Game: | Heroes VII |
Mod author: | Valentine |
Last updated: | June 23, 2022 at 21:39 |
Downloads: | 918 |
Rating: |
The project it’s about merging moritz mod with 7.5 mod having at the base vanila Factions completly functional without extra creatures plus tones of new things !! Heroes of Might and Magic Reworked 1.0 I recommend a reshade or a saturation mod because texture has been improved A small typ when You are playing Sanctuary, Tower or Inferno and You wanna load make first quit to main menu then use load because If You load direct in the game it will crash because of this 3 new townscreen texture same happens in original mod 7.5!!!!! Also multiplayer works very good and stable Dungeon Lord tested allready! Path to instal the mod C/My Documents/Might and Magic Heroes 7/Mmh7game and allways first delete If you have any mod installed allready, allways on a clean folder to be installed!! Hello people i want to present a project that i have been worked for about 8 months after i left the development of the original mod 7,5 so here it is. I will start with the begining changes made by me are in description down : -Special buildings in towns are back and works like Artefact Recycle or black market or sacrifice for skeleton or idol of fertility etc Vers1.1 -Maniac scaled a little bit more in combat map and adventure map -improved visual texture of all creatures more detalied -add a bonus for towers beside +5 attack and +15 defense now will be a bonus for Heroes also in the siege combat for exemple Haven +10 morale /sylvan archers full range and +10 luck to the hero but only in the siege i makes like this to give a boost to defensive site and sometimes lvl of AI hero it’s not și high so a little boost it’s allways welcome alsow the other Faction they have also a boost specific to the Faction it self -every creatures have new abilities witch improved dificulty level of combat gameplay Heroes of Might and Magic Reworked vers 1.11 -Add Sanctuary Faction from 7.5 mod for this all the credits to Sylen -removed extra champion Poseidon from upgrades of elite strong -removed elite extra Sanctuary they will be in Neutral more changes later -upgrade Kappa Shoya fixed -upgrade t4 Sanctuary fixed Add new Celestial skin see If it please more plus a new ability there -new titan skin improved vanila armore more detalied -rakashaka upgrade texture improved more brightnes emissive Justicar now t5 with a new ability Heroism
Heroes of Might and Magic Reworked vers 1.12 -Sanctuary Faction Reworked -building system Reworked -add 2 new buildings to the building system for balancing i did same for Inferno and Tower -Sanctuary creatures rescaled -sanctuary T1 stats improved the other creatures will be next later -fortification army changed now core elite champion as the other Faction defending army -t4 ability Sanctuary removed a new one will come later -localization changed for Sanctuary buildings and some Sanctuary creatures -t4 Sanctuary now it’s 1×1 before was 2×2 -add particles to Minotaur king mighty slash ability,Enraged Cyclop bloodlust ability and fiery eye impact particles -add particles to Black Dragon ability Blessing from mallasa -add particles to Flame lord attack -Add particles to dwarf golem ability iron curtain -add particles to horned demon ability taunting pressence -add particles to pit lord boundless hate -add titan particles attack cast -some creatures texture brightness a little bit down -add particles mighty pressence ability mountein Striker -add particles ice Dragon ability Dragonstorm -add particles to ancient behemot enrage ability Tear of Asha in Sanctuary Faction renamed and an icon will come later -add particles spectral dragon ability and improved texture -Add particles dread knight deadly Strike and movement kind
Heroes of MIght and Magic 7 Reworked vers 1.13 -town building system sanctuary prerequest buildings fixed for some -t3 sanctuary naga obtain a new ability -t4 sanctuary Ondine obtain a new ability -t5 Guardian sanctuary obtain a new ability -t6 Kensei obtein a new ability -t7 kirin and Unagi obtain a new ability -t7 Unagi fixed damage school to water not might this because he has 2 abilitys now witch are making water dmg -scaled some creatures from sanctuary on adventure maps they were to big and some to small i think same problem is in original mod 7.5:) -scaled creatures sanctuary on the battlefield -add sanctuary creatures to adventure maps defending all kind of stuffs before i didn`t saw no sanctuary creature
-All the creatures stats have been revisited same as vanila most of a part especially champion and this was made for all the factions tnx to Dungeon Lord for some typ -fixed particle cyclop mele attack -improved army in the fort and town sanctuary neutral -corected all dwellings inclusiv sanctuary t7 kirin was giving ice dragon
Heroes of Might and Magic Reworked vers 1.14 -improved texture of upgraded Sanctuary creatures -t2 wanizame now 20% heal from the ability -nova arch mage now work on area 4×3 before was 6×6 -t2 wanizame obtain a new ability Shark Teeth -implosion dmg inceeased and now doesn’t repetat just pull the creatures on 3 sqare -shadow image fixed -curative source ,healing freeze ,frost armor dmg and stats increase acording to the level -increase dmg Storm Lord -Increase dmg Frostbite -new icons abilitys Sanctuary most of them -t5 depth Guardian Sanctuary ability fixed and loca -t7 Unagi ability loca corected -add hydromantie and Cold blod to random Skill function -ancient treant new ability Root in range makes more sense -ability Unagi now water damage instead Might damage -fixed external dwelling Unagi -hidromantye racial loca corected -improved new ability Kensei Battle ready and Challenge -improved depth Guardian ability -corected t5 wizard tuturor ability was showed 2 Times same ability fixed
Heroes of Might and Magic Reworked vers 1.15 -A coming back to the vanila basic building system , it seems that it brings more strategy -Special buildings in the towns are back like Artifact Recycle ,Sacrifice for skeleton etc they work now Fixed. -for the Factions how doesn’t have special buildings i have reduced the cost of some important buildings also Inferno and Tower allready have 2 new buildings as for Sanctuary i m planing to add 1 building later however i reduced the price of some buildings. -bonus buildings in the towns are back however growth has been Reworked in order to balance the Factions taking in consideration the latest changes in the buildings system Localization Reworked and fixed for building system Localization for towers attack and in the buildings system are fixed and corected to the bonus that they gave to the creatures and Heroes -vanila.models like disciple djin catalyst magma elemntal etc are back as i sayed a coming back to vanila also texture has been Reworked. -medusa ability charming touch now it’s passive it’s activate on a critical strike -a small improvments in the fortification army for all factions now you get what the towns need the most -castle have been rescaled to vanila they where to big and it seems the surface was over the mines and resource în some maps -after the modification it seems AI it’s more solid and Challenging -fixed loading problems in Sanctuary town was giving crash allways ! -some stats have been improved for the creatures tnx mushyhusky and for reporting the bugs!! -new buff for towers sanctuary and loca fixed -sanctuary fortification army reworked -two new buildings in Sanctuary for fairnes as the other factiuon have special buildings now -the castles that doesn`t have special buildings will have cost lower and for some creatures no need bonus buildings to get the complete growth! -fix crash for sanctuary and Tower now very stable after you quit to main menu you can load your game!
