Game:Heroes VII
Mod author:MoritzBradtke
Last updated:May 27, 2023 at 09:58
(131 votes)

Hereos VII Mod by M.B
I’ve also started a Discord Server to discuss anything related to the mod more easily, check it out if u feel like it
Discord link:
Donation Link:
(This is totally free, just in case that you like my mod and want to give something back, every amount is apreciated and will eventually give me some motivation to further improve the mod and to continue working on it, i can not give any promises though)
important note: i recommand to play scenario maps on easy if u have problem with the map! difficulty was changed in this mod
last loca effort in English: included english loca work from user kelanved!
i am not sure how much % is translated right now, thx for the effort again (: he continued this abondened task 😀 Valentin translated a part of the mod long ago as well,
i didnt check any of the locas though but i hope they are good
user Valentin did a France loca for a part of the mod as well but was a while ago, thanks for doing it!
these alternative locas might not be complete and there might also be errors in it, they might be a bit different from the source language as well, i dont have time to check the alternative locas and if u want to help i recommand to contact the person who is doing it
last Czech loca effort: V1.46
big thanks to user Chairtmin and to the person who wants to stay anonym and has continued his work (;
I’ll also publish this text.file as open source as a help for further localisation efforts of any kind, uptades, other languages etc., please contact me if u want to do a loca for your language, i ‘ll uptade this link with the most recent file in the case
uptaded for 1.62:
This is my personal Content and Balance Mod for the game Might and Magic Heroes VII. I enjoy the game a lot. This is an ongoing Project i would like to continue when i have time to do it. So feel free to try it and give me some Feedback so i can improve this mod even more (: I want a fun and balanced game after all so im up for suggestions!  be sure to check back for uptades at some point if u love the game as much as me (: Have fun!
i recommand installing my mod as the last mod if use several ones, but since im using files other mods do as well, the last mod will always overwrite the previous one,  if u are unsure about this, just delete ure “cookedpc” Folder in documents/mygames/hereosVII which contains all files which overwrite game files but not new maps (u should always install and delete mods this way, dont touch the files where the game itself is installed on f.e C:), i cant give support if u want to use several mods at once and combining mods can always lead to unwanted side effects

almost all changes are listed in readme.txt and there is an install/uninstall guide as well,  this mod only supports a few text languages, so some wrong/messed up  tooltips can happen but that doesnt affect gameplay, in game change text language under options but u might have to download loca first in uplay, if u want to help translate it to other languages, let me know

if the mod causes any Problems for u let me know,  if u find any Bugs let me know

H7 Mod by Moritz Bradtke
Reworked H7Improved Version…
i wanted to use my experience with the game and put together another mod which improves the game by dealing with the most important bugs while also improving gameplay aspects.. currently only supporting german,czech localisation, also thx to UCP for collecting/tracking so many bugs, im using some of those fixes in my mod and a few other changes as well
List of all changes, more to come, mod is still in development~
1. firewall 1 turn
2. blizzard 1 turn
3. poisoned blades, acid spit and withered venom now treated as poison(so units that take less damage from poison…works now)
5. ancient tree changes: his retalation fixed, entangled roots treated as movement reduction effect
6. leading by example wasnt working for ranged attacks, still not working on retalation?
7. stonespikes spell in the spellbook doubled dmg of several abilities when also earth knowledge III was learned
8. putrid bones necro now also working on retalation
9. maneuver ability bugs fixed
10. most spells start rather weak now and scale mostly by magic, usually they no longer scale with magic skill ranks and aoe spells are a lot weaker, however they are still useful but it depends on you to make the most of em, aoe spells are still good but they are weak and drain too much mana on low lv heros esp. without upgrades so they are better used on higher lv heroes with a lot mana, this also helps to balance em better compared to might heroes
11. changes to spells: burning determination(rdy),inner fire(rdy)… now affects the whole battle site, effects are changed, are stronger than before bc sometimes only 1 turn and the corresponding wisdom skill is a weaker upgrade because these spells are allrdy quite strong
12. changed construct ability: now constructs arent immune to poison anymore, instead they take 50% damage, was a necessary change because AI will ignore this and cast spells on em they are immune to to do undead/
13. firebolt weaker now, nerfed overall initial dmg, same for sunbeam
14. fire magic burning debuff only 1 turn, overall weaker 75% of firebolt
15. alternative skin for haven unit abbot
16. added nomeele penalty skill for units who dont have meele penalty
17. fixed haven ability opertunity retalation not working (thx to UCP mod (-: ), however for some reason justicar is attacking trice on regular attacks, not sure why so i fixed this also he longer attacks twice on oppertunity retalations
18: hall of heroes: no more heroes from other factions available
19: removed caps for morale and luck
20. added a custom hero for haven, lots of custom stuff for her (-: Jesabeth is name
21. changed firewall spell, balancing, only 1 time dmg and 1×4 now 60% of firebolt
22. AI changes: AI Resource income multipliers on skirmish maps… easy: 0.75->1, average: 1->1.25 hard: 1.75->1.50, deadly 2.5->1.75 and…AI start resources multiplier: average difficulty: 2->2.5, hard 3->2.5              deadly 4->3 …AI creature growth multiplier: easy 0.75->1 average 1->1.25, and lost hero rehire cost down like 50% cheaper, that is so because new heroes cost more now it scales with amount of hereos u alrdy have, helps with AI spamming heroes, max hereos 5 for AI player but needs tetsing, also lowered amount of money saved for hero recruiting i guess and AI might start sooner with recruiting
22-2: player change: player start ressourse on  shortage: 0.2-> 0.4, limited 0.6->0.7
23. Warfare: now u get the default attack warfareunit when u skill novice and the support one when u skill expert, also offensive warfarunits now work with charges, means if u are out of charges(muni) u cant use em anymore, amount of muni varries with warfare skill, artelery barrage only 1 shot, imp.durability now also gives control of units and this effect is removed from artelery but artelery gets something new, healing sister healing power decreased a bit expert and above because she can resurrect now with rightenous skill 2D body texture for heroes orna and murazel on skirmish maps, new classes for these heroes, changes some stats,skills,abilities here too
25. more realistic scaling for creatures on and combat map (prolly not 100% finished, might need some finetuning)
26. morale effects: +25% movement and damage
27. few changes on rignteousness skill: moral changes, healing sister works different now,blessed words effect: 10->15
28. new effect for light magic sunbeam on upgrade
29.light magic celestial armor manacost down and spell is stronger now
31. changes to brother in arms righteousness skill, moral for all units but weaker
32. changes to leadership skill and some abilities in the tree, now also gives more units when governour, tactics adds ini and reso adds damage reduction, changed master skill in leadership(mainly to help AI) might sill need some tweaking to avoid unwanted actions,
33. changed few things about diplomacy, tried to make the skill better overall, for AI and player, removed mixed faction army penalty on morale
34. balanced sunburst spell and fireball, 75% of firebolt, also sunburst upgrade effect now only 2 turns but much stronger( was a bit weak before compared to other spells)
35. fixed bug with alesia spec
36. changes on exploration skill similiar to diplomacy,
37. added 2 new creature abilities for haven angels and academy gargoyles
37. edited spell lightning burst, now only buff no more debuff, will never harm friendly units, will now also activate when the unit is attacked in meele in any way and dmg is +50% of firebolt, balanced lightning bolt as well, schocked debuff only 2 turns instead of 3 for all spells
38. scholar skill effects changed, instead of -20%mana, now -10% mana, also soul harvest from 20 mana down to 10
39. reworked spell heal, AI is not using this btw, so only for player feature, different effects on upgrades now and can also remove negative effects, only single target
40. fixed bugs with shielding and treant synergy abilities, ucp fixes here, also removed spell tag on treant synergy
41. switched stronghold centaur’s meele attack and the crit animation, so now u can actually see when the unit attacks in meele and when in range, means crit animation will be nothing special tough~
42. improved attack visuals of pixie and sprite unit by addind blossoms to the attacks
43. changed firebolt visual to reflect balance changes more, is called firstrike now and primary fire spell
44. halfed default flanking dmg bonus
45. balanced fire sientry spell
46. rune priest now uses his crit animation on critical ranged attacks instead of prior in meele
47. magic immunity changed because AI doesnt take this into account when casting debuffs on units with it, so far gargoyle got something new
48.halved amount of defense gained through “defend”, AI rarely uses it, i want to avoid abuse through player
49. bug fix: justicar attacks trice instead of twice on regular attacks
50. gargoyles got new ability from ucp mod
51. righenous skill now also increases spirit
1.corrected mana cost of sunbeam
2.corrected lightning burst dmg under new condition
3.aura of purity changed a bit
4.some changes on effect tags so removal abilities and debuffs work better together
5. sprite and pixie dmg lowered from 2-2,2-3 to 1-2,2-2 but they get a new ability, oak dryad got a rework new ability and stats changed a bit,  dryad also a mage now and vanilla gift of life ability disabled for now
6. better visual scaling for some units
7. haven choral of believers gives +4 magic for light magic as well
8. i replaced wolves with griffins in haven tech tree and switched realted factions of em
9. some balancing on celestial armor
10. omg this one was hell, i thought oppertunity retalation has been fixed in ucp mod but it was still bugged for fome reason, esp. with cleave, i tried working with ucp archetypes but nothing worked so i had to change a lot because way too many attacks were triggered, also works only once a turn now because it was unbalanced with unlimited strikes
11. scattershot has beeen changed, lizardmen ability, AI will now use it, it didnt do before, once per combat
12. face of fear bug fixed, targets loose their turn when they didnt act yet the combat turn they were buffed
13. despair spell, the spell was changed in V 1.0 but i didnt list it, spell wasnt rdy tough so now working as intended with the proper changes, upgrade effect is still missing though———————————————————————————————————————————————————————————
1.some polishing from previous release, aoe direct damage magic stronger again, should be about 1 to 1 in most cases if u hit a good amount of units compared to the single hit ones when it comes to mana dmg ratio
2. turned off mana use in quick combat so i think AI and player will not use mana in quick combats anymore, so AI should always have full mana when u meet it, i dont see much benefit in having it enabled atm, quick combat fights are pretty obsolote usually anyway and not much mana would have been spend so chances are high it does more harm than it does good and AI doesnt need this handycap in any situation in generel
3.i reverted some changes on heroes like higher costs for new heroes or number of max heroes, i dont think it makes much sense to change anything here, prolly doesnt help, guess we have to live with AI spamming a lot heroes, therefore i also restored the difficulty bonus on ressource income, AI is swimming in gold anyways, not much benefit trying to alter it, im not good at all in understanding how AI handles economic decisions, so i wont touch this anymore for the moment
4. nerfed reneweal and soul harvest mana amount even more cause spell users are still very strong compared to might heroes early game
5. changed scholar effects to -2 mana instead of the introduced change of -10% on mana cost, feels better overall this way
6. spell changes: fireball removed friendly fire here and different upgrade effect, burning dot dmg down,firewall balancing, sunbeam miss chance down, im removing warefare units as targets for aoe spells over time,lightning bolt change
7. prime magic skill changes, more magic boosts
8. paragon skill changes, exp reduction but mentor up, new and changed abilities
9. balanced chain lightning
10.reworked dark magic weakness spell and added 2 new effects for the upgrades of weakness and despair
11. added a fix to rune stone adventure object, was spawning traps which heavily conflicted with current AI behaviour, should be better now i guess————————————————————————————————————————-
1. polishing from previous versions… bugs,balancing etc.
2. fiery sentry hits visuals a little bigger
3. the fortress relic sword with martyr had a bug that was crashing the game on use and the spell on it actually didnt work as it should
4. restored vanilla flanking value and caped morale and luck at 75 again, max defense modifier was changed to 15% from 30% and max att mod to 450% from 400% so the defense cap isnt reached so easily
5. there is a penalty for having troops from different factions again but it is lower
6. resistance skills changed: -50% from spells and effects changed to 25% just as attacks from that element, and for immunities some immunities will only half dmg as i changed magic immunity, only doing this for darkness and earth immunity for now, not the best solution but better than AI casting spells into nothingness, it is planned this will not affect creatures special affects though they shall still be immune f.e magma elemental against fire breath add dmg, (just an example), also magic immunity gives immunity against extra elemental effects from units again f.e posioned blades but magic dmg is still halved for balance reasons
7. reverted change with fireball friendly fire, i just noticed AI doesnt mind mana management so i was thinking what i could do as AI will even cast spells like fireball or sunburst on single targets sometimes, so this is difficult to balance for a human vs AI match obviously, so ive decided to avoid these 3×3 spells as good a spossible, they are still going to be weaker as planned so human cant exploit em so easily, so this is basically more in line with the first version note 10.
8.more ammo for offensive ballista, this is only 100% working for haven atm
9.i said most spells no longer scale with ranks but i did some more testing and ill change that again so all spells do not only scale with magic but with the skill rank as well, however the improvements per rank will be weaker than in vanilla but this is still work in progress
10. bug: einheriar throwing hammer skill was missing attack check box so did not scale with attack
11. some polishing on effects like poisoned blades when attacking a unit with resistance to the element, i hope all resistances work as intended
12. balancing for spells: firebolt,fireball,firewall,burning dete and inner fire, also sunbeam,sunburst,heal,lightning burst+bolt, scholar skills up to 4 mana as i plan to increase mana cost of spells for better balance overall
13. removed stunning blow from gargoyle again and gargoyle now starts with magic guard right away, i try not to later unit balance with more than necessary skills for now but i want to add/change more skills as i i did for
the angel/lizardmen/pixie/dryad f.e but i dont want to overdo it here right now
14. ive created some nothing special artifacts for might heroes they can start with on skirmish map, it helps em a bit on the rough start compared to magic heroes, added for some factions so far
15. uptaded eldrics spec for griffins
16. updated fortune spell, uptaded timecontrol spell, added upgrade effect
17. removed magic boost from prime tree skill ups again——————————————————————————————————————————————————————————————–

