First community DLC for Heroes VII created from the original WPU project.
What is new?
- Whole new Xel town (ancient alien race)
- 18 new Xel units
- 4 new neutral units
- 4 new Xel heroes
- new Xel faction skill Mutagenesis
- 1 legendary artifact
- 3 old-new spells: Bless, Curse, Animate Dead
- 6 new combat maps
- UCP and Hades mod friendly
For easy install instructions visit the homepage of this project at: https://wpu.worldofheroes.cz/tsoaEN.html
The new Xel town works only on SKIRMISH maps (both single and multiplayer hotseat mode) and you have to select both the XEL TOWN + the XEL HERO before you start your map.
Check this quick guide for starting your first skirmish map with Xel town: https://youtu.be/NP-7aOxGfIg
+ balance pass for neutral unit Spellplague Werewolf (thanks to: MoritzBradtke)
+ balance pass for neutral unit Vermin (thanks to: MoritzBradtke)
+ fixed Repository and Recycling Pits town buildings to work as intended on skirmish maps.
+ Xel unit Cocoon was moved to unused faction of Shapeshifters so it no longer appears on the map as this unit is for summon ability only.
+ Xel units can now appear in any random stack on the map
+ added town theme music to Xel town (using the original Inferno theme)
+ fixed Bio-Titan’s stats so the Bioplasm ability can now trigger properly again
+ added 6 custom combat maps
+ added English translation for Rift Cloak buff description (from Rift Gate town building)
+ fixed ranged units (correctly placed starting projectile positions)
Great DLC! The new heroes are so cool and the spells too. The faction skill is great. I hope there will be some updates with more heroes or maps. Great Work.
Does this work with the unofficial community patch?
Sez: not yet tested but if the UCP has any overvrites in H7Config.upk it wont.
I downloaded the mod and it doesn’t work i have version 1.8 any suggestions ? thanks
bock: what game you have – Steam or uPlay? Original vanilla or expansion? Do you have any other MODs installed or have you changed any settings? Did you follow the installation guide on the web? What language is your game in?
do you plan to add the alchemy skill as well? or is/was not possible to do cause it woudnt work for skirmish maps, i remember u needed ingredients to make it work, so of course that wound need custom maps…
something else, i would like to add the content of this mod to my own mod, do you agree?
there is only one problem, the mod is too big right now, while i appreciate that u put all that custom stuff up(very useful for map makers), it is difficult to add the core features to another mod, i think the link work in the config.upk should not be so much work but i’ll have to do a seperate package with the “real” content of this mod, so the file size isnt so big, if i find the time i’ll do it but is there any chance u alrdy have such a package with only the creatures and their abilities and the xel town etc., without the unused stuff i mean (-:
happy christmas days!
Here is the license text: “License allows you to use the product without the need to pay royalties or other license fees for multiple uses, per volume sold, or some time period of use or sales. Products published with this licence may not be sold, given, or assigned to another person or entity.”
So yes, cant give it to you for re-usage.
Hey, the Alchemy cant be added as its scripts dependant + you need custom items and hero, The Alchemist.
Also I dont have separated UPK files and it will be very tedious to relink all the stuff and re-copy the assets.
And for the usage of my mod in your mod – I would have no problems with that at all – but all the models are licenced on one use only and by reusing them will break this licence. So you would have to re-buy them all and that will cost you a fortune :O)
So I am sorry I cant help you much but I am looking forward to your mod!
it is no problem really (-:
i might do a modification for myself so i can use my own mod with ure mod anyway but if it is not allowed or just not allowed to upload this, ill keep this for myself of course…
so no need to be sorry at all (-:
so i was digging in this mod contents lately and was wondering about some units… ill check again later but there seems to be 3 new factions, xel, some bossfaction and another…. the boss faction are all golems it seems and they have a LOT hitpoints, i was thinking about adding em as neutral units but i guess they are for story maps as some sort of boss… im thinking about adding the xel faction as a faction for rnd stacks right now but im not if it is possible yet, would be nice to have all xel units in critter stacks as well, only other solution would be changing em to neutral units and adding em as neutral units to the game but im still thinking about it :3
For those units stats you can check them here (old WPU web): https://wpu.worldofheroes.cz/jednotkyEN.html
And yes, all golems (Shapeshifters faction) are H6 boss-like units with huge HP pool and buffs and debuffs.
C’sura was the story faction and there is only one (easter egg) unit with gangam style idle animation 😀
thx, that site looks awesome (-: very good info site
So if I understand, I just finished (lol) my mod, say that it is functional, but I have to work with my h7config containing the pandragon mod, so I do not have the right to benefit the community? Knowing that I did not use your models, but that the xel army is compiled in order to have the maximum army ….?
