The next part of the legendary strategy in the magic world favored by millions of gamers. The best series traditions combined with the new ideas and technologies will let you dissolve in the regenerated universe full of the mysterious power of magic and noble longing for the battle. Essential graphic standards will make the magic world more vivid, while new heroes and creatures will make your journey more fascinating.
Translated in 7 languages
This mod is currently translated in 7 languages, translations can be downloaded in addon section, translations for older releases will still work on newer releases but will cover ~90-99% of the ingame text. Updated RC12 translations are WIP.
Fixed AI sometimes not attempting to conquer town after it lost all its towns on ARMG maps!
This fix can break campaign and storyline maps because it can cause heroes to move that are supposed
to be frozen for storyline purposes. That's why by default it is only activated on ARMG maps,
it can be activated for all maps in user-settings, but only multiplayer and ARMG maps should be
played after doing that.
-Fixed various scripted user-settings not working when invoked on map level instead of in the settings.pak file (see ARMG manual about customizing maps this way)
-Witch huts recognize all classes now.
-Offensive/defensive formations now work for all factions and alternative +4 bonus is removed.
-Eruina triggers 'matron salvo' on dark magic,mass decay,mass vulnerability and chance set to 30%+1% per level.
-Fireball ballista spec now uses level divisor of 5 (nerf)
-Fixed text message about conversion limit not showing after trying to convert restricted dwelling.
-Fixed town conversion limit by default too low if multiple players start with same faction town.
-Fixed battle dive causing fatal crash when used with chain attack.
-Fixed empowered armageddon not working with master of fire, ignite and not having physical meteor damage at center of impact.
-Fixed Mummy cost, exp and power rating too high
-Improved efficiency of various scripts
-Fixed Att/Def primary skill desc
EDIT: -Ring of banishment and ring of unrepentant now also give +1Spellpower and +1 Knowledge respectively, since otherwise they often would be useless at the time of finding them early game.
EDIT2: -Set perk choice randomization at exactly 33% per perk when leveling up, this was ofc supposed to be already the case but, I noticed in some cases the game was using some obscure AI skill evaluation numbers to have a preference for some. This means in practice it should be slightly easier than before to get the skills you want.
This update will greatly improve available ARMG templates for small 1vs1 PvP matches!
-Added 2P-Duel-T template for games without adventure map gameplay. See entire article about it.
-Added new 3-zone mini template, 2P-Mini-S (not Tu), if the old S/Tu was generated on S it lacked distance between player towns, there was also only one neutral guard between them while Tu offered two. (Tu was better)
The 2P-Mini-S will not have special resource mines in the starting zones, while template 2P-Mini-Tu will have them to offer more variation between both templates.
-Split up 2P-Standard template in 2 different versions, one with and one without special resource mines.
-Standard and Team templates are now divided in versions that have special resource mines in starting zones, and versions that have them moved to the treasure zones, to maximize gameplay options.
Example of ARMG generating new very small but surprisingly dense and balanced map on S without underground:
Substantial landscape changes to RMG!
-Fixed slight deficit in monster placement density on Necro, taiga, snow, lava and underground dungeon terrain. The placement density on these terrains was lower than grass, this issue existed since TOE, but was hard to see (I only noticed it on necro terrain at first because it had it the worst), I only found the cause recently, which was the placement of decorative objects smaller than 3x3 tiles but bigger than 1x1, so all these objects have been removed to make all terrains have exactly the same object and monster density. As a result of this even the smallest templates (Tu/S and bigger) are now very well balanced for PvP gameplay regardless of terrain.
Aboveground Lava terrain - competely redone to look much different from the underground, it now looks more like a burned down forest surrounded by larger mountain ranges. (visibility is improved for this terrain)
Underground Lava terrain - removed terrain tiles that had too much contrast and pointlights that were too red (visibility issue), more large craters, large mountains and hellspikes.
Underground dungeon terrain - has more stologmites/tites to feel more cavelike (open plains happen less often), less floating crystals, added new light theme matching dungeon town, removed pointlights not matching either the color of the rock crytals or floating crystals
-Fixed some underground terrains triggering the wrong ambient sound fx
-Fixed 3P-Belt giving special res mines to one player.
-Fixed monster strength too high in starting zones on some templates with zones <4000. (collar/frame /diamond)
-Regenerated Various demo maps that suffered from above issues. Regenerated maps have V2.1 in description, many V2.0 maps are still available since they had no issues, but they will not have the new landscapes.
New inferno terrain (surface):
Inferno terrain (underground)
Fixed necro and taiga terrain density and small cosmetic changes, more tree density as well and more plants on taiga
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This version contains some minor changes. Factions, that got nerf: Haven, Necropolis and Fortress. This changes are pretty small, but soon will come update...
This is full version of the mod. There may still be some changes depending on the feedback. This version contains all factions after rework. Enjoy!
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