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Posts from Helegmod - A global mod.

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Thank you, I'll look into it.
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installation method?

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didn't work.
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Heleg
From the archive. I created a mod that, in my opinion, balances the strengths of the castles.
Mod description
Inferno.
1. All demons can now shoot, firing a fireball that affects a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; it does not affect allies.
2. All cave demons have been replaced with ifrits. Their speed and initiative have been increased by 2 compared to the cave demons. They have gained the ability to fly. They also have the following abilities: immunity to fire, fire shield.
3. The speed of all devils has been increased by 1.
Academy
1. Elder gremlins can repair 2 times per battle.
2. Gargoyles have become mechanisms, not elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles.
3. Archmages have expert level for all spells.
4. Battle mages have gained the "Frost Breath" ability. The ability works similarly to the mages' magic shot, but it does not affect allies in the line of fire. Although this ability acts like a mage's shot, it is not considered a shot, i.e., it ignores the effects of spells and abilities that reduce ranged damage (Forgetfulness, Dodge, Ammunition Steal, etc.). As a result, it has become a ranged unit with infinite ammunition, hitting all enemies in the line of fire, which cannot be blocked by a nearby enemy unit. Unfortunately, I could not create an animation for this ability; I would be grateful for any help.
5. All djinns have gained the "Incorporeal" ability.
6. The cost of mini-artifacts has been reduced by 2.5 times.
Sylvan.
1. Fairies have gained 10 mana and the "Stinging Swarm" spell.
2. Nymphs can use the "Symbiosis" ability twice.
3. All dancers have gained the "Charge" ability.
4. High druids have expert level for all spells.
5. All ents have gained the "Mind Control Immunity" and "Fire Vulnerability Aura" abilities. Ancient ents have also gained the "Defensive Stance," "Large Shield," and "Protect Allies" abilities. The defense bonus when rooted is 100%.
6. Emerald and crystal dragons have 220 hit points.
7. Instead of 12 wood, 5 sulfur is required to build "tree houses" and "high halls."
8. The "Storm Wind" skill reduces the initiative and speed of flying units by 2.

Haven
1. The maximum damage of crossbowmen has been reduced to 6. They have gained the "Double Shot" ability. The range of the "Accurate Shot" ability has been increased from 3 to 4.
2. Archers have gained the "Arc Shot" ability.
3. Archangels have gained the "Child of Light" ability. In addition, they can resurrect twice per battle.
Fortress.
1. All javelin throwers have 2 more shots.
2. Arcata priests and flame priests have expert level for all spells.
3. To build the "Hall of Clans," 10 crystals and 10 gems are required instead of 20 crystals.

Stronghold.
1. When reaching level 1 of rage, goblins lose the "Betrayal" ability.
2. When reaching level 2 of rage, goblins, trappers, and goblin shamans lose the "Cowardice" ability.
3. All centaurs have become small creatures; when reaching level 2 of rage, all centaurs gain the "Accuracy" ability – they always deal maximum damage. When reaching level 3 of rage, all centaurs gain the "Shot Without Penalty" ability.
4. Assassins, leaders, and executioners have become large creatures.
5. The animal poison of dark wyverns deals 10 damage per turn per creature. The "Regeneration" ability of wyverns and dark wyverns has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.

Necropolis.
1. Spirits can steal ammunition twice per battle.
2. Death messengers, undead, and banshees have been replaced with Death Knights, Dark Knights, and Black Knights.
Dungeon
1. The "Regeneration" ability of hydras has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.
2. The growth rate of scouts, assassins, hunters, beasts, furies, and hags has increased by 1 per week; their hiring cost has changed: scouts – 55, assassins and hunters – 90, beasts – 120, furies and hags – 145.
3. The damage from the poison of assassins has been doubled.
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Could you please tell me which version of the game this mod is intended for? Installing the file in the UserMODs directory doesn't seem to have any effect.
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Ment


Maybe it's good for balance, but... two shots in a row from a crossbow?
It would be logical to swap the abilities of archers and crossbowmen; they have a double crossbow, and the description...
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Heleg

