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Posts from Heroes 5 Armageddon’s Blade

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#804
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Black Knights are Tier 6 creatures of the Necropolis (they are an alternative branch of the game. You can play as either Death Knights or Black Knights and switch between them for free).
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).
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#805
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If you choose a scenario with a huge map and 8 players, the game crashes. What’s the problem?
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#806
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masgak
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.
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#807
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A new patch for Heroes V Armageddon's Blade v09.03.2026 has been released on Boosty - https://boosty.to/waterfall

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).
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#808
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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)
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#810
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There are various imperfections; I will try to fix them so that there are no protruding parts. I need to trim the belt and slightly increase the bottom of the armor. I will have to remove the STIR animation because it reveals the seam between the model and the armor too much. The HAPPY animation looks good overall.
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#811
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Could you please tell me how to increase the allocated memory? If I'm not mistaken, you did something similar for your mod?
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#812
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Nargaron
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 =)
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#813
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Waterfall_13

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 tell me how this breaks the Multiplayer? Like, a player with a 4GB executable can't connect to a player with a 2GB executable, or something?
"Я слишком часто имел дело с идиoтами, чтобы к троллям были какие-то претензии" © Дийкстра (The Witcher 3)
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#814
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sork96
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 if the Multiplayer will remain functional and won't start displaying error 0.2.0 after the game is reflashed with these programs.
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#815
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Waterfall_13

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's about. Okay. Congratulations on your 1000th post, by the way!
"Я слишком часто имел дело с идиoтами, чтобы к троллям были какие-то претензии" © Дийкстра (The Witcher 3)
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#817
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Thank you very much for the answer!

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

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