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Posts from A collection of fixes for Hammers of Fate

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3 months ago
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The Lords of the North version is the most buggy of all three, so I decided to create a collection mod with fixes for this version.
I mainly focused on the campaign, some scenarios, adding cut content, and fixing text and visual errors.
This version probably still has many bugs left, but I only fixed what I thought was most important.
What could not be fixed ❌:
1) It was not possible to add a danger level for units on the map; this is related to the old game version, as there is no such function in the game engine (Instead, I added a mod for an approximate number of troops for enemies).
2) It was not possible to add a texture for the green house if all buildings are built; this is also related to the old version and the lack of the necessary function.
3) It was not possible to add battle recording or video clips. This is due to the outdated version.
Full list of changesAdded a wait/pause button
Added a mod for an approximate number of enemy troops
Slightly adjusted the font in the main menu
Updated and improved the game logo in the main menu
Added HD icons for creatures and heroes
Campaign:
Mission 1
Fixed the additional quest "Elven Druids"
Mission 2
Added a cut cinematic
Mission 4
Now the "Destroy the Hydra" task appears correctly; also added a cut message associated with this quest
Mission 5
Added 4 cut messages
Campaign 2:
Mission 4
Corrected the stats and abilities of the Knight in the castle, which were indicated (previously, the stats were extremely low and did not match the hero's file).
Mission 5
Removed Laslo's gnome skills that didn't work anyway, and added missing skills
Corrected Jarl's name in the cinematic
Campaign 3
Mission 2
Fixed the translation of the first cinematic
Completely fixed the buggy cinematic at the end of the second mission
Mission 3
Fixed the translation of the additional quest
Mission 4
Fixed Raileigh's phrase about flowers, bees, and lizards
Mission 5
Added a model and portrait for Alaric
Added descriptions for creature abilities: "Strike from Above," "Overhead Shot," "Lay on Hands," "Resurrection," "Summon Cave Lords," "Repair" for Elder Goblins, "Lightning Strike," and "Random Spell" for Genies.
Fixed the description of the Adept
Fixed jerky movement animation on the battlefield for Swordsmen, Armored Warriors, Zealots.
Fixed jerky movement animation on the battlefield for Knights, Paladins, Isabel's Knights.
Fixed jerky movement animation on the battlefield for Hell Hounds, Demonesses.
Fixed jerky movement animation on the battlefield for Bone Warriors.
Added a "happy" animation for Shadow Maidens.
Fixed the glow of Fury blades for the "stir00" and "happy" animations.
Fixed the description of the "Battle Frenzy" effect for War Griffons
Fixed the glowing sword effect for Higher Vampires on the map.
Added the missing falling leaves effect when hitting Ents.
Added the missing vertical attack effect for Armored Warriors
The artifacts "Runic Battle Harness" and "Markel's Skull" received a glowing animation on the map, like other artifacts.
Fixed the thorn effects in the siege of the Dark Elf castle.
Added 5 cut battlefields that are stored in the game files
Added a cut soundtrack for water on a boat
Added the missing music for the Northern Clans: when a hero flees from battle, in the castle theme in the tavern, and during troop recruitment.
Added a cut cinematic to the scenario "In Search of Power."
Fixed the endless stomping sound in the last cinematic of the "Diplomat" scenario.
Added the missing animation sound for Godric's capture.
Fixed Naadir's animation in the 8th cinematic of the "Refugee" scenario.
Fixed the death animations of Shadow Maidens in the 11th cinematic of the "Refugee" scenario.
Fixed the incorrect animation of Kiro in the 3rd cinematic of the "Island for One" scenario.
Fixed the description of the quest "Ravenna Must Survive" in the "Island for One" scenario.
Fixed buggy camera angles in the 2nd cinematic of the "The Last Flight of the Falcon" scenario.
Fixed all the buggy scenes in the 3rd cinematic of the "Race Against Time" scenario.
Fixed buggy camera angles in the 8th cinematic of the "A Tear for Ossir" scenario.

Many fixes were taken from = Small Fix Mods = Thank you to all the authors of the fixes!
I also recommend playing Lords of the North in 1680x1050 resolution; this will reduce stretching a bit.
Installation: place the H5M file in the Maps folder; if it doesn't exist, create it.
Attachments 5
5 files attached • Total size: 14.4 MB
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3 months ago
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Added the cut soundtrack for water on the boat
This is just a sand texture. "River-bed" in Sand and "River-bed_grass" in Grass suggests a place between the water and the land, where heroes can walk. Or am I misunderstanding the fix?
In reply to Mооnst@r
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3 months ago
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Mооnst@r
This is just a sand texture. River-bed in Sand and River-bed_grass in Grass suggests a place between water and land, where heroes can go. Or am I misunderstanding the correction?
No, everything is working correctly. Try getting into a boat and listening to the soundtrack.
You just need to wait for the first soundtrack to finish, which plays first and depends on the location.

