The idea of this mod is to give players new choices, while saving ideas and vibe of the vanilla game. All factions get instruments to build new strategies, but you can still use your favorite from the original game, because this mode ENHANCES the game, not turns it into something completely new.
First full release of Heroes 4 Enhancement Mod (H4EM) introducing new buildings, abilities, town conversion and more!
Heroes 4 Enhancement Mod (H4EM) can be installed in the same folder with the base game or with other H4MS-based mods thanks to RoseKavaliers' H4 Modding System. It is still recommended to store saves made in H4EM separately from other saves, or at least to mark in their title that they are from this mod.Loading H4EM saves in original game may cause crashes or different bugs.
Original saves loaded in H4EM don't crash and are generally playable, but some mod-exclusive mechanics may work incorrectly.
To ensure mod won't break, you need to start a new game and make saves/loads only on modded version!
You can configure what changes should be applied by H4EM in the following json files:
For descriptions of all possible configuration options check "H4EM_configuration_guide.txt". I recommend trying default settings at first :)
--- Interface changes ---
- Movement values displayed in combat changed to represent how many tiles (instead of rounded down "yards") creature can pass.
--- Other changes ---
- Adventure movement formula changed. It's "20 + 0.25 * base_movement" instead of "12 + 0.44 * base_movement". It means adventure movement difference between slow and fast creatures is reduced by a lot (slowest creatures now move 23 tiles instead of 17, fastest still move 30 tiles).
--- Fixes ---
- Fixed AI getting "Immortality" on creatures.
- Fixed boosting gems not working in some cases.
--- Optional changes (turned off by default, check H4EM_configuration_guide.txt for more info) ---
- Experimental variant of new necromancy, working as Undead Transformer:
Level 1-2 - transform into skeletons,
Level 3 - transform into ghosts,
Level 4 - transform into vampires,
Dragons - transform into bone dragons.
Raised creatures are limited by Necromancy level:
Note: Necromancy window after battle shows only the strongest creature raised, although other creatures are raised and added to the army too.
Mod is based on original game, not Equilibris.
--- AI changes ---
- AI now hires creatures from creature portal.
- AI now uses immortality potions with heroes.
--- Skills ---
Nobility:
- Grandmaster Nobility allows to build twice a turn in the goverened town.
- Grandmaster Nobility allows to REBUILD goverened town to the faction of the lord:
- Cost: gold 15000, wood 30, ore 30, crystal 10, sulfur 10, mercury 10, gems 10.
- Almost all buildings are demolished.
- Unhired creatures in dwellings and creature portal are gone.
- Spells in magic guild are reset.
-! Town screen pictures refresh only after you exit the town and enter it again.
--- Classes ---
- Ranger: In addition to original bonus saves up to 15 movement points for the army after retreating from combat.
- Dark Lord: In addition to original bonus Undead transformer in town governed by this hero transforms level 1 creatures into skeletons in 1 to 1 ratio.
- Warlord: Attack bonus removed. +50% growth of level 1 creatures in governed town.
- Guildmaster: Stun bonus removed. +50% growth of level 2 creatures in governed town.
- Ninja: Poison bonus removed. Casts random harmful spell on attack.
- Seer: Vision bonus +2 -> +3.
--- Artifacts ---
- Cloak of Distraction: Old useless bonus removed. Gives +1 to Stealth skill (does nothing if hero has GM Stealth).
--- New creature abilities ---
- "Positive Morale": this creature's morale can't get lower than +2. It is also immune to Sorrow and Despair spells.
- "Acid attack": this creature's attack reduces target melee and ranged defense by 20%.
- "Tactical retreat": This creature can retreat from battlefield together with your heroes or on their own.
- "Gate Destroyer": This creature deals full damage to the castle gates.
--- All towns ---
Creatures:
- Spellcaster creatures can cast mass versions of spells if there are more than 5 weekly growths of them.
Buildings:
- Town hall: wood 10 -> 5, ore 10 -> 5.
- City hall: instead of 5 crystals and 5 gems now requires 5 faction resources.
