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Third Upgrade Mod [Amethyst Edition] v2.16.1 - Printable Version

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Third Upgrade Mod [Amethyst Edition] v2.16.1 - V_Maiko - 08.03.2020 21:41

Third Upgrade Mod v2.18.1 for ERA

Requires ERA 3.3.x and ERM Framework

ATTENTION: Third Upgrades Mod requires "Visual C++ Redistributable" download it in official Microsoft page. Or else you will have this error

Русификатор мода от Nevemor v2.15.x

This mod is based on Amethyst Upgrades by majaczek/feanor and improved in Typhon.
I owe many thanks and credit to PerryR for collaborating with the scripts and making this mod go further, he is the co-author of this mod.
Also to Berserker with his "Extended Upgrades" script that he adapted to work with my mod.

In Third Upgrades 2 now core Amethyst is used instead of Typhon, made by feanor and improved by Majaczek.


1. Specials Buildings for Upgrades

Now every town can have a new building that is used as a general 'upgrade guild'. Thanks to this the player will be able to upgrade creatures in the town to their new forms.
Each town type has a different building, a different description, a different animation and a different cost.
To try to build the new building RIGHT-click on your Town Hall (or Village Hall, City Hall, or Capitol).
You have always only one prerequisite to build - you must have a Castle. And of course, you have to have the right resources:

for the Heavenly Tower (Castle)
for the Order of The Sun (Rampart)
for the Cloud Castle (Tower)
for the Kreegans' Gate (Inferno)
for the Hall of The Pit (Necropolis)
for the Underworld Entrance (Dungeon)
for the Barbarian Citadel (Stronghold)
for the Temple of The Snake (Fortress)
for the Escaton's Crystal (Conflux)

Note, that the right-clicking on the town hall doesn't disable the town destroying feature. However, when it is not needed, the standard text will not be shown.
It will 'return' if you build a capitol or destroy the fort - then you'll see the standard text after you click on the 'OK' button. If you completely destroy a town, the new structure will be destroyed as well.

2. Creature Upgrades

The creature upgrades become available in the town after building the new special structure there *and* having the right upgraded dwellings built.
Just click on the creature and you should notice the upgrade arrows. Of course, like with any upgrades, this costs some gold (or even resources).
Note, that in the Hill Fort every new upgrade is also available and all new upgrades are aligned with their towns.

Creatures

Castle:

Rampart:

Tower:

Inferno:

Necropolis:

Dungeon:

Stronghold:

Fortress:

Conflux:

Neutrals:

3. Creature Specialization

Heroes who specialize in creatures have the following scaling:

Attack/Defense: +1 Att/Def for every 7 hero levels
Damage: HeroLvl:Value(based on creature level)
Health: 9%+1*HeroLvL
   
This bonus is added to the creatures only in combat! The normal Heroes3 mechanic (+1 Speed and +Att/Def after each x-level) still works and can be seen directly on your creature in the hero screen.
You will find this scaling much fairer then the busted WoG script, where each creature ended with +50 Att/Def after enough hero levels.
If you are no fan of this script you can just delete the "Creature Specialisation Third Upgrade Mod" and "81 wog - disable options" erm file in the Data/s folder.

4.Necromancy

Thanks to amethyst, something that has been asked for so much is now possible and it is necromancy compatibility with Third Upgrades Mod.
Necromancy has now been adapted and works as follows:

Basic Necromancy: Raise Skeletons
Advanced Necromancy: Raise Skeleton Warriors
Expert Necromancy: Raise Skeleton Knights

Cloak of the Undead King has also been made compatible with Third Upgrades Mod and Necromancy:

Basic Necromancy: Raise Ghouls
Advanced necromancy: Raise Ghosts
Necromancy Expert: Raise King Liches

5.Additional Units

Now it is possible to obtain additional units in the game, to obtain it there are 2 requirements,
You are required to build a dwelling of the same level as the same creature (For example to build Treehouse you need to build Enchaing Spring) and build an exclusive building for each faction.
To obtain the upgraded version of the additional unit it is required that the building to obtain a third upgrade be built.

Content pack In addition to third upgrade and additional units, these are the additional contents that the mod includes among others:

DOWNLOAD v2.18.1 for ERA 3


RE: Typhon Upgrades v1.0 - Berserker - 08.03.2020 23:49

V_Maiko, congtratulations with the first release! Thanks for sharing your work with us! 109
Cannot upgrade Archangels even on fort-on-the hill ))
In fact, I cannot upgrade any 7-level creature at all.
Using !?CM0; !!HE-1:D; to open fort on the hill


RE: Typhon Upgrades v1.0 - Berserker - 09.03.2020 00:04

A few screens: (Click to View)



RE: Typhon Upgrades v1.0 - Elmore - 09.03.2020 00:15

You forgot about:
Image: bBiNkqq.jpg
Everything looks great with this109


RE: Typhon Upgrades v1.0 - V_Maiko - 09.03.2020 00:21

Berserker, Level 7 creatures do not improve at level 8, the upgrades are for those at level 8 and if there are some level 7 that do improve to 8 it is my mistake, but it has an easy fix.

Mr.S, That script crash in typhon, I can't use it at least


RE: Typhon Upgrades v1.0 - Elmore - 09.03.2020 00:23

I tested with mini-script for upgrade 7->8, forgetting to turn it off. Everything works with him as planned. But in Mod 7->8 does not upgrade.

(09.03.2020 00:21)V_Maiko Wrote:  Mr.S, That script crash in typhon, I can't use it at least

I haven’t had any problems yet

Upd. 7->7.5->8->8.5 that's cool. Yes, and in the cityDance3


RE: Typhon Upgrades v1.0 - V_Maiko - 09.03.2020 00:38

Mr.S, I'm glad that it worked for you that way, I programmed so that only level 8 creatures are upgraded for balance reasons but if you want it that way it seems fine Ab


RE: Typhon Upgrades v1.0.5 - V_Maiko - 09.03.2020 21:19

Updated to v.1.0.5 fixed the problem of Centamoth that was not double wide. Level 7 creatures will still not be upgraded to level 8 because the fourth upgrade or upgrade 8.5 has a problem with prices at Hill Fort and they need to be fixed in the next update. The problem is not serious, but it has a great impact on the imbalance of the game.


RE: Typhon Upgrades v1.0.5 - Berserker - 09.03.2020 22:49

Quote:In the future it is planned to implement a script that allows upgrades of creatures in cities
ERM event for this feature was requested a few times. If we add new event to Era, it will become easier.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 09.03.2020 23:17

Berserker, With Perry R we're working on a prototype that uses the scripts and resources of the old Amethyst Upgrades, it works but there is a problem with the portraits of creatures that do not match and there is also a problem with the prices to be upgraded, it is very unstable yet.
Is there a possibility that Extended Dwelling works in external dwellings in the future? That would save me trouble in doing external dweelings of my own.


RE: Typhon Upgrades v1.0.5 - Elmore - 09.03.2020 23:26

About balance:
1 Avernum Magog deals 180+ inferno damage
23 Avernum Magogs deal 900 Inferno Damage
Too much?


RE: Typhon Upgrades v1.0.5 - Berserker - 09.03.2020 23:42

V_Maiko, I'm currently not working on it, but it's definitely possible.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 09.03.2020 23:48

Mr.S, In fact I did want them to be stronger, many other creatures are too, but the Avernum Magog especially became more dangerous, I cannot regulate the damage of a spell so it becomes the main threatened in Inferno before Hell Baron and Antichrist.
The only creatures that have advantages are those that are immune to fire like Lava Basilisk.


RE: Typhon Upgrades v1.0.5 - Elmore - 09.03.2020 23:58

Inferno can be added to leveling ability. Or castes with a chance.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 10.03.2020 01:38

In the future, I'll probably nerf Avernum Magog if the other creature third upgrades of level 2 aren't able to stop it. But I will need more tests and comparisons about it.


RE: Typhon Upgrades v1.0.5 - Elmore - 11.03.2020 14:58

Strongly lacking support for new creatures in the heroes specialization.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 11.03.2020 16:28

Mr.S, No problem! We were working about it and other things, in the next update you will see it. 132


RE: Typhon Upgrades v1.0.5 - Elmore - 11.03.2020 19:49

I got such a glitch: resource spawned with a monster on the same cell. As a result, the monster is there only visually, you can drive through it.
Previously, I noticed that some Typhon monsters have a slightly shifted point at which they can be examined with the right mouse button. Maybe this is just interconnected.
Image: oKvAz9J.jpg

p.s. Although it’s hard for me to understand whether this monster has a 2 or 3 upgrade, maybe it’s not interconnected
Image: x6xvd8G.jpg


RE: Typhon Upgrades v1.0.5 - V_Maiko - 11.03.2020 21:58

Mr.S, The problem is that I extracted the def directly from HoTA, and at that time I never knew that the resolution they have in the adventure map is different from that of normal Heroes 3 (normally the resolution that is supported in the map editor is 64x64 but in the HoTA def they are 96x64) Now that I knew what the problem is, I'll also fix it along with the same problem that the Steel Golem has.


RE: Typhon Upgrades v1.0.5 - Primmortal - 12.03.2020 17:58

My grand elves become slyvan centaurus instead of sharpshooter, and cannot upgrade iron golem to steel golem :<, btw, how to get dark tiamat Bad


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 18:57

Primmortal, That's weird, it should work, won't you be using an upgrade script that hinders hill fort upgrades?


RE: Typhon Upgrades v1.0.5 - Primmortal - 12.03.2020 19:46

(12.03.2020 18:57)V_Maiko Wrote:  Primmortal, That's weird, it should work, won't you be using an upgrade script that hinders hill fort upgrades?
no, i don't think so, my iron golem becomes gold and after that is diamond. I intstalled typhon upgarde with era 2.9.12 + era scripts but I haven't used any of them yet. Also, I have tried to upgrade at hill fort, same result.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 20:42

Primmortal, As I expected, you have some conflict with scripts, try to play without "Extended Upgrades Creatures, Universal Upgrades or even Rebalanced Creatures" Because I also expected iron golem to improve to gold and diamond, it is a conflict of scripts that you should find out for yourself, those creature upgrades are WOG-style.


RE: Typhon Upgrades v1.0.5 - Primmortal - 12.03.2020 21:13

(12.03.2020 20:42)V_Maiko Wrote:  Primmortal, As I expected, you have some conflict with scripts, try to play without "Extended Upgrades Creatures, Universal Upgrades or even Rebalanced Creatures" Because I also expected iron golem to improve to gold and diamond, it is a conflict of scripts that you should find out for yourself, those creature upgrades are WOG-style.

So, when in testing, you use hill fort and disable Universal and Extended update ?
Hope to firgue out soon because this mod is totally new and interesting.
Btw, thank you for doing a great work for this old folk :>


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 21:27

Primmortal, You're welcome! Hill fort works without these scripts, so there are not problem.
Ps: Dark Tiamat is a upgrade for Goryniches. 132


RE: Typhon Upgrades v1.0.5 - Elmore - 12.03.2020 22:48

In current version, upgrade Hell Baron->Antichrist for some reason costs sulfur. Here you need the same resource as the upgrade to Hell Baron.
It would be cool to add to 1 post, in addition to upgrades, their cost gold/resource.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 23:01

Mr.S, I don't see the problem, originally I set it to cost 15 sulfur, 10 mercury and 15000 gold, but what you said is a good idea, I'll put the costs of each creature later. Ab


RE: Typhon Upgrades v1.0.5 - Elmore - 12.03.2020 23:15

With a wog script "Battle extender" for Inferno looks like this:
Magog-> Avernum Magog = 1 Sulfur
Efreet-> Efreet Sultan = 1 Sulfur
Efreet Sultan-> Efreet Rajah = 1 Sulfur
Arch Devils-> Hell Baron = 14100 and 14 mercury

And if you upgrade Antichrist for sulfur, this is pure hell Ab

And then there’s such a thing, the "Battle extender" script does not work with this mod? For 3 upgrades


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 23:21

Mr.S, The Hill Fort never upgrades creatures at the exact price it was created for, much less will it be balanced with scripts, when my own script to upgrades within cities be released, this will improve a bit.
Ps: Try playing without scripts that enhance creatures or balance them because that conflicts with creature prices.


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 23:28

Quote:And then there’s such a thing, the "Battle extender" script does not work with this mod? For 3 upgrades
I don't test with these script yet, but I sure it works.


RE: Typhon Upgrades v1.0.5 - Elmore - 12.03.2020 23:35

For me, this is "acceptable" because i play with many settings for complication and on xxl maps. But on small maps this will be a big problem. I would like to see compatibility with this script in the future.

If we look at the creatures speed - it does not work
Efreet Sultan - 10 speed
Efreet Rajah - 15 speed
And HP too..


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 23:41

Mr.S, How doesn't work? I don't understand. The only strange thing I see is that the speed of Efreet is not 10, it's 13 according to the Creatures Editor, I already tried it and it appears the same in the game (Speed 10).
I can't fix the Sultan speed, so I'll nerf Efreet Rajah's speed a bit.
Quote:And HP too..
Remember this mod is based on powerful creatures comparable to level 7 beasts that upgrade to 8.


RE: Typhon Upgrades v1.0.5 - Elmore - 12.03.2020 23:49

Image: tIg0dZ7.jpg

But this is not the whole description, unfortunately


RE: Typhon Upgrades v1.0.5 - V_Maiko - 12.03.2020 23:55

Mr.S, In these cases when using those types of scripts don't bother to tell me the drastic changes that the creatures of the third upgrade will have with their predecessors, if it works, then play it as it is.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 14.03.2020 00:32

Mod update with great things! 96-copy


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - Elmore - 14.03.2020 00:43

Cool!132
It's time to add a changelog to 1 post 116


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 14.03.2020 00:46

Mr.S, They are at the end of the post, they are few, so it was not necessary to make a complex changelog.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - Elmore - 14.03.2020 00:52

What about AI? By what principle does he build/receive a building?


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 14.03.2020 01:06

Mr.S, AI will build the special building if it has enough resources and buildings built, it's like the old Amethyst Upgrades mod, I know it will work because it is using the same script for that.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - Primmortal - 14.03.2020 10:35

Do the third-upgrade creatures have town alignment yet ?


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 14.03.2020 18:35

Primmortal, They will always have it, it's something essential that should never be missing, because it plays an important role in morale such as the undead with living creatures.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - Primmortal - 14.03.2020 19:21

(14.03.2020 18:35)V_Maiko Wrote:  Primmortal, They will always have it, it's something essential that should never be missing, because it plays an important role in morale such as the undead with living creatures.
Somehow sharpshooter and enchanter don't have it, but not with war zealot


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 14.03.2020 19:32

That's because they remain neutral creatures as such, but their upgrade is justified by Heroes like Gelu and Dracon.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - Primmortal - 14.03.2020 19:36

(14.03.2020 19:32)V_Maiko Wrote:  That's because they remain neutral creatures as such, but their upgrade is justified by Heroes like Gelu and Dracon.
So they don't have town-alignment right, they remain neutral creature right ?
I thought it was a conflict.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 14.03.2020 19:41

Quote:So they don't have town-alignment right, they remain neutral creature right ?

If you want I can change their alignment to their corresponding faction in next versions, but doing so would stop being neutral and lower morale to any alignment other than Rampart (Sharpshooter) or Tower (Enchanter).


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - Primmortal - 14.03.2020 19:50

(14.03.2020 19:41)V_Maiko Wrote:  
Quote:So they don't have town-alignment right, they remain neutral creature right ?

If you want I can change their alignment to their corresponding faction in next versions, but doing so would stop being neutral and lower morale to any alignment other than Rampart (Sharpshooter) or Tower (Enchanter).
You are so kind, but I think they should remain neutral, for more tactical choice.


RE: Third Upgrade Mod [Typhon Edition] v1.2.0 - V_Maiko - 15.03.2020 00:30

It didn't convince me of the creatures prices so I'll release another update later to fix that just because I realize it seems unfair.


RE: Third Upgrade Mod [Typhon Edition] v1.2.1 - V_Maiko - 15.03.2020 02:18

Update to v1.2.1 In this version the creatures' prices were balanced because many were unfairly inaccessible to buy due to the high cost of additional resources.


RE: Third Upgrade Mod [Typhon Edition] v1.2.1 - Primmortal - 15.03.2020 19:25

After a random map with new mod, I feel so excited, but sadly it didn't have new creature dwelling, but it's okay, creature look very fit with concept, but I think chimera is little glitchly, and death knight ( I don't remember its name ) and moon rider ( stronghold ).
With death knight I think if you use concept similar with death paladin in VCMI 3th upgrade mod is more compitable, and upgrad of wolf rider, moon knight doesn't fit with stronghold, do you thinhk so ?


RE: Third Upgrade Mod [Typhon Edition] v1.2.1 - V_Maiko - 15.03.2020 19:47

Yes I know, but I had no choice, I had no more sprite options to add, instead of the stronghold rider I could add a simple wolf, but that would have been worse for me the truth. And I don't get the third upgrade sprite for DreadNight that you're talking about, if you could get it for me I'll gladly fix that.


RE: Third Upgrade Mod [Typhon Edition] v1.2.2 - V_Maiko - 15.03.2020 22:14

Micro update to 1.2.2, Now Centaur Captain can shoot but with very little ammo and there will be no ability to get additional ammo, the ammo cart will be much more important here.


RE: Third Upgrade Mod [Typhon Edition] v1.2.2 - Primmortal - 17.03.2020 14:48

Do u have any futher plan for this mod yet ?


RE: Third Upgrade Mod [Typhon Edition] v1.2.2 - V_Maiko - 17.03.2020 19:02

Primmortal, I still have several in fact, but I do not want to take them out at once because later I run out of ideas about future versions to release.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 18.03.2020 00:52

Updated to v1.2.4

-Fix Elves Sacred could't shoot.
-Balanced the price of the Avernum Magogs.
-Added some objects to the map editor.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - Primmortal - 18.03.2020 07:13

Do you think about adding new campaign or something like that ?
Miracle Cave can be generated in random map yet ?


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 18.03.2020 07:24

Quote:Do you think about adding new campaign or something like that ?
Adding campaigns is something a totally new game would do, at most I would create custom maps.

Quote:Miracle Cave can be generated in random map yet?
At the moment I never saw that it was generated before, but it should, according to MOP (creator of Typhon) can be generated freely on a random map. I doubt that you have done something wrong because your addition is as specified by MOP.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 19.03.2020 07:27

For a future version of my mod, it is planned to make all the external dwellings of each faction allow to recruit the 3 types of creatures, not only that, also in dwellings of level 5-7 when you have to face the guards you will have to do it with the 3 types.
Image: unknown.png
Image: Screenshot-1.png

The written event is still very unstable because of the annoying error windows in the script, at least I know it is working but it will take a while for this new feature to be released stably for the next version.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - daemon_n - 19.03.2020 11:17

V_Maiko, dont forget about "Resistance" script ability to decrease 1 lvl of the creature's grade. And increasing creatures' growth in the town for each dwell.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 19.03.2020 19:23

daemon_n, you mean this script? How could I not remember if I used it always? 105 I think it will be one more script that will be disabled in order to use its exclusive replacement of "Third Upgrades mod" (The first was Hero Specialization Boost)
Image: Screenshot-1.png


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - daemon_n - 19.03.2020 23:20

V_Maiko, i think it is possible. Actually it needs to adopt for standard wog creatures. Cause the game can give supreme archangel when you atack archangels, but with this script only archangels are reduced to Angeles. So you will fight against Angels/archangels/supreme archangels or just Angeles/supreme archangels


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 19.03.2020 23:29

daemon_n, It will be more complicated than you think because if I add all the creatures of level 7 and 8, (downgrade and upgrade) in the same dwelling I think that the ERM will collapse wherever you see, no matter well written it is because has no logic, so I think I will only focus on level 8 dwellings and their respective upgrade to make the script for "Resistance I" work. Remember there is a second upgrade for level 8 creatures.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - daemon_n - 19.03.2020 23:51

V_Maiko, then it must not add 8lvl creatures when you attack upg 7lvl. You should enforce disable "additional upgrades" script.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 20.03.2020 00:19

daemon_n, That script is never enabled, in fact, it seems unnecessary, and from that I go, level 7 dwelling will remain the same with the difference that both downgrade and upgrade can be recruited once the dwelling is obtained, the same will be with level 8 with their respective dwelling.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - Berserker - 20.03.2020 00:50

daemon_n, forget about those old scripts. No sense to rely on them at all, imo.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 20.03.2020 01:14

Berserker, I was thinking about using your "Extended Dwellings" script for my mod, but I can't stop thinking about how to make it work with my "New Upgrades" script because what I want is; Buy the special building first, and then I want your script enabled so that the Third Upgrades are available to be recruited within the cities. I don't want the slots for the new units to be available before buy the special building.

