@zerg In case it could help
Castle-Perspective.rar (2,8 Mo)
Hello everyone, In the actual version (v0.3, unreleased) I wanted to remove Peasants from the town and so I added a new creatures which is a Rogue’s variant (I also changed the skins of both LVL3Upg & LVL7/LVL7U units by the way). But I’m not completly sure about the actual roster and I’d like to hear from you guys what you think. Here’s below the evolution from v0.1 to v0.3 (ps: made this picture quickly so I didn’t saw that I inverted lvl6 basic/upgrade units):
By the way, here’s some progress I did for the upcoming release (see below). I created the puzzle and siege visuals and right now I’m still working on a new version of the townscreen. I want it to have more color harmony. You can see the very early version of the townscreen’s edits. There’s more stuff added in the upcoming releases but I’ll talk about them when I will release the v0.4.
Yeah, removing Peasants and adding Rogue variant is good idea. But not neccesarilly dark variant. Tier6 i tier7 is dark and it’s enough. “Reffugee” is hardly ‘dark’, I think. Good defs of recoloured Rogues and Sharptroopers you can find in Mythology mod for Heroes3 (https://drive.google.com/file/d/1jskJOGafmHn000EJ57fodWyaUr4GyVF_/view?fbclid=IwAR0bGYLl-3a_UyhyttE2zltXB5aWuRS0nrDkkzZNVNZvbp5Y0Um8TJFVLqM).
Not really. But you can consider to make some alternative upgrades, like in Tides of War mod.
About Trolls - I don’k know. They don’t fit to your line-up.
I remember seeing mythology’s teleporting blue rogue and red nomad and they looked good and will fits perfectly in the town so I guess I will remove Boar from the town and add a Nomad variant. I will focus on the roster right now and try to improve it. Thank you for helping me.
About Sharpshooter I will go with a red variant to fit the new Heroes battle visual I made (see below) so I can achieve to get a more balanced colors. I will probably edit the visuals a little bit so I don’t feel like I’m just “stealing” the author’s works.
Edited Sharpshooter Veteran visuals and added new Rogue & Nomad upgrades. I will release the next update real soon with the full changelog (as usual). But before I have a last question: Should I switch tier between golems and sorceress/enchanter? I feel like it would make more sense and it would reduce the statistics gap between refugee’s units and their neutral counterparts. Since you will be able to convert neutral into refugee’s faction, it would be “weird” to recruit neutral and then halving their stats. Am I right?
There were some era mods with neutral towns, all of them were OP beceuse authors left original statistics. I don’t know what to do, to do it good…
Yeah it needs a good balance between stats and growth, stats shouldn’t be too different to original counterparts while should be nerfed a little at least to avoid the “OP” feeling. Individually most original stats aren’t too far from other same-tier creature while globally it gets unbalanced.
I switched the tier and now I will be doing some testing to balance Tier 4 (Golems) and Tier 5 (Sorceress/Enchanter). If feels better this way. I might change Commander’s spell as well, don’t know if I just put the “resurrection” as “until end of battle” state or if I replace it with a different spell.
so it’s technically resurrection at basic level
Yeah, it’s still in expert level right now and I don’t like it. Basic resurrection sounds good but I might change it later.
Download link: Google Drive, Heroes3Nexus
Pictures:
Changelog:
- Given all heroes the ability to convert true neutral creatures into Refugee’s faction (ex: Gold Golem can be upgraded into Refugee’s Gold Golem). It Shouldn’t cost anything to convert creatures.
- Rebalanced every Heroes starting army to make them stronger.
- Added Heroes descriptions.
- Replaced Heroes Battle & Map visuals with new original ones.
- Changed Keyvan’s specialty and added “Šigû” as starting spell (in addition to the new version of “Namburbi”).
- Replaced Kiana’s Ballista specialty with “Resistance” and changed her starting skills.
- Replaced Shayan’s specialty with a new one, changed his starting skills and added surrender discount bonus per level.
