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That's more like it. Although a Knight or female Knight as a Vampire would still be better :D
 

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It looks quite informative, good job. And yes, the tree brushes are great.
 

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fktifzobr@mail.ru
The vampire's animation is interesting, but I don't like the lich's because he takes the dark orbs from a book.

I personally liked the lich's casting animation! :smile13:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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fktifzobr@mail.ru
The vampire's animation is interesting, but I don't like the lich's because he takes clumps of darkness from the book.

The unupgraded lich is still decent, but it looks like the book is getting in the way of the upgraded one.
Discord: Stiletto#0900
Он же Gear (Heroesleague.ru)
Он же VitaliySannames (Goodgame.ru)
Он же Black_Stiletto (Twitch.tv)
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Ugh, this looks amazing! If there aren't any roadblocks (like limited ID quantities, as in Heroes 5), the modding for this game will be very, very impressive.
 

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Nope, it won’t. And if it does, it will be limited to a single map. Here’s a message from Ubi-nox: “MMH7 Modding is “map-based” meaning that if you create a map using a specific package or modifying specific files, those modifications will be directly available in the map itself so people won’t have to download additional elements”. http://heroescommunity.com/viewthread.php3?TID=40444&pagenumber=1008
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The Troglodyte strongly resembles the Dungeon faction creature, only it's less tidy.
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When a player modifies something on the map or adds something new, it isn't permanently embedded in the map itself. Instead, it's created as a separate data package that can be shared with the community and/or used in other maps. Consequently, any mod, whether it's a new faction, a set of neutral creatures, or something else, can be integrated into any map. The only issue to acknowledge is that it might be inconvenient for procedurally generated maps, as they would need to be manually adjusted if you really want to play with a mod. On one hand, this is inconvenient for large-scale mods, but on the other hand, it's very convenient for small modifications and creating good custom maps with custom content, for which you won't need to download additional material.
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In Heroes 5, on the one hand, it was possible to create global mods, and on the other hand, each individual map could be a mod in itself (although in this case, it influenced other maps, but in some cases, this influence could be limited and made almost imperceptible).
 

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However, judging by what I've seen, modeling in Heroes of Might and Magic V has always been a problematic endeavor. Unreal Engine will provide greater freedom in this regard.

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