It is a very ambitious idea what occurred to me. Rolleyes


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - Berserker - 20.03.2020 03:23

Extended Dwellings mod/script should be updated to support building requirements. I cannot help you right now, but it's definitely possible.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 20.03.2020 03:34

Berserker, If you know how to help me, talk me on the daemon_n discord server that I am also there, it will be easier to explain everything I should do, when you have time. 132


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - Berserker - 20.03.2020 05:08

V_Maiko, what building do you plan to use as special one?


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 20.03.2020 19:50

Berserker,No, the special building is actually a script, when you right click on a Capitol or City Hall, a dialog box will appear that will tell you the resources you need to buy it, once you get it the New Third Upgrades will be unlocked for that city. Image: castle-1.jpg


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - Berserker - 20.03.2020 23:50

V_Maiko, that's easy then. Extended Dwellings has all functions you need. Just call !!FU(dex_SetDwellingSlotByTownId) right after special virtual building is built.
Besides, in Era 3.0 in event
you can check if special virtual building is built for particular town and if so, change $xUpgType$ to appropriate value, based on $xMonType$ original type.


RE: Third Upgrade Mod [Typhon Edition] v1.2.4 - V_Maiko - 21.03.2020 00:22

Thank you very much! I will test that, it may take a long time to make the script completely reliable for use and published, if I have problems I'll consult you 132


RE: Third Upgrade Mod [Typhon Edition] v1.3.0 - V_Maiko - 24.03.2020 08:55

Update to v1.3.0

[-]Fixed related text about the requirements to buy the new special structure.
[-]Various decorative objects and graphic variety have been added to enrich the gaming experience.
[-]Improved the Acid Wyvern sprite the way it looks on the World Map.
[-]Reduced Guardians of Zeus' health from 850hp to 750hp, thanks to Harrowk for providing me with the review to better balance creatures.
[-]The new dragons have been completely removed from the game at the request of their original creator.

The main update of this version are the great graphic variety that I added and that are generated freely in a random map.
The reason for this update is to stimulate the desire to collect resources, the human mind is easily surprised by the new things it sees and wants to possess. By including new resource variants, people will once again have the same thrill of collecting as the first time they played the game.

Compatible with the Grossmaster's "Wog Fix" mod, if you first delete the "cprsmall.def" and "twcrport" files inside the .pac "Wog FiX.pac" it's mandatory to delete them if you want to have both mods because those two defs collide with my mod and Grossmaster producing a inevitable crash.


RE: Third Upgrade Mod [Typhon Edition] v1.3.0 - Berserker - 24.03.2020 17:18

V_Maiko, what if you place Third Upgrade higher in mod manager. No crash?


RE: Third Upgrade Mod [Typhon Edition] v1.3.0 - V_Maiko - 24.03.2020 17:42

Berserker, The priorities in modmanager are no longer as effective as before, currently the order of the mods no longer matters to me since I don't see any effect that favors me, it always works in the same way no matter the priority established.


RE: Third Upgrade Mod [Typhon Edition] v1.3.0 - Berserker - 24.03.2020 19:26

V_Maiko, that's simply not true. Mod priorities always work. Show me your Mods\list.txt, please.


RE: Third Upgrade Mod [Typhon Edition] v1.3.0 - V_Maiko - 24.03.2020 19:42

I said that it didn't benefit me, but neither did it harm me as in 2.46 that it was more unstable to have mods and know how to have a correct order of priorities. Image: Screenshot-1.png

Teste using both mods and checking the new creatures upgraded of my mod, if it doesn't crash.


RE: Third Upgrade Mod [Typhon Edition] v1.3.0 - Berserker - 24.03.2020 21:28

2.46 unstable? ))) Not true again. Virtual File System is mods core. Without it working properly you would not be able to run the game.
I see WoG Fix with highest priority on your screen. It should be below your mod if you want, that conflicting defs from your mod be used instead of defs from WoG Fix.

pac-files from higher priority mods are loaded first and are searched for resources first. It means, that cprsmall.def will be searched in wog fix.pac, then in transc art.pac, your mod.pac, hmm35wog.pac and in h3sprite.lod at last.


RE: Third Upgrade Mod [Typhon Edition] v1.5.0 - V_Maiko - 28.03.2020 09:58

GREAT UPDATE TO v.1.5.0

[-]Mayor Update: This update is what everyone has expected and what the best experience will bring to the game, once you have bought the structure by right-clicking on the capitol you can recruit the creatures directly from the dwellings. A long-awaited function could not be achieved thanks to Berserker, all credits to him for improving my script adding that valuable code.
[-]NEW: A new function has been implemented and it's important not to forget it, with the numeric buttons (1,2,3) you will be able to change the type of attack for creature, specially shooters with cast, between melee(1), shooting(2) and cast(3), but for this new function, the old way of changing the attack style by right-clicking the 'defense' button is disabled, so please don't report it as a bug. The respective credits go to xericsin, an HC user who provided me with this important script.
[-]The Emissaries Return: Now Rock Covered Position and Snow Covered Position are guarded by a legion of Messengers, Lava and Snow Sharpshooters, once defeated, can be recruited not only the Guardians, but also the Emissaries at worthy high prices of an endgame.
[-]Fixed Resource manager message in Dark Tiamat needing shoot sound.
[-]Lord of Thunders sprite has been replaced, and the level 8 creatures' original sprites have been added so they don't look overwritten and matched with the assembly.
[-]Now no creature from any faction is neutral, everyone is 100% aligned to their factions, *Sharpshooters, Enchanters, Mommies, etc.
[-]Sharpshooters become Sharpshooters Elves, their health is increased, their min-max damage is reduced and they now shoot double.
[-]Master Archangels no longer resurrect allies fallen into angels, they now resurrect allies normally like other archangels but 3 times.
[-]The ultimate monster, "Dark Tiamat" is now much more powerful and very difficult to kill, but pitifully like all living creatures it will continue to be vulnerable to death stare.
[-]Balanced the parameters between Dark Tiamat and Necross Dragon.
[-]The name of the Energy Elemental Third Upgrade has been changed from "Flux Elemental" to "Plasma Elemental.


RE: Third Upgrade Mod [Typhon Edition] v1.6.2 - V_Maiko - 05.04.2020 10:02

Update to 1.6.2: Balance Update
Thanks to Tupaz for this balance implementation.

-All creatures from all factions are less powerful but also cheaper.
- Revamped all units stats: Made castle units for exemple with much more defense skill, but with less HP, so they are easier to resurrect, but also this made them more susceptible to direct damage spells.
-Now Dragons and beasts like wyverns, hydras and behemoths have more HP, but with less defence.
-Adjusted all units price as follow: Fight Value * skills value price increase / unit level price reduction

Skills price increase examples:

+3% of every point in speed after 5 speed
+25% for ranged
+20% for Flying
+20% for drain life
+20% for Death stare
+15% for preventive counterstrike
+15% for no retail
+15% for double strike
+15% for strike all around
+10% for no melee penalty
+10% for chance to block 50% damage
+5%/10% for almost all other skills

Level price reduction:
-50% for lvl 1 and 2
-60% for lvl 3
-70% for lvl 4
-80% for lvl 5
-90% for lvl 6
-100% for lvl 7 and 7+
-20% more price reduction for neutral units (this is made to give a little incentive to hire them)

[-]Adjusted Elf sacred DEF position
[-]Fixed Necross Dragon bug not showing up in map editor.
[-]Wolf Raider's Third Upgrade has been completely redesigned to a unit that is more faithfully based on its original version.
[-]Changed some creature abilities for more balance, and others because they were not compatible with other abilities, causing them not to work.
[-]Now Dark Tiamat is not paired with the Gorynyches because they already have their own Dwelling, the fear of facing the Gorynyches is over!
[-]Necross Dragon also has their own Dwelling, however they will continue to line up with the Dracoliches due to their nature matching.

IMPORTANT FEATURE 2: A plugin was added that allows units to be upgraded quickly and efficiently, it is only necessary to press A + click on a creature to upgrade it, or A + click on the hero's portrait to upgrade them all. (Works perfect with Third Upgrades Mod). (By Ingrik)


RE: Third Upgrade Mod [Typhon Edition] v1.6.2 - Berserker - 05.04.2020 16:28

V_Maiko, nice balance update. Thought about similar formulas..


RE: Third Upgrade Mod [Typhon Edition] v1.6.2 - V_Maiko - 07.04.2020 02:11

Berserker, The balance is all correct, but I feel that the creatures of level 8 are being left aside, what would you recommend? Do I make the fourth upgrade a little stronger and more expensive or do I keep it that way?


RE: Third Upgrade Mod [Typhon Edition] v1.6.2 - Berserker - 07.04.2020 03:31

I usually prefer less upgrades, but unique features for monsters. Hard to advice anything for samy grade levels )


RE: Third Upgrade Mod [Typhon Edition] v1.6.5 - V_Maiko - 08.04.2020 01:13

Updated to v1.6.5

4 new scripts were added:

[*] Chain Prevention (PerryR): Guardians of Zeus can now cast Chain Lightning and not affect allies.
[*] No Friendly Fire Magic (PerryR): A script whose purpose is to make allied units suffer no damage when a creature such as magog attacks with fireball or inferno. (Armageddon not included)
[*] Santa Balance (PerryR): health of all summoned guards is set to 2HP and the shots for summoned Master Gremlins is set to 1.
Also the damage of the Ice bolt now has a proper scaling with the number of units.
[*] Demonic Rage: Script originally created by Algor, this allowed Horned Demons to have the "Rage" ability, that on each turn before attacking, their defense was reduced (-1) and attack increased (+3), now it is modified and adapted for Antichrists.


[*]Fixed some parameters of Master Archangel while balancing.
[*]Some prices for higher level creatures have been increased.
[*]Fixed some parameters that were not correct.
[*]Fixed Sacred Elf's shot was misplaced.


RE: Third Upgrade Mod [Typhon Edition] v1.6.6 - V_Maiko - 11.04.2020 20:04

Micro Update to v1.6.6

[*]Fixed Antichrists were disproportionately stronger than other units of the same level.
[*]Mirror of the Home-Way was replaced by Town Gate.


RE: Third Upgrade Mod [Typhon Edition] v1.6.6 - BladeRunner - 16.04.2020 11:01

Здравствуйте. Недавно начал с этим модом играть заметил что не работают многие заклинания (воскрешение из книги, радость крч бафающие не работают а атакующие точечные и аое работают)Архангелы, мастер-джины при попытке колдовать зависают на секунду и дальше ничего(даже анимации каста нету). играю на последней сборке daemon_n, ещё мод Трансцендентные Комбо Артефакты стоит(ну и мелких пару, но они в основном на графику, влиять не должны), не подскажите кто знающий с чем могут быть конфликты у мода, а то обидно половина геймплея урезаеться, может у кого-то ещё похожие глюки были(на счёт того что тип атаки цифрами 1,2,3 переключаеться знаю пробовал туда обратно переключать не помогает).


RE: Third Upgrade Mod [Typhon Edition] v1.6.6 - PerryR - 16.04.2020 11:16

BladeRunner,
Пожалуйста, удалите "No Friendly Fire Magic.erm" из папки Mod. Скрипт не закончен и может привести к краху с кастингом коммандера Necro(моя вина). VMaiko будет обновляться с исправлением, если скрипт удален.


RE: Third Upgrade Mod [Typhon Edition] v1.6.6 - BladeRunner - 16.04.2020 11:38

(16.04.2020 11:16)PerryR Wrote:  BladeRunner,
Пожалуйста, удалите "No Friendly Fire Magic.erm" из папки Mod. Скрипт не закончен и может привести к краху с кастингом коммандера Necro(моя вина). VMaiko будет обновляться с исправлением, если скрипт удален.
Спасибо большое, удалил сразу все заработало, спс.


RE: Third Upgrade Mod [Typhon Edition] v1.6.6 - V_Maiko - 16.04.2020 19:47

BladeRunner, Once the first version of the new mod I'm working on is released, I'll update Third Upgrades Mod.


RE: Third Upgrade Mod [Typhon Edition] v1.9.5 - V_Maiko - 07.05.2020 03:24

Update to v1.9.5

[-]The balance of the creatures was restored and now everything is more homogeneous.
[-]Some Third Upgrades Creature sprites have been replaced to make them more faithful to the original.
[-]Added "accumulate 8lv creatures" plugin to make level 8 dwellings cumulative.
[-]A Third Upgrade for Gremlins was created to make Santa Gremlin a neutral unit again.
[-]All new HoTA monoliths and portals have been added to the Third Upgrades mod.
[-]Fixed the description when Rage of Antichrists is activated.


RE: Third Upgrade Mod [Typhon Edition] v1.9.6 - Sea - 11.05.2020 23:35

1.9.6
Storm Elementals upgraded to Air messengers, not Hurricane Elementals.
Возможно потому что включена опция 173 (скрипт 25) "Универсальные улучшения существ"?
Также включена опция 820 "Дополнительные апгрейды" в ES.


RE: Third Upgrade Mod [Typhon Edition] v1.9.6 - V_Maiko - 12.05.2020 00:30

Sea, Это конфликт, не выбирайте другой вариант для улучшений, просто выберите «Новые улучшения», иначе существа не улучшатся должным образом.


RE: Third Upgrade Mod [Typhon Edition] v1.9.6 - Archer30 - 13.05.2020 20:46

V_Maiko, I guess you would like to use erm to forced enable/disable some wog options (like new upgrades) so that ppl won't get confused


RE: Third Upgrade Mod [Typhon Edition] v1.10.0 - V_Maiko - 20.05.2020 00:32

Updated to v1.10.0

[-]The units have been ordered when they have to be chosen once the special structure has been purchased.
[-]Void Elemental's price has been balanced.
[-]Dark Tiamat and Necross Dragon Dwellings now appear via wogify.
[-]3 new plugins have been added to make the game more interesting:
-Battle AI: Improves slightly as the AI works, it also allows them to better manipulate the new creatures and dwellings of the mod.
-ArtGuard: Creatures now have more protection radius for resources and artifacts.
-Instant Anim: Creatures now move animatedly like in HotA and VCMI during battle.
[-]A total of 18 new artifacts have been added without replacing any existing one, 3 are HotA combo (Ironfist of the Ogre is not a combo at the moment).

More artifacts will be added in the future.


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - V_Maiko - 30.05.2020 21:37

Update v.1.10.5

[-] Creatures original movement speed has been restored.
[-] Fixed some in-game objects, and now reduced the chance of crash when generating a new map.
[-] Fixed Acid Wyvern adv map sprite not displaying correctly.
[-] Everything related to the Third Upgrade Wolf Raider was restored and fixed.
[-] Neutral Town and Creature Banks Growth is now compatible with Third Upgrades Mod.


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - V_Maiko - 08.06.2020 16:20

Update to v1.12.0

[-]32 new artifacts were added, making a total of 50 without replacing any other.
[-]Fixed issue with some artifacts like pendants being placed on miscellaneous artifacts.
[-]Artguard.dll was removed due to bug reports related to that plugin.
[-]The price of third upgrades level 6 was further decreased because it was too expensive.
[-]2 new Dragon Utopias were created in the game (more to be added in the future).


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - XEPOMAHT - 08.06.2020 17:20

(08.06.2020 16:20)V_Maiko Wrote:  [-]32 new artifacts were added, making a total of 50 without replacing any other.

Думал, действительно новые, а оказались старые Моповские. 47,3 MB траффика потрачено зря... 52

Кстати, за все годы существования Эмералд.длл был выложен только один мод с реально новыми артефактами (это от Ivor который), который так и не был доделан и был заброшен по причинам глючности.

Видимо хитрый Feanor сделал Эмералд.длл только для того, чтобы отовсюду можно было бы легко тащить на эру артефакты. 148 Даже на VCMI с новыми артефактами дела обстоят намного лучше.


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - V_Maiko - 08.06.2020 17:38

XEPOMAHT, This emerald is a continuous development by another user called Majaczek, now is Emerald 3 and with it many new configurations were implemented and several bugs were fixed, I would recommend using it if you wish.


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - XEPOMAHT - 08.06.2020 18:06

(08.06.2020 17:38)V_Maiko Wrote:  now is Emerald 3 and with it many new configurations were implemented and several bugs were fixed, I would recommend using it if you wish.

I do not trust Emerald 3, because:

1. No innovations compared to the second version, only the correction of their own mistakes.
2. Missing change list.
3. Poor compatibility with new versions of the ERA. Absolute incompatibility with ERA Plus.

I'm use Emerald 2.02a - last version from Feanor.


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - Elmore - 08.06.2020 18:08

В дискорд WoG Era, Majaczek = Yuji Sakai
Он апгрейдит Amethyst и Emerald постепенно.



RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - XEPOMAHT - 08.06.2020 18:12

(08.06.2020 18:08)Mr.S Wrote:  
Он апгрейдит Amethyst и Emerald постепенно.

Он апгрейдит всё, у чего имеются исходники. Даже Тифон с Dwelling.dll делал, пока Берсеркер не перехватил инициативу, зачем-то переносил код из Тифона в Amethyst, в общем странный он... Брался бы по-человечески за что-нибудь одно, а не наваливался бы на все существующие плагины сразу, плодя при этом тонну багов из-за не понимания кода (хотя это было года 2 назад, сейчас может быть всё поменялось).



RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - V_Maiko - 08.06.2020 20:05

You miss it, here is a video about the artifacts that I have made in case you want to see it. My favorite is Compendium of the Magic that I adapted it for my mod Ab



RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - planetavril - 08.06.2020 21:36

how did you add dragon utopia?


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - Raistlin - 09.06.2020 02:27

(08.06.2020 18:06)XEPOMAHT Wrote:  I'm use Emerald 2.02a - last version from Feanor.

Можно ссылочку пожалуйста?


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - XEPOMAHT - 09.06.2020 11:00

(09.06.2020 02:27)Raistlin Wrote:  Можно ссылочку пожалуйста?

Входит в состав ERA PLUS - emerald_v202a.era и emerald.bin, которые можно скопировать в любой мод.


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - Raistlin - 09.06.2020 15:45

XEPOMAHT, понятно, спасибо!


RE: Third Upgrade Mod [Typhon Edition] v1.10.5 - V_Maiko - 10.06.2020 03:34

Raistlin, emerald 3 dont need emerald .bin, also fix a lot of annoying bugs from emerald 2, and is compatible witb ERA 2 and ERA 3. In a nutshell, emerald 3 better than emerald 2 even if s not a official development. 4


RE: Third Upgrade Mod [Typhon Edition] v1.12.1 - V_Maiko - 11.06.2020 02:50

Updated to v1.12.1

[-] Fixed crashes caused by emerald 3.
[-] The decorative object that was missing in the mod has been added again.
[-] Fixed bug of Utopias that disappeared in random map.


RE: Third Upgrade Mod [Typhon Edition] v1.12.2 - Holy_Avenger - 30.06.2020 00:29

Скажите плз данный мод не совместим с эра 2.9.14HD???


RE: Third Upgrade Mod [Typhon Edition] v1.12.2 - daemon_n - 30.06.2020 00:49

Holy_Avenger, совместим. А есть какие-то проблемы?


RE: Third Upgrade Mod [Typhon Edition] v1.12.2 - Holy_Avenger - 30.06.2020 01:13

Image: ff8c12a4d622fe.png
Вот список модов стоящих сейчас, отключив этот мод игра идет без проблем и вылетов. С этим модом постоянно выкидывает, полагаю что с чем-то из списка не совместим...


RE: Third Upgrade Mod [Typhon Edition] v1.12.2 - daemon_n - 30.06.2020 01:24

Holy_Avenger, advanced classes mod, я думаю.
Или 6 слот. Поскольку в нём уже есть данный мод


RE: Third Upgrade Mod [Typhon Edition] v1.12.2 - Holy_Avenger - 01.07.2020 22:02

Отключал и то и то бесполезно именно этот мод постоянно выкидывает при загрузке сейва либо при создании рандом карты либо просто в игре на каком-то событии,хотелось новых сушек оценить, но увы...