Added 1 minute ago
This file indicated that the Academy theme was playing on the water.
In reply to Rommy
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3 months ago
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Rommy
No, everything works correctly. Try getting into a boat and listening to the soundtrack.
You just need to wait for the first soundtrack to finish, which plays first and depends on the location.

Added 1 minute ago
In this file, it was indicated that the Academy theme was played on the water.
I opened "Battle for Freedom" in the editor, painted the starting area River-bed with a texture, and from the start, the Orc plays the Academy music; I got into a boat, and the Academy music plays. I did it as in your fix, and from the start, on the sand, the water music plays; I got into a boat, and the water music plays.
In reply to Mооnst@r
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3 months ago
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Mооnst@r
Using the "Battle Cry of Freedom" editor, I painted the starting area of River-bed with a texture. As a result, the Orc starts with the Academy's music playing. When he gets in the boat, the Academy's music continues. I did it the same way as in your fix, and now the water music plays on the sand from the start. When he gets in the boat, the water music continues.
It seems that only the River-bed.xdb file is responsible for the water music. If you change the music in AdvMapTile/Water/Water.xdb, nothing happens.
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3 months ago
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Water on the sand, that's certainly amusing, but I won't be doing that myself. For now, it's enough to have the parallel sound of waves crashing when you approach the water or are already on it.

Added 11 hours 42 minutes later
I think this is how it works. The hero picks up the track from the last texture he walked on. The hero doesn't walk on water; he gets on a ship. That's why the track doesn't change. You could apply a water sound to any texture and add a few squares of that texture in front of the boarding point, and it would switch to water music. But you could also cover the entire map with that texture, not just in front of the ship. I looked at the ship file, but I couldn't add a water track to it.
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3 months ago
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Mооnst@r
Water on the sand, that's certainly amusing, but I wouldn't do it myself. For now, it's enough to have the main music theme accompanied by the sound of waves when you approach the water or are already on it.

Added 11 hours 42 minutes ago
I think that's how it works. The hero picks up the track from the last texture he walked on. The hero doesn't walk on water. He gets on a ship. That's why the track doesn't change. You could apply a water sound to any texture and add a few squares in front of it where the ship docks, and it would switch to water music. But you could also fill the entire map with that texture, not just in front of the ship. I looked at the ship file, but I couldn't attach a water track to it.
Yes, I think it's fine; there aren't any entire landscapes made of this texture in the game. At most, there's a small piece near the water.
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3 months ago
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It seems the music track doesn't trigger from the latest texture, but from the underwater texture. There are usually two types of water: water created by the level (which isn't a texture, so the music comes from the seabed texture), and water textures used to create rivers, lakes, and shallows. This is similar to lava and swamp, although the ability to walk on lava can be disabled.

You can also assign a separate track to the swamp; it seems to exist in the resources as Terrain-Swamp.ogg, but it isn't used, and the water track is played instead.

In reply to fktifzobr@mail.ru
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3 months ago
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fktifzobr@mail.ru

It seems the music doesn't trigger from the latest texture, but from the underwater texture. There are usually two types of water: either water created by the level (which isn't a texture, so the music comes from the seabed texture), or water-texture, which is used to create rivers, lakes, and shallows. It's similar to lava and swamp, although movement is generally disabled on lava.

You can also assign a separate track to the swamp; it seems to exist in the resources as Terrain-Swamp.ogg, but it isn't used, and the water track is played instead.


I've noticed that sandy textures are mostly hidden underwater.
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3 months ago
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fktifzobr@mail.ru

It seems the music is linked not to the latest texture, but to the underwater texture. There are usually two types of water: either water created by the level (which isn't a texture, so the music comes from the ground texture), or water-texture, which is used to create rivers, lakes, and shallows. It's similar to lava and swamp, although movement is generally disabled on lava.

Swamp can also have its own music track; it seems to be in the resources as Terrain-Swamp.ogg, but it isn't used, and the water track plays instead.

Wow, I thought everyone knew that. I spent about 2-3 hours in the map editor trying to figure out what's what and learn everything you wrote (about the types of water and how they are created/work). But I'm just a fool and don't know anything; I thought everyone else could do these things in 1 minute with their skills. )
The funniest part is deleting water; I spent a long time clicking everything before I figured out how to delete it. And then I found the second boss – paths! I might be too stupid, but I couldn't figure out how to delete them for half an hour! Because paths basically work like water, but in reverse. There's also a ground texture under the path, and the path is on top. And I kept deleting the ground under the path, not understanding how to delete the path itself. I fiddled with it for half an hour, but I figured it out.

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