1. polishing
2. added some custom heroes to the game
3. frostbolt and armageddon balancing, regeneration and stoneskin spell changed and added new upgrade effect of winter and stonespikes balancing, poisonspray balancing and changed upgrade effect
5. added new changes and stuff to haven hall of heroes heros and my custom heroes, i also checked all haven heroes’ classes in an effort to improve the way AI spends the skill points, so ive changed the default skills of some classes a bit but only minimal as i want to keep the vanilla preset mostly, but esp. rnd skilling will yield less “rnd” skills because that causes a series of problems sometimes also i dont think a priest with fire magic is very meaningful or a pld with earthlike poison magic
6. changed retribution spell and added another upgrade effect, now called divine strength
7. i reworked light magic tier spells bit so it works out better for the game and its possibilities, f.e heal is now a tier 2 spell and the old retribution is now tier 1 but it also has different effects than before
8. little nerf to uplifting light skill
9. kind of finished the haven faction with this uptade… in line with the changes on light magic, there will be some adjustments but i think the faction is in a good place now
10. added fix from ucp mod to cabir soldering hands, works a bit different now tough, unlimited use but cabir needs to be right next to the construct on turn start to use the heal skill, also no longer targets completly dead unit stacks, ill remove the “target dead function” from the heal spell as well as the reason for this is if u heal a dead stack 1. it looks strange because there is no getup animation and 2. sometimes u get the wrong numbers like only 1 unit revived, ill keep the tier 4 resurection spell as it is for now tough obviously
11. switched wolves with griffins for haven for heroes and tier 1 dwelings
12. i added some new or changed specs to haven and my custom heroes for some diversity, some of these are from the upc mod and some are weaker specs but then the hero will be stronger by default
13. some heros have creature growth specs but they dont start with a lot of these units, i want to change it so the starter heroes are more diverse while still balanced, introduced for haven so far as everything i do the first time :’D
14. i added some new abilities from ucp mod but only for neutral units, i dont want to change the faction balance right now
15. reduced summon elemental mana cost a bit, not sure yet whats best but i think 50 was a bit too high
16. ive nerfed a few magic + like hero specs and i halved the bonus to attack in the warfare tree for the offensive ballista for the haven ballista, also nerfed haven christian spec a bit————————————————————————————————————————————————————————————————

1.polishing, esp. with neutral units new abilities but other stuff like bugs or improvements on this mod’s content in general as well
2. combat camera may be moved more freely now, rotate degree increased and u can zoom in much more
3. haven opertunity reta works unlimited times again just like unmlimited retalations, but it is still limited to 1 hit each attack as justicar
4. christian spec was nerfed a bit again and ive reduced the attack boost in warefare for haven even more, it down to +1 on each rank in warefare to a max of +4, i did this because warefare still was very strong last patch, if it feels good ill do it for every faction
5. light skill uplifting light default value of +3 morale again
6. i changed griffin unit, now has the ucp ability griffins resolve as base ability and on upgrade unlimited retalation, i removed dive attack as it was casuing several bugs and i didnt like the way the ability worked to be honest ^^’
7.i reworked sylvaan erder druids thorns, this ability was a disaster, buggy cause AI was trapped in it, AI didnt even use it and looked rather bad visually
8. prime skill novice change switched one vanilla skill back in, regeneration spell didnt work properly with upgrade and it was too weak so i buffed it but im still not sure if it is good enough it costs only 10 mana right now, however should be better now
9. sylvaan mark of avenger skill now also works with spells cast one one target, might also work with some aoe but would only affect the primary target i guess, impede now also reduces initiative, i changed natures wraith, it no longer boosts magic as it was quite bad design u had to wait until end of the turn to get the most out of it what was kind of silly because usually u want to cast a spell as soon as possible making it contraproductive, it now acts as the manareg skill for sylvaan as it will regan mana each turn instead
10. added some visual effects on some abilities, also added a fiery crossbow effect to kobold pathfinders, it doesnt have any gameplay effect just looks nice (-:————————————————————————————————————————————————————————————————-

1.polishing on various stuff like it’s used to be
2. griffin has unlimited reta again and upgrade got the griffins resolve ability which i also changed and reworked
3. ive removed the -attack penalty for defending and waiting for bastion, always disliked that one, like u get penaltied for playing the game -.- or game wants to force u to rush in and die… xD
4. ive increased the distance you can zoom out on combat maps so u can see the whole map a lot better now
5. ive added all new combat maps from the combat map mod found on hommdb, i think it is from romansen
6. maneuver ability will now ignore the “no retalation ability”, i just observed this and i didnt like it, centaurs will not move away nor retaliate if they are attacked with this, i think this feels odd as they are supposed to move away before retaliating what should negate the “close combat no retalation possible effect” so i changed it, at last i think that is what “no retalation” is supposed to mean, big range heavy attacks or similiar that make it not possible to retaliate, u could guess it is supposed to cripple the enemy as well so they cant counter at all, i guess u could argue here but it only effects the centaurs so ill keep it for now
7. dungeon confusion abilty should now also work with other attacks like spells but only primary target prolly, needs testing maybe, same for mark of avanger ability, also mephisting scent abilty damage increased by 150%, also buffed weak spot ability on stats +3 to +5 cause looked underwhelming, also dead angle ability no longer sets attack to 0 when conditions are met, instead the enemy cant retaliate at all, previous one was kind of meh, i hope it is not op but should be fine as expert skill and since only full flank, i added a visual effect to smoke bomb ability and also the basic shroud buff, and last i added the shroud buff another effect, same on all ranks: 10% chance to evade attacks and 10% (resistance) against spell dmg, this is more of a buff to dungeon faction but shroud was a little boring,
8. neutral lilim can now fly and i changed her a bit so she feels more interesting than before
9. nerved despair spell a bit
10. i corected dmg and mana cost of these spells: despair and weakness(for sake of my mana <> dmg ration changes) and i lowered fortune mana cost to 10 as it has less bonus effects than the other similiar spells
11. mesmerize ability of dungeon medusa and lilim now only act in meele, not anymore in range, i think this is a good change, it felt op working on range and it makes more sense in meele
12. i added a new ability for the medusa and the upgrade
13. i added some nice visuel effects to some caster units ull notice sometimes, dryad, medusa and druid and i changed the dryad unit again, she is more similiar to vanilla version again and i changed the way her new abilities work, she is more balanced now i guess and the new effects are nice gimmiks
14. pixie and sprite deal earth dmg now and i changed em, their new skill no longer does damage, dmg is same as vanilla again and they get some malus for the new -luck effect in terms of fire vulability
15. i halved the +magic value on the strong neck artifacts for a specific school, these were op as hell, seriosuly :<

important note: some new abilities ive created for the game work automatically as soon as u have finished moving, there is a minor bug, u may NOT change the direction the unit shall face when u select where to move or these abilities will NOT trigger, the units will usly auto face the closest enemy anyway so usually it is not necesary at all, so keep that in mind, i cant change it i think but it should be fine anyway if u pay some attention———————————————————————————————————————————————————————————————

1.polishing on various stuff
2. i added the bug fix on some artifact sets from the ucp mod, didnt test this myself but i guess he was right about it and i didnt want to unpack the package myself again :<
3. changed lighning bolt spell again some balance and mechanic change which is more similiar to vannila version, cyclone balancing.. is 3×3 now by default as well
4. overhaul of some aoe spells, some alraedy previosly edited still were too strong as well, f.e: firewall 1×2 instead 1×4 now and mana cost 30>35… some aoe spells are way too good in way too many situations and rly are in need of some nerfs but this is a somewhat difficult topic, also the AI is rly bad when it comes to 3×3 targeting what most aoe spells are… another reason these spells need nerfs as it can be easily exploited by any human player, some more changes here: fireball,cicle of winter and stone spikes mana cost changed, sunburst mana 50>55 and can friendly fire now as well, fireball has the dot on upgarde again, chain lighting mana cost up and dmg as well
5. earth knowldge 3 stone spikes effect on dmg nerved and this skill works now while i think i’ve also cleared the bugs related to the skill
6. tried to fix a bug when units attack enemies with cleave while the enemy has maneuver and can retiliate and so moveway after the first attack, however cleave would still proc and hit in the air and cause dmg
7. centaurs are a bit taller now
8. fortune and burning dete now give core units more damage boost, at last if the magic stat is high
9. hero spell poison works on undeads but the dmg is reduced by 25%( i cant lower it too much as poison spray is an important earth spell for the AI and like every neco unit is undead, would cause heavy balance issues), however poison from units will still not work and aura of purity will cancel almost all negative effects as it has always worked i think but it will only half posion dmg from heroes… main reason here is earth magic school depends too much on posion dmg at times and making many units immune against poison is not rly balanced at all as it can disable spell heroes quite fast
10. i think the reworked buff spells are too cheap, so ill up the mana costs here, most cost 5 mana more now, regenaration spell only last 1 turn now as this one is diff to balance and the trigger will change, also stoneskill will be nerved as it is too good and to cheap, stormarrows was changed but i still have to finish the spell, time control only 1 turn now