RE: Third Upgrade Mod [Typhon Edition] v1.12.2 - daemon_n - 01.07.2020 22:59

Holy_Avenger, тогда отключай до тех пор, пока не заработает.Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.0.0 - V_Maiko - 23.07.2020 23:19

GREAT UPDATE v2.0

As of version 2.0 it works only in ERA 3 for the new CBs, if you want to play in previous versions you will have to enter \Mods\Third Upgrade Mod\Data\s to delete the "New_CB_XXX.erm" scripts, or save them outside "s" folder for operation in ERA 2. You will lose the chance to play with New Creature Banks if you do that, so it's recommended to play in ERA 3 for a complete experience.

[-] All mod core has been completely changed, no longer works with Typhon, now works with Amethyst, developed by feanor/OxFEA, and improved by Majaczek. Now works with a plugin just like artifacts (Emerald) so the differences between Typhon edition and Amethyst Edition will be detailed below:

*Creatures no longer use Preventive Counterstrike or Range Retaliation, creatures possessing those abilities were replaced by others for balance.
*No more defense bonus.
*No more Prot. from shooting.
*In my mod it's already impossible to make alternative units in towns.
*It's now possible to create units with new abilities, like Faerie Dragons and Enchanters.
*It's possible to regulate the damage of spell attacks, so Avernum Magogs now attack again with inferno as in the first versions of my mod but with regulated damage.
*Fire shield damage can also be regulated.

The only major flaw in using Amethyst is the creatures that no longer appear in RMG, but in the next update they will appear again via replacing with other creatures.

*NECROMANCY*

Thanks to amethyst, something that has been asked for so much is now possible and it is necromancy compatibility with Third Upgrades Mod.
Necromancy has now been adapted and works as follows:

Basic Necromancy: Raise Skeletons
Advanced Necromancy: Raise Skeleton Warriors
Expert Necromancy: Raise Skeleton Knights

Cloak of the Undead King has also been made compatible with Third Upgrades Mod and Necromancy:

Basic Necromancy: Raise Mummies
Advanced necromancy: Raise Ghosts
Necromancy Expert: Raise Ancient Liches

[-] Added 10 new Creature Bank (Thanks to PerryR's script)
[-] Random map generation has been completely fixed so it shouldn't crash anymore.
[-] Fixed and changed some defs and images of creatures.
[-] 4 new creatures were added to the game.
[-] Added a new upgrade for Arch Mage, now Enchanters are neutrals again.
[-] New artifacts are now easier to find around the map.
[-] Now special upgrades from level 7 can be obtained by upgrading in Hill Fort third upgrades level 7 or in Level 8 dwellings.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.0 - Berserker - 24.07.2020 00:05

V_Maiko, nice combo of your mod, PerryR' CB and majaczek plugin 132


RE: Third Upgrade Mod [Amethyst Edition] v2.0.0 - V_Maiko - 24.07.2020 00:18

Berserker, Thank you, but my mod is a triple combo, I also have the Emerald plugin improved by Majaczek too, so the artifacts have more functionalities, I think as a future update I plan add alternative upgrades via artifacts, thanks to this code written in emerald 96-copy

Code:
ParseInt(buf, "UpgradeFrom=", &no_save.upgrade_from[target][0]);
    ParseInt(buf, "UpgradeTo=", &no_save.upgrade_to[target][0]);
    ParseInt(buf, "UpgradeFrom2=", &no_save.upgrade_from[target][1]);
    ParseInt(buf, "UpgradeTo2=", &no_save.upgrade_to[target][1]);
    ParseInt(buf, "UpgradeFrom3=", &no_save.upgrade_from[target][2]);
    ParseInt(buf, "UpgradeTo3=", &no_save.upgrade_to[target][2]);
    ParseInt(buf, "UpgradeFrom4=", &no_save.upgrade_from[target][3]);
    ParseInt(buf, "UpgradeTo4=", &no_save.upgrade_to[target][3]);
    ParseInt(buf, "UpgradeFrom5=", &no_save.upgrade_from[target][4]);
    ParseInt(buf, "UpgradeTo5=", &no_save.upgrade_to[target][4]);
    ParseInt(buf, "UpgradeFrom6=", &no_save.upgrade_from[target][5]);
    ParseInt(buf, "UpgradeTo6=", &no_save.upgrade_to[target][5]);
    ParseInt(buf, "UpgradeFrom7=", &no_save.upgrade_from[target][6]);
    ParseInt(buf, "UpgradeTo7=", &no_save.upgrade_to[target][6]);
    ParseInt(buf, "UpgradeFrom8=", &no_save.upgrade_from[target][7]);
    ParseInt(buf, "UpgradeTo8=", &no_save.upgrade_to[target][7]);
    ParseInt(buf, "UpgradeFrom9=", &no_save.upgrade_from[target][8]);
    ParseInt(buf, "UpgradeTo9=", &no_save.upgrade_to[target][8]);



RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 14.08.2020 23:59

Updated to v2.0.1 for ERA 3

+New creature: Specter, now ghosts are neutral again.
+Fixed an issue related to upgrading the first three levels of creatures in Stronghold.
+Avernum Magogs attack Inferno been balanced.
+Fixed Necross Dragon attack, they can now attack with death cloud like Dracoliches.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Berserker - 15.08.2020 01:47

V_Maiko, does emerald plugin support creature upgrading?


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 15.08.2020 03:06

Emerald 3, developed by Majaczek admits to upgrade a specific creature (UpgradeFrom=) to another (UpgradeTo=) by ID, the effect takes place the next day, I have created two artifacts that works that way, a crossbow, and another one that I named " Gelu's Bow ".

Image: 1.png Image: 2.png


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Ivor - 21.08.2020 01:57

I install Heroes + Era 2.8.8, then install Third Upgrade Mod v.2.0.0 for ERA II, start new game and recieve bug
It's disappointing Bad


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Berserker - 21.08.2020 02:17

Ivor, нужна Era 2.9.14+


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Bes - 21.08.2020 02:25

Ivor Wrote:I install Heroes + Era 2.8.8, then install Third Upgrade Mod v.2.0.0 for ERA II
Так для версии мода Third Upgrade Mod v.2+ требования изначально описаны, как:
(23.07.2020 23:19)V_Maiko Wrote:  GREAT UPDATE v2.0

As of version 2.0 it works only in ERA 3 for the new CBs


P.S. Ivor, глядя на текст вылета, первое что видно - !!re
Code:
Version 2.9.8
------------------------
[+] Introduced high-level fastest loops in ERM via new receivers: !!re, !!br, !!co.



RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 21.08.2020 03:34

Ivor, that error is from extended dwellings.erm (The error message starts at line 204 for reference).

(06.02.2020 04:55)Berserker Wrote:  «Расширенные Жилища»

Автор: Berserker
Версия: 1.0.0
Требует: Era 2.9.9+

Extended Dwellings works stable as of version 2.9.9 as specified in its thread.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Elmore - 21.08.2020 03:39

In this case, in the version description, instead of DOWNLOAD v2.0.0 for ERA 2, you must specify ERA 2.9.9+


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 21.08.2020 03:41

Mr.S, What a coincidence, I just did that before you advised me 148


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Elmore - 21.08.2020 03:48

It is also desirable to change download link name. Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Ivor - 22.08.2020 17:29

(21.08.2020 02:17)Berserker Wrote:  Ivor, нужна Era 2.9.14+
Ok, скачал сборку с 2.9.14 из http://wforum.heroes35.net/showthread.php?tid=5235, поставил
Включены:
WoG
Unleashed Editor
WoG Rus
BattleSpeed
WoG Scripts
WoG Scripts Rus
ERA Scripts Rus
HalfDark
Third Upgrade Mod

При старте получаю
Пренебречь, вальсируем
Но при первых же кликах на карте
После первой битвый - вылет



RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - PerryR - 22.08.2020 17:38

@Ivor
Maybe some old ERA hooker?
Send your Debug Folder.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 22.08.2020 17:51

Ivor, You haven't played ERA in a long time, right? None of those errors are related to my mod but to the ERA itself. But don't worry, ask for the help you need, my mod is fully functional, you're just having trouble with ERA. I recommend you more to use clean ERA than Assembly, I don't like that people play in Assembly if it is not from ERA 3 because the players report unknown errors from third parties or not related to my mod.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Berserker - 22.08.2020 18:53

WoG Scripts
WoG Scripts Rus
ERA Scripts Rus
Эти три мода точно последних версий?

Похоже, что нет.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - daemon_n - 22.08.2020 19:04

Ivor, отключи моды не из сборки
Как заметил PerryR, в каком-то из них лежит старый erm_hooker.era.
Удалить!Yes


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Ivor - 22.08.2020 19:23

Устанавливал сборку в тот же каталог, куда перед этим ставил привычную сборку с Эрой 2.8.8. Наверное, из-за этого и были все ошибки. Сейчас удалил каталог полностью, поставил сборку и добавил Third Upgrade Mod.
Ошибок нет


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 22.08.2020 19:49

There are some possible creature bugs that you will find and they have already reported it to me, in the next week I'll release an update to fix these bugs. Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 28.08.2020 19:42

Update v2.1.0 Fix Update

*Fixed Seraph can't fly.
*Fixed problem about creature attack with firewall.
*Fixed the problem about creature cost don't show, only gold.
*Improved Creature Banks scripts, now objects are more suited to grid replacement.
**AI can now clean and benefit from the new Creature Banks when visit it (there may be times a message to include creatures in AI army and that you cannot select anything, just accept, that annoyance will be solved in another update).
*The Compendium of Magic artifact no longer appears on the map or anywhere else, only via combo with all 4 tome, Yey!
*Cyclops Emperors can shot again.
*Wolf Rider Killer are double wide again.
*Divine Phoenix can be reborn countless times now as a true phoenix.
*Inferno Attack from Avernum Magog is nerfed, only attack with Inferno once time and regulated damage.
*Lightning Rod artifact is fixed (fixed immunity to chain lightning, give that same spell and the defense it should provide).
*New creatures now spawn on the map as they did before in Typhon.
*Fixed the new Creature Banks in map editor, now they are fully optimized so that they can be used in custom maps.

The next update, new content (new creatures with dwellings, creature banks and artifacts).


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Berserker - 28.08.2020 20:15

V_Maiko, nice update! I receive saved games, that cannot be loaded without TUM.
By the way, would you suggest new mods to use Typhon or Emerald?


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - Ivor - 28.08.2020 20:24

(22.08.2020 19:49)V_Maiko Wrote:  There are some possible creature bugs that you will find and they have already reported it to me, in the next week I'll release an update to fix these bugs. Ab
RMG generated empty artifact
Image: 3u.EmptyArt.png


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 28.08.2020 20:35

Ivor, Those are WoG blank artifacts, I left them blank to be compatible with other mods that script those artifacts, the 50 new ones I have made are fully functional.

You can sell those artifacts without functions as junk.


RE: Third Upgrade Mod [Amethyst Edition] v2.0.1 - V_Maiko - 28.08.2020 20:41

(28.08.2020 20:15)Berserker Wrote:  By the way, would you suggest new mods to use Typhon or Emerald?

I really don't know, I haven't thought about it.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - PerryR - 28.08.2020 21:34

We should exclude blank artifacts as a possible reward from CBs. I'll see to it.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - V_Maiko - 28.08.2020 21:37

PerryR, Ok, I don't know how you can do that, maybe if you ban ID 161-170 it's possible, but you will be hindering the possibility of generating those artifacts in mods, for example Zur13's or yours.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - Berserker - 28.08.2020 22:51

V_Maiko, sorry, I meant any reason to move from Typhon to Amethyst? What are the pro's?


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - V_Maiko - 28.08.2020 22:59

Berserker, It depends on the type of person.
For a versatile and intuitive creation and modification of creatures you can use Typhon.
But I use Amethyst because Majaczek is continuing the development of that plugin with new features just like Emerald v3.3. Amethysts itself already has more features than Typhon.

Image: Screenshot-1.png


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - Berserker - 29.08.2020 01:20

V_Maiko, thanks for screen and explanation. Majaczek does a great work.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - MOP - 29.08.2020 21:27

Хэ, ну вот и Тифон становится ненужным. 96
Ей-богу, как ни старайся, а к людям ближе не станешь. Скорее возьмут старое и улучшат, чем твоим новым пользоваться будут. Пусть даже в итоге то же самое получится. 96


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - Berserker - 29.08.2020 22:02

MOP, там скорее важен фактор обновляемости с активным разработчиком. То бишь кто-то что-то правит, добавляет, улучшает, адаптирует. А без Тифона не было бы текущих модов на новых монстров, да и из МоР код. Так что всё не зря.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - V_Maiko - 29.08.2020 22:13

MOP, Berserker is right, without Typhon source code, old feanor's plugin, "amethyst" wouldn't have improved for the better, if I want to give you a real reason why I replaced Typhon with amethyst it's because you left it frozen, and the only one who continues its development is XEPOMAHT in a closed modding for its own mod ERA+.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - MOP - 29.08.2020 22:35

Собственно, не вижу противоречия. Феанор ведь тоже отошёл от дел, но дальнейшее развитие плагина продолжилось. Тифон же проще не развивать, а переписать с нуля/использовать наработки для создания другого редактора. А почему? Потому что ассемблер. С которым ближе к людям не станешь.

То есть, что я хочу сказать:
Получается, что мне проще и целесообразнее выдавать людям какую-то инфу о коде, чем - создавать проект, адаптировать его под платформу, устранять баги, развивать и тратить на это труд и время, хотя едва отвернёшься - и он уже никому не нужен в исходном виде и развивать его некому.


RE: Third Upgrade Mod [Amethyst Edition] v2.1.0 - XEPOMAHT - 30.08.2020 00:06

(29.08.2020 21:27)MOP Wrote:  Скорее возьмут старое и улучшат, чем твоим новым пользоваться будут. Пусть даже в итоге то же самое получится. 96

Всё новое - хорошо забытое старое. От чего ушли, к тому и вернулись. Не удивлюсь, если через пару лет в Тифоне появится свой конструктор новых городов и героев в виде плеяды текстовиков и моддеры снова обратят внимание на Тифон. 96

(29.08.2020 22:35)MOP Wrote:  Феанор ведь тоже отошёл от дел, но дальнейшее развитие плагина продолжилось.

Тифон тоже был продолжен. Но не сам редактор монстров/городов (т.к. там уже ничего просто так не поменяешь).

(29.08.2020 22:35)MOP Wrote:  Тифон же проще не развивать, а переписать с нуля/использовать наработки для создания другого редактора.

Переписать можно только сам редактор (возможно когда-нибудь доберусь, переведу его на Дельфи 7, чтобы можно было свободно расширять как угодно). Саму dll Тифона переводить в высокоуровневый код точно не следует (в том же обновлённом Аметисте тупо скопированы функции и хуки из Тифона в виде ассемблерных вставок, т.е. от Ассемблера так просто в этих делах не уйдёшь 96 ).


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - V_Maiko - 12.10.2020 02:23

Updated my mod to version 2.2.0


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - Berserker - 12.10.2020 02:54

Quote:it was reported to me that the problem with high-level creatures (level 8) not getting experience correctly is an ERA 3 problem. So I can't take care of the problem.
Is it actual report?


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - V_Maiko - 12.10.2020 03:04

daemon_n has informed me (enter to the link via Discord), my high-level creatures and WoG's aren't gaining experience correctly.
The problem seems to be intermittent and may not be reproducible.


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - daemon_n - 12.10.2020 12:17

Did i?105


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - PerryR - 12.10.2020 13:00

Thank you Maiko for making this new update, I had the chance to sneak-peak it yesterday and the random generated maps look really beautiful. The addition of objects from the Freds Object Patch is fantastic. 132

There is a small problem with Stack Experience for some of the new creatures added with Amethyst, sometimes they get negative Exp or loose all Stack Exp. Nothing to serious.


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - V_Maiko - 12.10.2020 19:23

PerryR, I do my best, also need to adapt the emerald tower compatibility.


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - PerryR - 12.10.2020 19:42

yes but keep in mind that emerald tower script is not to blame.
The problem is that Amethyst Plugin does not transfer !!MA receiver commands in save games. So new creatures lose their bonus once the save gets loaded.


RE: Third Upgrade Mod [Amethyst Edition] v2.2.0 - Berserker - 12.10.2020 21:15

PerryR, and that what majaczek should implement.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - V_Maiko - 29.11.2020 23:48

Update to v.2.5.0

-Improved Amethyst: Emerald Tower now work even with save play. Implemented Preventive Counter Strike, Range Retaliation and Reduce Defense. Defense Bonus and Protection from Shooting could be implemented in the next Update.
-Fixed AI in Creature Bank Creator by PerryR.
-Loopsounds plugin implemented, thanks to Strigo.
-Added content pertaining to the VCMI expansion mod "The Tides of War": 21 new creatures, 12 new dwellings, and 6 new creature banks.
-3 new creatures along with their respective dwellings were additionally created.
-Fixed some menor bugs in Third Upgrade Mod.erm.
-Minor balances for Divine Phoenix and Spectral Behemoth.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - V_Maiko - 30.11.2020 00:00

This mod was tested in last official assembly version.

Any feedback about the loopsounds, contact to Strigo via Discord.
Any unknown crash with another unofficial assembly, contact to Panda.
Everything else can be contacted by me.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - Raistlin - 30.11.2020 00:04

Loopsounds?? Is it what I think it is??


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - V_Maiko - 30.11.2020 00:06

Raistlin, yes, is what you think, it was a surprise even for me, but it was nothing secret, everything was exposed in Discord.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - XEPOMAHT - 30.11.2020 00:45

(30.11.2020 00:00)V_Maiko Wrote:  Any feedback about the loopsounds, contact to Strigo via Discord.
Any unknown crash with another unofficial assembly, contact to Panda.
Everything else can be contacted by me.

Чего вперёд паровоза бежите? Дождитесь, когда сделают на самой Эре, раз Берсеркер обещал поддержку пользовательских лупов.


(30.11.2020 00:06)V_Maiko Wrote:  it was a surprise even for me, but it was nothing secret, everything was exposed in Discord.

Думаю, что такие вещи рекомендуется всё же добавлять централизованно. А не как придётся. Патч на лупы - 33 места в коде игры для лимита лупов = 115, если лупов необходимо больше - потребуется расширить всю функцию (её выкладывал в разобранном виде Берсеркер, если кому-то интересно). Если у Strigo меньше, значит его плагин просто не доделан, был выложен сырым и будет опрокидывать игру при возврате на карту приключений из любых диалогов.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - V_Maiko - 30.11.2020 00:52

XEPOMAHT, The plugin is a beta I will use it temporarily or permanently depending on how it will be developed in ERA.
For now I publish it as a test prototype and it can be improved if required.

The only thing I can say is that the plugin works correctly, but sounds with very low decibels will be heard very low or almost nothing.

Now that I remember correctly, if Berserker plans to implement loopsounds with Erm Framework Mod then I'd better forget about wanting to use it, because all the mods that use Erm Framework Mod are of the latest version and I want my mod to be backward compatible.
Otherwise I would have freely embedded Mixed Neutrals or Unlimited Music in my mod.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - XEPOMAHT - 30.11.2020 01:04

(30.11.2020 00:52)V_Maiko Wrote:  The only thing I can say is that the plugin works correctly, but sounds with very low decibels will be heard very low or almost nothing.

Если он использует оригинальный код от SoD, то звуки должны звучать и смешиваться на уровне оригинальных звуков игры. Если звук выводится с помощью сторонней dll (например свободно распространяющейся bass.dll), то тут уже все на совести корректности написанного кода для проигрывания wav/mp3 или любого другого аудио формата.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - V_Maiko - 30.11.2020 01:14

XEPOMAHT, Let me explain, the author of this plugin told me that it works correctly, it was created by reverse engineering of SoD and has not changed the volume of any sound. The original loopsounds sound correctly, an example I can give you is those from The Tides of War, but third party sounds that seem to have a low sound frequency seem not to be heard at high volume.

Not just any sound can be used as a loopsound and they can sound with the same intensity


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - XEPOMAHT - 30.11.2020 01:38

(30.11.2020 01:14)V_Maiko Wrote:  but third party sounds that seem to have a low sound frequency seem not to be heard at high volume.

Зависит от битрейта. И чем конвертировали. Для MoP все loop-звуки сжимались в wav mono 177 kb/s. Уровень громкости я настраивал только опытным путём для каждого звука методом прослушивания его непосредственно в игре, оптимальный был немного ниже уровня перегрузки (т.е. при уровне нормализации на шкале громкости ниже красного в редакторе - я использовал Sony Vegas Pro для редактирования loops).

