It was some time ago that I was again mesmerized by the strides of progress made by VCMI team. I'm sure you've seen them too - screenshots showing HotA's lush highlands, vibrant badlands and VCMI community's dark wasteland made with grim forces of the Heavenly Forge in mind. All in one place, to be enjoyed with assortment of other mods. And even though random maps are nice, and allow for a good deal of fun, in my view they can't beat a manually crafted scenario, one that tells a story. And the story I want to share with you is one I'm sure many have already fantasized about. The vision of alternative Might and Magic timeline, where Kastore obtained the artifact of the Ancients and kickstarted an army of cybernetic monstrocities. Now, you can be a part of it too:
Antagarich Burning is a project divided into four parts:
1) Antagarich Burning Maps - 3 maps created with the VCMI map editor and showcasing the engine's capabilities. The first one (Catherine's Downfall) is modified Catherine's Charge from the Armageddon's Blade campaign, originally made by Marcus Pregent.
2) Antagarich Burning Assets - the elements necessary for the creation of these maps.
3) Asphalt Terrain - dedicated native terrain for the Forge town, an apocalyptic barren wasteland riddled with bright toxic pollution. The terrain tileset and battle background were made by Macron1 and other assets were borrowed from fred79 objects pack or modified/created by me.
4) Forge 2000 - a Frankenstein's monster of a city, built out of elements borrowed from various other projects. Members of the MDT, Fire Paladin, ggkth, Fred79, Axolotl, Don Komandor, Alex-ander, Morn, Xyffus - the finest works of these prominent artists* were selected and combined into a whole package. I hope this rendition of Forge will both appeal to its eager fans, and bind the whole mod together.
The set of maps is not difficult in my opinion, but I also hope it's not trivial. Feel free to post any feedback.
Since the release of the second map, the mod is updated along with VCMI and requires its most recent stable version (currently it's at least VCMI 1.5.0). It's also available for download from the default mod repository through VCMI launcher. If you install "Antagarich Burning Maps", the launcher should download other three mods in one go. Alternatively, if you're only interested in the town, you can start with "Forge 2000", and it won't download maps or new assets.
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* - I probably failed to list everyone, that's why I wrote "HOMM Modding Community" in the mods' author field. If you've seen your work in this mod and hasn't been credited in the post - please DM me so I can add you.
Very nice mod! And good presented, with a dedicated map.
Its a very welcome change from the known factions.
I like idea of the Booster cart (for extra ranged damage), though I would not enable it with blacksmith only, but require an extra building so that it does not become a no brainer. Or at least make it weaker from the beginning (25%) and upgrade it with a building to 50%.
Pyros and Pyromaniacs have the common 2hex dragonbreath... a more interesting/unique ability would be 3 to 5hex dragonbreath that fades with distance and also damages your units (like magogs).
I would also change the progression on the map at the beginning... the player should encounter first lvl3 dwelling and only afterwards the lvl4 Stingers post. They are likely to just kill all your level 1 ranged units, not fun .
This is a great compilation of the best of all Forge-related worlds! 0 complaints about this mod, I just wish my VCMI ran smoothly to be able to enjoy it better.
The only thing I could suggest to consider would be adding the full 16 heroes like other towns, but I guess that's not really a concern most modders will have when creating towns for VCMI. I think most VCMI players will enjoy the concept of the town and the graphics far more than a hero with a level 2 unit specialty
Krs said:I like idea of the Booster cart (for extra ranged damage), though I would not enable it with blacksmith only, but require an extra building so that it does not become a no brainer. Or at least make it weaker from the beginning (25%) and upgrade it with a building to 50%.
Thanks for the feedback. That might be the case, and I'm all for the solution you're proposing, but unfortunately, upgrading war machines is not possible in VCMI (or probably any other mod?). Maybe a 30% bonus for 1st level shooters, 25% for 2nd, 20% for 3rd etc. will work?
Krs said:Pyros and Pyromaniacs have the common 2hex dragonbreath... a more interesting/unique ability would be 3 to 5hex dragonbreath that fades with distance and also damages your units (like magogs).
I'd like it too if all units had completely new and exciting abilities, but this one is too convoluted (not to mention, impossible to implement).
Krs said:I would also change the progression on the map at the beginning... the player should encounter first lvl3 dwelling and only afterwards the lvl4 Stingers post. They are likely to just kill all your level 1 ranged units, not fun .
To be frank, the first map is more of a sandbox, and I didn't really have things like progression in mind. The player can choose whether he wants to go left and invade Erathia right off the bat, or explore the wasteland and build ample strength first. The next map will be more thought-out.
Krs said:When do we get the next map?
As of writing this, 60% of the next map is complete. I hoped I'll make more this weekend, but as usual, other things got in the way. I'm estimating releasing it sometime next week, if I won't get any brilliant ideas, like making a new bank
Regarding things not supported by VCMI: I think you can try the developers on their Slack or forums and I bet that if you do not ask back breaking changes they would accommodate your requests.