- Citadel: gold 7500 -> 3000, wood 10 -> 5, ore 10 -> 5.
- Castle: gold 7500 -> 4500, wood 10, ore 10.
- Caravan: gold 4000 -> 3000, wood 10, ore 0 -> 2.
- Magic guild: now also requires resources of friendly factions, faction resource cost doubled.
- Libraries: faction resource cost doubled.
--- Life ---
Creatures:
- Crossbowman: movement 18 -> 20, shots 10 -> 15.
- Squire: movement 18 -> 20.
- Pikeman: defense 14 -> 16, movement 18 -> 20.
- Ballista: movement 8 -> 11, Gets "Giant Slayer" ability.
- Crusader: hp 65 -> 75, movement 18 -> 22, growth 5 -> 6.
- Monk: movement 18 -> 22, cost 550 -> 600, loses "Death ward" ability. Can cast "Death ward" and "Chaos ward".
Buildings:
- Guardhouse: Doesn't require Tavern.
- Stables: gold 2750 -> 2500, wood 10 -> 12.
--- Order ---
Creatures:
- Dwarf: attack 11 -> 10, defense 11 -> 14.
- Halfling: shots 10 -> 15.
- Mage: spell power 24 -> 32, mana 16 -> 18, movement 18 -> 20. Gets "Precision" spell.
- Gold golem: damage 8-12 -> 10-12, movement 18 -> 20.
- Genie: movement 30 -> 28, spell power 45 -> 38, growth 6 -> 5, cost 550 -> 660, exp 105 -> 120.
- Naga: movement 20 -> 28, exp 157 -> 175, gets "Three headed attack" ability.
- Dragon golem: damage 36-55 -> 42-55, movement 36 -> 38.
Buildings:
- NEW BUILDING Order Library:
- Adds 1 extra order spell on every level of magic guild,
- Requires level 1 magic guild,
- Cost: gold 2500, wood 2, ore 2, crystal 1, sulfur 1, mercury 1, gems 1.
- Mage tower: requires Order Library.
- Golden pavilion: gold 6250 -> 6500, doesn't require Treasury.
- Altar of wishes: crystal 0 -> 6.
- Dragon factory: gold 14000 -> 12000, ore 30 -> 26, crystal 4 -> 3, sulfur 4 -> 3, mercury 4 -> 3, gems 4 -> 3.
- Treasury: gold 6000 -> 1500, wood 5 -> 2, ore 10 -> 2, crystal 0 -> 1, sulfur 0 -> 1, mercury 0 -> 1, gems 0 -> 1.
--- Death ---
Creatures:
- Imp: damage 1-2 -> 1-3, defense 10 -> 9.
- Skeleton: hp 8 -> 10, movement 18 -> 20.
- Cerberus: damage 4-6 -> 4-8, movement 22 -> 26, speed 6 -> 7.
- Ghost: damage 2-4 -> 2-5, exp 33 -> 35.
- Vampire: attack 30 -> 27, defense 30 -> 27, movement 38 -> 30, exp 205 -> 260.
- Venom spawn: movement 18 -> 26, now is immune to "Poison" spell. Gets "Acid attack" ability.
- Zombie: exp 10 -> 8.
- Mummy: hp 30 -> 40, movement 18 -> 20, exp 39 -> 32.
- Ice demon: movement 18 -> 20.
- Dark champion: exp 1000 -> 900.
Buildings:
- Kennels: sulfur 1 -> 2.
- Mansion: gold 6250 -> 6500, wood 8 -> 10, crystal 8 -> 12, doesn't require Tavern.
- Undead transformer:
- Renamed to Evil transformer. Now transforms creatures into undead or demons:
Level 1-2 - transform into skeletons,
Level 3 - transform into ghosts or cerberi (depends on level 2 dwelling in this town),
Level 4 - transform into vampires or venom spawns (depends on level 3 dwelling in this town).
If there is no dwelling, transform into undead.
Dragons still transform into bone dragons.