(30.11.2020 01:14)V_Maiko Wrote:  Not just any sound can be used as a loopsound and they can sound with the same intensity

"Грязные" звуки с большим количеством шума использовать нельзя. И обрезка должна быть без щелчков - они очень сильно портят loops.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - Raistlin - 30.11.2020 02:39

(30.11.2020 00:06)V_Maiko Wrote:  Raistlin, yes, is what you think, it was a surprise even for me, but it was nothing secret, everything was exposed in Discord.
Cool! Dance3Dance3Dance3


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - Str1g0 - 01.12.2020 17:11

(30.11.2020 00:45)XEPOMAHT Wrote:  
(30.11.2020 00:00)V_Maiko Wrote:  Any feedback about the loopsounds, contact to Strigo via Discord.
Any unknown crash with another unofficial assembly, contact to Panda.
Everything else can be contacted by me.

Чего вперёд паровоза бежите? Дождитесь, когда сделают на самой Эре, раз Берсеркер обещал поддержку пользовательских лупов.


(30.11.2020 00:06)V_Maiko Wrote:  it was a surprise even for me, but it was nothing secret, everything was exposed in Discord.

Думаю, что такие вещи рекомендуется всё же добавлять централизованно. А не как придётся. Патч на лупы - 33 места в коде игры для лимита лупов = 115, если лупов необходимо больше - потребуется расширить всю функцию (её выкладывал в разобранном виде Берсеркер, если кому-то интересно). Если у Strigo меньше, значит его плагин просто не доделан, был выложен сырым и будет опрокидывать игру при возврате на карту приключений из любых диалогов.

hello,

The plugin doesn't just patch the sound table, it rewrites a bit of functionality. Some functions have been rewritten almost completely. The sounds are no longer stored in the AdventureManager and both the wav and the sound name tables are now dynamic. It also modifies how it gets object sounds.

Patching bounds everywhere is a fool's errand, it's not viable, it's prone to errors and it's static. Sometimes you have to do it, but I don't consider this one to be such a case.

Yes, it's a beta plugin, there may be bugs or crashes, but i already fixed quite a bit thanks to VMaiko's testing.

Also, it is by no way an era plugin, it's a SoD one, I've released it just because there are people that need it and I happened to have it handy, so I recommend changing it when era finally supports loopsounds. But for now, it's serviceable.


RE: Third Upgrade Mod [Amethyst Edition] v2.5.0 - XEPOMAHT - 01.12.2020 17:39

(01.12.2020 17:11)Str1g0 Wrote:  Some functions have been rewritten almost completely. The sounds are no longer stored in the AdventureManager and both the wav and the sound name tables are now dynamic. It also modifies how it gets object sounds.

OK, it is commendable that you have completely changed the code for receiving sounds from objects, which solves the compatibility problems. For me personally, this is too deep a change. For ERA this is the best solution, the main thing is that it is written correctly and the replacement of functions does not lead to errors.

(01.12.2020 17:11)Str1g0 Wrote:  Patching bounds everywhere is a fool's errand, it's not viable, it's prone to errors and it's static. Sometimes you have to do it, but I don't consider this one to be such a case.

I'm tested this old-old-old patch for MoP, it is worked without errors. In HoA this pach for loops is worked without errors too.


RE: Third Upgrade Mod [Amethyst Edition] v2.6.0 - V_Maiko - 22.12.2020 02:13

New Update! v2.6.0

Changelog

-Fixed with the problems with Avernum Magogs, I finally gave up and they only attack with fireballs.
-Fixed issue with friendly spellcasters that could only cast bloodlust instead of other spells.
-Fixed ReduceTargetDefense% parameter in which was not detected in AmeEdit.
-Fixed the Beholders' Sanctuary loop sound in which its sound was missing.
-Banned "Enhanced Artifacts II" from my mod by users who reported that this is the problem with some artifacts that crash in my mod.
-Fixed some abilities in Stack Experience.
-Updated creature specialty in heroes.
-Optimized monster replacer script.
-5 new artifacts were added (please test the effectiveness of Tiara of knowledge, which increases learning skills 10%, it has not been fully tested so there may be bugs).


RE: Third Upgrade Mod [Amethyst Edition] v2.6.0 - Raistlin - 22.12.2020 02:28

V_Maiko, you finally gave up? What do you want to say? What is wrong with the Magogs?


RE: Third Upgrade Mod [Amethyst Edition] v2.6.0 - V_Maiko - 22.12.2020 02:43

Raistlin, nothing important, I couldn't make it balanced enough as I wanted.


RE: Third Upgrade Mod [Amethyst Edition] v2.6.0 - Raistlin - 22.12.2020 14:09

V_Maiko, I thought you can't make them shoot like usual Magogs, and I new how to do it without plugins... So, I wanted to help you, if it was the problem Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.7.0 - V_Maiko - 10.01.2021 22:43

Update v2.7.0

Changes:

-Amethyst and Emerald updated.
--New Amethyst feature "isAimedCaster" now the creatures that attack with spells from large areas (like fireball, inferno, frost ring), can be selected the exact place where they want to cast by pressing F just like Faeries Dragon.
-Updated list of banned scripts for TUM, and "option 730 - single-slot composite artifacts" has been completely nullified from the mod.
-Removed extra "%" from Third Upgrade.json.
-Blocked AI effect from ET (Thanks to Archer).
-Fixed the problem that Pit Master couldn't raise demons due to lack of cast.
-The problem with the Necromancy has been resolved, it can now be used again in TUM. Now all I have to do is improve team's diplomacy so that the TUM Necromancy is no longer overshadowed.
-Improved Arctic Sharpshooters and Lava Sharpshooters.
-The first CB with variants has been released (it has 4 tiers of which once a certain tier is cleared, you will get an artifact of the same type but better). Content officially released previously in The Tides of War.
-An additional artifact added.
-Fixed the descriptions of some artifacts.
-The problem with OP Fire Shield has been fixed once again. I will do everything possible so that it does not happen again.
-Added 2 new def variants for WoG chests (the first one that is green was extracted from WoG fix, and the second one I did it myself merging both chests, the green one and the original red one).

There will be no more updates in a while because I fulfilled another of my goals which is to add all the ToW content to TUM.
The next update will focus on another content implementation.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.0 - Berserker - 10.01.2021 23:45

Thanks for update. What was the issue with necromancy?


RE: Third Upgrade Mod [Amethyst Edition] v2.7.0 - V_Maiko - 10.01.2021 23:46

Berserker, There were some conflicts with ACM, but it has already been resolved. Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.7.0 - Astranzen - 13.01.2021 03:44

V_Maiko, Does this mod work on ERA 3.2+? Because I installed it but I don't see any changes.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.0 - V_Maiko - 13.01.2021 04:28

Astranzen, yes it works, make sure you have installed it correctly, you will notice the most drastic changes in a game if you play a random map.

---------------------------------------------------------------------

The micro update v2.7.3 is here, there are only 3 changes to consider:

1. Hates have been organized and fixed, both in stack experience and .cfg files.

2. Made slight changes to two creatures, Terrible Hydras's regeneration was nerfed, due to him being nearly invincible in 1v1 combat. Fire Paladin's fire shield was put in .cfg, it no longer has a different fire shield than the others.

3. The immunities of the third upgrade elementals was fixed just like their predecessors.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - Astranzen - 14.01.2021 01:29

V_Maiko, there was an error at startup "!!UN:A"-wrong combo artifact number.
Code:
!#UN:A31/179/115/116/117;               [Combi Artifact ID 31 (Golden Goose 179) consists of]
;115 Endless Sack of Gold
;116 Endless Bag of Gold
;117 Endless Purse of Gold

!#UN:A30/180/66/67/68;                  [Combi Artifact ID 30 (Diplomat's Cloak 180) consists of]
;66  Statesman's Medal
;67  Diplomat's Ring
;68  Ambassador's Sash

!#UN:A29/181/57/58/59;                  [Combi Artifact ID 29 (Pendant of Reflection 181) consists of]
;57  Garniture of Interference
;58  Surcoat of Counterpoise
;59  Boots of Polarity

!#UN:A25/219/86/87/88/89;               [Combi Artifact ID 28 (Compendium of Magic 219) consists of]
;86 Tome of Fire Magic
;87 Tome of Air Magic
;88 Tome of Water Magic
;89 Tome of Earth Magic



RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - V_Maiko - 14.01.2021 04:27

Astranzen, That only happens if you have the "emerald" plugin disabled, make sure you have it enabled, that should only be disabled when playing RoE and AB campaigns, or else you get crash because my artifact plugin only works with SoD expansion.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - Astranzen - 16.01.2021 03:10

V_Maiko, Thank you. It works. One more question. How could I combine this mod with WoG Fix Rus? The new fonts that he adds are important to me. But when I turn on your mod, the fonts are reset to the original ones. And if possible, then I could somehow leave the names and descriptions of the creatures of the original HoMM3 in Russian as it was before the installation of the mod, leaving the new creatures in English, of course.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - V_Maiko - 16.01.2021 06:12

Astranzen, I'm rough when it comes to changing fonts, I don't like other mods to modify it for me, but for needed fonts like Russian one solution is to delete "WF_Fonts.pac" from data folder of my mod.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - Berserker - 16.01.2021 16:52

Astranzen, Typhon, unfortunately, replaces all monsters and holds names/description in single file.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - soni5 - 22.01.2021 01:07

V_Maiko, instal this modde on era 2.46
delete the "New_cb_xxx.erm" files as u said, but got this problems!
Maybe i should install something else?

Missed file:
Data\amethyst.cfg

Wrong config:
necromancy.cfg

necromancy.cfg
0 0 0 0 0 0

Fatal error
Please add your sounds in sounds.json


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - Raistlin - 22.01.2021 01:40

soni5, try this


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 22.01.2021 01:54

soni5, You need ERA version 3.2+ only link above is that you do needYes


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - V_Maiko - 22.01.2021 01:54

soni5, oh excuse me, for unfortunatly It works from ERA 2.9.9, for several reasons, the first is that VFS didn't exist in 2.46 so to make plugins like Amethyst work for new creatures, in 2.46 the entire mod had to be installed in the data folder of the root game, the second is that before from 2.9.9 is also unable to run "Extended Dwellings" due to the absence of <!!re, !!br, !!co> receivers.
I don't know why the loopsounds won't work, you haven't deleted sounds.json in my mod?


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - soni5 - 22.01.2021 04:14

V_Maiko, Ok, as i understand i cant play your mod on 2.46 era. Sad Bad
   
(22.01.2021 01:54)V_Maiko Wrote:  I don't know why the loopsounds won't work, you haven't deleted sounds.json in my mod?
I deleted only "New_cb_xxx.erm" files in *data\s* folder, as u said in the description.

Anyway, here is another problem. I install your mode on 2.9.14. Delete these New_cb_xxx.erm files. The game launched, but as i start a random map or even simple map, i got this.
Image: Screenshot-1.png

Image: Screenshot-2.png

Image: Screenshot-3.png
If what, i even tryed to launched it without any modes. Like

third upgrade mode
wog

same problem


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 22.01.2021 04:22

soni5, please use ERA 3.2+


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - soni5 - 22.01.2021 04:25

daemon_n, but what about wog scripts? Bad


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 22.01.2021 05:33

soni5, there are all inside. Don't worry, man.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - soni5 - 22.01.2021 06:54

As i understand, 8.5th lvl creatures u can get them only by upgrading 8th lvl creatures in fort, or to buy them in 8th lvl Dwellings.
but what if random map wont generate a fort and home 8th lvl dwellings? Then how to get 8.5th lvl creatures? And how to make 4 upg in town (home) like 7, 7.5, 8, 8.5?


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - Mahno - 30.01.2021 17:29

How to add creatures in you mod if he is have not typhon?)


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - slater777 - 03.02.2021 15:22

Did someone encounter a problem with visuality of monster experience rank and banner? ERA 3.0.4 + mod 2.7.3

https://yadi.sk/i/rXSG8_m3WfGzoQ
https://yadi.sk/i/Wk6s5SQ5ri5B2g


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 03.02.2021 18:47

slater777, проблема со шрифтами там была. Скачай сборку от Панды.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - slater777 - 03.02.2021 20:10

daemon_n, спасибо. А какие файлы отвечают за шрифты? Точечно заменить файлы из сборки Панды можно?


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 03.02.2021 20:36

slater777, тут не уверен, в каком моде дело.
Wog/Wog Rus/ Gem


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - slater777 - 03.02.2021 21:42

daemon_n, проверил. Выключил мод ResOunD (то бишь Third Upgrade Mod, если я ничего не путаю), отображение опыта и знамени вернулось на место.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 03.02.2021 21:49

slater777, тогда найди в нём data\ gem_fonts.pac и удали.


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - slater777 - 03.02.2021 21:52

daemon_n, да, помогло, спасибо!


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - V_Maiko - 07.02.2021 08:46

I haven't died yet and never will be, I'll be back later with TUM 2.8 (WIP) in my hand in 12 hours 158


RE: Third Upgrade Mod [Amethyst Edition] v2.7.3 - daemon_n - 07.02.2021 09:54

V_Maiko, we love and wait for youYes


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - V_Maiko - 17.02.2021 04:19

Third Upgrades Mod v2.8.0

-Countless graphic fixes have been made.
-7 new creatures.
-New third upgrade for the Centaurs, Sylvan Centaurs are neutral again.
-5 new simple dwellings, 2 compound dwellings.
-28 new artifacts of which 3 are combos.
-Unlocked all 4 dwellings of the gods (Palace of Martial Spirit, Citadel of Pacification, Monastery of Magicians and Library of Legends).
-12 new creature banks and 1 new Dragon Utopia.

NEW!:Resource Warehouses are now available in my mod and on the maps! THANK YOU PerryR!! 20

Thanks to Majaczek I am now able to make combos with new artifact parts in Emerald 3, the effort paid off and my creativity in artifact combos is now limitless 96

I already have my creature banks, loopsounds and being able to assemble artifacts with parts greater than ID 160, I wonder what will be the next thing I will need to take my mod to the next level? Spiteful
I would really come up with anything but new cities and heroes, even if I could, I have to make new upgrades for the creatures from for example COVE and it would be tedious, also it would sacrifice countless compatibility with many scripts related to cities, no that is not good at all 106


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - Raistlin - 17.02.2021 04:37

V_Maiko, great update, thank you! Thank_you If you do not know what you could add, try to script some new mechanics Spiteful


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - V_Maiko - 17.02.2021 04:42

Raistlin, Oh yeah, we're going to start stealing HotA object events, starting with Colosseum of the Magi which is already written in UN:C Spiteful Spiteful Spiteful


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - Raistlin - 17.02.2021 06:01

128128128

The first realisation was terrible, I hope the community will forgive... By the way, igrik has helped me, and I will update this code in a few days Yes


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - XEPOMAHT - 17.02.2021 12:10

(17.02.2021 04:19)V_Maiko Wrote:  I already have my creature banks, loopsounds and being able to assemble artifacts with parts greater than ID 160, I wonder what will be the next thing I will need to take my mod to the next level? Spiteful

Это скорее всего зависит от Majaczek и других людей, пишущих плагины для увеличения контента в игре. Например мне добавление новых артефактов, банков монстров, жилищ монстров, как и самих монстров, давно не интересно. Когда имеются готовые инструменты, позволяющие всё это делать на ERA, то уже нет в этом никакой изюминки - это становится обыденностью. Около 17 лет назад, когда такие возможности появились у авторов WoG, это действительно выглядело революционно, но сейчас... больше внимания уделяется именно качеству, а не количеству, а ещё больше игроки хотят стабильной работы, чтобы нигде ничего не глючило.

(17.02.2021 04:19)V_Maiko Wrote:  I would really come up with anything but new cities and heroes, even if I could, I have to make new upgrades for the creatures from for example COVE and it would be tedious, also it would sacrifice countless compatibility with many scripts related to cities, no that is not good at all 106

Например меня это не остановило. Не держусь за старое, а продвигаюсь вперёд. Уже в ближайшем будущем (а может быть уже и сейчас) более эффективные скрипты можно создавать на lua, из старого ERM вместе со старыми скиптами давно выжаты все соки, трястись над совместимостью с ним вместо создания чего-то нового - жизнь прошлым, а не будущим.

(17.02.2021 04:42)V_Maiko Wrote:  we're going to start stealing HotA object events, starting with Colosseum of the Magi which is already written in UN:C

Всё уже давно украдено до Вас. За многие годы существования HoA её не переносил на все доступные платформы только ленивый. Фактически весь контент HoA 1.3.6 есть и на VCMI, и на MoP, и на ERA.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - PerryR - 17.02.2021 12:46

I can offer to script the Colosseum of Magi, it will not take long with the old squeezed out erm. (+ i want to refrain from plugins and un:c as much as possible in TUM because I cannot support it 160 and on contrary to what XEPOMAHT says, in the past, it were the plugins that caused problems and produce untraceable bugs and not the erm code)

Congratulations on the TUM release Maiko 20

Edit: Raistlin that should of course not stop you from creating the Colosseum of Magi in any way, creating if a main part of the fun Sm
I was solely speaking from a Third Upgrade mod (part-time developer) perspective.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - Mahno - 05.03.2021 02:50

Experience is added from 1 to 255 unit,from 256 and etc. he is not added. What is bug?)


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - XEPOMAHT - 05.03.2021 03:21

(05.03.2021 02:50)Mahno Wrote:  Experience is added from 1 to 255 unit,from 256 and etc. he is not added. What is bug?)

Не баг. Константа MAXCREXPAB в WoG намеренно равна 256, с соотвествующим выделением памяти на таблицы опыта максимум на 256 монстров. Сам WoG часто выделяет байт на номер монстра (да и некоторые плагинописатели тоже любят так делать), поэтому более-менее полнофункционально монстров в количестве выше 256 можно добавлять только в MoP или на SoD/HoA.

Просите автора плагина Amethyst поднять этот лимит (лично я в рамках Тифона когда-нибудь полностью заменю в WoG весь код опыта монстров, с добавлением новых способностей монстров, поэтому в Тифоне всё что связано с MAXCREXPAB пока оставлено без изменений).


RE: Third Upgrade Mod [Amethyst Edition] v2.8.0 - Mahno - 05.03.2021 12:23

(05.03.2021 03:21)XEPOMAHT Wrote:  
(05.03.2021 02:50)Mahno Wrote:  Experience is added from 1 to 255 unit,from 256 and etc. he is not added. What is bug?)

Не баг. Константа MAXCREXPAB в WoG намеренно равна 256, с соотвествующим выделением памяти на таблицы опыта максимум на 256 монстров. Сам WoG часто выделяет байт на номер монстра (да и некоторые плагинописатели тоже любят так делать), поэтому более-менее полнофункционально монстров в количестве выше 256 можно добавлять только в MoP или на SoD/HoA.

Просите автора плагина Amethyst поднять этот лимит (лично я в рамках Тифона когда-нибудь полностью заменю в WoG весь код опыта монстров, с добавлением новых способностей монстров, поэтому в Тифоне всё что связано с MAXCREXPAB пока оставлено без изменений).

А можно это как-то самому исправить или придётся ждать,пока вы над тифоном поколдуете?)