11. i changed some animations of the emerald dragon so he is a bit more interesting and he upgrade from green dreagon is more clear
12. new retribution spell “divine strenght” now adds morale instead of defense
13. i added effects to the child of darkness ucp ability from shadow panther and also changed the ability a bit but the dmg part when moving through isnt working atm and idk why
14.i added new visual effects to the haven angels and the chaplain and abbot, esp later one has a brand new meele atack animation and that one looks sooooo good, it is rly a sexy meele attack :< just amazing lol
15. i changed the new griffin abilty, is smoother now
16. the ini boost from altered explo skill works now on each rank as intended
17. sprite unit has 5 luck less for balancing reasons as the unit has a new abilty
18. banshee and skeletons got a new ability, it is nothing special but for now it is better than nothing or the old ones i guess, skelletons now have -5luck and the upgarde has 5 luck still but 0 defense to make up for the new ability, the ability has 2 tiers
19.ive fixed the new leadership master ability i created a good while ago and seems it didnt work as intended
20. fixed messy fire aura from phönix
21. added visuel effects to banshee and ghosts attack and critical attack, were a little boring units, i think a lot units lack some special effects :<
22. lightning burst now costs 25 mana and has 2 charges
23. the phönix had an unused ability animation but devs didnt use it, i changed how rebirth ability works and now the phönix uses this animation, this might be not balanced yet but it works like this: when a stack with phönix units decreases 2 times so f.e like this: 1 phönix dies…then another phönix dies or any other amount but it has to happen 2 times, as this unit has a lot def and hp, usually it wont die so fast but if it happens to die completly, it will stay dead and this ability wont trigger but if it doesnt as soon as the stack decreased 2 times like described above the stack will recocer health based on the stack size at the start of its turn, so for neutral enemies the stack has to have at last 3 units to see this effect(actually the ability doesnt change so much anyway, old one woudnt even proc with only 1 phönix) this effect can procc 2 times every combat——————————————————————————————————————————————————————————————-

1. buffed phönix rebirth ability
2. polishing on various stuff
3. u can now full rotate the camera on adv. map
4. i halved camera movemnet speed in combat 2k to 1k(documentation), this is for testing as camera sometimes moves to fast in combat when u zoom in to take a closer look and seems it helped
6. banshee has 0 def now, this the trade off for the her new ability, i just forgot this last patch
7. nerfed haven wilhelms spec a bit
8. balancing for the followings spell: light celestial armor and mass regeneration… these are stronger now but also cost more mana, also celestial armor’s stackable effect was changed, also i changed the light spells rank order again so it fits better and esp. fits this mod’s changes
8-2: i ‘ve uptaded haven heroes start spells and some custom ones as well to reflect these changes, also reworked cleansing light
9. some spells i changed sometime give stackable effects, like cel armor now or burning dete or inner fire… there is a cap now for these effects, so u can not stack em infinite they rather replace themselves, main reason is that i need to keep some stuff more clean because i started working on the dispel spells but i think caps a a good thing to keep stuff more in line and balanced usually, this sounds like a small change but getting buffs to replace themselve and “stack” on creatures so they woudnt conflict with other game mechanics instead of just spamming the same buff was more difficult than i fist thought
10. frezze/crash when entering combat sometimes should have been fixed
11. balanced entangle spell and changed the the earth magic line a bit
12. buffed light heal spell, more mana efficient but might need more changes
13. changed some AI priority stats for some spell buffs i changed(this is for my personal documentation rather)
14. improved aura of cleansing ability visuals
15. sylvaan faction and dungeon only need magic guild lv2 as requirenment for champion unit buildings now, necro doesnt need any magic buildings for the champion units now, i did what was easy so all factions could have easier acces to the chamion units now
16. i’m working on fixing an AI problem, i started on the freemage gloves which give lighning strike, problem is AI doesnt recognize that imprinted artifacts can only be used once a combat, in fact the AI will and can use these artifacts unlimited amount of times, so i want to adress this issue by changing the way atrifact abilities are added/removed, this might cause some unwanted behavior with those but for now im playing around with only the freemage gloves and i think i was able to fix this bug, only letdown is that the quickslot menu wont always recognize the imprinted artifact now so u might have to select em from the spellbook most of teh time, ill do this fix for every imp. artifact that causes this problem for the AI but im not sure if the AI even uses all imprinted artifacts
17. improved fortress soul fire ability, this ability was a bit confusing as it didnt work like other aura effects, soulfire would not trigger even if u are standing right beside the dis/valkyrie, however the tooltip looks like this had been intended tough, now the buff will always work for 1 turn at last and be refreshed when a friendly unit starts his turn beside the dis and also when just passing the dis but not vice versa, also added a bit more visual effects and changed the tooltip so the ability is more clear on what it does
18. i switched the AI turn music out and replaced it with the inferno theme, yes there is actually an inferno theme song, some people didnt like the old one and why not give this theme some use (-:———————————————————————————————————————————————————————————————–

1. i added more visual effects to the haven angel units and i added H6 themed abilities to the angels while reworking em a bit ability wise
2. polish on some stuff
3. finally reworked dungeon minotaurs (always wanted to to this, annoying unit :D), preemptive strike was removed, these actually are quite low on initiative, such a skill didnt make much sense, he has got other abilities now and uses a new animation and some new visual effects, also his stats were changed a bit so he can use the new ability better
4. pre-emptive strike from defense tree will no longer be affected by no retalation ability when conditions are met, “no retalation” alrdy is quite powerful, i dont see it as necessary or helpful that it disables abilities like preemptive strike(why anyway, preempstrike should always beat no reta because it acts before the attack, didnt make too much sense i guess) or maneuver
5. rightenous sister of mercy now also gives free sister warefare unit if u dont have one aldry and anowyns spec changed
6. a bit balancing on storm arrows, only 1 turn now
7. prepared files for english loca and translated some english tooltips to german, no promises on full english loca yet but the loca files are part of the mod now, u can play on english and some stuff will have the proper tooltips of the mod if u do but most work on english loca still needs to be done, therefore u will see a lot misleading tooltips in english text language(the vanilla text)… the mod itself works anyway though
8.buffed serguis new spec and altered amilicars new spec
9. buffed gargoyle magic guard ability a bit
10. fixed bug with haven hero nolwen and fixed haven building choral of believers (i buffed this building but then it didnt work)
11. sylvaan hero adowyn’s spec has been buffed, haven jesabeth’s as well, haven alesia’s has been nerfed, haven krystoffs spec has been altered

i’ll do a break on this for now, uptades will still come but slower again ive been uptading this a bit too much lately and im a bit burned, u can still comment on feedback or other stuff like bugs and ill check it anyway though, laters and have fun!


1. polishing on various things (visuells, minor things in skills which didnt behave like they should, stuff like that it is, some better tooltips but nothing too special)
2. some changes on exploration: i’ve changed the rank order of some skills, also i’ve merged some skills or buffed skills which were too weak, some more details:
native terrain reduces land movementcost by 40%?, but the skill description states only 10% in german and in english 20%, not sure where is the mistake here, ive decided to set it to 20% as it seems to be the correct value, navigation and scouting is one skill now in novice section and still got a small buff, snatch is an expert skill now and so there is a new novice skill which gives some exp and gold after each battle
3. some simple change from ucp mod on hex of disruption, bug fix i guess
4. diplomacy effect on sight radius has been buffed, eagle eye hero spec as well, exploration rank status buffs have been altered a bit so u can get up to 5 movement here now
5. soldering hands ability should work now, remember u need to be adjacent to the construct at the moment when activating though, also improved the animation
6. necromancy dark nova skill was working but it caused a bug so neighboring units would be hit twice, it is now working as intended and i also added a visuel effect for the adds, was easy to fix as ucp alrdy had the fix
7. eldrics spec didnt increase griffin growth instead of wolves, now it does as intended
8. i replaced the buffs from travellers luck in destiny with more special ones and removed the old buffs, there are 3 at the moment, also improved it so that it works right away and so u dont have to wait until the start of the week
9. some aura effects didnt work sometimes when 2 auras are active on one unit as soon as one aura moves away, f.e shielding, also shielding can either stack or it doesnt, i could achieve both but i decided to stick with the stacking mechanic as it was the easiest to do and i dont see a big problem here, shielding will/can stack multiplicative on the attacked unit but any legionnaire that is shielding will get 0.25% dmg, so usually it is more or less balanced
10. haven choral of believers still didnt work… now it does and i also uptaded the tooltip, effect is +2 magic on light magic additionally to the old effect
11. defense tree skills: vitality was buffed and now scales with the unit and defensive stance +8 defense instead of +6
12. add. effect of cleansing light spell was reduced to 2 turns from 3
13. i buffed rover explo master skill so that the movement recovery from certain sites will now be doubled as well, btw this skill is designed to only work with sites outside of towns in vanilla and i wasnt able to change it so easy anyway
14. i buffed the manareg sylvaan skill a bit, it favors higher stacks of nature’s revange stacks now
15. i pushed a change on the warefare units out, this is for all factions now, u can give me some feedback if u want, the stats and the damage of the units stay the same as vanilla but the attack upgrades are +1 instead of +5, u still get the units on novice and expert but now all offensive units start with 4 shoots(ammo) and the max. amount u can get are 10 with GM, this way after a while u’ll be out of shoots in longer fights and with artellery barrage, so u can only use the support unit after that, i felt like warefare needed some limitations as it seemed to strong for too little cost, it should be more balanced now in realation to other skills if u count in effort vs gain, early to late game etc.
16. gatherin storm perk(air magic) should always work now if the ucp fix fixed it
17. rightenous tree: switched rightful justice skill with sister of mercy in rightenous tree and buffed cordinated effort skill, also boosts movement and attack now———————————————————————————————————————————————————————————————————