Hey, I will reply you on HC Messenger to not spam this site 🙂
Hmm in reflection, there is only my h7 config file which contains the presence of your army, my package does not have any of your data so normally it’s ok, just the person who will install without having your mod will get an error message at launch, saying that the game cannot find the wpu files …
Ahh, thats completly fine 🙂
Maybe inform your users they need to download WPU files to avoid this error message.
is there a reason the bio-titan has 0 luck even his special ability only triggers on luck hit? i thought as this one is a neutral unit it would have been designed for critter stacks as well
It was intentional because of the Wheel of Fortune ability (to add Luck every turn but remove defense). But during the betatests we found out this ability caused hard crashes of the game so it was removed.
Thanks for bringing this back as I forgot to set this unit luck at least to 10-20 so the Bioplasm can actualy trigger :O)
Will be fixed in next upcoming patch!
When will be Gate of the Elements released?the Conflux Faction??i saw Something in the forum,have someone an ideea??
Thats not my mod so you have to ask Kurek, the maker of the Conflux town here: https://www.forum.acidcave.net/topic.php?TID=2989&pid=159259&page=22#159259
I really miss Inferno Faction!!!!
Inferno mod is in the making by sylen: http://heroescommunity.com/viewthread.php3?TID=46752
Is there a way to change the text to English? Thanks.
Check the installation guide here: https://wpu.worldofheroes.cz/tsoaEN.html
All you need to do is place the WPU.INT (English translate) to the folder mentioned in the guide.
Is someone thinking about a global mod like Heroes of Might and Magic 7,5??:)
Not me 😀 There is UCP mod/patch which somehow “fix” most of the annoying bugs left in the original game but the real task is to “fix” the poor AI.
Indeed Lordgraa. The worst of worst is AI beeing super weeeeak!! And hire empty heroes for nothing. If someone can fix this, my dream game is here.
I have a question…….why don’t we see creatures from Inferno and Xel on the map as often as from the other factions to defend artefacts or resources etc … ???
I think it depends on the mapmaker – if he place specific creatures on map or use the “random tier X” placeholder. But just yesterday I saw some neutrals from this mod guarding a treasure 🙂
Also if you play official campaign you can see some new monsters too :O)
OK, from patch 1.6 (uploading soon) all Xel creatures have a chance to be as a random stack on the map (guards).
I assume this is known, but if you get a random creature on a map and its the cocoon, its floating 100 feet in the air on the map
and in battle it stands there and explodes…. fights over
Yeah this is bug, I will remove it from the encounters as it should be only for summoning ability of Mine Devil.
Ty for spoting it 🙂
Hi! This is great mod but what happened to original, huge DLC project “Wryn Pendragon: Umbramancer”? There was supposed to be a brand new map (world), 3 campaigns, many more units (one more nation?)… And suddenly the project was closed (after open BETA!) – only the “mod” option with the new Xel race remained …
Nevermind, I found your topic on this forum: “http://heroescommunity.com/viewthread.php3?TID=45290&pagenumber=1”
Too bad it ended up with the “mod” option only. But thanks a lot for a great job and sharing your work. I play the Xel with real pleasure.
And yes it was a hard decision but without it you wouldnt have nor WPU neither this mod.
My vision from the start was to show others it is possible to create a new faction for H7 and I am happy there are more fans working on another towns or already completed ones (Inferno by Sylen for example).
I played on Gauntlet map (scenario, but works with Xel – only start hero is from another town) and I’ve noticed a few “things”:
1. Caravan from Xel town is invisible on map, there is no unit/symbol/animation – but works fine.
2. The siege of the Xel town looks like siege Dungeon town – all is the same, there is no new graphics.
Besides that, everything seems ok.
is the necro unit old skeleton not for ingame use? guess not ^^’
i like the idea of big versions of some units as boss monsters, i guess for some it can be quite funny or interesting, other would look just awful tough xD however, i tried this unit out but it is way too strong for his powerlevel, it has like 4444 hp but only power lv of 500, guess ill just remove it then as im dont know how to power level scale new units like this one
It was prepared for the WPU campaign maps so yes, its not in the TSoA DLC. As it was tied to an adventure map object.
You can scale the power level as you like. Or check any champion unit and use the HP/PL ratio to count boss power level. But I think the game use this number only to tell heroes how “hard” the encounter is. Not sure if AI checks PL in any way or its just for human player.
Ah, okay, I’ll see what i can do. Thx. I think AI uses this too as it has to evaluate what too attack and what not as well, if the enemy is deadly, i dont think the AI would attack it.