RE: Third Upgrade Mod [Amethyst Edition] v2.8.5 - V_Maiko - 09.03.2021 08:57

THIRD UPGRADE MOD v.2.8.5 changelog

-Critical Bug about Warehouses was fixed.
-Soul Eater commander casts was Fixed.
-Fixed name of the some creatures.
-Reclassified combos artifacts, they will no longer appear on the map or in rewards.
-Most CBs can now be revisited, most in 14 days, others in 28 days.
-Fixed Diamond Dragon/Darkness Dragon has no spell resistance.
-The unnecessary double attack of Stack Experience on Seraphs has now been changed to "No retaliation".
-Windmill was be removed from the replacement list of warehouse.
-Fixed damage on Dryads.
-Orb of Chaos and Compendium of the Magic had a rebalance.
-Ultimate Dragon Utopia was Balanced.
-Small balance in the rebirth of Divine Phoenix.
-Primal Faerie Dragon now has Expert "Magic Mirror "and Basic "Anti Magic".
-Mod priority increased by +2.
-Optimized the magic damage of Primal Faerie Dragon.
-Optimized all my creature banks for battle replay.
-Dragon Treasury has been replaced by Dragon City.
-One new compound dwelling: Black Tower (it's not manageable in Map Editor due to a limitation in its object naming)
-Add new soundtracks in the mod.
-NEW!: Added Mysterious Cave. (It's a cave with the events of the mod "Adventure Pillars").
-3 new artifacts now have effects and are now available in the game.
-Fixed crash when ghosts appear in death chamber.
-Fixed Troll Hag and Troll Witch don't shoot correctly in animation.
-The crash caused by right clicking on an empty slot in the backpack has been fixed.
-Fixed backpack button in wrong position.
-Changed the object replacement of some CBs for better passability.
-Redesigned Forbidden Cliffs (Old design was very unsightly).
-Removed automatic enablement of "New Artifacts" script.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.5 - Berserker - 09.03.2021 09:49

Quote:-Most CBs can now be revisited, most in 14 days, others in 28 days.
Valuable decision.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 26.03.2021 07:32

Updated to version 2.8.7

-Fixed new skeletons are affected by morale.
-Fixed Darkness Dragon and Diamond Dragon lose breath attack.
-Removed startup info of Mysterious Cave.
-Creature portrait and battle def were updated.
-Deleted many Mp3, now there are only a few soundtracks left from The Tides of War.
-Removed zport01.def from RMG.

-Fixed Archangels resurrects all the fallen stack.
-Fixed shooting adjacent/shoot close ability, now it works again.
-Added Colisseum of The Magi. (it is not generated in Random Map, in the next update it is expected to do so).
-Reduced the replacement rate of all objects on the map.
-Fixed Cloak of the Undead King resurrect pikeman.
-Sun Emperor Chainmail and Crown of the Fire King were balanced.
-Creature spawn has been completely fixed, now everything works as it should.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - daemon_n - 26.03.2021 08:14

Nice fix update!
Keep it going Yes


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Raistlin - 28.03.2021 00:49

V_Maiko, will it be ok, if generated Colisseums will have the same animation as normal Arenas? Rolleyes Sorry, I still can not fix it...


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 28.03.2021 02:12

Raistlin, what do you mean by animation? I can change the graphics and the loop sound myself, it is enough for me that it is possible to change the name as if it were a new type of object in game with Arena.ini


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Raistlin - 28.03.2021 03:00

V_Maiko, the generator places new arenas with the def of the default one... It does not use new def even if a new defname is set in zo- and zabjets.txt.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 28.03.2021 03:47

Raistlin, ok, that is a serious problem in the generation of subtypes, or does it generate the new Arena without requiring zaobjcts.txt? if it's the second, I prefer it not to be like that.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Raistlin - 29.03.2021 21:50

V_Maiko, yes, right now it is the second... I will try to find a solution.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 30.03.2021 03:38

(29.03.2021 21:50)Raistlin Wrote:  V_Maiko, yes, right now it is the second... I will try to find a solution.

Take your time, it is the first time you do this and it is not easy to familiarize an object with text objects, the more hero experience you have, the more objects can be added in the future easily 174


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Raistlin - 30.03.2021 21:17

Yes, you are right 96-copy


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - bogatson - 12.04.2021 18:00

(30.03.2021 03:38)V_Maiko Wrote:  
(29.03.2021 21:50)Raistlin Wrote:  V_Maiko, yes, right now it is the second... I will try to find a solution.

Take your time, it is the first time you do this and it is not easy to familiarize an object with text objects, the more hero experience you have, the more objects can be added in the future easily 174

Is it possible to add a 3-level creature upgrade option for the Neutral City faction (instead of Conflux)?


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Nevemor - 18.04.2021 02:54

Сделал перевод данного замечательного мода версии 2.8.7
Возможны некоторые неточности/недочёты, прошу уведомлять меня об этом.

Ссылка:
В мод-менеджере должен стоять выше мода-оригинала.

Пожалуйста, разместите в главном постуSm


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Berserker - 18.04.2021 03:53

Nevemor, добро пожаловать на форум! Большое спасибо за перевод, размещаем.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Berserker - 18.04.2021 03:58

Nevemor,
переименуй, пожалуйста, файлы

Pandora en.json
Third Upgrade.json

в

Pandora ru.json
Third Upgrade ru.json

А файлы

DwTable.txt
zcrgn1.txt
artraits.txt
artevent.txt
zcrtrait.txt
CRTRAIT0.txt
Crtraits.txt

скорее всего нужно поместить в pac-архив через MMArchive. Скажем, third upgrade rus.pac


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Archer30 - 18.04.2021 04:33

Quote:скорее всего нужно поместить в pac-архив через MMArchive. Скажем, third upgrade rus.pac
That will be "_third upgrade rus.pac" in order to override txt from "AmeCre.pac" (The first character of the filenames - "_" is with higher priority than "A").


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Berserker - 18.04.2021 04:39

Em, nope. Alphabetical order is used for files of the same mod only. The mod with higher priority is always loaded earlier.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Archer30 - 18.04.2021 04:50

Oh sorry, I thought that third upgrade rus.pac is going to be put in the same mod with TUM Eng, that's the only case alphabetical order matters.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Nevemor - 18.04.2021 07:16

(18.04.2021 03:58)Berserker Wrote:  Nevemor,
переименуй, пожалуйста, файлы

Pandora en.json
Third Upgrade.json

в

Pandora ru.json
Third Upgrade ru.json

А файлы

DwTable.txt
zcrgn1.txt
artraits.txt
artevent.txt
zcrtrait.txt
CRTRAIT0.txt
Crtraits.txt

скорее всего нужно поместить в pac-архив через MMArchive. Скажем, third upgrade rus.pac

Исправил. Перезалил файл


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Berserker - 18.04.2021 20:59

Где-то перевод хромает (например, скаллирование = scaling = масштабирование), но всё равно спасибо за труд. Привёл имена файлов к одному стилю, оптимизировал pac-архив, загружаю на постоянный хостинг. Скоро будет новость в ВК.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Berserker - 18.04.2021 21:08

Why on Earth mod directory is named "ResOunD"? I also get constant crashing, trying to start the game with TUM (original) enabled.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - PerryR - 18.04.2021 21:17

I cannot say for the crashes but the name "ResOunD" was added since Strigo made the plugin for loopsounds. This plugin required the folder name ResOunD. It later turned out that it was a misunderstanding and it would not have been necessary to rename the mod like this, just a folder with "ResOunD" must be present somewhere. I admit the name uncomfortable.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Nevemor - 18.04.2021 21:26

(18.04.2021 20:59)Berserker Wrote:  Где-то перевод хромает (например, скаллирование = scaling = масштабирование), но всё равно спасибо за труд. Привёл имена файлов к одному стилю, оптимизировал pac-архив, загружаю на постоянный хостинг. Скоро будет новость в ВК.

Я вчера тоже нашел пару недочетов, сыграв одну долгую катку. Но теперь наверное уже дождусь обновления мода, ибо автор намекнул, что в 2.9 будут новые монстры, заодно их переведу)


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - slater777 - 19.04.2021 21:48

Found one mistake in Third Upgrade Mod.erm.
Line 1341. Should be !!OW&y40=1:Ry1/6/d7000;
as Golden Goose gets 7000 gold in total, not 4750.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - daemon_n - 19.04.2021 22:08

slater777, так разве компоненты не работают в сборнике?


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - slater777 - 19.04.2021 22:32

daemon_n, работают. Только в описании Гуся сказано "In addition to component effect when equipped, increases your income by 4750\day". +4750 в дополнение к эффектам сумок, которые дают +1000/+750/+500, т.е. +2250 в сумме. Сейчас Гусь даёт 4750 в день.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - slater777 - 20.04.2021 15:03

Склады с золотом\серой\деревом\etc не работают, или я что-то неправильно установил? В описании Wog object, при заходе ничего не происходит.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - slater777 - 23.04.2021 19:38

Found a bug. Primeval faerie dragon can cast attacking spells through antimagic spell.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 23.04.2021 20:50

(23.04.2021 19:38)slater777 Wrote:  Found a bug. Primeval faerie dragon can cast attacking spells through antimagic spell.

Primal Faerie Dragon ignores counterspells, it has to be a sufficiently advantageous creature for its update to be worth it. There are no effects to counteract his impending magic attack other than completely nullifying the spells of both sides or that said creature is immune.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 23.04.2021 22:05

I was on hiatus, the project is resumed.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - slater777 - 25.04.2021 23:38

(23.04.2021 20:50)V_Maiko Wrote:  
(23.04.2021 19:38)slater777 Wrote:  Found a bug. Primeval faerie dragon can cast attacking spells through antimagic spell.

Primal Faerie Dragon ignores counterspells, it has to be a sufficiently advantageous creature for its update to be worth it. There are no effects to counteract his impending magic attack other than completely nullifying the spells of both sides or that said creature is immune.
All right then. Another problem. AI can't equip artifacts, which were found in the new creature banks.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - V_Maiko - 25.04.2021 23:56

slater777, that must be a problem with the creature banks template by Perry, because the AI of encountering artifacts on the map can equip them, and it has been checked by myself.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - PerryR - 26.04.2021 01:01

Hi slater777, Hi V_Maiko long time no see Sm

I will check thanks for the report, maybe I must change the HE:A receiver.
When you use Dif Mod the AI will always look in his backpack and equip the best possible artifact for every slot, but probably that is not true for the new artifacts added by Emerald plugin.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 02.05.2021 00:23

Updated to version 2.9.0
Changelog including the list of what the mod contains has been updated in the main thread.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - Nevemor - 02.05.2021 03:21

(02.05.2021 00:23)V_Maiko Wrote:  Updated to version 2.9.0
Changelog including the list of what the mod contains has been updated in the main thread.

Thank you for update! I'll start preparing the russian translationSm


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - Berserker - 02.05.2021 04:25

V_Maiko, it become harder to find new changes. You need some kind of changelog you could post and aggregate in a file.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 02.05.2021 04:33

Berserker, how difficult is it to visit main threads? I'll not accumulate a huge list of changes like Panda, changes that were made before remain in the past to streamline.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - Berserker - 02.05.2021 07:48

New things are only those, that are marked with NEW! badge?


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 02.05.2021 20:14

(02.05.2021 07:48)Berserker Wrote:  New things are only those, that are marked with NEW! badge?

There is a lot that I need to fix the thread, in fact I need to rewrite the whole thread because my mod is no longer like the first time, I have to provide information about everything it has but it is too much work and I don't even know how to describe my own mod , it will take time.
I was aware of it since I tried to add a thread to the Chinese forum, with the intention of attracting more to the public and showing them everything that it has is ideal, but as I said I have no idea how to describe all the things that my mod has.

A mod of this magnitude would require me to show it with animated images and a quirky title to show how attractive it is. 96


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - slater777 - 04.05.2021 20:58

If warehouses put on the map manually they work correctly. But if they replace some objects (via generating random map) they are seen like "wog object" and completely broken. Nothing happens when you visit it.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 04.05.2021 21:10

slater777, make sure you haven't moved the scripts or altered the code, it should work as it should


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - slater777 - 04.05.2021 22:13

V_Maiko, ok, I'l try it again later. Btw where can I find a script containing information about extended chests (I found that some chests give more gold that standart ones)?


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 04.05.2021 22:33

slater777, in WoG Scripts or ERA Scripts for the achievements, because beyond the graphics my mod does not modify it


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - slater777 - 04.05.2021 23:14

V_Maiko, I checked ERA and WOG scripts. All clear. Then I deactivated TUM, generated a large map and picked up about 30 chests. Non of them gave me 4k, 5k, 6k or 7k gold. Maybe is it about any plugin your mod contains?
Also I tried another generated map. Warehouses still have "wog object" hint.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 09.05.2021 04:41

slater777, I will investigate that.

The next update will also take a little longer, because I am going to recreate most of the portraits of my creatures to .png to obtain a higher quality, the same will go for the artifacts that I plan to redesign. Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - slater777 - 09.05.2021 13:01

V_Maiko, glad to see your mod is still developing! Ab


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - Archer30 - 09.05.2021 13:15

Hi VMaiko, I'd like to report a minor issue with Elder Dendroids - they don't seem to appear from their dwelling (only available from Castle dialogue).




RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 09.05.2021 18:23

Archer30, This is an old Extended Dwellings bug (I'm already aware of the problem since the implementation), it is not a configuration error of mine so that is why it was never fixed, it has been reported to Berserker on more than one occasion but it never gave me a solution to the regarding this, I'm even aware that this also happens to Astral Cerberus Dwelling Kennels, but what can I do to fix it? I'm not the author who developed Extended Dwellings. 105Unsure


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - Berserker - 09.05.2021 18:46

V_Maiko, could you remind, what exactly commands works wrongly for which creature IDs?


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 09.05.2021 18:58

Berserker, The problem occurs with IDs 205 and 215 on line 598 and 636 respectively in Third Upgrade.erm

Image: Screenshot-1.png
Image: Screenshot-2.png


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - slater777 - 13.05.2021 16:24

It seems like Primeval faerie dragon doesn't have manual mode of casting spells due to inactivity of F button. Can it be fixed?


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - V_Maiko - 13.05.2021 18:03

slater777, and why is the F button inactive? it's supposed to work that way, is it some assembly's fault?


RE: Third Upgrade Mod [Amethyst Edition] v2.9.0 - slater777 - 13.05.2021 21:18

V_Maiko, I don't know. I just push F button and nothing happens.


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Tvorec33 - 20.05.2021 20:50

(18.04.2021 02:54)Nevemor Wrote:  Сделал перевод данного замечательного мода версии 2.8.7
Возможны некоторые неточности/недочёты, прошу уведомлять меня об этом.

Ссылка:
В мод-менеджере должен стоять выше мода-оригинала.

Пожалуйста, разместите в главном постуSm

Когда руссик под 2.9? а то с 2.8.7 не запускается


RE: Third Upgrade Mod [Amethyst Edition] v2.8.7 - Nevemor - 20.05.2021 21:24

(20.05.2021 20:50)Tvorec33 Wrote:  
(18.04.2021 02:54)Nevemor Wrote:  Сделал перевод данного замечательного мода версии 2.8.7
Возможны некоторые неточности/недочёты, прошу уведомлять меня об этом.

Ссылка:
В мод-менеджере должен стоять выше мода-оригинала.

Пожалуйста, разместите в главном постуSm

Когда руссик под 2.9? а то с 2.8.7 не запускается

Пока что всё еще в процессе, свободного времени мало сейчас. Но постараюсь сделать более качественный перевод) в прошлый раз не все объекты перевелись.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.2 - V_Maiko - 24.05.2021 22:18

Third Upgrade version 2.9.2

-Fixed Royal Treasury messange input.
-Improved Hell Stalllion portrait.
-Updated emerald, fixed minor bugs.
-Level 7 creature banks was balanced.
-Fixed all new dwellings from version 2.9, now generate the creatures as they should.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.5 - V_Maiko - 31.05.2021 02:35

Third Upgrade version 2.9.5

-CB scripts were updated, now they allow guards to have Stack Experience.
-Added all the missing replacer scripts, now all dwellings can be generated in a custom map.
-Added script "Dens of Thieves are replaced with Hill Forts.erm" for the purpose with the name already mentioned. (Thanks to Archer).
-Rebalaced Ultimate Dragon Utopia. (creatures replaced, number of guards and rewards reduced, revisitable every 28 days, growth rate 5% per week).
-Now the growth of level 7 creature banks is 1% per week.
-Improved Seraph, now removes alignment penalty for units from good and neutral towns, and cast Prayer at the start of combat.
-Improved Guardian of Zeus, now adds Titan's Lightning Bolt to your spellbook.
-Improved Divine Phoenix, now adds Armageddon to your spellbook and make you immune to it.
-Improved Mermaid, now gives you +500 movement in the sea and protects you from whirlpools.
-Improved Moss Thrall, now lets you walk through the water.
-Coral Reef dwelling now appears in the water by default.


RE: Third Upgrade Mod [Amethyst Edition] v2.9.5 - Tvorec33 - 04.06.2021 11:16

Не работает "разрушение городов"


RE: Third Upgrade Mod [Amethyst Edition] v2.10.0 - V_Maiko - 10.06.2021 05:33

Image: Logo-2-10.jpg

Changelog:

-Fixed and updated main thread.
-Gorynych balanced.
-Tiamat reworked and balanced, now it's upgrade for Gorynych.
-2 new creatures.
-Cave of Tiamat and Dragon Catacomb were replaced for 2 new dwellings for other neutrals.
-Fixed Chasm Dragon and Pure Diamond Dragon bug affected by fire shield.
-Fixed HP of Elder Ogres.
-Balanced the cost of Holy Champion, Paladin and Dragon Golem.
-Reduced the number of rebirths of Divine Phoenix.
-Fixed the portraits of the special buildings to have Third Upgrades in OpenGL.
-Fixed Lightning Birds immunity.
-Removed chain lightning from Guardian of Zeus.
-Now Oak Dryad summon Stump Rider from a dead ally.
-Disabled by default "90 wog - pandora.erm", now it is only optional if you want to use it for Random Maps.
-Map editor objects have been sorted.
-Added a new function to crossbow artifact.
-Changed Tiara of Knowledge, now gives +5 Wisdom and makes you immune to Forgetfulness and Hypnotize.
-Emerald updated, the feature that changed the behavior of the game to obtain experience was removed, this may be a possible solution to the problem of experience overflow, negative experience and 0 experience.
-The replacer scripts have been renumbered, now they start from the number 100.
Important:
-Added new implementation: Additional units, now you can buy an 8th dwelling in which the creatures of Tides of war are obtained! You have to press the "8th units" button in the lower corner where the frames are to select the units in HD mod.
--To obtain the 8th upgraded units, it's required to buy the special building to obtain third upgrades.
(There are two bugs in this new implementation, one in which all the wood is consumed and even gives you -10 of it when buying the 8th dwelling, the second is that the Dungeon, Stronghold, Fortress and Conflux factions have additional upgraded units, it will be fixed in next version).


RE: Third Upgrade Mod [Amethyst Edition] v2.10.0 - Nevemor - 10.06.2021 07:31

(10.06.2021 05:33)V_Maiko Wrote:  Image: Logo-2-10.jpg

Changelog:

-Fixed and updated main thread.
-Gorynych balanced.
-Tiamat reworked and balanced, now it's upgrade for Gorynych.
-2 new creatures.
-Cave of Tiamat and Dragon Catacomb were replaced for 2 new dwellings for other neutrals.
-Fixed Chasm Dragon and Pure Diamond Dragon bug affected by fire shield.
-Fixed HP of Elder Ogres.
-Balanced the cost of Holy Champion, Paladin and Dragon Golem.
-Reduced the number of rebirths of Divine Phoenix.
-Fixed the portraits of the special buildings to have Third Upgrades in OpenGL.
-Fixed Lightning Birds immunity.
-Removed chain lightning from Guardian of Zeus.
-Now Oak Dryad summon Stump Rider from a dead ally.
-Disabled by default "90 wog - pandora.erm", now it is only optional if you want to use it for Random Maps.
-Map editor objects have been sorted.
-Added a new function to crossbow artifact.
-Changed Tiara of Knowledge, now gives +5 Wisdom and makes you immune to Forgetfulness and Hypnotize.
-Emerald updated, the feature that changed the behavior of the game to obtain experience was removed, this may be a possible solution to the problem of experience overflow, negative experience and 0 experience.
-The replacer scripts have been renumbered, now they start from the number 100.
Important:
-Added new implementation: Additional units, now you can buy an 8th dwelling in which the creatures of Tides of war are obtained! You have to press the "8th units" button in the lower corner where the frames are to select the units in HD mod.
--To obtain the 8th upgraded units, it's required to buy the special building to obtain third upgrades.
(There are two bugs in this new implementation, one in which all the wood is consumed and even gives you -10 of it when buying the 8th dwelling, the second is that the Dungeon, Stronghold, Fortress and Conflux factions have additional upgraded units, it will be fixed in next version).

ARE YOU kidding me?:DD I just completed translation for 2.9.5 a few minutes ago, and you publish a new version ahaha. Btw, good work!!Sm


RE: Third Upgrade Mod [Amethyst Edition] v2.10.0 - V_Maiko - 10.06.2021 07:45

(10.06.2021 07:31)Nevemor Wrote:  ARE YOU kidding me?:DD I just completed translation for 2.9.5 a few minutes ago, and you publish a new version ahaha. Btw, good work!!Sm


That exactly happened to a translator of my mod in the Chinese community when I released version 2.9.5 96

I hope you enjoyed, I tried hard.