Heroes of Might and Magic Reworked vers 1.16 -Fixing the loading problems -add army in neutral buildings like Hunted ruins, Crusader commandary now a defensive army compose from 7 stack of creature more challenge and grows weekly -add the 2 new buildings for Tower back found the solution to put them there -fix loca t2 sanctuary -add more diversity to Dragon Utopia and more army setup here surprise:) -increase damage Magma Elemental -increase damage magma elemental ability magma pond -add a new ability to magma elemental -ability poison arrow centaur marauder now it is passive it activates on critical hit and deal damage until combat ends also da damage increase with every turn -army in the forts have been revisited for all castles it seams was to much army there to take the forts in the first 2 months also now the army will growth weakly -add new animation Djin and Djin Catalyst -add new animation Mage and Arch Mage -Add new animation Kappa -fix Mage and Archmage was causing game to stuck -Purge is now casting on 3×3 when achieve Master of Darkness II
Heroes of Might and Magic Reworked vers 1.17 -add reward to the new setup army of dragon utopia +Add runic box random army but from same Faction + random reward – for runic box i added over 40 posibilities of random rewards including artefacts -setup new lvl of dificulty for Sanctuary Heroes -reduced particles behemot abilitys -change perfect bubble now +5 luck and +2 defense -change loca purge 3×3 when upgrade -add back the full View of town when people build one of the Champion to enjoy townscreen -reduced army for abandoned mine was to Hard now lower and growth in time -reduced army for dwarven tresury same growth weekly -add Inferno Sanctuary and Tower to prison army neutral building -add Inferno Sanctuary and Tower to runic box army random -creatures cost reduced slighlty in town mushy told are to expensive -localization corected here and there where need -reduced the chance of bubble activation to 20/40/60 % -fix pit fiend attack range -adding Tome of air water Earth etc like in Heroes 3 -change icon manticore bonus building and dread knight
Heroes of Might and Magic 7 Reworked vers 1.18 – mod has been reduced with 2gb the Rar archive -fix Ai developing town building -fix Rmg was causing crash still some problema on 300×300 more test need -fix spell curative source now works corespondent to water Skill -fix a bonus building in sylvan town tnx Mushyhusky for reporting -improving warfareunits Inferno -improving warfareunits Tower -improving warfareunits Sanctuary also scaled the bullet particles -corecting loca frost armor and reduced the defense bonus -change the function of blizzard now will work like this unskiled novice expert master -1/-2/-3/-4 and -10 inițiative on 6×6 area only leve master -increase dmg Armagedon but reduce dmg a0e -add academy Heroes to Nefarious lvl -add efreet sultan to neutral also scaled and without fire particles much better -ability oak dryad renewal fixed tnx mushyhusky for report -town names fixed -more polish here and there
Heroes of Might and Magic 7 Reworked vers 1.19 -change an ability from denky unagi now pasive -fixing a bonus tower hp in sanctuary town defending -natures luck fixed creatures didn`t attack critical on 3 marks -random sanctuary added -random towns for the 3 new towns have been renamed now originals -2 new ability for naga ryoshi now more deadly on battlefield -1 new ability to water elemental -1 new abilityu to astrix -change ability God Intervention now will be cast on celestial and seraphs because i wanned to improve more the angels they need top be more powerful then the devil and pit lord -add particles to god Intervention something cool -scaled celestial and seraph slighlty -reduce ghost dragon damage and cost recruitment slightly -increase damage fiery eye enraged cyclop -increase regen wyvern monarch -add flanking damage to all dragons back -increase cone leght of soul flying breath by 6 -repair ghost/spectre ability was wrong -improve ability spectre -1 new awesome ability for Spectre Immortal souls -medusa queen increase hp by 37 -add particle sacred kirin attack breath -add new ability blackbear attacking from the back will increase damage by 50% duller claws -reduce icy drain duration by 2 turns was to op -change skill perfect offense and perfect defense now they will give and reduce bonus flanking damage by 10% more ! -increase duration of Flawless Assault minotaur king ! -More polish here and there
Heroes of Might and Magic 7 Reworked vers 1.20 -1 new ability marksman Accelerated percepțion -1 new ability abbot aura of resurection -1 new ability grand elf (Elves Arrows) -1 new ability war unicorn purity -1 new ability djin channler Prime Shield –1 new ability shieldguard -2 new ability kobold pathfinder -rename ability magma elemental to Iron Skin -1 new ability shade coming from the back -new icon ability tracker hiding -1 new ability lacerator icon loca plus particles One Blow something cool -1 new ability Pit lord Marked by the Demon active ability something cool -pit lord now teleporting something like in Heroes 6 but more awesome only the upgrade -add particles to pit lord teleportation -1 new ability active Archdevil Unpredictable Strike -1 new ability t1 frost North Shield -1 new ability kashatrya Khali -1 new ability sacred Kirin Coupe de Grace -1 new ability gnoll hunter Trapped -sun deer new ability sun light! -fix ability wanizame sanctuary -new ability cerberus Voracious -neutral creatures gain some abilitys i will work more there in the future -repairing special building fortress Richness under the Mountain to melting resources -fix localization Horned demon ability Unstopable Charge -rename Arch devil i think corect is Archdevil !? -reduce chance of ability naga ryoshi by 30% i will think about the other abilitys later -reduce kashatrya khali ability by 5/10/15 -reduce healing oak dryad was to op -improve celestial model now better visual -add haven heroes to Nefarious level -improvize some abilitys particles effects -more polish here and there -reduce cabir master to 2 HP healing -change fury attack ability now reduce inițiative and movement. -new particles Celestial
Heroes of Might and Magic 7 Reworked vers 1.21 -horned demon reduce bonus damge for taunting pressence to +2 -pit lord ability Burn with Anger nerfed -dwarf reduce now only 15% from the damage dealt to friendly creatures -naga ryoshi change abilitys patryfication to much incapacitated -initiativ shade increase slightly -death spider remove an ability a new one come’s later -demonology summon increased slighlty -add 25 new Heroes -corecting loca Sun light -simurgh magic immunity now last for 1 turn -cerberus reduce ability voracious to +1 damage bonus but only for Archdevil and pit lord -change abilitys kobold pathfinder the old ones was to Op and the new ones are unique will bring strategy -adding a Skill wheel diversity for Haven Heroes -adding a Skill wheel diversity for Academy Heroes -adding a Skill wheel diversity for Sylvan Heroes now the player won’t need anymore to play random i will do other Factions to but in time it’s a boring work💪🤣 -Add Heroes sylvan dungeon stronghold to nefarious dificulty customization plus prefered role diversity -add all Artefacts from Heroes 6 💪 -Add 8 sets of Artefacts -improve celestial visual particles -1 new ability justicar Rushing -1 new ability blade master whirling Shout -1 new ability Lamasu Volatile -1 new ability Chtonian Solid like a Stone -1 new ability Wyvern Venomuos Bite -1 new ability Einherjar Smashing Armour -change some Inferno Icons -improve visual pit fiend same as pit lord forgot to do in the last update -more polish here and there loca visual etc
Heroes of Might and Magic 7 Reworked vers 1.22 -Add Inferno Heroes to Skill wheel diversity now the player won’t need to play random Skill for diversity next Faction Dungeon and Stronghold will be next as i told i will do 2 Faction per update -add Inferno Heroes to Nefarious lvl dificulty+ prefered role -repairing 5 new Inferno Heroes witch they where givin crash ! -add 3 new Inferno Heroes -repairing 5 new Dungeon Heroes they also gave crash -ability blade master has been changed now it’s a passive one with diferent function -1 more ability to Battle dwarf something Nice -ability dwarf strong breastplate now reduce only 5% from the dmg that your Ally takes -unicorn ability now will reduce -20 morale and -20 luck to enemy that attack this creature -pit lord ability blinded by rage reduce movement bonus to 1 -skeleton hoplites ability resurection now 50% before was 70% -add awesome particles to immortals souls ability spectre -organise abilitys from vamprie lord now better visual -wyvern monarch the new ability has been changed Claw Retraction 1 new ability Ancient behemot Might over Magic + visual effects -Enraged cyclop ability Bloodlust add visual particles Sweepingbash ability cyclop add particles to -kobold ability now increase inițiative by +2 when is hited -reduce t5 wizard master icicles damage slightly -add particles effect to t6 Sanctuary ability Battle ready -reduce bonus from challenge ability for t6 Sanctuary also by 5% -t7 Sanctuary now Air damage this because of his ability also added new particles to grudge ability something cool T2 Sanctuary now deal Might damage before was water damage don’t understand why no ability water Modifications in the mage guild Sanctuary now this Faction has Air prefered i would like something diferent, other Faction allready tower has water more improvments in this direction later -storm arrows now it’s T1 spell Time control now will make changes only to inițiative not anymore to movement effect this because of Bug creating to unfetered ability -lightinng burst also T1 spell -stunning paralyzed t3 Sanctuary was affecting also unfetered ability now Fixed! -Reduce brightness of some creatures texture now more details on them especialy on Haven creatures -sclae a little bit pit lord and archdevil -increase Speed archdevil and overall Add counterstrike new particles Add charge new particles also more proper -reduce a little bit Minotaur initiative -change name of one ability unicorn -reduce the XP requierd for lvling this will improved AI to make faster and biger lvl was allways a problem with low lvl Heroes AI i even talked with mushyhusky how can we give a burst to AI lvl so i think this will work More polish visuals etc localization
Heroes of Might and Magic 7 Reworked vers 1.23 -so after i lose 2 days i managed to fixing Alt Tab crash problems -managed to fix loading crash but still some problems some times on autosave but if you save your game manually the load will work 100% even if the game throw you out from the game,you go again in the game load will wotk i tested all 3 new factions -fixing an ability on Behemot -fixing warcries skills -fixing Ardent Caster skill from fire magic skill tree change t4 sanctuary now its a range air damage units with 2 new abilitys something cool -fixing 5 heroes witch the could posibly gave crash sometime they where having creatures at the start witch are not in the game -fixing RMG now i tested today a map from 200×200 4 months not even one crash and i had 4 factions 2 towers 1 inferno 1 sanctuary i will do more tests in this directions later -improve visual sanctuary faction overall -fixing spell ylathas clairvoyance now lvl 1 -add missing neutral creatures this could trigger also a crash more polish visual localization etc
Heroes of Might and Magic 7_V.M Reworked vers 1.24 -add Dungeon Heroes to Skill wheel diversity now You will have all kind of Heroes Air fire ofense etc -add Necropolis Heroes to Skill wheel diversity -add magic school damage diversity for Haven Academy Necropolis Dungeon Inferno Sylvan -with diese changes for the Heroes i also fixed more Heroes witch they had wrong Magic school and delete some equipaments inventory still some need to be corect but in time -fix an ability from unicorn -fix an ability from blade master -Rebalanced some abilities stats duration etc -change ability of Mother breeder something similar to Heroes 6 -add 4 new Heroes with also skill wheel diversity -reduce dmg lamasu aura of pestilence to 8 -Add particles simurgh magic absorbtion So i decided to give credit to user MuskyHusky witch he also play this mod and suport me with ideas bug reporting and many others things and he was the man how motivated me to do this that`s why i renamed it to V.M Thanks very much
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A link with the new update will come soon tomorrow morning!!
Link is invalid. Can you upload it again? Maybe in smaller parts?
Update online! No i can’t do it but i will try to make the project smaller i will search some solution also the project conteins Moritz mod original mod 7.5 witch conteins ucp 1.3 and many many new things but i have take only some features to avoid files colision and problems!!
This mod sounds great. Just read through the notes and am definitely going to give it a shot. Thanks for the work you put in from a dedicated HOMM fan that started playing in the 90s.
Something big it’s coming in the next update!!
Sorry, I’m a bit confused: ist this a mod for the 7.5 mod, or is it standalone? Whats the intention of this mod?
read description and you will understand 🙂
Hello, MOD is great, I like the changes, some are great, some are not, but this is your idea. There are a lot of bugs,Some passive properties of the creatures do not work, different maps different bugs … but nothing serious. I can’t make a mod, I can only play and have fun. I can’t criticize for that, but I have a problem: Every time I load and……. “Might & Magic Heroes VII has stoppeid ….. Close the program”. And that’s not good. Any idea?
thanks
Download new update from last night loading works also more will be fixed in the update next week
For load quit first to main menu then load game same problem are in 7.5 mod also
As for building system i decided to put them back to have special buildings in the Faction like artefact Recycle Sacrifice for skeleton,other Factions will have other bonuses If they don’t have special buildings You will see
I repaired the loading problems in the update 1.15 don’t forget go first main meniu then load this is happening when you use towns Inferno Sanctuary or Tower because of the new texture!!
sorry for the “novel”
this for the main menu and then loud I know it/I only play with Sylvan
I start the game from Desktop and Load, my save game …. Load and I press “E” for the next day and error.
I had the same problem with H7 MOD BY M.B. and each of the new creatures was invisible in battle.
This HEROES MIGTH AND MAGIC 7.5_S.V.P MOD did everything and the game went perfectly, it was somehow easier for my computer.
on 21.05 I installed HEROES OF MIGHT AND MAGIC 7 REWORKED 15.7 GB and the game crashed, was slow, I still had invisible units … I stopped playing.
on 25.05 I downloaded HEROES OF MIGHT AND MAGIC 7 REWORKED 16GB again. Before installing MOD I deleted and reinstalled the game. Now it’s going well, but I still have invisible units and the problem with the load. And other small bugs.
It’s best to wait for the next update. Successful work on the update I will look forward to its completion
As a true fan of the game I can give some ideas … if you want …. otherwise I can describe all the available bugs that I have seen so far.
I updated in 26 because of the load probleme You should try one more time today as for invisible creatures i never has such probleme my friends also not
Update is now online of version 1.16
Hi,
1) discord link is broken
2) mod is bugged, no matter how many times i try to reinstall (e.g. random armies in duel mod just softlocks the game. can’t select new factions for duels. new towns have no buildings in adventure mode etc etc)
Im on trials by fir ver 2.2.1 from ubisoft.
1- i m not anymore on discord
2-the other people doesn’t told me nothing about thouse problems also the mod it’s made for skirmish i will check duels also tnx for feedback
I don’t understand what do You mean with no buildings in adventure mode i don’t understand? Explain more pls
Hi, my bad, i did not realize the mod was not meant for the duel mode at all, hence the new creatures/factions are likely not supposed to work in that mode at all. Would be cool to see them work in duel in the future though!
The issue with not being able to build anything in town (sanctuary) resolved itself oddly enough. Only occured once (it was a randomly generated map, but it has worked fine ever since on other RNG maps. Weird, but glad it works)
Thanks for the mod & for replying
I am not sure if you’re aware, but Mega limited people to only 4GB download limit per 8 hours. So for a 15GB file, it will take at least two days to download. I am not going to be super critical right now because, judging from the comments, the mod looks like it still needs some work, but once you have a stabilised version maybe consider hosting it on other sites, like Google Download or GoFile.
The mod working fine i just asked my friend how is playing allways about thouse problems and not even i have problems so how can i repair something that works !
Aybe the people have problems at instalation not corect.
I also had a problem with limited download, but I had 5 GB. There is an easy solution: I turned on the Internet from the phone for 30 seconds to start downloading again and when I start I go back to my landline internet. I hope you understand me(the mod is perfect, so far no bug)
hmm i have put a new download link on GoFile! thanks for the feedback also my friend told me no problems with the mod and that everything working fine hope you guys enjoy i m goin to improve even more things on the 3 new factions to bring them to the same level with vanila ones!Thanks
The mod need allways to be installed on a clean folder in c/my doc/Might and Magic/MMH7GAME/ If ever a coocked PC or localization is there delete them and then put the new from the mod You wanned to instal it’s just very simple the proces but logical
Hi, love the mod! As a fan of stronghold, i always thought it would be cool to see a orc shaman-like unit in stronghold’s base roster (something like dreamwalker, but as an elite unit, instead of it being a support unit).
E.g. removing gnolls (making them neutral) and moving centaurs to core tier; adding a dreamwalker-like creature to elite tier.
But that’s just an idea and the mod is totally great without it, just putting it out there in case you like it!
Tnx i was thinking at this ideea yesterday and i wanna put dreamwalker in the place of wyvern it’s not one of my favorite but i will think.stay tune more info about next update will come this weekend lot’s of improvments Heroes/neutral buildings/spells etc !
I see! I like wyvern haha, but i guess i like dreamwalker more than it 😛
Excited to see what you come up with in the future of the mod!
@Valentine
I’ve been enjoying the mod. Fantastic work. I’ve run into 1 major issue. I hot seat with another person playing 300×300 size maps (2 human, 2 AI) but since I installed the mod, the game fails to generate a map of that size if there are more than 2 AI. I’ve tested with all other map sizes with the mod and it generates a map successfully but not with the 300×300 setting. I found that if I only have 2 human players with just 1 AI generating 300×300 maps then the map will create successfully. For the first few weeks the AI seems to be functional but by the 3 month mark spying on the AI shows that they still only have a handful of core troops and 1-2 elites and not a single champion. I’ve tested with the modes towns and base towns and the issue persists. Thank you.
I also have noticed something like that i will check this out i thought it’s only a flucke i will solve don’t worry hmm can you test a vanila map in skirmish? Tell me If AI develop ok
I had this kind of problem in a Scenario map i will check on skirmish no problems
I think i have an ideea from where that problem come’s i will check If this is true then i have to give up to special buildings and to come back to Heroes 3 formula townscreen witch i love it more simple and put the player to concentrate în gameplay.puting back the vanila building system was only because of special buildings like artefact Recycle buying scrolls etc i will see what i can do!!
Oki i solved the problem i will do an update today with some more news!!
Oh that’s great to hear that you might have a solution. This mod has had outstanding work put into it. I look forward to the future of this mod. Thanks again Valentine for looking into it.
If You played the mod from the begining i would like to know If You like the building system from vers 1.10 or the vanila from Heroes 7
Just wanted to say that this is a great mod; especially love the extra abilities for all the creatures. Breathes fresh life into the game. Vanilla H7 creatures were honestly so lacking ability-wise.
Speaking of which, i thought of a couple ability ideas.
Firstly i think it’d be cool to see all upgraded core creatures have 3 abilities in general. But keep the ones that have 4 as is, like royal griffin.
Fortress creatures especially, since all their upgraded core creatures currently have 2 abilities each.
My way of thinking was adding some abilities from heroes 5 to some core creatures, while balancing stats accordingly.
For example, heaven marksmen could get a 3rd ability that lets them do slightly more damage at point blank range of less than 3 tiles.
For upgraded dwarves, they could get an equivalent of a watered down shield wall from H5: for each tile attacker travels to attack the dwarf, the damage dwarf stack takes is reduced by 5%.
Bears could maybe get a watered down ability similar to their knockback from H5.
Also imo would be cool to see kobolds replaced by spear throwers from H5, they just seem to fit better into the theme of the faction.
And kobolds can be made neutral.
Lastly, i also thought the neutral creatures, especially core ones, could see some love when it comes to skills. They tend to have 1 ability and no changes from vanilla, would be great to see them more fleshed out!
For example, adding an upgraded death spider that has a “web” ability; it’s attacks reducing movement range by (?) tiles for (?) turns on hit.
Also thought of an ability for direwolves: pack hunter. When a creature with this ability attacks (not retaliation), all adjacent stacks that have “pack hunter” ability join in and also attack.
This will probably be very situational, but it would add some flavour. And neutral battles that have direwolves could have them split into multiple stacks to take advantage of this ability. Not sure if its possible to edit such things, but would be cool.
Oh, forgot to mention. I also noticed an oddity. Unupgraded ghosts have an 18% chance of being missed, while upgraded ghosts have 15%.
While upgraded ghosts gain a 10% magic resist, it’s kind of odd that they lose some dodge chance as a tradeoff.
If anything imo it should be 15% dodge for regular ghosts; 18% dodge + 10% magic resist for upgraded ghosts.
But in my personal opinion even 20% dodge for both upgraded and non-upgraded ghosts will be fairly balanced.
For one, it’s a miniscule increase from 18% of regular ghost and is a nice round number, ~1/5 chance of missing.
They will still be balanced given the stats and nowhere near as BS as ghosts from heroes 5 with a 50% dodge rate.
Yes hmm don’t worry i don’t know If you have noticed but i made most a point in passive abilities because of AI it really makes a point and yes i m not finished about abilities and other stuffs tnx for ideeas .
Enjoy the mod more will come stay tune!!
I have a lots of ideeas hope You enjoy the special buildings back there🙏🏼
+1 for expanding neutral abilities.
I like the direwolf ability idea in particular. But it would probably be easier to give them an equivalent of Heroes 5 grim raiders’ lizard bite ability:
Whenever an adjacent enemy creature is attacked in melee, perform an attack of opportunity on it, inflicting 50% of normal attack damage.
Some of the creature abilities seem a bit too strong;
Dread knight’s deadly strike provides a quadruple debuff that lasts till end of combat. Blocks heal, resurrection, buffs and gives -10% max hp. As it stands this seems too strong if the dread knight manages to hit multiple targets;
This should likely be changed to either 1) last 3 turns OR 2) keep it as permanent, but only one creature can be cursed at any given time. So if the dread knight changes target, the curse is transferred to the new creature;
Icy breath of ice dragon also seems a bit too much. Locking a hero out for 3 turns can just neuter the army completely for many builds.
This should likely be changed to: freeze hero for 2 turns, drain 20% of its mana or something similar. Maybe also make icy breath not usable on turn one;
I haven’t been able to test many other creatures so these are just ones that seem to stick out the most;
Solid work on the mod by the way
Sorry i meant icy drain
Tnx for the feedback i look in to it and yes i allready have change 2 abilitys on naga ryoshi 2 active was to much i prefer 1 ability active hmm as for denki Unagi i also changed 1 active ability so the next update come’s with new changes and more fixes polish here and there and some changes in the Skill system for offense grandmaster and defense grandmaster !
Yes i spent lot of time on it and i m still work on it in my free time when i have time now in the last month.
A new update come’s this weekend
Fantastic, looking forward to it 🙂
2 actives can sometimes be ok, depends on the creature and how strong the actives are i guess;
But yeah, i agree with you; in the majority of cases – 2 actives is likely a bit too much.
Hi, pls treat this as an idea dump! The mod is perfect as is, without all of this 🙂
This is just a suggestion for fleshing out neutrals & core creatures that have fewer
than 3 abilities.
Some abilities are reused from Heroes 5, others are something i thought up:
—————–
Neutral
pixie – gains no retaliation
sprite – gains magic dust (H5 sprite’s attack. identical to cerberus’ three headed attack, doesn’t work for retaliations).
Gains blessing of the forest (Once per combat, gain a copy of the first buff that an enemy creature receives)
sea elf pirate – gains duelist (stacking attack (or dmg?) bonus as long as the sea elf doesn’t switch targets)
ebon spider – gains web (attacks reduce movement speed by 2 for 2 turns, reduce initiative)
death spider – gains venom. Gains web (attacks reduce movement speed by 2 for 2 turns, reduce initiative)
wolf – removed infinite retaliation. Gains howl (attacks have a chance to lower target’s morale and initiative for 2 turns. Always triggers if the target can’t retaliate)
direwolf – removed infinite retaliation. Gains howl (attacks have a chance to lower target’s morale and initiative for 2 turns. Always triggers if the target can’t retaliate).
Gains encircle (H5 “lizard bite” ability of grim raider. Whenever an adjacent enemy is attacked in melee, the wolf bites it for 50% of normal attack damage. applies howl).
Gains vigilance (cannot be flanked)
chameleon (upgraded lizardman, new creature) – gains chameleon. (When attacked at range, this creature’s defence stat becomes equal to attacker’s attack stat.
No change if it’s defence is already higher. Once per combat round). Gains immune to blind.
blackguard – gains bravery (h5 minotaur skill. Permanent morale bonus & morale can’t drop below a threshold).
Gains shield bash (attacks disorient target, giving it a 15% chance to miss with basic attacks for two turns. Cannot disorient large targets).
fire elemental – gains H5 succubus chain shot. (shot bounces to 3 nearest enemy targets, dealing 50,25 and 12.5% of initial dmg, respectively).
earth elemental – gains rock solid (immunity to slows, immunity to armor reduction)
arcane archer – gains warp. (Deal 1/2 prime damage to all surrounding enemy targets, then teleport away, up to 50% farther than normal move range. Once per combat.)
panther – gains agility. (15% chance to dodge ranged attacks. 15% chance of an enemy normal melee attack becoming a glancing blow)
soulless – gains soul catcher (attacks have a chance to disable a random passive or active ability on the target for 2 turns)
fallen angel – gains fear (nightmare’s H5 ability. Attacked creatures have a chance to run away)
kraken – Dread aura. (Adjacent enemy creatures cannot receive buffs). Gains kraken pull. (Once per battle, the kraken may attack a creature 3 or less tiles away. This attack deals 50%
of normal damage, pulls the target towards the kraken and strangles it. Can only pull a creature if the path to it is clear, e.g. no units or obstacles in the way.)
———————
Haven
marksman – heavy bolt. (Once per combat. Fire a heavy bolt at a target that is 6 or less tiles away. This attack does not pierce units in a line,
but has increased damage and reduces target’s armor until the end of combat.)
———————-
Dungeon
infernal troglodyte – Bloodscent (Upgraded H5 rage. gain +1 movement speed until end of troglodyte’s next turn when any creature stack dies.
+1 attack until end of combat when any creature stack dies. Capped at +8)
———————-
Sylvan
grand elf – gain warding arrows (H5 master bowman). shots have a small chance to slightly knock the target back on initiative queue.
———————
Fortress
dwarf upgraded – shield wall. (H5 defender shieldwall. Damage taken is reduced by 5% for each tile the attacker travelled. up to 30% reduction)
kobold pathfinder- no idea
bear upgraded – heavy swipe (H5 bear riders. Small chance to move attacked creature 1 tile back + move it to the back of initiative queue)
———————-
Stronghold
gnoll upgraded – gains crude trap (H5 goblin’s trap ability. Once per combat, set an invisible trap. Once sprung, it will do one of the following, at random: stop the creature in its tracks
OR slow the creature by 2 speed for 1 turn OR trap fails to spring, gnoll suffers -morale for 1 turn.)
———————-
Tower
snow warrior – no idea
Tnx for feedback i will take in consideration!!enjoy the mod
could you add new images for the loading screen to add a more variety? is the translation of another language other than english from ucp compatible with your mod?
thank you very much for your work!
The mod conteins ucp 1.3 /7.5 /original mod moritz and many new things added by me as You are allready saw there are new things and of course to.avoid files conflict i had to put in a global mode only individual files from every mod better Say a Hard work but i love it i m happy more that everything works even special buildings witch in 7.5 doesn’t!!
A solid work i did for 8-9 months headache
As for language when the mod will be finished i wanna do french and maybe one more language polnish
If someone wanna help me doing them i m glad to put it there i also give credit for that!
Could you add new images for the loading screen to add more variety? Is the translation of another language other than English of ucp compatible with your mod?, and add music from other might of magic of the saga?
Thank you very much for your work!
