[New Town Mod] Refugee

@riindlit I guess there’s a mod within your list that modify these neutral creatures and create the issue.

Here’s the mods I’m using too that I know are compatible:

Expansions : HoTA, WoG

Towns : Coutryard, Grove, Asylum, Cathedral, Fairy, Ruins, Haven, Forge (MDT & Heavenly 2000), Cetacea.

Other : Graphical, artifacts, objects/terrains & translation mods should be good. Neutral Heroes is ok.

The mods below should be fine :

Towns : Retreat, Abyss, Death Valley, Preserve, Pavilion, Tartarus, & Highlands towns.

Misc. : Tides of War, tok Extras, Creature Flugels, Campaign Heroes.

My guess would be that the issue come from overriding rogue’s “upgrade” data inside a .json file, which should be caused by either :

  • Axoloth Creatures Pack : Because of creature “Thug”; or
  • Antagarich Burning - map assets : Because of creature “Cutthroats”.

Please try disabling one of this mod at a time, and tell me which one is incompatible with Refuge town.



When it comes to translations, I’m not working on these files at all.
I will need a screenshot of the errors or a log to understand the issue.

Or it could be because I changed a lot and lot of things,
but this should be good for later versions as this town is now in a “stable” phase.

I might have forgotten to re-enable some translations inside “mod.json” though.

since 1.1 it is one of the most interesting towns, alongside with courtyard.

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Thanks @faust.twi , I really appreciate !

I conducted a test and it should be Antagarich Burning.

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I made a Google Form for bugs reports as I’m not a Github user. Find it HERE.

Refugee Town - Update version 1.1.1

Download link: Google Drive


Changelog

  • Few JSON fixes, and building costs balance.
  • Fixed Mahyar description mentionning old unit Sagiitarii.
  • Increased Daeva’s transmute ability from 1% to 5%.
  • Added mod “Antagarich Burning Map Assets” to conflicting mods.
  • WoG stack exp submod : changed Thaumaturge/Enchanter damage bonus per level.

This is a small patch from feedbacks I was able to gather.
By the way, I’d really appreciate if someone could update preview pictures from the launcher.

Hi,

I have worked on other town mods because the other mods needed more improvements. I have also rescored the town themes but I like the theme of Refugee. Here are some advices I can share:

  • It seems that the Watchtower is rendered on the map with vanishing points (perspectives à 3 points de fuite) whereas it should be rendered in isometric. You can do that in Blender.
  • You can upscale a sprite with SUPIR to work on it more easily.
  • I should redraw the marketplace using inpainting AI when I will get time but there are so many things to improve else where…

Fabrice

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Good Route has no flying units, Is it possible to change T6 Enchanters to some flying creature?
Or give a siege ability to Dragolems to break down walls?

Hello Yuya!
There was recently added a new terrain to the New Terrains Mod, that would a great as a native terrain for Refuge. I mean Plateau. It’s actually very similar to the “rough”, so I it wouldn’t change of overall appearance of the town, but it could get it’s own, special terrain.

Hawk made recently a video about new terrains on the youtube: https://www.youtube.com/watch?v=Z_VwtN5Pt5U

I am interesred, what do you thnik about it.

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It’s better to ask terrains creators to make another town-connectors in newterrains-pack

Yes, but it’s kind to ask the town’s author for permission. :slight_smile:

These new terrains looks good. Yes, it would be a nice addition to add a “Refuge connector” so people that has both my town and “new terrains mod” would be able to connect these two mods.

I will let the author of “New terrains mods” make this connection if he’d like to.


@ftiercel I don’t think blender would work since I’m working on a full 2D-setup. Every lightning I did is done by hands on Photoshop. I will try to fix that in the next patch.
@leozx Thanks for your feedback. I will try to find a solution for the next patch.
@misiokles Thanks for the update with better compatibility system. It’s very helpful !

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I can write such connector but first I have to write biome file for this terrain. It will be for vcmi-1.6, oki?

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Sounds good for me, it can be whenever you want. Thank you

so you are a faggot and a rat

Refugee Town - Update version 1.25

Download link (Google Drive Folder): Click here!

Changelog

  • Updated graphics for Creatures portraits, Spells icons, buildings hall thumbnails and Dwelling 3.
  • Reworked graphics for following units: Dragolems, Overcomers, Survivors and Cutthroats.
  • New Hero Omid that specialize in 1st level creature Overcomer/Survivor.
  • Ahrimans: Subtle statistics rebalance (buff) and costs increase.
  • Dragolems: Subtle statistics rebalance, jousting ability buff, and replaced Magic Resistance with Catapult ability.
  • Fixed Mithra and Mahyar specialties, and every hero’s specialty’s descriptions and tooltips.
  • HoTA submod: Added Steel Golems to targets for both Amad and Met spells (requires HoTA).
  • Renamed Submods for more clarity, and moved Bhemnesh from the main mod, to a submod (so it can be enabled/disabled).

I’m happy to release this Feedback patch #2. As its name hints, this update focused on feedbacks I was able to gather, mostly graphical.

Enjoy!

Hello!
For some reason, in VCMI, I cannot seem to upgrade rogue to cutthroat. Would you please take a look at this? Thank you very much!

Hello! I am trying out a new fix. If it works, I will fork the branch and push it to the main branch. Thank you so much for this faction!

Known issue, already fixed in currently unreleased update.

Though, since the new update is taking me some times, I will release a hotfix :+1: