773
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Test run of the bone archers

There is still work to be done on the camera; I need to add the "accuracy" and "harbinger of death" perks if the Necromancer learns them. And I will probably change the visuals; this will be a line of red undead.

I made a draft model in Blender (a sketch), and Zobr did most of the work (and even more). If anyone deserves respect, it's him!
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#774
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Some artifacts have received unique appearances on the adventure map. Sooner or later, all new artifacts will have their own visual representation.
Thank you to Alexey (Zobr) for his help with importing the models into the game.










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#775
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For those who do not understand how the Armageddon's Blade mod campaign will work: everything takes place 2 years after the end of the Tribes of the East Campaigns.
 
[When I decided that the mod would indeed have its own campaign, I set a goal similar to that of the "Hammers of Fate" DLC—namely, 3 campaigns with 5 missions each. Subsequently, Андрей_21 proposed the idea of creating an introductory map for players to start with; the idea was very correct and sound, and I naturally agreed.]
 
There will be 4 stages of campaigns
0) An introductory "Prologue" (like the Tribes' Fury "Raven's Slaughter" in Tribes of the East). A short map that will introduce you to the mod's new features.
1) Demon campaign (5 missions) "demons grow stronger"
2) Human campaign (5 missions) "humans weaken and retreat"
3) Elemental Lords campaign (5 missions) "elementals charge in and save the humans, kicking some demon ass"
 
Let's talk about the prerequisites.
In Heroes 5, the developers introduced the elven language "Monlin" (translated as song of the earth); you can google it later if you are interested.
In this language, there is the word Shan=shadow and Mon=earth, resulting in Shanmon
The only known continent of Ashan at the time of the end of Heroes 5 Tribes of the East is "Talan" from elvish (green glade).
To the north of the Ashan map, there is a sea called the Sea of Shadows. Beyond this sea lies the continent of Shanmon (Shadow Land).


Why did I describe the prerequisites? Because they affect the perception of the opening cinematic, the mod's Prologue. You can watch it on YouTube
In conclusion, I want to say that I thought through these details simply so that those playing the campaign would find it more interesting and wouldn't ask questions like "when did this even happen?"
I am not an Ashan lore expert—not at all. Moreover, I know perfectly well how Ashan was conceived during the development of Heroes 5; having missed all deadlines, three Ubisoft screenwriters spent a couple of months before the game's release hastily copying world-building and history from another universe using ctrl c + ctrl v. Then, in subsequent parts, the writers tried to fix what had resulted in Heroes 5.
 
In general, to those who come to the comments to write about lore and complain that things on our internet are not as they should be on their internet: I want to say it is useless. With your instructions and hate, you will be like psychiatric patients in a public square. We'll watch, we'll listen, and then we'll send you far away.
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#777
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Hello, today I decided to download this mod, followed all the instructions, and even deleted all saves from the user folder, but the .exe files didn't respond at all; even running the game as an administrator didn't launch it. I was able to fix this problem by simply leaving the original .exe file. However, the game crashes when launching the "Armageddon's Blade" campaign and all new scenarios. It's also impossible to play on old scenarios because the game crashes when skipping a day or entering a tavern. Is there a solution to fix this?
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#778
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perdyk
Hello, today I decided to download this mod, did everything according to the instructions and even deleted all saves from users, but the exe files didn't react at all, even through administrator rights the game just wouldn't launch. I managed to fix this problem by simply keeping the original exe file. But the game crashes when launching the Armageddon's Blade campaign and all new scenarios, and it's also impossible to play the old scenarios because the game crashes when skipping a day or entering a tavern. Is there a solution to fix this? 

All changes to creatures, artifacts, and new heroes are tied to the patched Exe that is located in the archive with the mod. If you've placed all the mod files but launch the game through the original Exe, then of course there will be a conflict and the game will crash.

If the mod's Exe doesn't react when launched, then most likely your computer's system is terminating the launch process because it thinks the patched Exe poses a threat to your computer. I've already encountered this with another person, we tried adding the game folder to exceptions on their end, but it didn't help 😔
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#779
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A large amount of work has been done to individualize the appearance of new artifacts on the adventure map.
Thanks to Alexey (Zobr) for helping import the models into the game; without him, all my developments would still be sitting on my hard drive 😅

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#780
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Good afternoon!

The game constantly crashes on the "Warlords" map when it's the AI's turn. I couldn't figure out what's causing it; the turn simply passes to the AI, and the game crashes. Before this, everything was fine on other maps, except that on the "Anatomy of War" map, I couldn't capture buildings for my faction; they were simply unclickable.

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#781
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Koshatkin

Good afternoon!

The game constantly crashes on the "Warlords" map during the bot's turn; I couldn't figure out what the problem is. It simply passes the turn to the bot, and the game crashes. Before that, everything was fine on other maps, except that on the "Anatomy of War" map, I couldn't capture buildings for my race; they were simply not clickable.

Good afternoon! What version of the mod are you using?
1) Is your bot, by chance, a Necromancer on the "Warlords" map?

In version 25.02, a bug was discovered with the Stronghold's universal dwelling; new wyverns were specified there, and the bot doesn't know how to convert them into undead, resulting in a crash. This was fixed in version 25.05.

In general, there can be a lot of crashes due to the many different changes. I'm actually surprised that crashes are rare for the mod 😅

2) Please send a screenshot of the race's buildings on the "Anatomy of War" map. It's possible that it's one of the enlarged buildings, and it's located on an active tile (entrance cell) in the landscape.

Added 3 minutes later
Meanwhile, we are preparing for a new patch =)
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#786
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Sir Syddan
It would be cool if Ifrits used a random fire spell.

The Ifrit Sultans in the mod are an alternative to the Pit Fiends. While Pit Fiends are casters and not very fast... Ifrits don't have spells, but they are highly mobile and have high initiative, and they deal 20% reflected damage. Overall, Ifrits are as balanced as possible in relation to the heroes from Heroes of Might and Magic III.

That is, vanilla Pit Fiends can cast fireballs, but the modded Ifrits have a different focus.

So, by upgrading the Pit Fiend building, you can choose whether to use Pit Fiends for casting or attack with Ifrits.
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