RE: Third Upgrade Mod [Amethyst Edition] v2.10.0 - Nevemor - 11.06.2021 06:34

Перевод для Third Upgrade Mod 2.10.0
О любых недочётах/багах, прошу уведомлять меня об этом.

Ссылка


И снова просьба, разместите в главном постуSm


RE: Third Upgrade Mod [Amethyst Edition] v2.10.0 - V_Maiko - 11.06.2021 07:10

Nevemor, Done! Thank you so much 132


RE: Third Upgrade Mod [Amethyst Edition] v2.10.5 - V_Maiko - 07.07.2021 22:29

Update v2.10.5

-Removed 8th slot dwelling due to instability and difficult maintenance. Possibly reintegration in the future.
-Fixed the mental immunity bug of some skeletons.
-Redesigned Centaur General (By FirePaladin).
-Fixed Antichrist sound when teleporting.
-Antichrist now recovers "No enemy retaliation".
-Fixed the stats of Santa Gremlin and other creatures according to the current ERA 3.
-Sacred War Hammer balanced, cast Destroy Undead removed.
-Added new special artifacts with new effects (credit to Kongsuni for scripting).
-Now that error message will no longer appear when you want to play without emerald.
-For testing: Added a script that allows instant victory in battles by pressing the "M" button, thanks to Archer30.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - V_Maiko - 27.07.2021 03:24

Update to v2.11.5

Changelog since 2.11.1 to 2.11.5

v2.11.1

-ID 270-284 were reorganized.
-Returned 8th dwelling, fixed the issue of some creatures appearing upgraded from the Dungeon faction.
-Fixed 8th dwellings bug that consumed all wood and left you with -10.
-Now 8th creatures have normal growth as originally intended.
-Changed the location of the "8th units" button, it is now down for more convenience (don't worry, anyway in HD mod it didn't show the available numerical amount of creatures).
-The prerequisites and costs to build the 8th dwellings have been changed, now it is more flexible and fair.
-Citadel and Castle building now increases creature growth in 8th dwellings.
-Fixed a minor bug fix regarding to staff of doom (crashes in siege).
-Removed "Protection by all units in battle.erm"
-Removed "option 730-single-slot composite artifacts.erm"
-Added functionality to a couple of artifacts. (scripting by Kongsuni)
-A new artifact combo has been added.
-Emerald Tower has been fixed and adapted for TUM. Thanks to Archer30
-Fixed and adapted to TUM "Monstes are half price on 7th day of the week" script. Thanks to Archer.
-Fixed the names of Tides of War creatures when improve in Emerald Tower.

v2.11.3

-CB scripts updated, now the AI will be able to equip the new artifacts of the mod if they earn it as a reward.
-Reclassified original combo artifacts, they should no longer appear on the map or as a reward in Creature Banks.
-Special WoG artifacts have been unlocked. (Magic Wand, Golden Tower Arrow, etc).

v2.11.5

-Fixed the description of Compendium of Magic and Chaos Orb.
-Fixed Treehouse dwelling on the map, now it will no longer have a problem with resources during its replacement.
-Improved 8th units feature, added Enlarged clickable area of ​​the 8th creature button.
-Removed 8thCreatures.bin, no longer required.
-Improvements in Third Upgrade mod.erm, unblocked one slot combo artifacts and Enhanced Artifacts script options.
-The Portal of Summoning feature was replaced by Banner Workshop, you can now buy banners in Dungeon.
-Fixed demolishing town mistakenly disabled by Mysterious Cave.erm.
-Now the dwelling replacers scripts no longer appear in random map (they are generated naturally).
-Fixed immune from some artifacts.
-Fix Ring of Elements not allowing summoning different elementals in the battle.
-Added "-1000 tum Archer.erm" adds support for various constants, and now there is no problem running ERA 3.8.0
-Fix encountering pandora battle outside of Pandora with battle save from new pandora script.
-Art combo table was implemented, right clicking on the backpack button will open a dialog to see the list of combos artifacts currently available in TUM.
-Updated amethyst, Ballista shoots crashing.
-Updated emerald, experience no longer overflows.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Berserker - 27.07.2021 06:40

Thanks for updates!


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Nevemor - 27.07.2021 07:02

Thank you for changelogSm


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Artyr1995ua - 30.07.2021 16:53

Nevemor, кинь ссылку на скачивание пж


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Nevemor - 30.07.2021 16:54

(30.07.2021 16:53)Artyr1995ua Wrote:  Nevemor, кинь ссылку на скачивание пж

Перевода актуальной версии еще нет, в процессе.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Artyr1995ua - 01.08.2021 05:55

Nevemor, можеш сказать когда будет


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Nevemor - 01.08.2021 08:21

(01.08.2021 05:55)Artyr1995ua Wrote:  Nevemor, можеш сказать когда будет

К сожалению нет. Но не переживайте, автор вполне вероятно новую версию выкатит в скором времени) будет еще более актуальный перевод.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Artyr1995ua - 01.08.2021 11:31

Nevemor, спасибо за ответ)


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Serg - 05.08.2021 02:27

Здравствуйте! Подскажите кто знает на что Third Upgrade Mod устанавливать? И в какую папку? Heroes III + WoG 3.58f + ERA3.8.7 + Third Upgrade Mod мод в папку Heroes III всё? И с какого ярлыка запуск? Спасибо.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Goponfs - 06.08.2021 01:44

(05.08.2021 02:27)Serg Wrote:  Здравствуйте! Подскажите кто знает на что Third Upgrade Mod устанавливать? И в какую папку? Heroes III + WoG 3.58f + ERA3.8.7 + Third Upgrade Mod мод в папку Heroes III всё? И с какого ярлыка запуск? Спасибо.

Make a clean ERA install directly from era launcher, after this you can install third upgrade mod directly in the root directory and you can enable the mod via mod manager from the launcher. After this you just push the play button from the launcher, no need any shorcuts.
https://www.dropbox.com/s/hpym4vh86thfx5h/Heroes%203%20Launcher.exe?dl=1


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Serg - 07.08.2021 15:04

Установил сборку через launcher.exe, обновил патч 2.17 через настройки игры. Установил Third Upgrade Mod v2.11.5. В менеджере модов все включено, что в нем есть, кроме Advanced Classes Mod 1.07, Henchman Mod, TrainerX, Mod 16-2way teleports. Вылезает Image: 15d69280b785142e73cbdc735c19a222-full.png загрузить фото. Что у меня неправильно сделано?


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - daemon_n - 07.08.2021 15:30

Serg, попробуй отключить 16-2way teleports. Да и просто запусти только вог и тум - если не сработает, то перекачай и переустанови мод
Если не поможет, поставь последние библиотеки c++


RE: Third Upgrade Mod [Amethyst Edition] v2.11.5 - Serg - 07.08.2021 21:46

Пробовал на другом компьютере - все так же. Выяснил, что не работает с двумя модами Game Enhancement Mod и Third Upgrades Mod. Если их отключить все остальное запускается нормально. С Third Upgrades Mod вообще не запускается даже если все отключить кроме базового Wake of Gods.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.6 - V_Maiko - 09.08.2021 02:50

Third Upgrade Mod v2.11.6

Changelog

- Fixed outpost of souls giving spell book as a reward.
- Fixed option Monster are half priced on Sunday reducing prices every day.
- Now Antichrists are also able to cast sacrifice with the option Devilish Sacrifice enabled.
-Completely rewritten 8th creatures in Town script (in order to eliminate issues of outdated syntax).
-Now you can press D for building 8th dwelling/recruiting 8th creatures from town screen.
-Fixed Crossbowman, had innate shot close ability with amethyst, now the ability with stack experience is progressive again.
-Removed WF Fonts.pac in data folder.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - V_Maiko - 18.08.2021 05:51

Update version 2.11.7

Changelog

- Fixed dwelling names of 8th creatures after the third upgrade building is built.
- Fixed the speciality strings of Charna and Ballista Specialists.
- Fixed Ghosts not appearing in Blacksmiths after demolishing towns.
- Improved some codes of Archer's scripts by Archer.
- No Melee Penalty ability for Centaurs in stack experiece was removed.
- Fixed Plural name of Troll Witch.
- Mimic Armageddon's Blade of Divine Phoenix was removed.
- Balanced Spectre, no longer has attract soul ability.
- Removed arena.dll.
- Change Elder Ogre cast Slayer for Frenzy.
- Rebalaced Seraphim, removed Attack Twice and Attack and Return in Stack Experience.
- Balanced Spellwaver, no longer attacks twice (now only in stack experience) nor does it cast Magic Arrow.
- Balanced Monstrous Eyes, now has a lower chance to cast hypnotize.
- Ring of the Snake Eyesight now is Relic class.
- Fixed the passability of Dragon City creature bank.
- Added Horn of the Abyss artifact and Cape of Silence.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - FIRE - 24.08.2021 17:00

But, a little about sad:
There are some serious bugs that I found, playing in the mod:
1. The maps are not sorting, during the re-entering the "New Game" menu - the map is dropping, which (someone) created the last time.
The same in the "Load Game" menu - the sorting does not work properly (it would have been sorted by the last saved game, and now - on the last loaded) - sometimes it is very annoying when you want to quickly load the last saving.
Without a MOD, the map is displayed that you chose before. And the downloads are sorting as needed - on the last saving.
"New Game" - not depending on the time of creation of the map.
If you remove from the game folder HD_WOG.DLL - everything is sorting as it should, but sometimes the game crashes with an error. Why is that? Can you fix it?
2. Treasure chest - gives a negative value of experience! I see this first. It was already 2 times, on different cards. What - the experience of the hero is not adding, and on the turn, - takes away!
Not a treasure chest - and a curse chest, some kind of ...
Image: Chest2.jpg + Image: Chest2.jpg
3. UKR FONT PROBLEM- I play at HOMM3 ERA HD with the Ukrainian interface. So - with font - obvious problems. He does not see "і", "є", "ї" - replacing them with technical symbols ... Can You somehow solve this problem?
Image: UKR-font-problem.jpg
4. When hiring the creatures of the 8th order - sometimes number of creatures  is showing like this:
Image: dtyoi.jpg
5. Where and how to see the full list of new artifacts, creatures (with all the abilities and parameters), buildings, etc., which adds Tum to the game?
6. Hero bag pack in the English version - the inscription is not displayed correctly.
Image: image.jpg
7. After the last update (by the way - thanks for Horn of Abbys!) - Some factions are confused by the names of the heroes and their avatars (see Screenshots).
Image: Yog.jpg and Image: Kilgor.jpg
8. Is it possible to somehow implement the hiring of all upgraded creatures with one button? Or key combination? Every time you go and hire everyone separately — is not very convenient.

And for the last - my Wish: Is it possible to somehow organize an automatic update of the Fashion - what could modify how to update how it happens in ERA HD? The game independently checks * (if you find) downloads and installs updates. Very convenient.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - Elmore - 24.08.2021 17:14

FIRE, Игра установлена через Heroes 3 Launcher или какая-то старая сборка?


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - V_Maiko - 24.08.2021 21:43

FIRE, before going through essential points to answer your feedback, first I suggest 3 things:
- Completely reinstall the launcher from scratch.
- Re-download the latest version of my mod.
- Do not overwrite anything in the mod.
What is happening to you are corruptions that have little to do with a development failure (because at least it has not happened to me or those of my team have reported).


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - FIRE - 24.08.2021 23:03

(24.08.2021 21:43)V_Maiko Wrote:  FIRE, before going through essential points to answer your feedback, first I suggest 3 things:
- Completely reinstall the launcher from scratch.
- Re-download the latest version of my mod.
- Do not overwrite anything in the mod.
What is happening to you are corruptions that have little to do with a development failure (because at least it has not happened to me or those of my team have reported).
Thank you for the answer!
About 3 points you have noted in your response:
1. I use only a compilation of Panda, with a standard set of mods.
2. Done! I use the latest version of the mod for today.
3. Of course, I did not change anything. Just tired, on the prompt, to remove 1 file. Then had to turn it back. This is it. The rest - remains as is. I have installed the latest version yesterday. Nothing changed at all!
So what about the questions I asked before?


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - Goponfs - 25.08.2021 01:02

Can anyone make a mod only with hota artifacts? Just to add all the artifacts from hota to era, nothing more.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - V_Maiko - 25.08.2021 03:10

FIRE, Ok, to solve these corruptions you will have to visit our Discord page where you will explain the problems in more detail and the technical support will be better.
Now I'm going to answer the questions you have:

Quote:Treasure chest - gives a negative value of experience! I see this first. It was already 2 times, on different cards. What - the experience of the hero is not adding, and on the turn, - takes away!

This is a bug that is supposed to have already been controlled, this bug has not been reported in a long time, you will have to explain what mods and scripts you have used to produce them again.

Quote:UKR FONT PROBLEM- I play at HOMM3 ERA HD with the Ukrainian interface. So - with font - obvious problems. He does not see "і", "є", "ї" - replacing them with technical symbols ... Can You somehow solve this problem?

The mod doesn't use any fonts of its own, but if there can be a Russian patch that possibly fixes this problem, and if not, as I mentioned before, you will have to visit the server for more help.

Quote:When hiring the creatures of the 8th order - sometimes number of creatures is showing like this

Archer30 is in charge of maintaining 8th dwelling, for now he has not detected that problem and neither have I, but it is possibly due to scripts that modify the cost of creatures, try to disable scripts that change parameters of creatures such as Battle Extender or experiment with the script "Monsters are half price on 7th day of week" with the latest version of the mod, which is supposed to have already solved that problem.

Quote:Where and how to see the full list of new artifacts, creatures (with all the abilities and parameters), buildings, etc., which adds Tum to the game?

There is still no TUM manual so everything is a surprise, except for the new artifacts, that just by right clicking on the backpack button in HD mod the list of artifacts and combos appears.

Quote:Hero bag pack in the English version - the inscription is not displayed correctly.

It's a font problem between the game and the native language one of your pc, are you playing in Russian or in English? If you're an English speaker and you use the game in the English version that would not happen.

Quote:After the last update. Some factions are confused by the names of the heroes and their avatars.

I resign, this doesn't have to do with my mod either, are you playing campaigns? In the campaign some heroes have different portraits so this problem is mostly from the assembly in which it doesn't have all the campaign files, it's rare that TUM modifies hero portraits because there are no overlays of it.

Quote:Is it possible to somehow implement the hiring of all upgraded creatures with one button? Or key combination? Every time you go and hire everyone separately — is not very convenient.

Of course it is possible, but it does not depend on me, but on my colleagues who write ERM.

Quote:And for the last - my Wish: Is it possible to somehow organize an automatic update of the Fashion - what could modify how to update how it happens in ERA HD? The game independently checks * (if you find) downloads and installs updates. Very convenient.

This is the decision of the author of the launcher, my mod can be included in the updates as ACM does, but there are requirements that I must meet but I do not do it as in the case of having my own HD_WOG.DLL embedded in TUM, that file is essential, please don't remove it or HD mod backpack will have crashes.
My mod might lose its dependency on HD_WOG.DLL if Baratorch collaborates with my mod, which is unfortunately not possible.


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - ross1971 - 01.09.2021 17:58

Добрый день

Вопрос по моду

установил - работает на рандомных картах без нареканий

при попытке запуска кампании в версии игры WOG - игра вылетает - кампания имеется в виду стандартная - освобождение эрафии и т д

возможно ли что-то в моде изменить для его работы в кампаниях?

ps - играю через лаунчер , переустанавливал , вылет на этапе загрузки карты до начала действия мода на продвинутые классы


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - V_Maiko - 01.09.2021 19:01

ross1971, disable emerald3_3.era to be able to play the other campaigns besides SoD


RE: Third Upgrade Mod [Amethyst Edition] v2.11.7 - ross1971 - 01.09.2021 22:04

Благодарю вас, все заработало Ab

Изумительный мод - побежал наслаждаться игрой


RE: Third Upgrade Mod [Amethyst Edition] v2.12.0 - V_Maiko - 04.09.2021 02:36

Image: Logo-2-12.png

Changelog

*New feature:
- Added two new wog options to the 2nd page: Eighth Monster and Fourth Upgrades in Towns. (Thanks to Archer)
- Now all the TUM creature banks will replace objects only when wog option "Replace Objects During WoGification" is enabeld.
- TUM now requires wog option to work with all the features.
- Now you can upgrade 8th monsters if the third upgrade building have been built.
- Added 10 new creatures.
- Added 5 new dwellings.
- Added Ring of Oblivion, Plate of Dying Light, Charm of Eclipse and Seal of Sunset artifacts in map editor (no effect at the moment).

*Fixes:
- Updated HD_WOG.DLL, fixed HD mod lobby compatibility (Thanks to Majaczek).
- Fixed an variable not correclty displayed on Pandora Box. (Thanks to Archer).
- Fixed incorrect eighth monsters growth for AI.
- Fixed occasional erm error at the start of a map.
- Fixed some objects not generating in random maps, including: Mysterious Cave, Warehouses, CBs of Emissaries, Coral Reef.
- Fixed pasability on Sacred Temple.
- Fixed a crash with Astral Spirit casting.
- Fixed pasability of Volcanic Well.
- Fixed Treehouse dwelling which had a 100% chance to appear.
- Fixed Elder Ogre description.
- Fixed description of Land Mine.
- Fixed Illithid/Alhoon can't cast Hypnotize (Unfortunately AI can't do it by itself).
- Fixed position of Crossbowman in adventure map.
- Fixed Churchyard, now has all 6 stacks of 15 zombies.
- Fixed The Sun Emperor Chainmail description.

*Balance/Improvements:
- Improved Outpost of Souls, now the artifact reward will be random art with the same level if emerald plugin is disabled.
- Resized Dreadnought Tower and with better pasability.
- Now Rotten Dragons Valley gives you Shadow Dragon as a reward instead of Necross Dragons.
- Now Centaur general have Jousting bonus.
- Removed "Act First" from Black Minotaur.
- Improved portrait of Diamond Dragon.
- Improved Pure Diamond Dragon graphics.
- Balanced War Zealot.
- Balanced Centagnoll.
- Centagnoll is replaced by Gnoll Shaman as Third Upgrade which can cast curse (Unfortunately AI can't do it by itself).
- Mummy is replaced by Ghoul as Third Upgrade, Mommies are neutrals again.
- War Zealot is replaced by High Priest as Third Upgrade, War Zealot are neutrals again.
- Disabled 8th button interactions from allied town screens.
- Disabled AI casting in order to fix the incompatiblity with Amethyst plugin.


RE: Third Upgrade Mod [Amethyst Edition] v2.12.0 - Berserker - 04.09.2021 03:24

Thanks to all for major release!

Quote:Disabled AI casting in order to fix the incompatiblity with Amethyst plugin.
Poor AI will not use spells anymore? )


RE: Third Upgrade Mod [Amethyst Edition] v2.12.0 - V_Maiko - 04.09.2021 03:43

(04.09.2021 03:24)Berserker Wrote:  Poor AI will not use spells anymore? )

It's only for Devilish Sacrifice, AI creature is trouble with amethyst.


RE: Third Upgrade Mod [Amethyst Edition] v2.12.5 - V_Maiko - 17.09.2021 19:20

Update v2.12.5

Changelog

-Added AI value for new artifacts, now artifacts are more realistic for AI to use.
-Added Skeleton transformer adventure object.
-Added Colosseum of the Magi adventure object. (Thanks to Archer)
-Added effects to Ring of Oblivion, Charm of Eclipse, Seal of Sunset and Plate of Dying Light. (Thanks to Kongsuni)
-Changed description and effect of Lightning Rod artifact.
-Balanced Gnoll Shaman in stack experience, now have curse abilities.
-Fixed Crossbowman in adventure map.
-Fixed Mithril Golem immunity to damage spells.
-Fixed description from Mirage Dragon and Mirror Dragon.
-Fixed Ghoul battle animation.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.0 - V_Maiko - 11.10.2021 05:07

Update v2.13.0

Changelog

-Now TUM is compatible with RoE/AB maps and campaigns.
-Added high-quality PNG portraits to SoD's artifacts and creatures and some new of the mod that needed fixing.
-Fixed graphic of Acid Wyvern in adv map.
-Amethyst's necromancy was superseded by one written in ERM by PerryR.
-The appearance of Sacred Phoenix, Divine Phoenix, Lord of Thunder and Guardian of Zeus were replaced.
-Necross Dragon has been returned as a reward at Rotten Dragons Valley CB.
-Several changes in the scripts, for example, the dependency on Emerald Tower and Wogify.erm was removed.
-TUM options have been moved to the first page of WoG option menu.
-Now you are able to recruit all 3rd upgraded monster by clicking buttons from the left bottom of town screen.
-Fixed the thumbnail of the left bottom of town screen changed unexpectedly when upgrading new creatures.
-Necro heroes will now transform some of their living monsters to their skeleton counterparts upon visiting skeleton transformer (both in town and map objects).
-Fixed skeleton transformer dialogue pop-ups when AI visits skeleton transformer.
-Fixed occasional experience anomalies.
-Fixed an erm error of Lightning Rod.
-Fixed occasionally not able to upgrade 8th monster in town.
-Fixed occasionally the 3rd upgrade recruit dialogue doesn't appear even if the third upgrade building is built.
-Fixed some behaviours of demolishing buildings.
-The corresponding credits have been modified.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.0 - Berserker - 11.10.2021 13:20

Great release, thank you!