6. Emerald and crystal dragons have 220 hit points.

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Heleg
From the archive. I created a mod that, in my opinion, balances the strengths of the factions.
Mod description
Inferno.
1. All demons can now shoot, firing a fireball that affects a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; it does not affect allies.
2. All cave demons have been replaced with ifrits. Their speed and initiative have been increased by 2 compared to the cave demons. They have gained the ability to fly. They also have the following abilities: immunity to fire, fire shield.
3. The speed of all devils has been increased by 1.
Academy
1. Elder gremlins can repair 2 times per battle.
2. Gargoyles have become constructs instead of elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles.
3. Archmages have expert level for all spells.
4. Battle mages have gained the "Frost Breath" ability. This ability works similarly to the mages' magic missile, but it does not affect allies in the line of fire. Although this ability acts like a mage's missile, it is not considered a missile, meaning it ignores effects of spells and abilities that reduce ranged damage (Forgetfulness, Dodge, Ammunition Steal, etc.). As a result, it has become a ranged unit with infinite ammunition, hitting all enemies in the line of fire, which cannot be blocked by a nearby enemy unit. Unfortunately, I couldn't create an animation for this ability; I would be grateful for any help.
5. All djinns have gained the "Ethereal" ability.
6. The cost of minor artifacts has been reduced by 2.5 times.
Sylvan.
1. Fairies have gained 10 mana and the "Swarm of Wasps" spell.
2. Nymphs can use the "Symbiosis" ability twice.
3. All dancers have gained the "Charge" ability.
4. High druids have expert level for all spells.
5. All ents have gained the "Mind Control Immunity" and "Vulnerability to Fire Aura" abilities. Ancient ents have also gained the "Defensive Stance," "Large Shield," and "Protect Allies" abilities. The defense bonus when rooted is 100%.
6. Emerald and crystal dragons have 220 hit points.
7. Instead of 12 wood, 5 sulfur is required to build "tree houses" and "high halls."
8. The "Storm Wind" skill reduces the initiative and speed of flying units by 2.

Haven
1. The maximum damage of crossbowmen has been reduced to 6. They have gained the "Double Shot" ability. The range of the "Accurate Shot" ability has been increased from 3 to 4.
2. Archers have gained the "Arc Shot" ability.
3. Archangels have gained the "Child of Light" ability. In addition, they can resurrect twice per battle.
Fortress.
1. All spear throwers have 2 more shots.
2. Arcata priests and flame priests have expert level for all spells.
3. To build the "Hall of Clans," 10 crystals and 10 gems are required instead of 20 crystals.

Stronghold.
1. When reaching level 1 of fury, goblins lose the "Betrayal" ability.
2. When reaching level 2 of fury, goblins, trappers, and goblin sorcerers lose the "Cowardice" ability.
3. All centaurs have become small creatures; when reaching level 2 of fury, all centaurs gain the "Accuracy" ability – they always deal maximum damage. When reaching level 3 of fury, all centaurs gain the "No Penalty Shot" ability.
4. Assassins, leaders, and executioners have become large creatures.
5. The animal poison of dark wyverns deals 10 damage per turn per creature. The "Regeneration" ability of wyverns and dark wyverns has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.

Necropolis.
1. Spirits can steal ammunition twice per battle.
2. Death messengers, undead, and banshees have been replaced with Knights of Death, Knights of Darkness, and Black Knights.
Dungeon
1. The "Regeneration" ability of hydras has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points.
2. The growth rate of scouts, assassins, hunters, beasts, furies, and harpies has increased by 1 per week; their hiring cost has changed: scouts – 55, assassins and hunters – 90, beasts – 120, furies and harpies – 145.
3. The damage from the poison of assassins has been doubled.

What about the game balance? Obviously, there will be a clear imbalance
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How did you manage to reduce the size of the Centaurs and increase the size of the Wolf Riders? I've been wanting to reduce the size of the Liches for a while now.
In reply to MoZeS
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MoZeS
How did you manage to reduce the size of centaurs and increase the size of leaders? I've been wanting to reduce the size of liches for a while.
Good afternoon. Extract the files from the archive, preserving the path: /GameMechanics/Creature/Creatures/Necropolis/ Lich.xdb Demilich.xdb /GameMechanics/Creature/Creatures/Necropolis/3rd/ LichMaster.xdb Find the line: 2 and change it to: 1 2 - large creature - 4 cells 1 - small creature - 1 cell :smile28:
In reply to atlant108
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atlant108
Heleg, still, the mod could use some improvements; otherwise, we can forget about balance.
As I've said many times, I'm almost a novice in modding. I took solutions from other modders for my mod. Not everything turned out as I wanted; in fact, I only finished the demons and elves. I didn't have enough knowledge to go further, and not everything I wanted could be done with the mod. If anyone wants to improve the mod, I'll be happy to help.

