[New Town Mod] Refugee

@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:

Download

@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.

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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 :

  • Can you tell me what you liked or not ?
  • Do you have any suggestions, ideas, wishes ?

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.

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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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It seems it didn’t really needed dependencies in the first place as there was only one file using wog references which is the one that gave refugee’s heroes the ability to convert neutral sorceresses, nightmares and hell steeds to refugee’s faction.

I’ve just made this file optional as a submod and launched the game without WoG and it seems there’s no issues so far.

Do you have any more suggestions ?

Not yet! Waiting patiently for 0.8 version!

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One more thing - there were reports at polish forum, that there are problems with Shapeshifters. I know it’s beta, but… summoning shapeshifter spell costs only… 2 mana.
And one guy reported about abmornal shapeshifters quantiny after the battles (player and AI).
Overall - shapeshifter unit is interesting idea and we hope you’ll finish it :slight_smile:

Yeah, there was a mistake during the release of previous version of the mod. This spell was called “Debug” as it was only implemented for test purposes and wasn’t mean to be enabled.

The spell allowed the player to summon Shapeshifters and I was using it to test the creature. I disabled it to fix the issue for the next release.

I tested the mod few days ago and man I was really surprised when my town got attacked by 8 shapeshifters and seeing the computer summon even more haha.

I’m glad you liked the unit. I plan on making other variants of the shapeshifters and I will make it a submod so people can enable or not these units.

Temporary fix : On mod.json, edit the line in the spell section so it’s like this :

// “config/refugee/spells/rfgDebug.json”,

Basically adding “//” at the start of the line will disable the spell. Same can be done to disable shapeshifters, new spells or even WoG dependency.

From my suggestions, it seems logic for me, to work on town graphics on the map, and make dwellings, because it’s still looking like Cathedral.
The town screen is just temporary, I deem. It’s far away from vanilla towns, in terms of appearance.
I would focus on balancing the troops and heroes at the end.

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@Majster Townscreen will need peculiar attention and will requires more work than attended. It will stay unchanged for the upcoming v0.8 release as it will be main subject for v0.9.

Adventure map graphics requires finishing the townscreen. I will work on that for v0.9 as well.

Delaying these features will allow me to release the changes I’ve done so far sooner. Stay tuned.

No worries mate, it’s your project, you decide. All that makes sense for me. :slight_smile: You just asked players for suggestions, so I put forward my thoughts. The town’s climate and design looks like great for me, I can’t wait to try the final version.
Good luck!

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Refugee Town - Update version 0.8


Download link: Google Drive , Heroes3Nexus


Pictures:








Changelog :

  1. General
  • Misceanellous fixes, tweaks and upgrades.
  • Updated changelog/readme files and optimized files and workflow.
  • Reverted audio .OGG files back to .MP3 to preserve audio quality (please stop converting to OGG, it destroys the audio quality).
  • Switched v0.1-v0.7 town’s theme with the alternate theme (can be manually reversed).
  • Fixed several unknown identifiers and resolved deprecated identifiers.
  • Fixed Hell Steeds & Nightmares idle animations. Several visual upgrades.
  • Removed Wake of Gods dependencies & added optional file for wog support.
  • Grail nows increase all primary skills by 5 and summons a Daeva during a siege.
  • Fixed Resource silo not producing the additional +1 sulfur per day.
  • SPECIAL1 building now produces 10% gold interest per week (same as Rampart’s treasury).
  • SPECIAL2 building now increase movement rate of visiting hero (same as Castle’s stables).
  • SPECIAL3 building description updated to prepare for the upcoming changes.
  1. Heroes
  • Upgraded Heroes portraits and specialty visuals.
  • Removed Areman spellbook.
  • Reworked Shayan specialty mechanics. generate a console error but it does works).
  • Fixed female/male sprites being switched for some heroes (Adv. map & combat).
  1. Spells
  • Emet : Reduced spell power.
  • Met : Reduced spell power. Fixed target conditions.
  • New ability : Holy Breaker and Dominion (unused).
  • Added/updated visuals for all new spells (even unplayable).
  • Reworked gain chances for Refugee’s spells and Refugee’s mage guild spells.
  1. Units
  • Rebalanced every units statistics, growth and costs.
  • Hell Steed : Replaced non-working ‘cast Firewall’ ability with ‘cast Curse’.
  • Removed ‘Veteran Sharpshooter’(ex-LVL4 Upg. unit).
  • Sharpshooter are now LVL4 Upg. and statistics are now based on the original creature.
  • Added new creature LVL4 called ‘Sagitarrii’ that can be upgraded into Sharpshooter.
  • Reworked LVL7 unit : Rebalanced its stats and abilities.
  • Commander now casts Sigu on ennemies and Namburbi on allies instead of resurrection.
  • Added ‘Stack experience’ for each units (when WoG submod is enabled).
  • New special unit ‘Daeva’, a powerful Djinn that is summoned by the grail during a siege.
  • Upgraded units portraits visuals.

