Hello :
Version 1.28 of the heroes_7.5 ultimate mod base file:
Think to install this one first, then the temple mod and xel add last version
"Important change" A new feature is set up for music in castles:
Important !!!! All the music in the castles is restored, it just needs a simple manipulation:
The "FIRST" time you enter a castle during your game : Click on the city screen (the image) when the text "village hall / townhall/ city hall or capitol" appears.
Then never press it again during the game or the music will start again.
This action is to be done for each new castle under your control and, if you load your game, always click "once", this is very important.
Then the music will play normally, with or without hero, and will resume where it left off. ( valid for the new castles too )
Join to discord for more information . Good game !
1.27 progress:
Game modification :
Important !!!! All the music in the castles is restored, it just needs a simple manipulation:
The "FIRST" time you enter a castle during your game : Click on the city screen (the image) when the text "village hall / townhall/ city hall or capitol" appears.
Then never press it again during the game or the music will start again.
This action is to be done for each new castle under your control and, if you load your game, always click "once", this is very important.
Then the music will play normally, with or without hero, and will resume where it left off. ( valid for the new castles too )
Power reduction in bonus buildings ( dangerous cellar / commandery / dwarf treasury )Power reduction in bonus buildings ( dangerous cellar / commandery / dwarf treasury )
When attacking a castle, the AI often gets stuck behind the wall (tries to get out but can't find the way), now the castle defense units receive from turn 3 : spectral movement : allows them to cross the walls of their own castle.
Ability behemoth : Jump no longer hits allies
Added a new type of chest for rmg ( gold gain : 2000 /4000 /6000 gold ) 1 per zone maximum.
___
Werewolf skin change ( xel neutral origin ) .
Bug fix and improvement :
Fix ( again ) the rmg / Modification of the settings / slight reduction of the shafts for desert and forest)
Academie champion building had no prerequisites guild magic 4 : fix
Slightly changed the colour of Icon xel ( to be less similar to academy )
The blizzard spell does not work properly, and does not gain 1 more turn with water science 1. Fix
Particle effect ( similar to tower cold blood ) applied with expert and master moult : delete
Valkirie was returning damage in proportion to the stack at a rate of 3 damage per valkirie ( before 25% of damage taken )
Fix xel and temple hall ( given 1500 and 2500 gold instead of 1000 and 2000 )
Fix icon inferno t1 add growth bonus . (modifié)
Diplomatic immunity: does not work: fixed
Artefact : Rings of flag : had no effect : correction and modification ; now gives +2 magic and not +10 mana . ( translation translation correct in fr and .int / think to correct for other language translator )
Wolf haven and spider / centaures / apprentice : back to a 2x2 size
Map underground tiny : impossible put warfare units : fix
Dungeon extra elite : smoke screen, now working properly Dungeon extra elite : smoke screen, now working
Agony spell is no longer considered a poison Agony is no longer considered a poison
"New more aggressive A.I. on the adventure map ( normally fixed bug , hero inactive in front of the castle ( test still to do )
By Seraphiel :
Fix scale unit adventure map.
Add new townscreen for Mercenary Town : better resolution ( 4k )
improvement of 2 underground combat maps / addition of assets / visual improvement and cooking of maps for faster loading.
Add lore for :
Tower faction
Inferno faction
Sanctuary faction
Xel faction
Text correction ( formula for sanctuary and temple skill faction ) Text correction ( formula for sanctuary and temple skill faction )
Special thanks for :
Antalyan / Jubi / heketh and everyone who supports the mod. (modifié)
good evening dear team of mod 7.5 developers. appreciated version 1.27 and waiting for the next patch. I want to say thank you for the work you have done. now diplomacy works as it should! Noticed a few bugs! Disa lost her fire shield, including the one from the description. the dark elves' smoke screen now works, but the poison is not displayed and does not work as before. also, the ability of the faceless one, which is single-celled, the shadow aura that deals damage in the cover of malasa does not work either! spikes no longer deal double damage. is it possible to return the "confusion" ability, as it was in vanilla, so that it turns on only from the hero's normal attack, and not from spells, it comes out too much. you hit the crowd with a fireball, then a black dragon flies and hits twice. and that's a win. a question about three more factions, we, as fans of heroes with a godfather, tested. undead and academia, who have always been positioned as defensive players with slow fighters, now move further at a speed of "7" than light elves, who are fast but fragile. a gagrul has a speed of 6, a fairy has a speed of 6.in ice spiers, the dragon would have immunity only in water, the faction is already very strong and fast. kshatriya also needs to be completed, the usual one has immunity to effects on movement, but the improved one does not, but a whirlwind appears, like a dancer of light elves, which, coupled with other abilities and speed, makes kshatriya kali not only the best of its level, but simply imboy!
Hello,
Ok, I'll look into it,
Some clarifications though: Spikes no longer do double damage? Are you talking about the stone spike earth spell?
Skeletton has 4 moves, but if he stays still, he gains the "inactive" buff which increases movement, but reduces damage and initiative each turn ( max +6 movement and -25% final damage )
Gargoyle was actually implemented by a former colleague of mine.
I put it back to 4.
I tested poison elite extra dungeon ( works perfectly for my and text ok : inflicts 5 damage at the beginning of the turn to creature per dark elf in play, this until the end of the fight
disa ( Dis ? fortress creature fire woman ? ) i redid their fire roll more balanced , it should have it ( maybe it's due to a bad manipulation , the ability and in the temple pack and xel . I moved it , it will work on the next update .
Shadow cloak seems to work well (faceless) ( beware of immune creature etc ) i will more test
yes, it is the spell of the earth school that no longer hits double damage. disa da gnome fiery woman. shadow aura not working. if the ghosts of the necromancers and the lamas have the speed back to 5 and not 6 and 7, respectively, and it would be just perfect to nerf the kshatriya! thank you very much for your reply!
Hey! upcoming holidays! and tell me a fix or the next patch to wait soon?
Where can I find a link to your discord?
Discord.gg
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Hi, your mod is simply amazing! There is one question. Are you going to change the textures of the standard black dragons, gold and emerald? And then as for me, they look very bad. I would really like to see a new black dragon that would really strike terror into the enemy. Your ice dragon from the tower looks amazing! I would like to see dragons exactly like that
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hi, thanks, glad to hear it :)
I don't think to change the dragons model, because it's to everyone's taste and it's still liked by a lot of people .... we avoid to change the vanilla model, except some small exception ^^
For the Russian translation, it doesn't depend directly on me, it's the people who offer to translate, and who share the work, so as long as no one does it, I can't provide it. It is always difficult to translate if we don't speak the language concerned.
But I think it will come, you just have to be patient.