1.polishing on some things, balancing and bugfixes on some previous mod changes, some visual improvements tier 3 summon elemental upgrade effect was changed, prior +4 eles fixed at turn start, should be +50% of base value now, so if u summon 4 f.e, u get 2 extra now etc., i,ve also balanced the spell better, less summons now in general, was too effective before
3. haven healing sister now gains the old double heal effect from sister of mercy perk on GM warfare
4. mesmerize might have been able to affect constructs or blind units, not sure but if so it should not happen now at last
5. improved attack animations from air elemental unit
6. some changes on metamagic: arcane shield is a one time effect like water shield now and scales with the hero lv, arcane channeling now has only a 50% chance to increase metamagic but will also provide the warefare unit for free, metamagic expert cap rised from 5 to 6, arcane empowererment works different, it will be recharged each turn now and deals 9dmg x metamagic lv now instead of how many units u have and it should activate before the attack now as tooltip seems to state, i’ve switched the positions of arcane attunement and arcane brilliance ability, the gm perk value was doubled as i’ve (or will) decreased the amount of magic damage altogether esp. aoe spells, my idea here was to make metamagic more interesting while also lowering its big impact on the magic attribute
7. ucp water ele ice prison behaved like an actiavated ability while it clearly is a passive bonus
8. dark magic harvest mana skill nerf 15>10
9. water magic ability water shield now has 2 stacks and wont wear off until 2 hits destroy the shield
10. upgrade effect from new retribution spell should now also work on regular meele and reta attacks, effect was too weak before
11. piercing shot is one time per fight ability now(it goes through walls as well, main reason i changed it bc it is very annoying to see), i also try to make it a bit different between markmen and apprentice, apprentice ability has a new icon, i added blessed arrows from ucp to the haven shooter now but it is weaker and ive polished it a bit, academy apprentice abilities are a bit different as well and apprentice now does prime dmg instead of fire what was a bug i think
12. removed some morale of all haven units and increased at the same time their attack and defence instead, units do not rly have faction relevance stat wise, i think that was the idea here but i doesnt rly work, the morale cap is 75 and there are plenty ways to reach it, as ive buffed the effect of good morale as well, ive decided to to this to reduce teh impact of morale inflation, also corected the current champions stats for haven for scenario maps
13. changed the effect of rightenous expert ability blessed words
14. fire elemental nova is only 1 time move now, explosion from ucp a bit stronger
15. artifacts adjustments: crown of persistence: i removed the +duration on buffs because i changed the way most buff spells work, so this has been replaced with something else, same for alchemists robe, robe of intervention, rod of torment, tried to find decent reps here but artifacts might need some more work in general but i didnt change much yet
16. elraths convinction gives less morale but otherwise is the same———————————————————————————————————————————————————————————————-

1. polishing on different things, did a lot tooltip polish, some balance, few minor bugs and visual improvements(im not listing every change i do anymore, this point is a summary of it, usually it are changes on previous changes and a lot minor tweaks but nothing special new, below are seperate points)
2. improved hero model for orna and murazil, some effects and some sound changes here so they fit better in as good as possible while owning a male model
3. skeleton unit new ability was changed a bit, some minor balance changes on stats as well
4. balanced the changed stats from last patch from haven units better… some have more morale again and also invested in destiny more than reg. att def, minor changes tough
5. improved united we stand ability a bit, adds some morale now as well… also changed the effect of rightful justice ability in rightenous tree which ive moved to novice previously, more retalation dmg but only for sentinel and justicar unit now while sentinel also gains a new ability, i also think the old reta att+ effect didnt work at all but not sure
6. changed lilim unit a bit again, got fire nova back and meele penalty
7. lilim and fire elemental ability fire nova can be used trice a combat now
8. some small changes on water and fire elemental, water ele is the more bulky one whil fire ele is supposed to be more aggressive, water ele got some some more def while fire ele got some more att so i switched the stats here a bit, fire ele also seemed weak compared to the water ele stat wise so now it has full range and the explosion ability from ucp mod is stronger now so they should be about equally strong now, also added info that water ele has no meele penalty
9. i replaced jesabeths spec, the spec didnt work as intended, i replaced it with something else
10. buffed defense evasion ability from 6 to 8
11. finished new abilties for neutral elementals, these are from UCP mod but ive made some modifications to some
12. changed hero jesabeth a bit and some polish on haven faction heroes as well as custom ones
13. changed ucp siren song ability for mermaid, now only reducing dmg but not immunity
14. added new visuel effects to the earth elemental unit and changed his dmg property to might
15. improved ardent caster fire ability
16. ive changed some magic knowledge III abilities, some effects are weaker now but they also give some magic for the element, win-win for all player and AI, usually AI wont have tier 3 spells and above on skirmish maps but there are some exceptions but rare… however this change will make the AI stronger if it skills these perks, i also balanced some of these effects to fit the changes in my mod
17. reactivated mana usage in quick combat… im not sure if this is better or worse yet, needs some testing
18. rework for diplomacy skill: anmesty ability: additional effect: enemy units will have penaltys in the first 2 rounds(cant act first turn and might not on second), diplomacy stats per rank skill up changed, now focuses again more on negotion but it is a bit different, new effect: necesary alliance is now an ability that is a governour effect thats adds negotian chance and reduced gold cost, the effects from silvertongue merge with goldtongue in expert and last but not least silvertongue gives a bonus on negotion chance and morale what scales with rank
19.started working on a a problem with hero specs that add an extra skill from the beginning, this actually bugs rnd skilling as u sometimes will see a skill doubled and it will result in free skill lv ups, changed the Plenipotentiary spec ability for now and uptaded the afftected heroes, i fix it by giving em the corresponding skill from start, rework the spec ability and remove 1 of the 2 standard skills all heros have from start or i just give em another spec
20. buffed native terrain ability 10>20% as 10% is very little for 1 town usually, familiar gives 30% now as the intended 20 seem a bit low, so with both around 50% less movement cost sometimes, changed german tooltip for pathfinding as the decription is a bit confusing and not 100% clear and also buffed the effect from 20 to 25%——————————————————————————————————————————————————————————————-

1. balancing: nerfed the new shield skills from metamagic and righteousness by app. 1/3
2. improved: dungeon cloak of death support unit skill: didnt work on retalation attack so it rarely procced, also improved the visuals
3. some general polish, also on the tag system, special effects/skills from units more related to magic again, added some visual effects as well, some balance
4. cloak of warding relic also reduced effects from positive magic
5. balancing,gameplay: i changed how posion interacts with undeads and constructs, as i try to respect the lore and the vanilla concept as much as possible, undeads and constructs are immune to unit’s posion but only natural poison (earth effects), hero poison is reduced a bit (more for constructs and less for undead because balance reasons) and some poison from units is supposed to be magical poison which is mostly dark poison, which undeads and constructs are no longer immun against but still take reduced dmg as it is poison regardless
6. bug: seems that morale penalties for mixed factions will even with resolution ability apply, hope i fixed it
7. gameplay improved: constructs and undead are meant to be immune against morale effects, this also includes some leadership abilites like resolution and rousich speech, also changed the effects from rousing spech ability, this ability was too weak in early game and later on also not that great but being an expert ability it should be better earlier
8. gameplay/balancing: stalker+tracker change: armour piercing reduces defense by only 65% now and the base version gets a new ability called shadow armour (hollow bones didnt work with 100% defense reduction and so i changed this but i think it is an improvement anyway, new ability somewhat inspired by UCP mod)
9. gameplay/balancing: shrouded will not wear off if the unit takes damage (not sure why i even added this, i guess because i added defense mechanics to the buff but the penalty is too much)
10. bug/gameplay: dicsipline line ability deals prime instead of fire dmg now (i guess that was intended)
11. gameplay: dungeon weakspot ability: lasts 2 turns now instead of 1 and also reduces default damage by 1 for enemy
12. balancing: resolution ability dmg resistance down to 5% from 7.5%(they way this interacts with regular att/deff still makes it enough)
13. gameplay: buffed tactics ability a bit, so it is more useful
14. gameplay: fire ele explosion affects everyone now and fixed the damage somewhat, there is a bug with fire immunity related i guess
16. new explo ability gold 150>100
17. dungeon attack warefare unit’s debuff now a morale effect(so undeads and constrcts are unaffected)
18. as i fixed cloak of death i also noticed the similiar metamagic ability still woudnt proc on retalation either… as i wasnt able to fix the problem my solution is to change the effect that it wont proc before retalation as planned but instead on attack instead which is mostly the same at the end of the turn
19. shrouded: didnt wore off on retalation attack, now it does

1. some polish on different things like AI spell buff/debuff usage, bugs, balance, tooltips a bit, visuals, i also thinked a lot about the rnd skill system and how the AI levels up, some changes here but not listing all, as usual haven and custom heroes so far
1-2: add note here: the AI uses rnd skilling for lvlingup their heroes, this is also a player feature and this leads to some problems: i want to keep the feature for the player but some skills for the resp. classes are less likely to occur and some unusual skills might occur more(offense defense for magic heroes f.e), rnd skilling works a bit different in this mod while it prefers more useful skills for the AI for the different classes over some rnd suboptimal skill (for Ai f.e. economy diplomacy or other magic schools), so if u want to play a class different but still closer to the “normal” class with a certain idea
i suggest not playing with rnd skilling as some side skills or suboptimal (Ai) skills have a lower chance to occur than in vanilla, this mod sacrifices the comfortness of playing the original class with some rnd elements somehow a bit but it is still possible just more rnd and some core skills are more prefered but for that u get an AI that will do less bad choices when it levels his heroes
2. constructs and undeads immune against burning dete spell again, AI should not cast it on undeads but not sure if that is true
3. the aoe spells ive changed in my mod are cheaper again but dmg is the same, firewall is 1×5 again but the dmg is lower and i changed firewall mechanics as it is no longer an aura effect and so wont trap enemies anymore or stop em from moving, pure dmg ability now(known issue atm: spell visual effect will not show if enemy stack directly dies on cast)
4. explo ranks back to +1 movement each rank but ini buff stays mostly same
5. nerfed travelers luck new buffs a bit and added a new one and trav luck ability now also procs at end of day if no buff is active yet (can be case sometimes)
7. changed dmg scaling from fortune spell (balance change), same scaling change for other buff dmg spells, fixed unwanted behaviour with despair(darkness) spell
8. balanced leadership skill ranks
9. changed haven and custom heroes agaaain (almost got this part though), note: i avoid start skills for heroes which are not so optimal in general, for the AI, like economy or diplomacy but the player can always learn these, heroes just dont start with them, thats the plan
9.2:i reworked some specs such as enlightened leader and explorer as these can be improved still(specs that increase a skill cause bugs with rnd skilling)
13. changed arcane staff artifact a bit
14. ive found a way to reduce the amount of heroes the AI player spawns, the AI player xyz should hire only 2 heros now, at some point but rather late in the game (start month 2 app.) the AI will hire a 3th hero and month 3 it’ll hire a 4th if it has enough gold but the more heroes the AI hires the more unlikey it will get more , to achieve this i had to increase the amount of gold required to buy new heroes so heroes cost a lot more now and they get more expensive the more u buy, lost heroes now always cost 4000 so AI will have more problems to respawn em, i also changed something about the gold management of the AI to support these changes
to complete the changes for AI hero recruitement i’ve overhauled the AI economic boost modifiers, AI now gets bonus troops on all difficulties, on easy x 1.55 and +.15 each rank up to 2.0 on heroic what is a bit more on average but same on heroic, the income mods on higher difficulties than normal are much lower now, previously AI mod for income was 2.5 on heroic, now it is 1.2, these changes could need some more testing however, esp on bigger maps


1.rehire lost hero cost 4000->3000
2.some polish on different things, f.e general balance or bugs, some little AI improvements
3. gameplay/AI change: Heroes with the Warcry skill expert and above HEAVILY favor this over anything else it seems, however might heroes with warcry in expert or above should use more than only advance and engage or open fire, they should use spells as well as a lot can rank up in these as well…
i could disable spell schools for might classes but that would be stupid as there are a lot might hybrid classes and they also should have a use out of sprit and magic to some degree, disabling warcry skill for AI would be stupid as well, luckly ive found a good way to fix it,
some spells will be autocast now if the hero has the mana and the condition is right, this way i can block the AI from spamming warcry even it has mana to use spells, if not it will still use warcries, as player there is a new spell in the spellbook for the afftected heroes now, u need to cast it to disable the autocast or it will happen you as well
4. weakness and agony spell some adjustments, agony upgrade effect is missing right now
5. fixed bugs with oppurtunity retalation, i went back to the version from the ucp mod as this one has less critical bugs, the effect was triggering on shielding dmg lol… i also had another look on the ability to improve it, i hope there are no more bugs now, tricky ability kind of…
oppurtunity retalation hits 2 times with cleave in vanilla game version,  i ended up keeping the feature but i reduced the dmg instead once u have cleave, for all justicar attacks(for better balance)
6. leadership rank boosts some adjustments and defense tree now also gives some spell resistance———————————————————————————————————————————————————————————

1. firenova particle effect sometimes not showing up, so i just replaced it with fireball effect
2. some polish/balance/bug/visual improvements on different things
3. medusa uses fog on ranged attack now, instead of movement, just like the druid
4. incapacited was changed a bit as it was confusing at times, changed german loca so it is more clear, previosuly it would somtimes block the turn in the next combat round but the unit could still retiliate in that round but not in the current, it would only work as intented if the unit didnt already act the turn it was incapaciated, similiar change for iceprison ability
5. druid leaf daggers now also add nature marks
6. sylvan faction ability sting is might school now, same as the marks, it has/had no effect on resists however as it is treated as supernatural effect, i only changed it so it is clear it cant be resisted, i also added a visuel effect to sting and the marks
7. gold dragon has another retalation animation
8. fix/balance for scattershot ability from lizard neutral
9. deactivated mana usage in quickcombat/AI again for a better challenge
10. oak dryad, i remoeved the one time ranged attack ability again, the heal effect is weaker now but it will proc more often
11. added sound to mermaid splash ability

1. some polish on a few bugs, balance stuff, some tooltips, visual stuff
2. deactivated storm arrows spell for AI cause it caused bugs sometimes
3. there is a new ability for shooters without meele penalty, they can move in meele combat and attack now if they want to do (only player)
4. locked away most but a few set artifacts for skirmish maps as these are more suited for story maps, also the setboni are quite good and it gives the player too much of an advantage as AI wont choose artifacts depending on a set bonus, so this will set the player and the AI more on a level, some remained but i tried to avoid some that are difficult to handle for the AI, even without set boni, so some no set artifacts are removed from skirmish maps as well, on very big maps u might see artifacts more than once but the AI will have less useless artifacts now and u as well (-:
5. warcries do cost some mana now but not much, u could think of a different kind of stamina in this case, i did this so some might heroes will also use meele attack sometimes because warcries have max prio i think
6. defense defensive stance ability wasnt working if u would change the direction after moving
7. shroud hide wasnt working on first turn
8. some special shrouded effects which were not working now also work on units that move per ghostwalk like panther or banshee ( i hope maybe it still doesnt work)
9. shoruded dead angle ability was changed, didnt work as i wished always and attack tooltip woudnt uptade properly, i think the effect was too good as well, so i changed it, now it gives a bonus to flanking dmg as long as u are shrouded
10. improved haven horseman animations, walk and reta animation is different f.e
11. balanced arkaths blessing spell, uses same scaling as fireball currently
12. harpie and fury,air elemental change: strike and return is rarely used by AI, i modified it so that it is always active now and it will NOT be used if a SHOOTER is attacked, automatically… if u dont want to use it u can use the default meele attack by clicking on the down left icon, known issue: if the enemy dies on the attack the unit will not move back
13. improved some juggernaut unit animations and his special ability has its own 2D texture now
14. change for necro champion grim rider: this unit moves too fast while his walk animation is slow, looks very strange ghostwalk like: solution: ive lowered the speed he is crossing the battlefield, also i uptaded the stats from skirmish for this unit
15: spell agony: effect is instant now, mana cost a bit up and it has an add. effect now, also added dark knowledge III effect but nothing special here
16. dark magic GM effect doubled
17. added fix/change to treant living shelter ability from ucp mod
18. some polish on some units’ attack templates school of dmg, some units like titan deal prime dmg on range attack but also on meele while meele is clearly MIGHT dmg, it doesnt matter a lot but it does matter and it always bothered me
19. improved the water elemental’s visual attack pattern
20. some tweaks on gold dragon’s animations
21. added some tweaks/bugfixes to the martyr spell from the ucp mod while ive also tried to improve the spell’s visuells so the spell makes more sense, it is possible there are still bugs/unwanted behavior with this spell as im not sure how to change this spell right now… if needed——————————————————————————————————————————————————————

1. usual polish/improvements on some usual stuff
2. most aoe spells can damage warefareunits again, removed friendly fire from sunburst again, possible these changes didnt do any good so i reverted it back, i thought it would help the AI doing better decissions… well it did not i think/guess :p, also some tweaks to some aoe spells, mana cost and effect radius f.e, trying something new with fireball and cyclone – from my tests it worked fine, aoe spells are pretty much on the same lv again as they are in the vanilla version but a bit more expensive and a bit weaker, AI will still do the occ. STUPID NO REASON?! decission when casting spells but i hope/think it should stay at a rare occasion
3. lilim unit can now move attack as some other units, i did this because it has a meele stun ability and to promote its fly ability a bit, then i also decided it would be more fun to remove the meele penalty from lilim and fire elemental, for some more balance ill reduce the fire nova count to 1 again and fire elemental only has half range now (again? not sure)
4. bug fix: unit with cleave will double attack centaurs even if they can retialiate, but centaurs are supposed/will run away if they can retiliate after being attacked, so they would stil be hit even they are out of range sometimes… solution: it doesnt happen anymore, sometimes centaurs will not move away when they retiliate because of bugs or no space but as this ability is quite weak, still no doubles attack against centaurs ever, only if they cant retiliate
5. uptaded neutral champion unit’s skirmish stats for scenario maps
6. improved phönix rebirth ability, his rebirth ability shines more now, he has a lot healing power now as it should be, maybe the ability is not perfecty balanced right now but should be decent
7. haven angel’s aura of purity was buffed as it is a bit weak atm as ive changed some debuff effects, the heal effect is also a bit stronger
8. ive added a new elite unit for the haven faction, u can encounter her in critter stacks for now, the credit for the texture skin for the skeleton mesh belongs to the rightful author on hommdb “Jo3780”, the other stuff i did myself beside one 2D icon what i used from the ucp mod, this is the first ever fully functional “new” creature unit i’ve created for the game, with very limites ressources but im very proud of the finished unit (-:
9. ive reduced the amount of gold which citys produce in scenario/campaings maps, it should make em harder an make it more rewarding to hunt for treasure on the maps, maybe i’ll make more changes here—————————————————————————————————————————————————–


some visual improvements, f.e on some custom 2d textures, minor balancing on few stuff, few bugs maybe
1.last version i reduced gold income for lv3 and lv4 cityhall like faction buildings in scenario/campaign maps, i improve this further by havling the gold cost required to build these buildings, so only the fact that they produce less total gold over the course of the session remains but they dont cost more anymore compared to what they produce and updated german loca for new gold amounts of city buildings in scenario/campaingn maps
2. finished champion units’ stats for scenario/campaingn maps for academy, dungeon, fotress, haven was done alrdy
3. warfare related attack boosts have been buffed again, christian spec, artelery ability and default rank boost, i think ive nerfed warfare a bit too much as it doesnt scale so well in late game and its strengh is early game mostly, so ive tried to find better numbers which are closer to vanilla version again, charge/ammo count has been reduced by 1 for start count
4. offense archery ability was buffed, +3 to +5 attack
5. tweak for storm arrows spell, still have to adapt the spell to the new system but should be decent for now
6. lilim unit has a bit more luck and shantiri golem was dealing fire dmg, i changed it to might dmg
7. dryads new heal ability has been changed so that it also can proc on turn start, might still need some fine-tuning but probably ok
8. strike and return ability now also works when the enemy dies
9. reduced the movement animation speed and actual movement speed of skeleton unit, this is only a visual change, they were moving way too fast and it didnt make much sense at all as they should be slower than the average sentinel, also i added an unused animation for the skeleton unit to the game and modified it with effects, it is the new critical hit animation
10. redesigned fast reload for nature revange skill tree a bit, now gives 2 add. ammo, u can use it in same turn it triggers but at reduced attack, this way u wont run out of ammo so fast with the ammo change and the ability is not too powerful as well, should also auto end turn if there is no ammo left after the first shot
11. sylvan support treant mother now heals less but will also resurrect——————————————————————————————————————–


1. polish on different stuff (too lazy to list everything, can be bugs, visual tweaks, etc.)
2. i want to do some more general difficulty adjustments with this uptade: 1. critter start size on skirmish(maybe scenario as well?, not sure, but camps. should/will not be affected here) maps +50% on hard and heroic
and growth muliplier was reduced at the same time, from 1.5 to 1.25 for hard and 2.0 to 1.25 for heroic(this should make critter stacks more difficult to handle from the start on and slow the player down,
some casualities should be expected but as the critters grow slower the player should be fine if he takes care of critters slower and more careful until he overcomes em but this will take longer now, at some point it should be easier tough – after a while(month 2-3 maybe), choices should matter more this way and it gives the AI more time to grow as it also needs more time(part of reason i did this)
2-2. battle sites: dangerous cave: a bit different set of units for a better challenge compared to the reward, dwarfen treasury: added ballista
3. artifacts: few artifacts got small buffs, which affect sight radius or neg. chance
4. finished all champion units, so their stats are same on skirmish and story maps
5. nerfed haven shielding ability a bit, now only 40% reduction instead of 50%, and the pretorianer gets 40% of the dmg and cover target 20%, so amount of reduced dmg is lowererd a bit and the shielding unit will have to pay more to use it
6. imprinted spell do not remove normal spell buffs any longer and vice versa, as ive changed a lot spell buffs, the imprinted spells are still the same as they always have been so some are different from the original spells, so ive decided that they dont remove each other and removed this from all related effects, this happens only very seldom that such effects get stacked but i dont see a big problem here atm… most of these effects are only 1time use only effects anyway

as a final note for the uptade, this is a rather small uptade and the uptade periodes will be shorter again, probably… i try to do a small uptade once a month at last but it can be more as well, if u find any problems or bugs u can still let me know in the comments, i have a todo textfile for such stuff and it will be looked at at some point