- Replaced creature ‘Peasant’ (ex-LVL1) with ‘Rogues’ (ex-LVL1U) and ‘Rogues’ with new creature ‘Spy’ (new LVL1U). Reduced power multiplier of Rogue’s spying ability from 3 to 2. Spies spying ability PM is set to 3. Replaced creature ‘Boar’ (ex-LVL2) with new creature ‘Vagabond’ (new LVL2).
- Switched tiers between Tier 4 (ex-Sorceress/ex-Enchanter) with Tier 5 (ex-Gold & Diamond Golems).
- Updated adventure map amounts of every units based on HoTA’s map editor values.
- Rebalanced units statistics (Tier 1, Tier 2, Tier 4 and Tier 5) to make them more coherent with their vanilla counterparts. Units are stronger but their growths are under-average.
- Edited visuals & sounds of both tier 7 units and visuals of ‘Veteran Sharpshooter’ (LvL3 Upg.).
- Updated creatures adventure map visuals, portraits & icons.
- Hell Steed nows has the ability to cast “Fire Wall” with 12% chance as in WoG (doesn’t work).
- Added new neutral creature ‘Shapeshifter’.
- Fixed sorceress missing “shot” sounds.
- New neutral creature “Shapeshifter”.
- Created Puzzle map visuals for the faction.
- Created Siege visuals for the faction and replaced “Sorceresses” towers garrison by “Roving Enchanters” (Refugee’s Commander).
- Optimized files (Buildings Areas & Borders). Edited Dwelling5 (ex-Dwelling4) borders & areas.
- Added an alternate music for the town. To use it, go to “/Mods/RefugeeTown/Content/music/” and copy the music from the folder “RefugeeTownAlternateMusic” and paste it in the “/music/” folder to replace the actual theme.
- Old spell “Gottesbriefe” is renamed “Šigû”.
- Old spell “Namburbi” (summon golems) is renamed “Emet”.
- New offensive spell against all-type of golems called “Met”.
- New spell “Namburbi” increase morale & luck of targeted/all ally’s troop(s).
Please, upload your mod at the site that doesn’t require create login.
@misiokles Didn’t knew Nexus asks for login to download, it sucks. Sorry for that. I’m adding Google Drive link right now in the previous post and here’s the same link:
@planetavril1 Yeah I knew about this error but it shouldn’t cause any issues. I looked over all the JSON and can’t find where the “spell.rfgMeth” is written. If you find it, let me know.
Hero Areman has spell rfgMeth in spellbook insted of rfgMet.
Town develop stopped and there will not be dwellings and castle for map, right?
Yes, project is in hiatus again. I am currently working on a new project which is basically a whole new game inspired by Heroes 3. I started coding the 02 Dec 2020 with Unreal Engine 4 (Blueprint coding since I never learnt how to code) and I made a lot of progress, VCMI-modding is what made me want to give it a try. As of today I have a working combat system that still needs polishing but it’s working.
If you wants to continue my mod, there’s a “To do list” section in one of the TXT that could be helpful since it contains everything I thought this mod needed to be completed. But if you just wanted to know if there would never be a new update, then I wouldn’t say “yes” cause even if I started a new project, it doesn’t mean that I wouldn’t want to update this mod someday.
please send the def file of that 1 boar.
Hello everyone, I am officially back working on VCMI mods. I’ve started working on a new version for few days after seeing the v0.7 that someone has made on YouTube suggestions.
At first I planned to make a little v0.7.1 update but I finally decided to make a big update. I’ve been fixing issues, made balance change (again) as well as reworking the roster a little bit, and I am currently revamping the townscreen.
Prior to the release of version 0.8, I’d like to heard from everyone who is interested in the mod, to have your feedback about this town so far :
This will help me to make the mod more enjoyable and fun, and will allows me to know what I need to change and what should stay still.
Thanks.
First, make your mod independed from WoG. Of course, this needs to change line-up, but the less depended mods, the better.
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