RE: Third Upgrade Mod [Amethyst Edition] v2.13.0 - Nevemor - 13.10.2021 20:41

Перевод для Third Upgrade Mod 2.13.0


Ссылка


RE: Third Upgrade Mod [Amethyst Edition] v2.13.0 - V_Maiko - 13.10.2021 20:45

The main thread has been updated.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.0 - V_Maiko - 14.10.2021 23:05

Version 2.13.1

Changelog
-Removed intrusive zpic1005.bmp in the mod.
-Fixed skeleton transformer crashes and bugs.
-Fixed a bug in which Castle Units were recruited from other factions.
-Fixed the problem of some TUM combos artifacts, which could not be assembled and disassembled.

*This version is compatible with the current 2.13.0 Russifier.

Huge thanks to Archer30 for the collaboration Thank_you


RE: Third Upgrade Mod [Amethyst Edition] v2.13.1 - Artyr1995ua - 15.10.2021 14:04

V_Maiko, can you tell me after 2 months of playing the computer freezes on a pass https://dropmefiles.com/XBauG


RE: Third Upgrade Mod [Amethyst Edition] v2.13.1 - ross1971 - 28.10.2021 16:05

Good afternoon. Do you have plans to expand your mod taking into account new cities from the ERA+ mod?


RE: Third Upgrade Mod [Amethyst Edition] v2.13.1 - V_Maiko - 29.10.2021 15:35

ross1971, Currently there are more problems than benefits to continue expanding the content more in that way. So it's prudent to leave it as it is for now.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.1 - ross1971 - 31.10.2021 19:36

Thank you for the answer, about something similar and I was thinking - I'm in awe of two mods - Yours and Advanced Classes Mod, in my opinion this pair together, if not ideal, then something very close to it.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - V_Maiko - 09.12.2021 00:03

Version 2.13.3 has been released and with it the official guide of the mod made 100% by me, this is the first version of the manual (v1.0) that is also included in the root folder of the mod, there would still be missing information to add, so the information may change and be expanded later.

Changelog
-Fixed a bug where Beholders' Sanctuary gave Angels as reward.
-Fixed some artifact names and descriptions.
-Fixed the cost of some combo artifacts.
-Fixed an artifact that could not appear on the map.
-Fixed problem of generation of some dwellings in custom map.
-Fixed Dragon City CB overgeneration issue.
-Improved the creature bank "Ruins".
-Added 1 new creature.
-Added 1 new artifact.
-Slith Pool dwelling is now animated.

Features of the manual
-Basic information on how to install Third Upgrades Mod.
-Basic information on how the mod works.
-Main information of creatures, artifacts and creature banks.
-Guide on how to create a creature in the mod.
-Guide on how to create an artifact in the mod.

Third Upgrade Mod Manual


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - komrad.kazackoff - 09.12.2021 08:24

V_Maiko
Thank you. Tell me, please.
Will Russification from 2.13.0 work?


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - V_Maiko - 09.12.2021 13:51

komrad.kazackoff, I don't think


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Nevemor - 09.12.2021 14:12

(09.12.2021 08:24)komrad.kazackoff Wrote:  V_Maiko
Thank you. Tell me, please.
Will Russification from 2.13.0 work?

Постараюсь выпустить русификатор до нового года.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - komrad.kazackoff - 09.12.2021 16:40

Nevemor
Большое спасибо. Будем ждать


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Ivor - 17.12.2021 00:05

Протестировал мод. Off: Довольно интересно получается тестировать большие моды/сборки, не трогая настройки по умолчанию. Начинаешь понимать геймплейные предпочтения других мододелов Sm


0. Установлены TUM и мой мод
Из GEM удалён StartArmyAllSlots.bin, он конфликтует с моим бинарником на армии героев.

1. Стартую случайную карту, Замок, герой случайный.
В таверне сидит Кристиан.
https://yadi.sk/i/Y1VIbPMmhbTdNw
Откуда у него лишние +2 защиты? Это точно не мой мод, на локальной сборке у него стартовые параметры стандартные - 2 2 1 1. +1 к Силе - это уже я зашёл в повышалку у города, тут вопросов нет.

2. Проверяю Кристиана, генеря новую карту и выставляя его стартовым - вылет
https://yadi.sk/d/ZkP8RBNXiDl8wg

3. Ладно, возвращаюсь к сохраненке, подбираю ближайший сундук. Хо-хо! 3000 золота или 2500 опыта, с чего бы?
https://yadi.sk/i/oIKSTw_3QSpb3A

Леса красивые, кстати, одобряю

4. Подбираю ещё сундук. Ну ващще! 7500gold/7000exp
https://yadi.sk/i/Cle_3W8uQf1qdg

5. О, домик рыцарей. Ща я их...
https://yadi.sk/i/shDLbA9sp_vkUQ
Что за Archer riders? В описании TUM таких не видел. Ладно, сейчас посмотрим, какой-такой Сухов..
Фигассе
https://yadi.sk/i/K7fZo0azeKKYog
Судя по количеству - это войска 5го уровня, но у них здоровье 80! У самых толстых рукопашников 5го уровня - горгон - меньше, 70! У стрелков-монахов всего 30, почти в три раза меньше
Да ещё и скорость как у улучшенных монахов, и шанс удвоенного урона при выстреле. Ну их нафиг...

Дальше захватываю башню сквайров. Ну и зачем они мне? Лучше бы это стрелки были. Только наполнение зоны отжирают..

Ладно, заканчиваю ход - и вылет.
Сейв: https://yadi.sk/d/QOkGuRu0tK_sOQ
Дебаг: https://yadi.sk/d/hKzvAYEdjZgFyQ

На осмотренной территории 4 внешних жилища - и ни одного со стандартными войсками города! Фу.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - daemon_n - 17.12.2021 00:16

Ivor, всё гляну

Плагины можно не удалять, а отключать через менеджер модов

что касается статов - может, что из ERA Scripts срабатывает.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Nevemor - 28.12.2021 04:13

Чего же вы тут все так долго ждали?

Может, Перевод для Third Upgrade Mod 2.13.3? 118

P.S. кто такой шутник, что редактирует чужие записи?)


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - PerryR - 28.12.2021 09:12

(28.12.2021 04:13)Nevemor Wrote:  Что же вы тут все так долго ждали?

Может, Перевод для Third Upgrade Mod 2.13.3? 118

120


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Persifal - 10.02.2022 13:41

Офигенный мод. Много красивых юнитов. Да и баланс в норме. Главное почти нет бесполезных юнитов.
Собственно хотел спросить будет ли следующий релиз?


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - V_Maiko - 10.02.2022 14:34

The new update is under development, I'm working on a new gameplay option that will be released in an early testing phase.
Creatures to add will never be lacking in this mod, but I try to find some cohesive ones and not make the same forced mistake as Slithzerikai.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Berserker - 10.02.2022 23:44

I didn't have time to play with the mod, but my brother likes it. Thanks for your work, V_Maiko.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - V_Maiko - 11.02.2022 16:18

(10.02.2022 23:44)Berserker Wrote:  I didn't have time to play with the mod, but my brother likes it. Thanks for your work, V_Maiko.

Thank you very much to you and your brother for enjoying my mod, I will always try to expand it even more. Thank_you


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Noel - 13.02.2022 12:15

Не знаю, можно ли покритиковать? Безусловно труд большой. И сам по себе отличный.
Но есть много нюансов как по мне. Новая музыка особенно в боях по моему хуже старой
Очень много ужасно перекрашенных существ. Прямо ужасно перекрашенных. Неужели нельзя использовать просто новые дефы для 3-х апов, чем перекрашивать бедных бесов в зеленый или ящеров в поносно красный, или гномам внизу пририсовать нечто белое. Я раньше собирал Defы во всем инете и в курсе, сколько там потрясающих 3д моделек. Как по мне, то лучше бы именно так делалось
Также не пойму от этого мода или нет, но часто ресурсы на карте становятся ужасно покрашенными, например тары с ртутью зеленого цвета.....

Ну а так направление интересное, конечно можно и самому пытаться хотя бы теже Дефы под себя подогнать или заменить.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - PerryR - 13.02.2022 12:39

Noel, I'm sure if you provide us with high quality defs/sprites/pictures for monsters that are not repainted and fit for a 3rd upgrade theres a good chance they can be included in the mod. Also the creator of the defs should give his consent to use them in the mod.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - Noel - 13.02.2022 13:22

Вот например что есть для Гномов и Эльфов. В основном больше подходит для использования не для размещения на карте.
https://dropmefiles.com/71BH4


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - V_Maiko - 13.02.2022 16:32

(13.02.2022 13:22)Noel Wrote:  Вот например что есть для Гномов и Эльфов. В основном больше подходит для использования не для размещения на карте.
https://dropmefiles.com/71BH4

Thanks for trying to help improve my mod, but if there are no graphics at the same level of quality and style designed for H3, these are completely discarded, provide assets that are to my liking, not ripped awful from Might and Magic, or else I will continue using repaints that are at least decent in terms of design. As for the dwarves I won't change them, there're a lot of good dwarf defs, but I'm preparing them for another separate race in the future.


RE: Third Upgrade Mod [Amethyst Edition] v2.14.1 - V_Maiko - 18.02.2022 17:03

TUM version 2.14.1
  • New gameplay option in the first stage of development, "Dwelling Banks": replaces the original dwellings by 50% with an altered version in the style of creature banks, for level 1 Dwelling Banks you have to defeat 4 stacks of the units that you originally recruit, the reward will be the full amount of gold those creatures are worth, plus the free ones. Dwelling Banks replenish every 7 days and are accumulative. It's in the testing phase, so there is no disable option at the moment and it is only available for level 1. (9 new "Creature Banks").
  • Updated hd_wog.dll core.
  • Updated Manual: Added new information and added another manual about Amethyst, thanks to Dalion.
  • Added SaveDecoration.dll: It autodetects and changes savegame extensions in TUM, ensuring greater compatibility when saving games.
  • Updated Amethyst: Added new visual effects of creatures with more_anims.era and AmeEfect.
  • Changed names of "Templar" and "Paladin" to "Light Templar" and "Light Paladin".
  • Cyclops Emperor graphic has been updated, thanks to Dalion.
  • Updated large PNG portraits, thanks to FanofHeroes.
  • Changed graphic from Blood Dragon, thanks to FanofHeroes.
  • 1 new creature with his upgrade and dwelling.



RE: Third Upgrade Mod [Amethyst Edition] v2.14.1 - Berserker - 19.02.2022 11:50

V_Maiko, thanks for new version.


RE: Third Upgrade Mod [Amethyst Edition] v2.14.1 - Noel - 19.02.2022 16:11

Когда у врат в подземный мир заменяется вид на этот, то после этого они становятся в игре полностью нерабочими.
   Это файл AVTCAVE1
Причем формируются они еще на этапе генерации карты, а не после ее старта


RE: Third Upgrade Mod [Amethyst Edition] v2.14.1 - Raistlin - 19.02.2022 16:48

Quote:Updated Amethyst: Added new visual effects of creatures with more_anims.era and AmeEfect.
Wow, that sounds interesting! Cool 132


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - shingelevich - 17.03.2022 08:43

(17.12.2021 00:16)daemon_n Wrote:  Ivor, всё гляну

Плагины можно не удалять, а отключать через менеджер модов

что касается статов - может, что из ERA Scripts срабатывает.

Good day. Following the topic ACM+TUM. need advice.

    IS it possible to run Advanced Classes Mod +Third Upgrade Mod for now?
If not, wich versions of ACM+TUM is possible to run together?

Thx for answer.


RE: Third Upgrade Mod [Amethyst Edition] v2.13.3 - shingelevich - 17.03.2022 21:33

(17.03.2022 08:43)shingelevich Wrote:  
(17.12.2021 00:16)daemon_n Wrote:  Ivor, всё гляну

Плагины можно не удалять, а отключать через менеджер модов

что касается статов - может, что из ERA Scripts срабатывает.

Good day. Following the topic ACM+TUM. need advice.

    IS it possible to run Advanced Classes Mod +Third Upgrade Mod for now?
If not, wich versions of ACM+TUM is possible to run together?

Thx for answer.

   got an answer from devs.
PerryR Wrote:
KeHu, https://dropmefiles.com/40bBR
here is the fixed amethyst.dll you must replace in the Resound/ERAPlugins folder
This file will fix the resurrection animate dead crash .


RE: Third Upgrade Mod [Amethyst Edition] v2.15.0 - V_Maiko - 25.03.2022 02:05

Image: Logo-2-15-0.png


Changelog:

- Added level 2 of "Dwelling Banks". (9 New Creature Banks)
- 3 new creatures with upgrades and dwellings.
- Fixed Chasm Dragon wasn't a living creature.
- Fixed Blood Dragon graphic on map.
- Fixed "Order of Fire" CB replacer object position.
- Fixed Sacred Elf crash by shooting and Its stack experience abilities has been improved.
- Updated Manual.
- Updated Amethyst: Possibly fixed crash on cast Resurrection/Animate Dead, fixed Air Immunity by Majaczek, better support for Phoenix Rebirth feature and more.
- Updated Emerald: Prima.dll now supports spellpower autosummon of artifacts.
- Updated more_anims.era.
- Updated Dwelling Banks: Creature accumulation is now recalibrated and balanced as it should.
- Removed "Maiko's hotkey to victory.erm" from mod.
- SaveDecoration.dll is disabled by default.

*As of this changelog, all these changes and fixes were thanks to Archer30;
- Now new pandora will only replace the old ones if "Replace Objects During WoGification" is enabled.
- Added an option for Dwelling Banks from the first page of WoG Options.
- Disabled Artic/Lava Sharpshooter's ability to cast.
- Completely rewrote Horn of the Abyss artifact, now it should work the same as in HotA.
- Export strings from Third Upgrade Mod.erm and Kongsuni Artifact.erm to json.
- Fixed Gelu and Dracon not being able to use their specs in town.
- Fixed not being able to upgrade Cavaliers to Archer Riders with Crossbow
- Fixed several frames of Winged Magog.
- Fixed the faction of Dire Werewolf when Mixed Neutral option is enabled.
- Fixed Mysterious Cave Scourge event message popping up unintentionally.
- Fixed Lightning Immunity of Thunder Warrior.
- Fixed the compatibility with several WoG Scripts.
- Fixed ERM bug with replacement scripts on Wogification by Perry R.
- Fixed a random event from Mysterious Cave that could give speed to warmachines.
- Fixed Lizard Warriors having double strike instead of no retaliation.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.0 - V_Maiko - 25.03.2022 07:14

Перевод TUM на русский язык временно приостановлен из-за текущей ситуации, которая происходит в этой стране и которая влияет на нашего переводчика, мне очень жаль, что российские фанаты не могут наслаждаться TUM на своем языке.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.0 - Berserker - 25.03.2022 14:15

New creature banks are always appreciated, thanks.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.0 - Nevemor - 26.03.2022 15:04

Русификатор для TUM 2.15
https://drive.google.com/file/d/1GyTJrFYZKLzt-kydWY7FROD6jO_PB51c/view?usp=sharing


RE: Third Upgrade Mod [Amethyst Edition] v2.15.0 - Berserker - 26.03.2022 18:23

Nevemor, спасибо!


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - komrad.kazackoff - 26.03.2022 23:19

Nevemor, спасибо!


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 27.03.2022 13:53

Привет. Отличный мод. И новые юниты интересные. Но столкнулся с большим багом. После постройки здания 3й модернизации юнитов во всех остальных городах на карте такая возможность пропала. Как у второго игрока так и у ИИ игроков. Как это по быстрому можно поправить? И если поправить, то будет ли работать текущий сейв?

Сейчас еще проверил. У всех игроков здание построилось. Но как то криво.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 27.03.2022 14:20

В городах, в которых не разрешает строить, появляется меню, как буд-то здание уже построено.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 27.03.2022 14:46

Пару примеров с ошибками.
Возможность покупать юнитов появилась. Модернизировать - нет. Непонятно как. Пишет что здание есть. Но я его не покупал. Хотя лазил по новой менюшке строительства...
https://imgbb.com/Y0B3T54
https://imgbb.com/R69znxz
https://imgbb.com/dtn1tFB


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 27.03.2022 15:36

Может там настройка какая то новая появилась для этого?
- Added an option for Dwelling Banks from the first page of WoG Options.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 28.03.2022 09:01

Автор кстати уже мод обновил до 15.1.
Возможно и этот косяк там поправлен


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 28.03.2022 11:20

(28.03.2022 09:01)Noel Wrote:  Автор кстати уже мод обновил до 15.1.
Возможно и этот косяк там поправлен
Я вчера как раз на 2.15.1 ошибку и обнаружил.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 28.03.2022 14:23

А у тебя не встречается на этом моде проблема, что почти все подземные входы - нерабочие? лошадь дыбом не становится при клике на них и не переходишь вниз. Хз с чем связано даже, грешу на мод этот.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 28.03.2022 15:27

Вчера таких проблем не было. Да и раньше не сталкивался. Играл с разными подземными входами. Все работали.
Еще вчера часто были вылеты при ходе ИИ. Но возможно это тоже было связано с описанной мной ошибкой. В общем нужны комментарии разработчика. Так то я и через AnyDesk могу подключить и все показать. Только поздно вечером...


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 28.03.2022 20:56

Еще заметил что после установки руссификатора (2.15), перестал запускаться редактор карт. На всякий случай проверьте. А то вдруг это только у меня так.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 28.03.2022 22:42

При попытке поднять любой Новый артефакт с земли - Игра падает. То самое происходит если попробовать прочитать его описание пока он лежит на земле.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - daemon_n - 28.03.2022 22:51

Persifal, удали старую версию мода перед установкой новой


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 28.03.2022 23:28

(28.03.2022 22:51)daemon_n Wrote:  Persifal, удали старую версию мода перед установкой новой
Сделал чистую установку. Удалил всё. Мод игру и Ланчер. Заново скачал и все поставил(с обновлением ланчера, HD мода и игры до последней версии). Создал новую карту. Разместил на ней новые артефакты. Ошибка та же. При попытке поднять или прочитать описание новых артефактов - краш.
https://ibb.co/CKbcFJC
https://ibb.co/yRdF277


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - XEPOMAHT - 29.03.2022 06:52

(28.03.2022 23:28)Persifal Wrote:  https://ibb.co/CKbcFJC
https://ibb.co/yRdF277

Хотя бы содержимое HD_CRASH_LOG.TXT прикрепи к посту. По твоим скринам причину ошибки установить невозможно.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 29.03.2022 08:07

Автор мода на heroescommunity.com указал " New artifacts and combos have been disabled indefinitely.". Выходит мод сырой очень еще


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - XEPOMAHT - 29.03.2022 10:10

(29.03.2022 08:07)Noel Wrote:  Автор мода на heroescommunity.com указал " New artifacts and combos have been disabled indefinitely.". Выходит мод сырой очень еще

Плагин на новые артефакты, который используется в TUM, находится в разработке уже более 10 лет, но легче от этого не становится. Например в ERA+ излечивается множество косяков Emerald v2 образца 2013 года, в связке Emerald+Typhon и работает всё это вроде бы без глюков. Но в Emerald v3 был расширен диапазон сборных артефактов с 160 до 1000, главным итогом чего стала медленная работа игры, увеличенный размер dll в 10 раз, возможные баги (т.к. маска на 160 артов хранится в участке стековой памяти, на функции-обработчики комбо-артефактов маска подаётся косвенно, что затрудняет контроль за ней и последующее расширение, в самой игре просто тонна мест, где сравниваются маски сборных артефактов, ну а главное - маску сборных артефактов могут проверять плагины, тот же HD-мод всегда будет падать на масках выше 160 бит для артефактов), поэтому Emerald v3 по-прежнему был и остаётся единственным плагином, в котором была сделана попытка добавления комбо для новых артефактов, исправить ситуацию может только Маячок, но это в данный момент не просто (в рамках MoP и ERA+ например за такие вещи ни я, ни Мастер, браться не захотели, ибо там сущий хардкор).