1. some polish on various stuff
2. improved hero jesabeth’s spec mechanic and fixed a bug with it, dmg wasnt dealed properly even it was displayed
3. fixed default meele attack for harpy, fury and air elemental also triggering strike and return
4. dungeon tragolyde unit got a change, a slight change in attack animations and a new ability to reflect the change, for balance it has earth resistance instead of earth immunity now
5. removed weird blue light on marksmen special shoot impact

1. worked on a translation text file with some instructions how to loca the mod into other languages, ill post a link to it on the site as well, in case anyone wants to do some
1-2. user chairtmin did czech localisation of the mod, big thanks to him (-: , it is part of the mod now, if there are any problems with it u can let us know on this page as well
2. changed water ele ice prison effect
3. fixed bug cleasing light spell upgrade effect
4. AI strenght adjustment: AI players have a bit more money on easy,normal,hard level but only a bit… heroic is still the same… and ive adjustet the easy and normal map difficulty sliders, ive already changed hard and heroic map difficulty sliders and these are quite hardcore already but compared to them easy and normal is still too easy, so I’ll do this easy map diff. will be be normal now, so if u want to play a map in normal
vanilla difficulty, choose easy or even better set critter stacks and critter growth on easy and start ressources on normal, normal difficulty will be boosted so it is more in line with the harder modes hard and heroic, normal will get the same change as the harder ones, +50% on start size of critter stacks and the growth being set to 1.25% (these are only skirmish map changes)

1. fixed a bug with retribution upgrade effect
2. a bit polish here and there
3. fixed a bug with changed amnesty ability in diplomacy skill tree and it works a bit different now
4. decided to make campaings harder or at last to give the option if the player wants this, from my experience the campaings are usually rather easy but i didnt play all of them, u can always play on easy however, so i made all difficulty levels a bit harder but not by the amount i changed skirmish maps to get tougher on higher difficulties…
it also seems that skirmish maps and scenario maps share the same difficulty slider ( i do not recommand to play a scenario map on the hardest difficulty but u can try it of course but these are played a certain way usually, just as campaings so they might be too hard), if u play campaings on heroic f.e u should notice that critter stacks are bigger and grow faster than before, also the AI might have more units if it isnt scripted


  1. a bit polish, added hotfix for 1.32
  2. Uptade: part of english loca is now available,
    user Valentin did an english loca of a part of the mod, thanks for doing it!
    it is not complete and there might still be some errors in it, he translated what was changed on the hero skill wheel and the hero spells


1. nerfed leadership tactics ability a bit
2. added france loca from user Valentin for a part of the mod, it are the same parts as the english loca as it is the same author
3. uptaded english loca with previously posted hotfix on this site but nothing new beside this, im not doing these alternative locas, so they might be a bit different from the source language, might contain missing parts or translation errors
4. fotress sacred fire building buff would also apply to enemies when they attack you, should be fixed
5. nerfed critter start size for skirmish and scenario maps by a little more than 10% for the hardest setting and only for the hardest setting
5. lizardman’s auto scattershot could be activated more than once a fight, should be fixed

1. reworked aspects of new sylvaan hero anowyn’s spec, fixed bug with anowyn’s vestal spec aoe heal
2. rightenous feat sister of mercy has switched the place with brothers in arms feat and ive adjusted brother in arms effect a bit

3. also uptaded czech loca with the above changes

1. fixed oak dryad’s new heal effect not working as intended when u decide to split the dryads
2. some adjustents on earth magic entangle spell, now deals dmg on turn start and slow is only with upgrade
– also stoneskin and regeneration upgrade now sets hp to 100% on cast as intended
3. changed scaling of stoneskin spell a bit and it now has a mana scaling per rank effect(novice,expert,master) as well
3-2. improved starting spells for some sylvaan heroes
3-3. improved stoneskin hero spec and syreal starts with earth magic instead of prime
4. small adj. hero anowyn potrait
5. nerfed mana reg ability in nature revange skill a bit
6. added auto add of sylvan support unit when u learn the abilty in nature revange tree of life
7. fixed or improved few small problems with creature abilities

note: noone suports english loca right now, send me a message in case you want to work on it, i can give you some help


1.fixed hero aribeth’s spec and added a visual effect to it
2. added effects to bastion bloodrage base buff and explosive rage ability and reworked explo rage ability a bit, this has never worked as it should because there is missing code where it should multiply via bloodrage
3. small adj. on some creature abilities’ special effects and abilities(bugs)
4. increased stronghold bloodrage ability “wardlords fury” dmg from 7 to 14, also “fiery rage” expert ability now scales with bloodrage just like it does with Attack instead of a fixed 5 Initiative
5. added the shadow priestess which i added as critter as recruitable haven unit as alternative choice to the chaplain, reworked here a bit as well, AI might recruit her as well, else it will recruit the chaplain
6. changed item “crystal wand” effects to be more useful
7. added bladedancer to the righteous ability rightful justice, in case u play anowyn it makes sense
8. removed week of plague, weeks are random i think and i think week of plague does nothing but slow the game down, esp. if u play against AI and even else…. it is just annoying to loose your army, i dont see any gain from this for the gameplay
9. added unit animations to some hero spells when cast
10. some different minor adjustments/fixes, also reduced haven’s guardian/justicar attack and crit animation speed a bit, so u can actually see what she is doing now
11. fixed lizardmen AI, he uses scattershot again
12. changed 2D textures for shadowsteel and starsilver, their icons look more similar to the actual pickups at last
13. changed effects from artifacts i added to some skirmish might heroes and also added em to the missing heroes
14. added lost tales white tiger as neutral unit and made a new texture for his ability
15. nerfed united we stand ability again, from haven(same as vanilla again) and nerfed haven guard shield wall ability again even more, just because it is way too good
16. changed base defense buff again… now it adds +10% defense instead of a fixed value, it is a nerf, reason: Ai doesnt use defend very well so it is pretty pointless to make this too potent, should make turtle tactics weaker
17. added 3 turn duration to new haven rightenous shield absorb effect instead of perma duration
17. nerfed fire ele explosion ability again (was too strong immo i think and dmg was displayed lower than what it actually did)
18. reduced zoom out for combat maps a bit again (cause u could see edges sometimes)
19. changed defense tree ability preepmtive strike, now lasts for 3 turns on all units, instead “on defend” only, works better for AI and i think it makes sense as well
20. changed new medusa ability, fog now has different effects depending if it affects a ranged unit or a melee one
21. improved dungeon shadow armour ability a bit, now neutrals also gain something
22. added new abilites to stronghold brute+crusher units instead of unfettered, tradeoff here crusher has -1 movement, reduced the walk speed of this unit a bit(animation) and added a visuell effect to the crit animation

1. a bit polishing here and there, bug fixing, i feel like I spend way too much time testing and fixing stuff this patch -.-‘
2. new rightenous ability novice rightful justice/divine intervention change: miss chance down from 50 to 25 and luck cap 25 as well
3. removed combat log spam caused by morale effects
4. haven shield wall balancing: changed the effects a bit again after some more testing: instead of splitting dmg 50/30, now 35/50, so 5% more damage overall compared to last patch but only 35% is redirected to the shield man now while the primary target gets most of the damage 50%,
i think this is better overall, main reason is that you can stack this effect what plays a big role for the numbers
5. rightenous holy shield expert ability change: now reduces more dmg but it only lasts 2 turns, reason is that the absorb is too low for higher levels and the short duration will counter exploiting, similiar change for arcane shield academy
6. some rightenous skill tree order optimazation: brother in arms effect stays same but it the master ability again, sister of mercy is a little weaker but otherwise same and moves to novice again, coordinated effort is an expert ability now and removed the attack boost(ability is better than i first thought),
the absorb shield ability switches place with united we stand, as described above shield be as strong as academy one while united we stand will get a small bonus
7. reduced morale turn damage from haven GM ability by 10%, vanilla is 75%, now it is 90%
8. completed leadership skill tree progression, new effect: +5% core units per rank novice,expert,master as governour in that city
9. there seems to be a problem with champion units, i think devs have made a few mistakes with a few champion units and their power value are off sometimes, sometimes they are too weak, sometimes they are too strong, it depends on the unit and his abilities and stats,
power value will tell you how strong a stack is and it is also used for QuickCombat i think and i’ll adjust a few champions, we start with shantiri titan, he has a PW of 7719 and I’ll reduce it to 5000 (his abilities are kind of meh and his base stats are rather low, way too high.. being a shooter without melee penalty is nice but…not nearly 7900),
next is red dragon, he has a PW of 4909, we’ll increase this a bit bc his flame breath is strong-> 5500, ardent dragon: 7000-> 7700, also adjusted their exp gain of course
10. more pell balancing and ive decided to get rid of the stacking mechanic i introduced to some fire spells, also changed time stasis spell a bit, should be more usefull now… spell always felt like it was never completed, it is a more interesting spell now and should find more use
11. nerfed OP advance warcry upgraded, flanking dmg increasement was 25% :O now is 15% and less attack for upgraded engage when not retaliating
12. fixed some bugs with preemptive strike defense ability, there might be more in some situations, i also fixed haven’s oppertunity reta working with it, howeeever, this was very complicated and occ. oppertunity reta might occ. proc on enemies that are not totally adjecent when the guardian has preemptive strike, there is prob. no other way though as preemptive strike in combination with oppertunity reta is very sensitive to bugs and im happy i got it working at all
13. haven alesia and amilicar have another hero spec
14. moraleturn is even more visible now, i just like it better this way
15. defensive stance defense skill ability, removed it proccing on defend again
16. haven opportunity retalation ability does reduces dmg now when it activates (balance), cleave does full damage again at the same time
17. improved haven’s angel model in terms of animation and sound a bit, also hero model, i also plan to rework his abilities again eventually, to give him a castable heal again but not yet
known issue: in “some” hero vs hero battles reworked spell’s “time stasis echo” might dissapear for no reason, not sure why and when it happens

1. base morale dmg changed again: instead of 75%, now 60%, vanilla is 50% but i think it was too low so that should be a good deal while 75% might be a bit too high, also raised moral cap to 80 from 75 and haven racial GM effect +5%
2. a bit polish here and there, little improvents and few bugs
3. offense and defense master flanking ability effect reduced by 5%, reduced attack cap mod to 400% again what is same as vanilla i think, def cap is lowered from 85 to 80
4. i doubled the attack/defense/might/magic factor for QC from 1 to 2, this should help a bit with casualties when you quickcombat something (u loose too much anyways but with the change it should be a bit better for now)
5. i think it is a good idea to reduce the amount of exp that is required for add. levels, this will help to reduce the difference between the power of the hero and the threat indicator of the enemy army (critters)- hero can become very strong and most criters will be way easier as displayed, it will also help to make the player weaker and therefore the AI heroes stronger,
math is +100% exp needed, starting at level 2, and most maps will be more difficult because u arent as powerful anymore, i think this works on all maps, without problems it should work as well i think, dont forget that if u play already started maps with this change that your hero will have more skill points than he should have but i think it should not cause any problems
6. I’ve increased the hp multiplier for AI a bit 4 to 5, should help that AI does loose a bit less units in quick fights but im not sure how much it looses at all, prob not much
7. i’ve increased fire spell burning dot by another 50%, i will also increase the mana cost and the dmg of a few spells, for now firebolt and sunbeam +25% and therefore adjusted fire and light scholar effect too (-1 mana), also being master in a magic skill will now grant an add. magic point in general
8. overworked master leadership ability again, this one was a bit buggy and wonky, now it works within a good concept, hero will retiliate with his army once a turn as add. action
9. reworked haven angel champion unit’s abilities
10. fixed the lightning on new haven’s sister unit from some angles being wrong, she looks good from every angle she is standing now (;
11. improved the way criters are spread in neutral stacks, however it depends on the map played and im not sure if these changes will adapt to maps, possible it only works in rmg maps or maybe it did nothing


