Posts from МОД: Клинок Армагеддона / Armageddon's Blade
Auto-translation in progress
The key feature of the Black Knights is that they are similar to those in Heroes 3, namely the ability to inflict a curse (weakness) upon hitting and a chance to deal double damage (although in the third game, this was implemented through the Falling Sword effect, rather than just a second attack animation, but I used what was available).
If you choose a scenario with a huge map and 8 players, the game crashes. What's the problem?
It's the map size; it requires too much video memory due to the large number of objects and their textures.
The previous patch v08.11.2025 has become publicly available (free).
In the new patch, you have the opportunity to play with Archbishops (Tier 5, level 3 creatures) and Fanatics (Tier 5, alternative level 3 creatures).
Archbishops are an improved version of Inquisitors. They have a larger set of light magic buffs, more mana, and they also possess the Prayer ability. And the cherry on top is that they have the "child of light" status, which means that all the buffs they apply to allies, they will also receive on themselves.
Fanatics are an enhanced version of Adepts; their task is to engage in melee combat (but no one has taken away their ranged attack). Like griffins, they respond more powerfully to each subsequent attack and possess infinite resistance. Among the new buffs, they have a mass stone skin. On the first turn, we cast a mass stone skin, and on the second, we go to punish sinners with a huge hammer (the hammer is taken from the Inquisitor from the beta version).
Archbishops (Tier 5, Level 3 creatures)
Attack: 16
Defense: 16
Damage: 9 - 18
HP: 80
Speed: 6
Initiative: 11
Shots: 10
Mana: 24
Abilities:
Marksman
No penalty when shooting
No penalty in melee combat
Purification
Child of Light
Spellcaster: spells:
Bless (expert)
Mass Bless (expert)
Haste (expert)
Evasion (expert)
Stone Skin (expert)
Bloodlust (expert)
Possesses the "Prayer" ability
Fanatics (Tier 5, alternative Level 3 creatures)
Attack: 20
Defense: 25
Damage: 10 - 15
HP: 80
Speed: 7
Initiative: 12
Shots: 5
Mana: 15
Abilities:
Marksman
No penalty in melee combat
Purification
Endless Retribution
Battle Frenzy
Spellcaster: spells:
Bloodlust (expert)
Dispel (expert)
Mass Stone Skin (expert)
Could you please tell me how to increase the allocated memory? If I'm not mistaken, you did something like that for your mod?
Good afternoon! I didn't do anything like that for my mod, but I would really like to. If it didn't break the Multiplayer.
If you find a safe way, please let me know =)
Hello! I haven't done this for my mod, but I would really like to. If it didn't break the Multiplayer.
If you find a safe way, please let me know! =)
Wow, I didn't know that. Could you please explain how this breaks the Multiplayer? Like, can a player with a 4GB executable not connect to a player with a 2GB executable, or something?
No, you misunderstood. I'm not sure that the Multiplayer will remain functional and won't start displaying error 0.2.0 after the game is reflashed with these programs.
Ah, that's what it is. OK ) congrats on your thousandth post, by the way )))
😅
You baited me into the thousandth one 😁
Could you please help me if it's not too much trouble?
I've encountered a problem: most effects are quite easy to recolor and modify to one's taste, but sometimes effects contain a colorless-gray Glow, the color of which is baked into the particle binary.
Sometimes it's handled easily, as in the case with the zombie alt-up eyes; there, it was enough to find the color in RGB format and replace it with the required one, but in that case, it's just a simple glow with a single instance.
But sometimes I encounter animations with complex geometry.
For example, the paladin's lay hands (the twisting spiral around the hand). In it, there are more than 2200 instances of this Glow, and as far as I understand, each has an individual color shade.
The problem is that in this case, for some reason, the color is recorded as float 32, but changing it without breaking the structure (intensity, brightness, etc.), even via python, turned out to be very difficult.
Here's the gist: I would like to recolor many animations to the desired color, but the baked one is getting in the way.
For paladins, for example, the animation color is bluish-blue, and I wanted to get a golden one. But even if you recolor the original glow to yellow, at best you'll get green as the output.
Is there a way to modify such Glows to the desired color without jumping through hoops?
P.s. If anyone is interested, I found out that the color in the Particle is recorded as BGRA (Blue Green Red Alpha). In all effect files. Alpha is responsible for transparency. The higher the value, the brighter the glow, conventionally speaking