About images yesterday i have thinking about this features i will see if i can change it!Also Tell people about the mod share it If You like it
There is an issue with the link for downloading the mod. It`s say that the file is not public. And I can`t downloaded it.
oki i will check thank you!
i will upload now but it will take 3 hrs sorry for the problem!!
Hi, trying to download the latest version and it won’t let me, says “this file is not public” :/
Also, playtested the mod a bit more and found a small bug:
certain creatures are missing from heropedia, thus there is no way to click on them to check stats outside of a battle.
Example: ebon spider.
There are still a few necropolis heroes who start with ebon spiders, and its impossible to check out the spiders outside a battle.
Oops, whouldve read the comments above regarding file not being public haha.
Glad you know about it and are working on a fix, thank you!
Yes i m sorry i didn’t know about the problem until someone told me update 1.9 coming and update 1.20 will come later in few days with something that you guys
Never saw something like this stay tune!!……neutral will get abilities and i repaired many things next chapter i m planing to work on heroes and to make them cool
Awesome, thank you for replying and working so hard on the mod, so many updates 😀 ;
Great to hear about 1.20, with all the new stuff and neutral abilities!
I was in the middle of typing another comment below when you said about 1.20 and neutrals, so pls disregard most of what i asked in that comment, given you’re working on new abilities for neutrals anyway haha
Also, i noticed both 7.5 and your mod have Xel faction/units in its files.
(in the editor i can view xel units and abilities);
7.5 mod has a compatibility patch for xel; i was wondering if youre intending to make the faction playable in m&m 7 reworked, given it’s partially already included in the game files?
It’s ok if not, just curious 🙂
Oh and one last thing:
I tried to add some extra creature abilities the other guy proposed to my game, since i liked the idea;
I’m pretty new to modding/using the editor; but i was trying to give sprites (neutrals) the three headed attack skill (from cerberus) in editor;
I was planning on duplicating the ability and changing the icon/name, so its a bit more fitting for the sprites.
However, i ran into a problem: the upgraded cerberus doesn’t have the three-headed ability listed in the editor (so far it’s the only ability i haven’t been able to find);
Am i doing anything wrong? Again, I’m pretty new to editing such stuff, just wanted to make a couple edits for my own game.
Maybe you know how to fix this issue and can pls point me in the right direction? 😀
Thanks!
For the xel i can add it maybe i will think about it but i have to do lots of test because of i remember we had some crash probleme because of xel Faction moreover hmm ai crash i will have to test in my mod see If can work very good without problems.i want to have it also i will see
About the abilities three head attack ability it’s wierd don’t you think for the sprites?i added the vanila abilities for all neutral andany news will come in 1.20
Gosh you reply so fast hahahah, thank you for taking our feedback into consideration 🙂
Ah i see; yeah no problem about xel. I just saw the files in editor and was just wondering about it!
If it’s going to crash/ruin the mod then it’s not worth it!
And regarding sprites, i totally understand if you don’t think it fits your vision, it would be okay without it 🙂
Personally i think it would be fitting though (as long as the icon/name of the ability is changed; and perhaps the animation)
Afterall, sprites in Heroes of might and magic 5 had this exact ability, it was called “spray attack” i believe, allowing them to hit the target and two adjacent squares, kind of like cerberus.
Here’s it’s description: Spray Attack – Creature simultaneously attacks three adjacent tiles occupied by the enemy.
i m working on something cool for update 1.20 in the next days you guys will see!
i don`t know if someone noticed but what i m trying to do its to make every single faction unique in the gameplay creatures~~
yes Valentine, thank you for that!
Factions/creatures being unique and asymmetrical is the best thing about this mod, we have definitely noticed 😀
Looking at the most recent patch notes for 1.19 im not sure if the “soul flaying breath” is working as intended.
I see you made some changed to the Ghost Dragon and me being a fan of Necropolis wanted to try it out.
So in the patch notes you mention “-increase cone length of soul flying breath by 6”
I tested it out and the Ghost Dragon is not really attacking multiple targets even if they’re adjacent. There’s also no tile highlighting to indicate the AOE attack.
Thanks Valentine.
Yes well i fixed for 1.20 i wanned to put flanking damage for ghost dragon on soul flying Breath but it doesn’t work something wierd cuz it’s show me the full flanking from the face of enemy not behind! I will fix
Hi, thank you for fixing the download, it works now 😀
just some quick feedback/bugs regarding 1.19:
bugs:
ghost dragon doesn’t have soul flaying breath anymore (bone dragon still has it);
ice dragon’s icy drain still shows as 3 turns in heropedia (instead of 2 after nerf);
feedback:
1) naga ryoshi is really OP now, especially as a core. 50% chance per attack to reduce movement to 0 for 2 turns, especially on a ranged core creature is too much.
All four of her abilities have heavy crowd control (others being 30% petrify aura, petrify active ability and an incapacitate on crits)
I just had a game where i split naga ryoshi stacks and nothing on the enemy side could move at all after 3 nagas shot at them lol, they were literally stunlocked the whole game.
You can win impossible battles with some naga ryoshi’s now; provided you have a lot of patience to shoot at stationary targets. And that’s just using her normal attack, without crits or aura xD
I recommend her skills to be like this, for balance’s sake:
1) attacks have a 30% chance to reduce target’s movement range by 2 for 1 turn
2) Petrification aura (30% chance surrounding enemies get petrified)
3) active skill. Medusa’s gaze. (once per combat, deal damage to a creature and make it act last this turn.)
4) something unrelated to crowd control;
perhaps something like vigilant scout? (heroes 6 centaur marauder’s ability: The Centaur Marauder(naga ryoshi) gets a free shot on the first enemy stack entering within half range of her.)
2)spectre’s new ability is awesome, but perhaps it could instead be changed to “Once per battle, resurrect a friendly (core) undead creature with 3hp” (per spectre)?;
It would make the ability description less wordy & would make more sense thematically imo.
Currently it can’t resurrect a weaker core creature (lamasu/putrid lamasu); but can resurrect one of three elite creatures (lich, but not vamp/rider).
And balance-wise it’d probably also make more sense if it resurrected only core creatures, as spectre is core itself.
As a bonus, it can now resurrect neutral spiders, given theyre core/undead 😀
Thought process behind proposed naga ryoshi’s changes: making her a balanced defensive/crowd control oriented shooter.
1)She has multiple chances to slow targets, given the new (vigilant scout) ability.
2)And still somewhat competent when caught in melee (can occasionally reposition due to petrify aura stunning surrounding enemies)
Result: A unique and hopefully balanced creature 🙂
Yes tnx i will fix for 1.20 you have right it’s to OP🤣
For icy dragon it’s loca the problem but it has been reduced to 2 turna!
Hi, sorry me again aha.
Wish you had a discord, i like this mod a lot and want to playtest/provide feedback.
Found some more hilariously broken abilities:
1) oak dryad. i suspect this is due to the combination of her gift of life (resurrection) and aura of renewal abilities.
First off, a single dryad healing itself and all allies around it for 12(!) hp is a bit much haha.