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atlant108
What about the game balance? It's obvious that there will be a clear imbalance.
And which faction, in your opinion, is superior to the others in this mod?
In reply to Heleg
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Heleg
And in this mod, in your opinion, which faction surpasses the others?
First, I would like to point out what I believe is the main problem with all user-made fixes. They either borrow abilities from previous installments of the Heroes series or simply buff creatures that they consider weak, without considering the overall game balance.
To put it briefly, each faction has its own strengths and weaknesses. For example, let's take the Academy of Magic, specifically the second-tier creatures - gargoyles. The function of these creatures is to absorb as much damage as possible. They were originally conceived as "tank creatures," at least in Heroes 5. Why? Because this faction has first-tier creatures that can shoot, which makes them very strong from the beginning. But the weakness of almost all ranged units is that, before they can reach them, they become easy targets. And that's where gargoyles come in.
Heleg
Gargoyles have become mechanical creatures rather than elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles.
Buffing their attack, and doing so significantly, immediately disrupts the balance. As a result, from the start of the game, the hero has an army of strong first and second-tier creatures, which can be easily strengthened (by hiring another hero and building the corresponding buildings with creatures; moreover, the building for improved gargoyles only requires gold, which is very important).
In my opinion, the Academy already has one of the strongest starts among all factions, due to the large number of strong first-tier creatures.
And this is just one observation out of many possible ones. I'm not saying that the game is currently balanced; it needs rebalancing, but this needs to be approached very seriously if you want to create something truly great.
Overall, it's a good job; I like patches that buff spellcaster creatures. They suffer from imbalance more than anyone else in the game. I don't think I need to give an example; everyone already understands what I'm talking about.
I'm currently looking for a mod that would only affect all spellcasters in the game, or at least mostly affect them. But this mod has too many unnecessary fixes, in my opinion.
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Mithrandir
First of all, I would like to point out what I believe is the most important problem with all user-made fixes.
It's nice to hear the opinion of a modding guru. Will you share your mods?
Mithrandir
They either transfer abilities from previous installments of the Heroes series or simply buff creatures that they believe are weak, without considering the overall game balance.
In my opinion, and in the opinion of most forum members, the Academy is the weakest faction in Heroes 5. That's why I tried to mainly buff the mages. Not everything worked out; I lacked the knowledge, and not everything can be fixed with a mod. Do you have your own solutions? Suggest them.
Mithrandir

In my opinion, the Academy already has one of the strongest starts among all factions, due to the large number of strong Tier 1 creatures.
Yes, Tier 1 units with the lowest initiative of all Tier 1 units, and Tier 2 units with the lowest damage of all Tier 2 units – what more does a hero need for a successful start?
NecroScorpion
Can you tell me which version of the game this mod is for? Installing the file in the UserMODs directory doesn't give any results.
Constrictor111
This doesn't work!
Often, mods from older versions "don't work," meaning they work incorrectly or not at all, because they have an earlier creation date than the game. This problem is easily solved. We just need to update the archive date of the mod using some program (for example, Total Commander® or Mod Manager. I am providing this manager.
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In reply to Heleg
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Heleg

In my opinion, and in the opinion of most forum participants, the Academy is the weakest Castle in Heroes 5. That's why I tried to mainly strengthen the mages. Not everything worked out; I lacked the knowledge, and not everything can be fixed with a mod. Do you have your own solutions? Suggest them.
I disagree; it seems to me that they are one of the strongest.
They are not very resource-intensive to build, they have 3 archers, a level 6 unit with retaliatory attack (or whirlwind, which is also quite good), level 7 creatures are immune to mind control (as are two other units), level 4 sorcerers, which are easy to obtain early on, golems are healed by gremlins, and they also have two flying units.
The heroes have very good specializations, for example, Jalib's "Magic Mirror" or Ora's specialization, which casts spells and also moves faster on the map (I tried a combination of "Distraction" and "Empathy" with artifacts for leadership; it is very effective).
On top of all this, they have one of the strongest racial super abilities; they get all spells, and they are used at the maximum level (there are no bonuses from additional skills).
But that's not all; they can create artifacts for creatures; just the magic resistance (even if it's only half) is worth something. And with the Amulet of Mastery, there are 4 effects.
In my opinion, mages are one of the strongest.
But, as I think, there are as many opinions about balance as there are people, so you are free to do what you think is right
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь

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