1. paragon expert ability gives +60 mana instead of +30% and other expert ability also gives +2 arcane knowlewdge, mentor also gives arcane knowledge and changed the GM ability a bit too
2. a bit polish/few small improvements/bugs, f.e fixed lightning burst, seems the charges didnt wear off and also balanced the spell a bit, also improved its visuals
3. added another effect to djinn manadrain ability and improved visuals around the unit a bit
4. increased AI hp multiplier to 6 for QC
5. improved bastion hero rem’s hero screen picture, i even uptaded her mesh to have red hair… lol guess i was bored…
6. improved spectral dragons animations a bit and i reworked his soulreaver ability to be more useful
7. balance change: magic wisdom bonus +4 on magic for every add. widsom talent bonus halved
8. undead and constructs should be immune to petrification now
9. changed lightning strike upgrade effect a bit, +25% dmg and increased range for add. hit
10. fixed week of magic not being removed at end of week
11. mana regen change: now only 1 mana each day per spirit instead of 2, that should help to reduce the power of magic in the early-mid game, AI doesnt care about this right now, it is more of a player change in an effort to counter the magic abuse of the player, i hope this will make the game a bit more challenging
12. bastion might over magic ability now also grants a dreamcatcher warefare unit that can resurrect, lowered spell dmg reducement in the abilty as well and/ a bit less bloodrage now in general because bloodrage att boost is too strong————————————————————————————————————————

1. polish, bugs and balancing on some stuff
3. halved dmg of naga helm artifact
4. increased zoom in for adv. map a bit
5. im working on adding a few add. random artifacts
6. improved the way auto-heal effects take place and added an ability the player can activate to disable the auto-use of some abilities in combat if he wants to, f.e new sister’s heal ability
7. undead now take 25% less darkness damage and constructs have a bit dmg resistance
8. behamoth (bastion) has a new critical attack animation and kappa neutral has mighty pounce ability, his jump animation is still experimental eventually though

1. polish, bugs and balancing on some stuff, different improvements here, polish and balancing of mod content mostly,
also improved a few animation sets of units i already changed prev., improved a few visuals of different stuff
2. restored some random set artifacts i removed previously (not all tough) also improved one or two
3. added shadowpriestess to external elite dwelling

1. polish, bugs
2. added an higher quality skin for dungeon’s black dragon unit, this is from another author though, from hommdb
3. removed mightypounce ability from kappa again, doesnt work too well, will probably give him something else eventually, good news are that i improved stronghold behamoth’s attack animations even more and i also fixed his broken mighty pounce ability animation
4. added a pretty awesome new prime magic spell, it is a tier 2 spell and i think the spell is really cool 😀
5. i once doubled exp needed to gain add. levels starting from lv2 and now i will increase it further, you need trice as much exp to gain add. levels now compared to vanilla
6. added new haven abbot artwork, not sure who made it, red abbot artwork (:
7. fixed light elemental teleport sound
8. better firebolt animation

1. added a few new neutral units from AC Mod and balanced/tweaked em a bit to fit my mod, also sea elf needed a power fix i think because he is much weaker than the upgrade, mostly old reskinned units though, added succubus, for now i also added
radiant glory… when i added glory i changed light elemental a bit as well, also this glory is different from AC mod (a bit), i also added cave panther and sea elf renegade
2. balanced power value and exp of a few units, few neutrals that got new abilities previously, this is mostly for my documention: +10% on power and exp for: old stats are… air ele_1558…exp_467…/ dark ele_P:1499 E:449/
earth ele: P:1503 E:450 fire ele: P:1535 E:460/ light ele: P: 1493 E:537(why E so high here?) /water ele 1529 458
3. new mesmerize icon for succi and lilim
4. a bit polish and balancing on some things
5. buffed seal elf relic item but removed it from rnd pool, also removed shackles of last man but plan to rework it later
7. u were able to collect some campaign persistent set items in some campaings which (from my point of view) dont belong there, f.e magister,warlord,guardian artifacts would stay forever if you find em f.e on lost tale campaign or the fortress set in every standard camapaign, now they are no longer campaign persistent and u loose em like every other artifact, you only keep em in special cases like guardian set on haven campaign, lich set on necro campaign etc.
config change viele items
8. dangrous cave caused a crash on enter /FIXED
9. added some luck to apprentice academy unit, so his crit animation can play, removed some defense for that, also he has a different projectile for his critical attack and improved his animations a bit
10. nerfed spirit channeler spec 12->8

1. polish, some balancing, small bugs, fixed crash bug from 1.44, also fixed a few different minor problems
2. aacademy djinn will now move by teleporting instead of flying, he also has a pretty cool animation for it
3. improved souless dungeon unit animations a bit
4. improved combat map camera and reduced the effects of the camera lock on adv. map when u win a combat, also removed zoom in effects on the combat map, maybe not everyone will like it but my aim is to give u more control
on the camera and less auto functions to trigger as those have negative effects as well like being unable to see what is happening on the combat map bc of reduced field of view, obstacles blocking screen etc.
5. pimped academy master bird animations and upgrade is flying instead of teleporting as well what looked just weird
6. haven horseman upgrade a bit more luck, less defense, fire ele a bit more destiny and a bit less Initiative
7. added 10% exp and powervalue, cost to shadowpanther because of his extra ability
8. testing something: some units arent hit in the middle but instead a bit above the head or hits go in the air, maybe it is related to the scaling i changed of some units? not sure, however i think ive found a way to improve it, testing on haven horseman and bastion wyvern so far
9. mermaid splash once a combat and reworked her siren song ability a bit which wasnt working previosuly
10. earth ele has +5 luck, -1 def + att
11. reversed red dragon+ upgrade power value and exp change
12. apprentice had no sound for nova casting
13. changed how ven. wyvern acid spit works, it caused bugs with absorb shield effects what is not fixable so easily so i changed the mechanic, also improved posioned blades and withering venom a bit while i did this, i think visuals would not play sometimes and only 2 turn duration instead 3 sometimes
13. buffed water ele ice prison ability
14. balanced implosion spell, was too powerful too early
15. sprite has 5 base luck again, lowered hp by 1 instead
16. lightning bolt should activate a bit later (to match visual)
17. robe of innervation inner fire effect reduced to 2 turns instead of 3
18. changed how shadow lurkers add. damage is calculated, so it no longer bugs with shield absorb effects like celestial armor

1. added czech loca up to v1.43
2. some polish + few bugs
3. i once added some alternative meshes to some artifacts on the world map, i thought they dont work but they do, but seems only when u place the item directly, not working for rnd artifacts(what they usually are), i’ll keep a few but will also remove some, maybe you’ll notice some
4. buffed runemagic novice ability rune of berserker dmg a bit

1. added czech loca 1.46
2. a bit polish and a bit balancing
3. lowered druid staff relic damage a bit, 1250->1000
4. small AI gold management improvements ( I hope)

0. a bit balancing and liitle bit polish
1. it seems the dark magic purge was never working as intended as it also dispells debuffs, so this spell needs a rework, also fanatism herp spec is buged to to this… for now krystoff gets his default spec back
2. a bit AI improvements for might heroes who tend to spam advance despite having better options/ only haven and custom heroes tough so far
3. small AI improvements of spell usage of few heroes
4. change with fortifications on skirmish maps, cost for shooting towers x3 and fortification upgrades x 4 while base wall x2 and lowered AI desire to build em in the first place, idea behind is that the walls are very strong and are mostly used by the player while AI is too stupid to use this feature usually (AI rarely defends the castle anyways), so this should make it a bit more difficult to build it for the player
5. lowered cover damage reduce from 0.5 to 0.70 for above reasons (4.)
5. testing a Ai fix for mighy pounce, so critter behamoths will use this more frequently
6. introducing a new mechanic, now all heroes (mostly only skirmish maps) that are recruited via hall of heroes will get a movement boost buff, that should esp. help the AI to gather troops on the main hero faster and might also help to avoid getting killed (while being a nice tempo boost for the session), the player gets this as well tough, there is a adventure spell to assign the main hero and the explorers (all other heroes beside main hero will get the buff) testing on haven heroes and custom ones for now only and seems it helps the AI a lot, now it can gather its troops a lot faster

V 1.49

1. fixed visual bug with arcane missle spell
2. improved haven heroes ella and amilicar for the AI
3. someone gave me a hint that it would be a good idea to increase the exp from chests because heroes need more exp now and i like it, so chests exp x3 now, esp helpful to level up secondary heroes
4. adjusted camera again a bit, i reduced camera lock on adv. map after you win a battle, also reduced zoom time for ranged attacks and abilities on combat map, melee attacks stay like vanilla
5. added UCP bug fix 107 and 114, also visual efect from 107 works now (not sure if it did work in the fix)
6. added new movement boost mechanic to dungeon and academy heroes
7. reworked tier 2 dark magic spell purge, so it is way more useful now than before, it reduces dmg and luck
8. shadow image spell on master rank with dark knowledge III now summons the correct number of units

1. a bit polish, few improvements here and there (shadow sister tries to focus heals a bit less on herself f.e), also added option for manual heal on her so u can choose target if u want (read description of ability and buffs/debuffs in game), polished few haven and custom heroes stats a little bit
2. black guard will now use defend sometimes, so his ability is no longer wasted when u encounter him as critter, and also AI black wolf uses feral charge now sometimes because he almost never uses this, also same for dungeon minotaurus, be aware that the target tracking is not very good in the game for the AI so occ. feral charge will fail to use for the AI but then it will just wait and act normally a bit later etc. and since it will only trigger on the first turn they way i did this, it is fine
3. minotaurus crits should now negate retalation / bugfix
4. added special movement bonus “scout of the empire” to the remaining factions’s heroes to make AI more challenging
5. you can now hire either wolves or griffins in haven town, therefore both are faction “haven” again, this was a request so why not c.c
6. replaced imp griffin in magic mangerie with manticore
7. improved sylvaan’s vanilla heroes’ start spells, so this faction is a bit more playable for both PC and AI
8. map difficulty setting: heroic is a bit easier and normal a bit harder
9. base faction’s champion units do cost 1/3 more gold now on skirmish maps, they are very strong and too easy obtainable right now immo