Hey LordGra. Can you tell us please what software u use to extract heroes vi models? Thankssss
Hello, sure: https://www.moddb.com/mods/might-magic-heroes-vi-ultimate-overhaul/downloads/homamvi-convertingtools
Hey Lordgraa. Would you be so kind to join our discord please. We have so many questions that you may answer and it’s easier there. We have a heroes vii special channel. Please come.
Hello lordgraa i have a question…it is posible to extract the visual effects of spells from Heroes V ??
If it’s possible can You pls tell me what program should i use pls??
Sorry but I do not MOD Heroes V so I dont know if its possible or not. But if those are just particles like in Heroes VI and VII then you will need to re-create those from scratch in the UDK editor for H7.
Hi there! does this mod work while playing online? I want to play it with a friend and it says that it works in skirmish and hotseat multiplayer. But can it work for players online with the same mod?
Hey, never tested it online so you can try it. But H7 are better played in local multiplayer as the online bugs from time to time.
But try it and report if it works or not.
Hey, i have downloaded UPC, this mod and Hades mod, in that order. However, this one seems to do not work. i cannot choose Xel faction although it appears in the “lore book” section in the game (it does not appear in the Heropedia)
Can anyone help me? ty in advance
I think Hades removed my mod in the latest update so thats why you cant play as Xel. So rather download only Xel without other mods or check with Sylen if he still supports Xel with his mod + UPC.
And dont forget to keep the installing order otherwise you can get some messy results: 1) install UCP mod, 2) Install TSoA mod, 3) Install Hades mod.
Hey ( : Are u aware that some of the xel units are a bit unbalanced? I didnt check em all but f.e the vermin unit is too powerful. It should be a strong core imo but it is no big deal, however the stats need to be turned down, u’ll notice this if u compare the unit with the sylvaan base hunter because they are very similiar stat wise. too much hp, too much dmg, too much destiny+leadership and the unit is pretty cheap to buy for its value, the power value would have to be higher if it stayed like this because u notice it when u are fighting em as they are more challening as the game calculates it for you, ive changed the values myself but i can send you a recommandation if u are interested? also the time control effect on the vermin looks out of place, i would just remove the effect, just some feedback, gl on ure projects ( :
Hey, I have no longer time to follow all the feedback so If you have some balancing proposals just send them to me and ill look into it 🙂 Thanks.
I didn’t do much yet but i’ve overhauled the vermin’s stats, i also just realized that the vermin is no xel unit at all, only a neutral, sry for that 😡 I have just noticed that the vermin was/is too powerful so far.
I just used the hunter unit stats to compare and tried to figure out the stat weight on diferent stats to make it more balanced while still tyring to preserve its unique stats and i came up with these changes.
The unit also wasnt set on shooter AI but fighter instead, not sure what difference this makes tough.
Creature Lv: Strong Core
Xp Gain: 29
Cost: 100 Gold
Power Value: 98
Minimum Dmg: 1
Maximun Dmg: 5
And i forgot to add: Vermin’s swarm feat has a Quick Combat difficulty adjustment of 3 but it should be 1. I guess this is used for quickcombat results so it would matter.
OK, your proposal is now patched into the latest version (uploading now). Should you have more balance feedback, just let me know 🙂
I can’t have ucp hades and ashan mod ucp goes at the same time and then either ashan or hades, it says here that it should both go some advice?
I would ask Hades author as that mod is still changing (now into Heroes 7.5 mod). This mod hasnt changed and so it may no longer be compatible with the new hades mod.
It seems that u overpowered a few units a bit,
here is a suggestion for the neutral werewolf unit.
He is a strong core in your version but his stats are a bit too high just like the vermin was compared to his power value.
I used the Guardian haven unit to balance the stats a bit better, to have something to compare it to.
Creature Lv: Elite
Xp Gain: 91
Cost: 216 Gold
Power Value: 300
Minimum Dmg: 6
Maximun Dmg: 11
Hey, Moritz, glad you are back with your balance proposals 🙂
Yes, those units were supposed to be bit OP due to them being used in campaign maps. But now when its in global mod and no longer a scripted map I agree those should be toned down a bit.
I will take a look at those numbers and will update the mod.
It is no problem ( : I still enoy this game and the modding, and u created some cool new creature units and i’m glad you like the proposals! I’m rather busy with other stuff (and games) lately but from time to time i still put some time in this game, hehe (-:
not sure if u noticed already but i missed that the werewolf has a luck ability D: prob best to give him 10 DESTINY and i would reduce INITIATIVE by 5 and both ATTACK and DEFENSE by 1 to make up for it, easiest fix and i think it fits in
Thanks for your sharp eyes!
Will update the stats soon.
Can you have Xel and Hades at the same time ? When i install Xel there is no hades any more
Check their discord for compatibility as their mod is still evolving: https://discord.gg/4YNEGm3S