For Forge town to stand out from the countless other towns, or even variations of Forge, it needs some more unique stuff.
One idea:
Seems that one of the things your version of Forge relies on, is... shooters! You have them even on level 1, level 4 are strong shooters as well and you have a cart to boost shooters even more.
For shooters the newest VCMI release allows you to mod the max range at which they can shoot. More so you can even set the range until where they do half damage (from the default 10 hex).
Quote:Thanks for the feedback. That might be the case, and I'm all for the solution you're proposing, but unfortunately, upgrading war machines is not possible in VCMI (or probably any other mod?). Maybe a 30% bonus for 1st level shooters, 25% for 2nd, 20% for 3rd etc. will work?
I think that would be a good solution since high level shooters are much stronger on base.
Anyways, the suggestion of a dedicated building can still stand, VCMI supports it last i checked (and even default towns can do this)
Quote:I'd like it too if all units had completely new and exciting abilities, but this one is too convoluted (not to mention, impossible to implement).
What about Pyros creating fire wall where they fire? Unupgraded last 1 turn, upgraded last 2 turns, for example. Damage unupgraded 2 per unit upgraded 3 per unit, per instance.
Anyways, I think a low level unit having Breath is unique enough for H3. All default creatures with Breath are level 7 or higher as I remember.
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My "sometime next week" estimate proved to be quite off ^^"
There's still some stuff for me to work out, but a new teaser will land this week for sure (and a release soon after). And maybe there's no new bank, but I made sure to add a handful of interesting stuff. So keep your eyes peeled.
And in the meantime, to answer some questions:
Krs said:For shooters the newest VCMI release allows you to mod the max range at which they can shoot.
I don't see how it can be useful for Forge.
NimoStar said:Anyways, the suggestion of a dedicated building can still stand, VCMI supports it last I checked (and even default towns can do this)
The artifact duplicator (from MM7 ending) is still far from possible, but there will be a new special building in the next version.
NimoStar said:What about Pyros creating fire wall where they fire? Unupgraded last 1 turn, upgraded last 2 turns, for example. Damage unupgraded 2 per unit upgraded 3 per unit, per instance.
I like this idea a lot. I should probably start bugging VCMI devs to make it possible... but I also think that 2-hex attack is a sufficient ability for a 3rd level unit (as you also pointed out).
And to tease a bit, what Heavenly Forge forces will be up against this time...
maybe he's suggesting the possibility of something like a Pyro that, besides the melee breath, can also be ranged attacker up to 3-4 squares or something. That is quite intriguing.
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Well, I think we all know that my estimates are to be taken with a pinch of salt by now...
Sorry for the long delay, but a new part has finally landed. You can take a sneak peak of the next Heavenly Forge's conquest in the fancy trailer that I prepared. It doesn't show everything, so be sure to check out what lies in store for Kastore's forces by yourselves.
Neither me, nor my beta-testers* noticed one bug (abnormally high Health of the alternative Sharpshooters), so I release a quick hotfix. If anyone has already started playing, then it's unfortunate, and all that's left is to avoid the "trap" events on the second map. And if anyone downloaded the previous pack and still haven't started playing, I highly recommend to get files from this one and extract then to the "Mods" folder (overwrite anything that comes up):
EDIT: crisis averted. VCMI devs quickly reacted, and now, after downloading the mod with maps via the VCMI launcher, the other 3 required mods are downloaded automatically. So, after all, it is a working solution.
Nevertheless, if someone wants to download the package in this topic, that is also possible. Here is the link to the mod updated for VCMI 1.2.: Antagarich_Burning_full_1.2.zip.
No third map yet, as I was planning to start working on it only when VCMI 1.2. comes out. I'll get down to it soon, but that doesn't mean there are no new things. Forge's 1st level dwelling now has a matching look on the town screen and adventure map, spellpoints in the crumbling well are renewed weekly, and on the random maps, you will be able to observe veins of acid cutting through the asphalt landscape.
Many thanks to talented Xyffus for modelling the Blaster Arsenal for me.
Oh, and one more thing.
Krs said:Schwarzenegger's + Supply cart is way too OP
This faction is not made to be balanced and fair. It's supposed to be overpowered and played as antagonist or protagonists in their own campaign. Enabling it and pitting against other towns in normal circumstances is possible, but it will never be fair fight.
Ancientdruids said:No third map yet, as I was planning to start working on it only when VCMI 1.2. comes out. I'll get down to it soon, but that doesn't mean there are no new things. Forge's 1st level dwelling now has a matching look on the town screen and adventure map, spellpoints in the crumbling well are renewed weekly, and on the random maps, you will be able to observe veins of acid cutting through the asphalt landscape.
I'm loving this! Since VCMI 1.2 has been released, it is FINALLY running smoothly for me and I've been able to fully enjoy this campaign in progress. I look forward to the next map!