--- Chaos ---
Creatures:
- Orc: hp 12 -> 14, damage 1-3 -> 2-3, movement 18 -> 22, gets "Ranged Stun" ability.
- Minotaur: attack 16 -> 19, defense 15 -> 18, movement 18 -> 22, growth 6 -> 7, cost 230 -> 210, gets "Positive morale" ability.
- Medusa: movement 18 -> 20.
- Efreet: cost 850 -> 800.
- Nightmare: mana 6 -> 10.
- Hydra: movement 22 -> 28.
- Troglodyte: hp 14 -> 15, damage 2-3 -> 2-4, attack 11 -> 12, movement 18 -> 20.
- Evil eye: movement 18 -> 20.
- Troll: hp 45 -> 50, attack 16 -> 14, defense 15 -> 20.
- Pirate: attack 11 -> 12, defense 9 -> 8, movement 18 -> 20.
- Goblin knight: exp 157 -> 180.
Buildings:
- NEW BUILDING Cave lair:
- Daily spawns Trolls, Evil Eyes or Troglodytes in garrison of the town,
- Requires Den of Thieves or Orc Towers,
- Cost: gold 3000, ore 8, crystal 2.
- Statuary garden: mercury 0 -> 1.
- Labytinth: requires Thieves gauntlet -> Requires Battle academy.
- Black wood: wood 14 -> 12, mercury 5 -> 6.
- Hydra pond: wood 16 -> 12.
- Thieves gauntlet: replaced with Cave lair.
--- Nature ---
Creatures:
- Sprite: exp 7 -> 8.
- Wolf: movement 22 -> 26, growth 15 -> 18, exp 11 -> 9.
- Elf: damage 3-4 -> 3-5, movement 18 -> 24, speed 6 -> 7, shots 24 -> 36.
- White tiger: damage 6-8 -> 6-10, attack 19 -> 20, defense 19 -> 20.
- Griffin: attack 19 -> 20, defense 19 -> 20, cost 800 -> 760.
- Unicorn: hp 80 -> 85, speed 6 -> 7.
- Faerie dragon: exp 612 -> 621.
- Leprechaun: movement 18 -> 20.
- Air elemental: exp 74 -> 77, gets "ignore first strike" ability.
- Earth elemental: damage 9-14 -> 10-15, hp 50 -> 60, exp 77 -> 74. Gets "stone skin" ability.
- Water elemental: hp 38 -> 30, speed 5 -> 3, movement 18 -> 20, exp 73 -> 77.
- Fire elemental: movement 20 -> 24.
- Waspwort: movement 8 -> 12.
- Gargantuan: damage 28-40 -> 24-40, attack 32 -> 26, defense 32 -> 28, speed 4 -> 3, shots 16 -> 12, exp 800 -> 614,
cost 2 crystals -> 2 mercury.
Buildings:
- NEW BUILDING: Adventurer's Guild:
- Allows to hire Order and Death heroes in the tavern,
- Requires Tavern,
- Cost: gold 1000, wood 15.
- Unicorn glade: gold 6500 -> 6250.
- Blacksmith: gold 3500 -> 3000, wood 20 -> 10, ore 0 -> 4.
- Creature portal: Gargantuans are available (1.1 per week).
- Sacred grove: wood 4 -> 0, crystal 1 -> 3, gems 0 -> 3, mana +3 -> +12.
--- Might ---
Creatures:
- Centaur: growth 9 -> 10, cost 40 -> 35.
- Harpie: attack 16 -> 17, growth 8 -> 9, cost 110 -> 95.
- Nomad: attack 16 -> 18, defense 13 -> 14, gets "Can retreat from combat" ability.
- Cyclop: attack 30 -> 28, shots 8 -> 7.
- Ogre mage: attack 18 -> 20, defense 16 -> 18, movement 18 -> 24, mana 6 -> 8, exp 101 -> 120, gets "Sparks", "Speed" and "Snake strike" spells.
- Behemoth: movement 22 -> 28, gets "Gate destroyer" ability.
- Gnasher: gets "Charge" ability.