Statistics changes

1L Rogue : Reduced costs 90g → 85g.
1U Spy : Reduced costs 110g → 105g.

4L Gold golem : Increased damage 6-10 → 8-10. Reduced grown 4 → 3. Increased costs 400g → 450g.
4U Diamond Golem : Increased damage 8-12 → 10-14. Reduced grown 4 → 3. Increased costs 500g → 525g.

5L Sorceress : Reduced damage 11-14 → 10-13. Increased HP 30 → 35. Reduced growth 3 → 2.
5U Enchanter : Increased speed 8 → 9 and attack 15 → 17. Reduced growth 3 → 2 and Defense 13 → 12.

6L Hell steed : Increased defense 14 → 15, Damage 18-22 → 18-24 and costs 1050g → 1100g.
6U Nightmares : Increased defense 15 → 16, attack 15 → 18 and costs 1250g → 1500g.

7L Angra Mainyu : Damage is now less random. Decreased HP 200 → 180. Increased costs 2800g → 3333g, speed +1 and defense +1.
7U Ahriman : Damage is now less random. Decreased HP 300 → 260. Increased costs 4400g → 4444g and attack +1.


About version 0.9:

This upcoming v0.9 will focus mainly on the townscreen and adventure map visuals (to remove the last Cathedral town references). I will make changes to buildings unlocking tree and will add new mechanics related to golems.

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Uploaded to repo. Unfortunatelly I had to change refugeeTown to refugee-town lines in some spells to avoid some github issues :frowning:

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Thanks, I will need to change my workspace to avoid having to do that for future versions.

Note that I was experimenting with adding new combat themes and I’ve forgot to remove from the release the new combat music (which is the Wizard’s town theme from Heroes 2 Succession wars).

It wasn’t meant to be on the release so I’ve just updated my links. If you can also remove it from the repo to prevent this audio to be played.

Of course, I didn’t play new version yet, but after quick-looking, I like your twisted ideas :slight_smile:

Quick update :
I worked on lightning / shadows and fixed few stuffs as you can see below. I’ve changed the castle which will look like this (right picture) for the upcoming release.

However, I’ve finally decided to scrap this townscreen as I’ve just began working on a new one from scratch. I’m using actual h3 townscreen as references to make the best possible townscreen. Almost every buildings should have new visuals.


Soundtrack :
For the people who enjoyed the in-game music so far, I’ve recently posted on YouTube the soundtrack.

Note that the “terrain theme” should stay unreleased until the day VCMI will allow dynamic / random soundtrack (random such as actual combat themes system, or dynamic that could allow parameters such as “dirt theme, faction = refugee”). That would be so cool.

Hi Yuya,

I see your recent improvements on the Refugee town. I post here to notify you the different contributions I have done on GitHub:

  1. As the town hasn’t its own map dwelling buildings, I have designed the rogue dwelling, the golem dwelling and the sharp dwelling
  2. I have fixed the perspective issues of the tavern, the blacksmith and the spy building on the town screen
  3. I have fixed the location of the shadow of the sorceress and made the idle animation more realistic
  4. I have fixed the colors of the grail
  5. I have fixed a bug in the siege screen
  6. And I have translated the town into French

To retrieve the mod with both your and my contributions:

  1. Go on the GitHub page
  2. Click on the green button “Code”
  3. Click on the entry “Download ZIP”

And give me your feedback!

Fabrice

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