1. prime magic change: implosion is a bit weaker now but it is still very good (another nerf) and time stasis a bit better (buff) (AI can use time statis as well btw), i reworked time stasis again and it works much better now, will always last 2 turns now
2. a bit polish and few minor bugs, metamagic arc. empowerment visual effects work better f.e and small things
3. fixed bug with shadow sister unit, had add. turns when you would use manual heal mode on her
4. fortification lv 2 a bit cheaper on skirmish maps again and rised AI utility lv for walls again (dont think it matters much anyways tough)
5. improved dungeon dragon animations so they make more sense and added add. effects
6. reworked feral charge ability for wolv and minotaure into a passive ability, AI is just too stupid to use some active abilities on its own most of the time and i cant even get it to work with triggers,so it will be a passive bonus at start of combat now but a bit different——————————————————————————————————————————————————————————-

1. polish
2. hope all chests give increased exp now
2. shadow of dread should no longer work against undead or constructs / immune to morale effects
3. buffed agony spell but also more expensive
3. easy map difficulty is a bit harder now, some people might want to play maps on below a more challenging difficulty and since i uped the difficulty in general, easy now is no longer super easy but should still be a decent challenge at last

1. polish
2. i hope shadow image + upgrade works better now, would dissapear too fast usually but there are bugs with shadow image upgrade and the the t4 spell cloak of darkness, i need to to more tests prolly but noticed that the effect would not work often
3. lilim and succubus have a “get hit” sound effect now, it is a recycle but better than “almost” no sound effect
4. fixed crash of game when targeting a white tiger neutral unit on combat map
5. improved sylvaan druid’s animations and added new alternative melee attack animation
6. just a note: if u play scenario maps i stronly recommand to play on easy, the game uses the same difficulty scaling for skirmish and scenario maps and in this mod easy is about average difficulty on those maps, scenario maps often have a intended way to be played so it might make em unplayble on higher difficulties depending on the map
7. included english loca work from user kelanved, thx for it (-:


1. polish, also fixed broken druid elder upgrade animations, normal animation set wasnt compatible for some reason, will uptade upgrade with same effects as druid unit later
2. previously you could save->reload as much as u wanted with dragon nexus buff and u would always get full mana every time
3. necro ghost ride would always rise banshees on master level, even without ghost ride ability, hope it is fixed, didnt test it
4. long range ability would not negate preemptive strike of small units, should be fixed now——————————————————————————————————————————————————————————

1. polish
2. water magic: switched ice bolt with snowstorm rank, so ice bolt rank 1 spell now and snowstrom rank 2, i also added another effect to snowstorm and increased mana cost of it
3. water magic: nerfed ice strike spell by 30% dmg, was pretty OP with some combos, f.e master hunter with double shot and moral turns o.o… lol, it is still good but less ridiculous now

1. polish
2. changed unit fire nova abilty particle effect, something is wrong with the impact visual effect so i replaced it, sometimes it would play, sometimes not
3. fixed shadow image upgrade effect
4. firebird has same stats on story maps now as on skirmish maps, esp. noticable are the hitpoints here lol, had 230 hp, now 400
5. added new playable haven hero, charity, imperial commander

1. charity has warcries GM instead of warfare now and a bit polish on her spec
2. a bit polish on AI and maps difficulty settings, for most part AI should be a bit harder on higher difficulties, a bit bigger armies
3. few units have their stats a bit changed to have more luck, so the crit animation will play more often, and so that effects will actually trigger, f.e perfication basilisk

1. preemptive strike in combination with oppurtunity retalation ability should not create bugs anymore or at last less
2. changed nova ability visual effect, same reason as firenova change, hope it looks good already
3. improved scout of empire moovement boost mechanic, now it will be removed automatically when a hero is too strong and therefore be considered as a main/secondary hero, useful for some scenarios, also increased the boost from 15 to 20 movement to help AI with pathfinding, useful for player as well of course
4. saw a good change for wyvern regeneration on another mod and i think it is better so i did it too, wyvern will now regenerate per unit instead of a fixed amount, was very weak ability before, similiar how regeneration spell was shit until it was changed back when game released
5. a bit polish, succi and lilim have same range attack effect as fire elemental now
6. added new bastion hero, shaar, invoker of the skies, features a new mount as well, mount has very basic animations but it feels fine to me, new spec and art, as always when i create a new hero

1. added some new combat maps from the DLC Shadows over Ashan Mod, it are 6 maps i think, ive added em to several gorunds so depending on the map u might see em, the mod is bigger now, because the maps use new assets which i had to include
2. a bit polish, f.e lightning burst 25 mana now, was a bit too cheap to cast and changed how it works again for different reasons, was a bit buggy maybe and wasnt satisfied with the mechanic, also fixed a visuel effect with shaar hero

1. small bugfix with lightning burst spell
2. bit polish on visuals
3. changed dark magic curse spell a bit, caused bugs with some abilities like breath attacks for unknows reasons, it works more clean this way and maybe makes more sense as well, also changed somethig up with other spells so they dont bug with the dragon’s breath ability, there is something wrong with the flanking on breath abilities as well but that seems to be a vanilla bug, not sure what to do with that yet…
4. balancing: implosion spell small progression improvement, shadow image better progression on lower levels, nerved on master level so the stack will will smaller on master, was too effective before

1. fixed one of the new combat maps
2. a bit polish/bugs, f.e added effect to chaplain when his ability removes a debuff
3. Ai has more gold on campaign labeled maps now, i noticed that on some campaign maps AI has too litttle ressources and was too easy, it should have way more gold now, this might have been partly caused by a change i did long ago when i reduced the gold produced by towns on campaign maps long ago so player has less gold avalaible, to make it more challening and rewarding to collect stuff for the pc, but this prolly also reduced the gold income AI likewiese, so maybe it had a liitle less gold after that but now it should have almost the same amount again while player still has less, i might increase it even more but need to do tests first but in general it should be in a good spot now

1. ancient behamoth jump ability has been altered, now a passive effect because the ability was buggy for the AI
2. added miss chance for ranged units standing in blizzard spell
3. a liitle bit polish on map diff. settings
4. buffed haven shielding ability a bit again, nerfed it a bit too much maybe
5. nerfed new wyvern reg a bit 5>4 per unit
7. tried to reduce the camera distance de-zoom after combat

1. a bit polish here and there
2. fortress buff: rune of healing ability now grants free acces to the support warfare unit and when healing units in a rune, this will now also resurect em
3. engineer hero spec buff, is stronger now, same for pugnacious spec, also marauder spec was buffed
4. some interesting changes for the manticore unit: 1. it can fly now but only for the first 3 rounds, 2. his special ability is always active now and i changed the damage penalty from it, lowered -defense ability from 15 to 10
5. rune priest and upgrade changes: now the hit effect of the ranged attack is more in tandem with the damage trigger, looked a bit strange… also rune priest has a new ranged attack animation, upgrade was not changed here, only base version
6. fixed not working visuell effects for all fortress runes on the activated abilities
7. fixed fireheart spec loca in german version
8. new hit effect for arcane missle spell, experimentel
9. increased rune of fortune and force level scaling activation effect by 100% and 50% and bufffed rune of sundering ability for the fortune rune by 35 points
10. buffed hero dmg scaled with level effect for several items, finished for item set 2 so far, 3->5 and 6->10, main reason is that i reduced level speed in the mod
11. imperial griffin has its vanilla dive attack back but it is a bit weakend and only once per combat useable, the new ability i added for him stays the same
12. added visuel effect to rune trap adventure object effect in combat and totally reworked runic fortifications ability for fortress town building as it was not working at all
13. fixed vesta spec, shield buff wasnt working anymore
14. added visuel effect to haven support unit

1. buffed green dragon regen ability
2. polish on various stuff
3. removed flanking from spectral dragon because of bugs, his breath attack deals +25% fix damage now instead, still need to check dungeon,sylvaan and fortress one, they will prolly get the same change later
4. fixed some stats for necro champions, esp. dragons still had some old campaign stats
5. added upgrade for my custom alternative haven unit shadowpriestess, highpriestess, she looks a bit different and has a nova type ability
6. buffed advance warcry a bit, was a bit weak and AI likes to use it a lot, as i nerfed the upgrade effect a bit and it costs a bit mana now, it makes sense to make it a bit stronger, gives 5 initiative now, instead of only 2
7. fixed bug with meta amagic arcane empowernment
8. academy caster guy can now fly with his carpet like aladin lol, also i reactivated an unused animation for the unit (-:

1. polish and bugs
2. paragon GM feat now also adds a few small passive bonuses
3. reworked haven priest quite a bit, chaplain and abbot unit have been buffed a bit, they felt a bit weak and too situnational, ive changed the abilities a bit and also animations, choice between him and the new sister should be harder now and he should be more interestng to play as well, his ranged attack has to be activated manually now because he is meant to play in a more battlemage like style
4. new icon for light magic martyr spell and abbot got the old one for his new ability
5. minotaure mighty slash works different now, took inspiration from H 7.5 mod here, before it would apply a debuff for bleed dmg, now the dmg is simply increased by another 50% on luck attacks
6. fixed camera problem with arcane eagle on close ups


1. polish
2. fixed haven priest retalation attack
3. fixed possible bug with poison spray duration
4. reworked neco hero kaspar a bit, based on fan request, is magic hero and has a new spec offering unique animate dead spell and passive heal effect
5. necro lich unit movement speed (visual) reduced, just noticed that he is moving hella fast when he moves what looks quite unnatural, so i reduced this a bit

1. polish, bugs
2. entangle earth magic spells deals might dmg now, kinda makes sense and it is more balanced gameplay wise, same for stonespikes spell
3. added effect to treant entangling roots debuff on apply and also to his tree shield buff
4. some dmg absorb effects cause problems with damage over time effects, reduced this a bit but it is a common known problem to me, there are prolly still bugs with this
5. i said this already but ill say it again, play scenario maps on easy map difficulty (AI difficulty is up to you), scenario maps share same slider as skirmish maps for critters and everything beside easy will prolly make the map too hard and semi unplayable, therefore i reduced easy difficulty setting even a bit more to make some scenario maps easier
6. nerfed nature revenge ability nature wraith mana gain a bit
7. added forbidden school fire magic for sylvaan
8. polished spell regeneration upgrade duration and uptaded tooltip
9. buffed fireball and cyclone spell base damage by 20%, was a bit too low maybe after nerf
10. i changed lv gain for hero as followed: lv 2-7 need 1/3 less exp, lv 8-10 need 1/4 less exp, lv 11 1/5 less, lv 12 1/8 less, lv 13 1/9 less, lv 14 10% less and lv 15 1/13 less, if your hero is below lv 16 on a current game, this might cause problems but i am not sure on the exact effects
this change will make it easier to get into builds and level up secondary heroes but after lv 15 u still need the same trippled amount of exp if u want to max the hero and get everything on the wheel
11. fixed some random exp chests not giving x3 exp amount
12. fixed dungeon gm cordination ability, lots of possible bugs with this resulting in many multi attacks etc., thanks to ucp mod for this fix, i just used the fix from this mod for this
13. fixen dungeon shrouded visual effects on exper,master level, there was a bug resulting in way too many white clouds
14. ice ring +25% visual effect size