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 29.03.2022 11:23

(29.03.2022 06:52)XEPOMAHT Wrote:  
(28.03.2022 23:28)Persifal Wrote:  https://ibb.co/CKbcFJC
https://ibb.co/yRdF277

Хотя бы содержимое HD_CRASH_LOG.TXT прикрепи к посту. По твоим скринам причину ошибки установить невозможно.

Ок. Сегодня вечером приложу лог.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 29.03.2022 11:51

(29.03.2022 10:10)XEPOMAHT Wrote:  
(29.03.2022 08:07)Noel Wrote:  Автор мода на heroescommunity.com указал " New artifacts and combos have been disabled indefinitely.". Выходит мод сырой очень еще

Плагин на новые артефакты, который используется в TUM, находится в разработке уже более 10 лет, но легче от этого не становится. Например в ERA+ излечивается множество косяков Emerald v2 образца 2013 года, в связке Emerald+Typhon и работает всё это вроде бы без глюков. Но в Emerald v3 был расширен диапазон сборных артефактов с 160 до 1000, главным итогом чего стала медленная работа игры, увеличенный размер dll в 10 раз, возможные баги (т.к. маска на 160 артов хранится в участке стековой памяти, на функции-обработчики комбо-артефактов маска подаётся косвенно, что затрудняет контроль за ней и последующее расширение, в самой игре просто тонна мест, где сравниваются маски сборных артефактов, ну а главное - маску сборных артефактов могут проверять плагины, тот же HD-мод всегда будет падать на масках выше 160 бит для артефактов), поэтому Emerald v3 по-прежнему был и остаётся единственным плагином, в котором была сделана попытка добавления комбо для новых артефактов, исправить ситуацию может только Маячок, но это в данный момент не просто (в рамках MoP и ERA+ например за такие вещи ни я, ни Мастер, браться не захотели, ибо там сущий хардкор).

Диапазон сборных, или просто артефактов? Хз зачем 160 сборных, их и 1 то попробуй собрать.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - XEPOMAHT - 29.03.2022 12:27

(29.03.2022 11:51)Noel Wrote:  Диапазон сборных, или просто артефактов? Хз зачем 160 сборных, их и 1 то попробуй собрать.

Диапазон артефактов, из которых собирается комба. Например артефакт Сердце Дракона ты можешь сделать частью сборника, а Ключ Врат - уже нет.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 29.03.2022 20:06

Вот Файлы с ошибками.
https://disk.yandex.ru/d/JYTpKwkDmNhjTw
https://disk.yandex.ru/d/H6qntcICKVUmXQ


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 31.03.2022 10:25

Я в итоге не понял. У всех этой ошибки нет? Т.е. новые артефакты без проблем поднимаются с земли?


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 31.03.2022 11:44

Хз, сижу на версии старой, не вижу пока смысла обновлятся, тем более там вырублены новые артефакты совсем.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 31.03.2022 15:36

(31.03.2022 11:44)Noel Wrote:  Хз, сижу на версии старой, не вижу пока смысла обновлятся, тем более там вырублены новые артефакты совсем.
Тоже хотел бы поиграть в версию и с новыми юнитами и с артефактами.
Это 2.50 я так понял? Только где бы ее достать?


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Noel - 31.03.2022 17:04

Сижу на Version: v2.13.3, если подходит то могу залить куда то ( и русификатор для нее )


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Persifal - 31.03.2022 22:14

(31.03.2022 17:04)Noel Wrote:  Сижу на Version: v2.13.3, если подходит то могу залить куда то ( и русификатор для нее )
Спасибо. Не стоит. Мне новые юниты понравились. Так что теперь чистую 2.15.0 ищу


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - V_Maiko - 02.04.2022 21:58

Announcement: In the next version, in order to optimize the spawn of Dwelling of Gods in TUM for maps, a redesign and resize to the Dragon Utopia format have been made to fit the replacer. Therefore, it may no longer be supported by WoG Fix, even if TUM takes precedence. The most recommended if you want to ensure passability is to disable WoG Fix.

Image: unknown.png
Image: unknown-1.png


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Berserker - 03.04.2022 08:10

It's a pity to disable WoG Fix because of Utopia only )


RE: Third Upgrade Mod [Amethyst Edition] v2.15.1 - Suft - 03.04.2022 08:31

that's the incompatibility of projects


RE: Third Upgrade Mod [Amethyst Edition] v2.15.3 - V_Maiko - 03.04.2022 18:02

Third Upgrade Mod v2.15.3

Changelog:

- Updated Amethyst: Some fixes, and now creatures can cast debuff.
- Updated Emerald: Partially fixed Long AI Turn in game.
- Fixed wrong replacer of some Dwelling Banks.
- Removed Death Stare from Chasm Dragon.
- Improved attack, defense and damage from Archer Rider.
- Balanced Divine Phoenix, now its fire shield is removable with dispel, and its rebirth has been balanced.
- Changed graphic from Dwelling of Gods, now it fits better in the game.
- Changed rewards on Dwelling Banks, now you can get double of gold and upgraded creatures as a reward.
- Fixed occasionally third upgrade building can't be built for unknown reasons.
- Recreated the Hate Spikes animation script for it to play correctly on the ranged attack and ranged retaliation of Succubus/Lilims.
- Recreated igrik's fast upgrade stacks in town with erm. Now you are able to upgrade second upgrade creatures in towns with holding "A" + mouse click as intended.
- Some other optimizations.

The Russian patch is compatible with this version.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.3 - Berserker - 04.04.2022 06:12

Thanks. Perhaps, mention about incompatibility with WoG Fix in changelog.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.3 - Persifal - 04.04.2022 12:18

Отлично. Исправлены все мои ошибки. Большое спасибо разработчикам.
В выходные буду тестировать.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.3 - Serg - 28.04.2022 11:22

Здравствуйте! У юнита заклинатель отсутствует смена атаки. Все время бьет волшебной стрелой пока не закончится заряд.


RE: Third Upgrade Mod [Amethyst Edition] v2.15.3 - mirror1992 - 08.05.2022 14:02

Баг существ в Оплоте:
При покупке Сказочного дракона (и включенных соответствующих отпциях wog) его можно улучшить до Первородного сказочного дракона. А при постройке здания для возможности улучшать существ до 3 уровня, Сказочного дракона уже нельзя улучшить до Первородного. Такое ощущение, что покупка Сказочного дракона на разных условиях (с построеным зданием для 3 апгрейда существ и без него) даёт разных сказочных драконов (цена покупки тоже, кстати, разная), либо отсутствует возможность с построенным зданием улучшать Сказочного дракона до Первородного сказочного дракона.

Баг (или фича) в Некрополисе, вопрос:
Больше нельзя провести апгрейд до Драколичей? (при включенных соответствующих опциях wog).


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - V_Maiko - 25.10.2022 10:25

Changelog 2.16.0:

+ New.
* Improvements.
- Fixes.

+ Updated TUM Manual.
+ Updated SS_Bonus_Agents.dll by Majaczek.
+ Dwelling for Shadow Dragon.
+ 5 new artifacts.
+ 1 new combo artifact.
+ 9 new creatures with dwellings. 2 new creatures in this version.
+ Among the new creatures, Rust Dragon upgrade is of them.
+ Two new Creature Banks.
+ 9 new Dwelling Banks plus a level 7 dwelling bank.
+ Added crexpmod.txt in Amecre.pac
+ Dragon Heart artifact now can summon TUM dragons.

* Latest Amethyst, Emerald and FasterAI from Majaczek.
* Raised 1 defense for Naga Empress.
* Added "No enemy retaliation" to the description of Antichrist.
* Added "Hates Chasm Dragon" to the description of Gurdian of Zeus.
* Added "Fear." to the description of Chasm Dragon.
* Added more HP and defense to Dragon Slayer.
* Added support of new creature abilities from WoG Scripts/Era Scripts. Options like Battle Dwarves Reinforcement, Demon Rage now also gives the third upgrades of the these creatures the same bonuses.
* Added extended Radius of a shooting units flag to Winged Magog, Lich Emperor and Necross Dragon as they should (in order to be checked by third party mods).
* Added Dragon Nature flag to Diamond Dragon and Darkness Dragon as they should.
* Added Attack and Return to Chasm Dragon.
* Removed Double Stike from Antichrist.
* Now Nightmare Hydra can attack with double Acid Attack like Hell Hydra does.
* Removed 'Dragon Will' from Lesser Dragon and now has innate Dragon Nature.
* Shadow Dragon has been balanced.
* Amulet of the return of Samsara has been improved, it can now transform different skeletons into their living forms.
* Improved Dragon Slayer creature, now does can deal up to 500% damage to all dragons and resist attack from them.
* Nerfed attributes of Axe of Might and Wand of Magic.
* Ivory Tower and Spit now give more rewards depending on the size of CB as they should.
* Added zavg196.def and zavg196.msk for restoring the dwelling of Dracolich to the original (in order to achieve WoG Fix compatibility).
* Remade Chimera Creature, thanks to FanofHeroes for the graphics and Dalion for the sounds!
* Reduced the quanity of Steel Golem guardians of Experimental Shop (70 to 40 each tier) to match up with the overall strengh of the other CBs.
* Changed graphics from Ghoul and Cerberus (thanks to Fanofheroes!).
* Removed Double Attack from Naga Empress in Stack Experience. (Tested and it's really OP)
* Temporarily disabled "Wayfarer's Boots" artifacts and its script. (Possible cause of heroes with unlimited movements).
* Other script improvements.

*Removed from ...Datas:
- 26 wog - mirror of the home-way.ert
- 37 wog - battle extender.erm
- option 759 - Devils sacrificing.erm

*Removed from ...Lang:
- option 759 - Devils sacrificing.json

- Fixed TUM options menu and descriptions in WoG Options (by myself).
- Fixed the resurrection ratio of Divine Phoenix and Red Skeleton.
- Fixed some graphic conflicts from Tides of War creature which share the same name.
- Fixed Passability of Dragon Sanctuary.
- Fixed elementals couldn't upgrade after building the third upgrade building.
- Fixed Gelu and Dracon couldn't upgrade third upgrade monsters.
- Fixed some creatures require fewer exp points than their lower forms.
- Fixed several bugs in Mysterious Cave and New Pandora.
- Fixed in some cases you could get 8th monsters in a town belongs to a different faction.
- Fixed Ghoul's flesheater ability.
- Fixed the faction of several new neutral monsters. Now all should have the same faction with their lower forms.
- Fixed a problem which could result in AI not being able to build the Third Upgrade Buildings.
- Fixed a crash with battles in New Pandora.
- Fixed several bugs of Mysterious Cave.
- HotA (artifact): Fixed not being able to revive the last killed stack in the battle as Fangarms. Now you are only able to receive Fangarms after battle when there is an available slot (as in HotA).
- Fixed Ring of Oblivion effect works in Soul Eater commander preventing to casting Raise Undead even with Emerald disabled.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - Nevemor - 25.10.2022 15:51

V_Maiko, thank you for update! Maybe I'll find time to translate:D for some reason, there are no others who want to translate.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - daemon_n - 25.10.2022 19:14

V_Maiko, Amazingly done!

Nevemor, только ты можешь это сделать)


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - Nevemor - 25.10.2022 19:28

(25.10.2022 19:14)daemon_n Wrote:  Nevemor, только ты можешь это сделать)

Сказал переводчик АСМ)))


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - daemon_n - 25.10.2022 20:06

Nevemor, я перевел то, вот что играл сам118


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - Mr. Adams - 30.10.2022 10:37

Здравствуйте. Будет ли русский перевод для последней версии мода 2.16? Я скачал лаунчер 3-тьих героев, установил Эру 3, затем поставил мод. В папку с эрой установил русификатор версии 2.15, и игра перестала запускаться.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - Mr. Adams - 30.10.2022 13:31

Да, и ещё. WOG скрипт "автопреобразование существ 7 уровня" не работает. Включил скрипт, но Титаны не улучшились.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.0 - V_Maiko - 30.10.2022 21:34

(30.10.2022 13:31)Mr. Adams Wrote:  Да, и ещё. WOG скрипт "автопреобразование существ 7 уровня" не работает. Включил скрипт, но Титаны не улучшились.

It's disabled by default, it's not compatible with the mod.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - V_Maiko - 07.11.2022 20:56

Third Upgrade Mod version 2.16.1

Changelog:

-Updated TUM Manual.
-Added "msvcp140.dll" and "vcruntime140.dll". (As a test to find out if the error disappears when starting TUM without Visual C++ Runtime).
-Temporarily disabled SS Bonus Agent.dll (suspected to be the cause of Dragons with lack of immunities).
-Fixed Dragonheart artifact spawns Lord of Thunder instead of Blood Dragon.
-Removed Dragonling Nests from naturally spawning on Random Map due to too many spawning on the map.
    -Due to the aforementioned, the possibility of replacement in Dragonling Nests was increased again.
-Changed Rust Dragon for Sulfide Dragon in Ultimate Dragon Utopia.
-Improved Fire and Ice Dragon Castle (Can be visited after 28 days, it has different sizes and now gives mithril).
-Now Dragonlings can growth in its mature form when they reach Ace Rank. (Thanks to PerryR!)


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - Mr. Adams - 10.11.2022 10:44

V_Maiko, спасибо за мод. Превосходная игра. Но у меня периодически возникают ошибки. Игра вылетает после нескольких часов игры. Как правило, при нападении на город, монстра или героя. Как и где мне лучше оставить отчет об ошибке? В этой теме или в теме "ошибки, баги и недочеты WOG"? Прислать карту и сохранение, или лог?


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - Elmore - 10.11.2022 12:46

Если играешь с модом TUM, то только в этой теме или в канале мода в дискорде.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - Mr. Adams - 12.11.2022 14:51

Здравствуйте. Third Upgrades Mod несовместим с плагином "новые заклинания". http://wforum.heroes35.net/showthread.php?tid=6388
Во время игры за некроманта Септиенна. Пожиратель душ (командир) пытается воскресить скелетов, игра вылетает. Отключил плагин, вылеты прекратились. Вообще, я использую одновременно следующие моды: XXL-mod, Random wallpaper, Человекоподобный ИИ, Смешанные нейтралы, Улучшенные оруженосцы, 10SSkills, Era Scripts, TrainerX, Difficulty Mod version: 1.033, Wog graphics Fix, Game Enchacement Mod, BattleSpeed, Wog скрипты, Unleashed Editor, Spells Description, Era Erm Framework, WoG (основа). Какие из них совместимы/несовместимы с вашим модом? Или друг с другом? (Я совсем не разбираюсь в скриптах).


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - slater777 - 09.12.2022 08:34

TUM совместим с какой-либо версией HD-мода?

UPD. Неактуально. Старая версия перевода крашила игру.


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - komrad.kazackoff - 15.02.2023 04:34

V_Maiko Здравствуйте. Спасибо за обновление. Будет ли русский перевод для последней версии мода 2.16.2?


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - Tvorec33 - 07.10.2023 17:57

ссылка не рабоотает


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - Draf Guku - 16.11.2023 05:44

Google says

wrong URL or file is deleted


RE: Third Upgrade Mod [Amethyst Edition] v2.16.1 - V_Maiko - 29.03.2024 13:00

Hi Heroes of the Forum! It's been a while since I was here, last year I was very busy and I didn't have time to publish my mod everywhere, today I come with version 1.18.1, maybe thanks to Liso from the Heroes3wog net portal you guys stayed updated. As compensation I come to provide you with all the changes that have occurred from version 1.17.0 to version 1.18.0

-----------------------------------
2.17.0

New feature!: Now Catherine Ironfist can upgrade Crusaders and Inquisitors into Swordmasters! (Beta phase)
- Fixed wrong description from Pure Diamond Dragon and other creatures.
- Ritual Dagger works now on Supreme Arch Mage but better.
- Fixed passibility from Order of Ice dwelling.


The following changes were made by Archer30:

Deleted individual files written in the main code for better management:
...Datas81 wog - disable options.erm
...DatasAura of Bravery.erm
...DatasHotA.erm
...DatasKongsuni Artifact.erm
...EraPluginsAfterWoGchange wog options selection type.bin
...LangKongsuni Artifact.json
...Langunlimited music themes.json

New effect of artifacts:
- Lightning Rod: This rod increases your Attack, Defense, Knowledge skills by 3 and your Power skill by 6. It gives the hero Lightning Bolt and Chain Lighnigs spells and makes all units vulnerable to these spells (only artifact immunity works). Chain lighting can be cast on all enemy units without damaging ally creatures. Each stack hit by the Chain Lightning spell gets an additional hit by Lightning Bolt.
- Amulet of the return of Samsara: When casting Resurrection and Animate Undaed, the spells will also be cast on all the ally creatures with 30% of the hero's power. Transform different skeletons into their living forms.
- Implosion Amplifying Bracelet: When casting implosion, the spell will also be cast on all the other enemy creatures with 30% of the hero's power.
- Exchange Cloak: When worn, the Attack and Defense of the allied hero and enemy hero are reversed.

Other improvement of fixes:
- New Pandora now works only in random maps (for securing the compatibiliy with custom maps).
- Several options from WoG Scripts and Era Scripts now also work on third upgrade of the effetive creatures.
- A + LMB on the position of the garrison hero/visiting hero's portrait from the town screen upgrades all the avaialbe creatures.
- Fixed greying out WoG option menu.
- Fixed changing the name of Portal of Summoning even when 8th creature is not enabled.
- Fixed Wayfarer's Boots.
- Fixed Helm of the Hydra Queen.
- Added the missing level 8 and commander portraits graphics in png format for the future compatibility with Era Assembly.
- Fixed Ingham's specialty not working on High Priest.
- Other minor fixes and optimizations for Assembly.

-------------------------------------------------------
2.18.0

#General Changes:

-Disabled Emerald by default due to serious optimization/performance problems. (You can still enable it in Mod Manager -> Right Click on the mod -> Plugins)

-Removed legendmenueng.rar from Data folder.
+Updated Amethyst and Amedit.
+Updated more_anims.era and AmeEfect.pac
+Fixed error messages each time a map is loaded.
+Fixed cannot upgrade Rust Dragon into Sulfied Dragon in Hill Fort.
+Increased the number of enemies and changes to regular units for upgrades in Sorceress Castle as well as a greater reward for greater challenge and entertainment.
+Now all CBs can give mithril as a reward but in exchange they will be harder to face each week, except Lv7 Creature Banks and Dwelling Banks which remain the same. This is intended to provide greater challenge and motivation to visit the new CBs of the mod.
#NEW:

> Added AmeEfect.snd *(New creature spellcasting have sound now!)*

> Added new creature: New Halfling from HotA Factory included to TUM with its Upgrade and dwelling *(replaced Thatched Hut by Halfling Adobe)*.

#CB Templates:

+Updated CB templates for Custom Creatures Banks, these are the most relevant changes:
+Added option to set both exponentail and linear growth for the CB.
+Added terrain replacement option, if selected the CB will only be placed on allowed terrain. For example only snow or lava.
+Fix AI will not receive reward when defeated at the CB.
+Fix AI will always fight reduced number of guards.

#Due to these changes, certain creature banks no longer appear on certain terrains:

-Regular Churchyard will no longer appear on snow or grass terrain.
-Regular Ivory Tower will no longer appear on snow terrain.
-Regular Experimental Workshop will no longer appear on snow terrain.
-Spit will no longer appear in any other terrain except Grass and Swamp.
-Magical Utopia no longer appear in any other terrain except Grass.
-Rotten Dragons Valley no longer appear in any other terrain except Dirt, Rough and Subterranean.
-Fire Dragon Castle will only appear in Lava terrain, while Ice Dragon Castle will only appear in Snow terrain, which will further reduce the chances of finding them and increase the balance of the game.