Buildings:
- NEW BUILDING War Institute:
- University with Tactics, Combat, Scouting and Nobility skills,
- Requires nothing,
- Cost: gold 4500, wood 5, ore 5, crystal 1, sulfur 1, mercury 1, gems 1.
- Ogre fort: Doesn't require Tavern.
- Cyclops cave: ore 4 -> 6.
- Arena: wood 0 -> 3, ore 6 -> 3.
- Blacksmith: gold 5000 -> 3000, wood 12 -> 8, ore 12 -> 8.
- Breeding pit: wood 10 -> 15, ore 30 -> 25.
--- Spells ---
- Summoning creatures to existing stack also restores shots.
--- Fixes ---
- Fixed incorrectly rounded attack and defense stats on creature recruitment screen.
- Fixed ranged attack value shown for non-ranged creatures in "Buy all creatures" screen (now displays 'N/A').
- Fixed "Buy all creatures" screen crash if 6 types of creatures can be purchased in non-nature town.
- Fixed free cast of "Armageddon" spell.
- Fixed "Armageddon" spell not triggering "Spell shackles" and "Mana leech" effects.
- Fixed "First strike" spells so they can't be applied on creatures with "First strike" ability.
- Fixed "Weakness" ability not working on Undead, Elemental or Mechanical enemies, although "Weakness" spell can be cast on them.
- Fixed collecting stat-boosting gems with dead hero.
--- H4EM Campaign Editor ---
- Added options to build/block new buildings added in mod.
- Added an option to block town conversion in specific town by ticking or blocking "Convert Town" in "Buildings" tab (blocking recommended).
- Added "Skills" tab for Might town to choose skills available in War Institute.
--- Known bugs ---
- After rebuilding town some buildings (like universities, evil transformer etc) can be used from the town screen, if it is not reopened.
- If you build in a newly converted town without reopening town screen (in this case old textures are still used for buildings), game may crash.
- Some buildings images are blurred (like tigers den).
TODO:
- Automatic refreshment of town screen after rebuilding.
- Add new adventure objects like creature banks, fountains etc (maybe also Equilibris adventure objects support).
- Add new buildings to Death town.
- Add interesting Grail bonuses.
- Improve dead and imprisoned heroes mechanics.
First of all exe got virus: Gen:Variant.Ulise.380766
Changelog looks good. Is it posible to remove fow for AI?? Generaly AI in this game is passive and not much of a chalange, with Your changes should be better (esp. portal and immortal potions).
The only change in game exe is making it to load H4MS.dll.
If you don't trust exe provided with Enhancement Mod, you can also use patcher from Github.com made by creator of H4MS. This patcher makes game exe file you provide to run H4MS. Sadly no such patcher exists for campaign editor, if you are concerned about it too my proposal is to delete it.
If your antivirus detects threat in installer exe, I don't know what to say because it's the simplest installer possible made using NSIS. I can send you preinstalled archive in our Enhancement Mod discord server if that's the case.
Its not in installer. Editor exe is also ok, bitdefender detected a virus in heroes4_em.exe
Then you should try patcher from the link in my previous comment.
It's strange that your antivirus has issue with heroes4_em.exe but is ok with campaign_editor_h4em.exe, they have identical changes.
After repack looks clean, I'm happy to try it out!!! Thank You!
File updated with new heroes4_em.exe patched by H4MS patcher, it should be better with antiviruses now.
Thnx again. Is it possible to turn of fog of war for AI?
I'm not sure if it's supposed to be like this but with Your mod every enemy unit has a guardian angel. The AI is still passive even with immortal potions. Most likely, this is largely due to the lack of map vision and other standard AI cheats in heroes, and more importantly, poor AI design that will probably never be fixed. I'm also curious if you can change the font in the game. Standard font on high resolutions (Heroes IV HD mod) is completely illegible.
Immortality on creatures is a bug, you can play on lower difficulty not to encounter it till it's not fixed. AI is bad and gets worse on higher difficulties because of bigger guards on the map. "Advanced" is considered optimal difficulty, there AI can do at least something.
Edit: bug fixed in patch 1.0.1