But most importantly, the oak dryad heals and resurrects itself by a ridiculous amount each turn.
I just played a game where i faced 57 oak dryads; each attack was bringing them down to 35-46 dryads. Each time they take their turn; they all get resurrected back to 57 xD
On the other hand, wyvern’s regen is pretty useless, as it doesn’t resurrect and it’s max hp isn’t that high to benefit from it.
Maybe it’d be best to replace this skill with something like paokai’s “vulture” skill from heroes 5? The one that allowed wyvern/paokai to consume a corpse once per battle to heal+resurrect.
2) abilities that reduce damage and hp are typically very broken.
example: harpy hag reduces min and max damage on crtis by 10-10.
If this happens against a core creature, a single harpy hag can make a stack of 10000 cabirs,for example, deal 0 damage (it will show up as negative damage).
So yeah, broken xD.
I’d suggest replacing piercing claws with: attacks have a chance to reduce target’s attack stat by X for 2 turns
second example, kashatriya kali.
Potentially cutting an enemy’s stack HP by a third/half (30/45%) is too OP. especially if its a stack of a few kalis hitting a champion creature stack.
This would need to be lowered from 15/30/45% to like 5/10/15% to be anywhere near balanced imo; or maybe the whole ability should get a rework.
3) cabir master. it’s “helping hands” ability should be changed to an active and have a use limit (2?3?)
The ability itself is already super strong; cabirs should be forced to choose between shooting and resurrecting.
The heal/resurrection can also be heavily abused by splitting stacks in half; given it heals all constructs.
In midgame, this would be super OP if one big stack of cabirs can heal/res 3 stacks of gargoyles + 3 stacks of golems non-stop.
P.s. pls don’t take this the wrong way, i love all the new abilities, it’s just some of them are very overtuned.
And i’d love to help make this the best HOMM7 mod out there 🙂
another way to balance cabir master’s resurrection ability is like this:
keep it as a passive that procs every turn; but make it so it resurrects only a single construct stack, the one that is most damaged/lost the most creatures.
This way it’s not abusable by stack splitting.
Thanks for feedback hmm the ideea was to make core also important and yes i will take in consideration feedback thanks very much i will balance it stay close for next update something Big comes for inferno faction and for others also in general it will burst the gameplay
Donat forfetar to share the mod pls 🙂
Don’t forget to share the mod other peoples:)
For kashatrya kahli i will reduce my friend told me about it !
Yep, and i fully agree with you, it’s fantastic to have core creatures that are unique and strong!!
Just gotta be careful with abilities that: 1) incapacitate/reduce movespeed , 2) reduce dmg/max hp (best to replace these with reduce attack/defence; OR nerf them heavily), 3) resurrect creatures (if its not an active/one time resurrect).
As these abilities tend to completely break the game if you make them too strong:
oak dryad really breaks the game xD
and harpy hag’s “piercing claws” also really, reaaaally breaks the game xD
even if harpy hag’s effect was “crits reduce target’s damage by 2-2 until the end of combat (instead of 10-10)”; it would STILL completely neuter some core creatures that have low base damage
and naga ryoshi; you already said youre nerfing so thats good 😀
Cabir master is also OP, but not as bad as the other three (oak dryad/harpy hag/naga ryoshi can win unwinnable fights for you with just one stack. While cabir masters require a bit more setup and thinking.)
Oops, threw in a fake email instead of the name ther, it’s still me xD
Wish it didn’t ask for email haha
P.s. really looking forward to 1.20 and stoked to see what you have planned for inferno
P.p.s yes i share the mod actively, 2 other people i know play it now 😀
That’s why i want to make as balanced as possible haha, we already have our own mini “club” playing this mod.
Thanks for making it, once again 🙂
Sorry last thing, with regards to why i think cabir master is broken and how to improve it:
The new ability for spectre (undying souls) is AWESOME. It fits the unit thematically, is unique, and balanced (once a game, resurrect a core undead @ 3hp per spectre is PERFECT).
Now let’s compare that to cabir master:
The ability fits great thematically, yes, but needs a massive nerf, given:
Cabir master’s ability heals+resurrects all construct stacks each turn (passively), @ 5 hp per cabir.
If you only have one stack of cabir masters and just one stack of constructs on the field, the cabirs will passively heal/resurrect 40% more creatures in just one turn(!); than spectre would with her balanced once-per-game resurrection.
Now, cabir masters can do the same thing again and again each turn, all the while being able to shoot.
If there are three stacks of constructs on the field, cabir masters EACH TURN will be able to: passively heal and resurrect 5*3=15 points of HP per cabir master. (5 times higher than spectre can on her balanced once per game resurrect ability!)
And with 6 construct stacks + 1 stack of cabir masters; cabirs will resurrect 10 times more creatures each turn than a spectre would on her balanced once-per-game resurrect! (5*6=30 hp res per cabir master) xD
All the while dealing ranged damage.
I think if the ability is to remain the same, (heal/res all constructs passively each turn) it needs to be heavily nerfed from healing 5 to healing 2 or even 1 hp per cabir master.
And see if it needs a further nerf/rework after that.
Hey we got a litle problem there . When we try to alt+tab to change windows the game crash instantly he just close and then nothing is it something that we do wrong ?
no the problem is by sanctuary tower and i think inferno also.it`s because of the texture new towns i think it has connectivity with loading problems that`s why you need first go main menu then load
try go main menu then alt tab then load maybe its working without crash alt tab
aw so with updates on the mod you can repare it ;( that’s sad well try for the big mod anyway
For alt tab i will search solution but the Best is go main meniu and use alt tab but this problems it’s only when You play one of thouse 3 new Faction !
Hi, I’ve been messing around with modding a bit.
I gave direwolves gnoll’s “opportunity attack” ability and it actually works flawlessly for wolves joining the attack in melee and dealing 50% dmg, without needing to change anything!
So if you wanted to give wolves an ability that resembles grim raiders’ “lizard bite” from heroes 5; that’s an easy way to do it!
I changed the icon/ability name in my game, changed name to “pack hunter” so it fits better, but yeah it works 😀
Nice well did you read what will come in the new update?😁💪
Yess, looks amazing, waiting patiently 😀
After this update i m going to start to do all the Heroes Skill again because i saw they repeat for exemple i didn’t saw a hero Haven with grandmaster water also all the Heroes will be done according to the specialization something unique
allready tested an Amilcar hero haven with offense magic light and fire grandmaster its bursting the gamplay with rightnneous and the new reworked update 1.20
Awesome news, yes hero variety would also be very welcome 😀
Been testing 1.20 for now!
Hi, could you please teach me how to modify creature stats (e.g. damage, attack etc?)
I can add abilities, but can’t modify stats (it does nothing if i just modify stats via editor).
For example theres a problem with shieldguard right now (his 2-5 base damage and 20 hp is too much).
But i can’t change it 🙁
If you are on discord i m the user #6460 we can talk more in privat
Nu the way i m going to introduce the relationship between the Factions but how ?by adding the hattred system like in Heroes 3 for exemple Devil hates Angela etc and i need some advice for the other Factions to
yep, adding u on discord, thank you! About to crash for the night, but happy to chat about the mod afterwards
the link doesn’t work(
I just tested it now and it worked hmm anyway a new update come’s in 2 days has to corect some Heroes Skill wheel after my changes 7 Heroes have 2 skills same but also lot’s of news and fixes!!
Hi Valentine, does this mod fixed the multiplayer problems? We had probs with savegame for ready check and sync errors.
Hello hmm after the latest update i don’t have errors anymore in editor should everything works fine moreover i have someone how play multyplayer and he doesn’t have problems but very very important You must have same files even one small file must be the same everything must be the same
Wait next update will fix some gameplay bugs some changes in spells function and many more polish and news
1. So you mean that all of my friends shall have your Mod and then i should work?
We have 2 Probs in Multiplayer:
1. out of sync at some point
2. the game kicks one of our friends out of game and if i load a savegame, he cant click the ready button.
We play biggest Map because i love that
And last Question, did you fix the Problem that it was not possible to generate a random big map? I think medium map was the biggest to generate randomly.
And when come your new update? 🙂
oh i forgot something to ask:)
If i download your 15GB patch, do i have to extract it and replace it in my folder and thats it?
regards:)
Let me know if i can support you
So first the new update come’s tomorrow If i managed to finish what i’m planning and about multiplayer i never tested the multyplayer but i have someone who played multiplayer and they had same files installed.
-1 download the mod
-2 If You have other coockedpc and localization folder installed allready delete them
-3 then copy paste files from Reworked rar în c/my doc/Might and Magic Heroes 7/Mmh7game/
This proces need by every mod 🙂
In the next update i m going to fix some problems witch was giving crash and bugs plus of course Reworked things💪
Great mod, my only wish is that there was a separate version with vanilla stats for creatures.
It’s just that some stat changes really throw the balance off a lot. For example shieldguards with 2-5 damage instead of 1-2. Or minotaur with 39 initiative instead of 24.
Also some abilities are OP. Plague lamasu should have it’s poison damage halved, given it went from being a T5 to a T3 unit with a much higher growth.
Icicles on wizard masters should deal about 80-90% less damage than what they do now. As it stands icicles are outperforming denki unagi’s “grudge” by a lot.
Also i see that some abilities that belong to “uberchampion” units in 7.5 mod are reused in this mod.
For example archlich uses frost bird’s resurrection ability, and i think sanctuary T6 unit also has an uberchampion ability.
These are way too strong to use on core/elite units and will need rebalancing imo
I’m sure there are some others, i’ve only played a couple factions.
Apart from balance, this mod is really, really good! And it’s a blast to play
Hey tnx for feedback wait next update come tonight with lots of fixes balance also news and crash repairings
I m sorry can’t satisfy all for exemple i had to change some of the stats because of the new abilitys but i will balance i wana make this mod perfect!
I m working hard
More heroes will be improved repaired etc i will write in description
I recommend a change of shader or a saturation mod because the texture has been improved, can you tell which one and where to get it as well as explain how to install it?
Thanks!Thanks!
http://www.hommdb.com/mods/heroes7/saturation-mode/ here or download reshade from internet!:)
In the next update i have fixed alt tab crash and loading crash most of them
I tried loading Autosave from main menu but it keeps crashing. any idea on how to do this ?
I will fix in the next update even alt tab crash i will do update tonight!!i m sorry for this
hello valentine. The next time you use our works without mentioning that you do, I’ll report you to the site.
We spent 1 week researching and fixing the alt crash bug.
You have simply recovered the files. Thank you for mentioning it.
have a nice day.. Slyen.
You mean i should not repair Alt tab crash never?
I can’t put files from 7.5 simple like that mod has been changed overall do you think it’s simple??i also noticed when i build town hall and press alt crash very fast 🤣🤣
Je ne repondrai qu’une fois , et ne partirai pas dans le debat :
Evidemment vous pouvez corriger , mais quand vous placer nos fichier , juste preciser le .
Le crash alt , venait de plusieur materiaux , que nous avons reparer / refait ( texture de sanctuaire et frost )
Bref merci de citer les personne travaillant , et ne pas dire j ai trouver la solution. Meme si je sais que replacer les choses d un autre mod n est pas chose facile .
Je vous souhaite le meilleurs .
I’ll only answer once, and not get into the debate:
Of course you can correct, but when you place our files, just specify it.
The crash alt came from several materials that we repaired/redone (sanctuary texture and frost)
I’m not sure what the problem is, but I’m sure it’s a good one. Even if I know that replacing things from another mod is not easy.
I wish you the best. ( sorry for french)
Best Regards take care of you!
Having played more i really love that some skills that got replicated from heroes 6. Especially for sanctuary and inferno.
Really cool to see stuff like pit lord’s retaliation skill etc being added back.
Thank you for that!
I’m not sure if this is possible but giving horned demon his Taunting presence ability from Heroes 6 would be super cool. The one where he forces surrounding creatures to attack him.
Would make for a neat defensive unit in a game where most creatures’ skills are mainly offensively-focused.
https://mightandmagic.fandom.com/wiki/Ravager_(H6)
Another cool skill to bring back would be mizu kami’s Spirit link.
Sanctuary’s T4 could gain this ability, or maybe tower’s T5 wizards.
https://mightandmagic.fandom.com/wiki/Mizu-kami_(H6)
These are merely suggestions as i trust your personal vision of what your mod should be like
Thanks for your feedback this motivate me to continue finish my work
Yes i take in consideration but i have for the moment a big fight with the Heroes i wanna customize every Hero to make him unique Skill tree and specialization look Haven Academy Inferno and Sylvan
Today i finish Necropolis and Dungeon and i make update plus tones of news
Yeah, no worries 🙂 Unique heroes are awesome as well! Looking forward to what you come up with
And majority of the new abilities you’ve added are really awesome btw
I was more suggesting for some point in the future anyway haha. Heroes 6 was the pinnacle for cool creature abilities in my opinion, the devs went really creative for that game,so I’m just a bit nostalgic.
The updates have been awesome as well, thanks for fixing crashes and doing balance work especially
Yes about balancing i still need some but i will do it don’t worry and in the future i wanna make RMG more complex i mean in the map to put more things more diversity You will see i have so many ideeas but i m preparing for vacantion 3 weeks today i make update and i will move slowly in the vacantion time
Update Online!!
is the loading crash fixed yet ? also sometimes the game crashed on itself while playing when u enter some specific fights in some maps. i made sure it was the problem cuz i load it again and tested same approach it crashed but when going for different fight it doesn’t. should i re download this mod?. also ccould we add the fixes later as separete download becasue this mod is already taking a lot of time to redownload when each fix drop. Thanks for your replies in advance
Some autosave will still crash but alt tab and loading Manuel save will allways work and now it’s more stable:)
Sounds good, enjoy your vacation! 🙂