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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Ultimate v9 Release & Feature Showcase
Thread: Heroes 4 Ultimate v9 Release & Feature Showcase
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 10, 2024 07:06 AM
Edited by NimoStar at 05:27, 18 Jan 2024.

Heroes 4 Ultimate v9 Release & Feature Showcase

New release just dropped. Get it here: Heroes IV ULTIMATE v9.3 - The Iconic Upgrade

Its the biggest one so far (literally, it is over 740 MB on maximum compression), so be sure to check it out.

Highlights:
- A new creature, the Hierophant.
- Icon upgrades on artifacts, blacksmiths and more, to radically enhance the readability of the game.
- Better, more verbose descriptions that clarify important aspects.
- Enhanced new graphics for some adventure objects.
- Added Mermaid, Sea Monster, and Megadragon dwellings.
- You can now use *ALL* the new map objects, and the maps that have them, also when playing the regular H4 game in HD (no other changes in there).

[WARNING]: LARGE IMAGES (Up to 1024 px)

Don't worry, there is enough content to justify this thread

CONCEPT ART & BASE FOR NEW [ANIMATED] BUILDINGS


Megadragon Dwelling:



You can now recruit Megadragons in these imposing mountain temples.

Mermaid Dwelling:



Mermaids will be available to recruit, as well as their powerful hypnosis ability, from these conservatories.

Sea Monster Dwelling ("Monstrous Abyss"):



Sea Monsters have a building as eldritch as themselves, made from the semi-living tissue of the dark creatures of the depths.

New prison:



Heroes 4 prisons used to be a simple cube, now your heroes can be rescued out of somewhere with more personality.

ELEMENTAL DWELLINGS

Elemental dwellings were in the default Heroes 4, for lack of a better word, ugly as hell. I am not removing them from the game entirely as they will be present as alternate versions. However, I have redesigned all four dwellings to be easier on the eyes by default.

Earth Elemental Dwelling


Air Elemental Dwelling


Fire Elemental Dwelling


Water Elemental Dwelling

See alternate artistic design on DeviantArt.
See more content and follow modding news.

Now, this is not all, I also have some creature and hero concepts to show.

Medusa Portrait

Whereas even in antiquity Medusa already started to be described as beautiful, the H4 version is based on some of the first, exceptionally ugly, depictions. I believe that these are more coherent with H3 medusa, plus, I don't actually want to get petrified.


Cyrca

But, we also have to take into account the comparably unreasonably ugly "Half-medusa" Cyrca hero. Since she is not a "true medusa and can't turn anyone into stone" (according to her bio and befitting her combat abilities or lack thereof), I used a more human approach without glowing stone-ifying eyes.


Dread Pirate

Pirates in the Ultimate mod already used to cause fear, so why not turn them undead? Maybe this change will be reverted later, but I though I would give it a try. Inspired on the first "Pirates of the Caribbean" movie (and one of the only two good ones), these undead pirates are the only undead-type creature which is not on the Death faction. Also, Chaos didn't have either Elementals or Mechanicals, so they needed something. Still, pirates (living or not) are self-evidently superstitious and vulnerable to magic.



Orc

Few people think Orcs must be beautiful, but the H4 orcs, besides being ugly and somewhat poorly-drawn, also lacked personality. Now, our favourite brutes are somewhat more relatable.


Rogue

H4 Ultimate Rogues are much stronger and more versatile compared to the old Bandits. Their portrait was however pretty lacking, and they looked more like an escapee from Slytherin house than an actual bona fide medieval fantasy rogue. Now, this has been corrected, and their now-female body features have been recognized as well.


Goblin Knight

Goblin Knights are scary ingame. More than that, they owe allegiance to no one save for the strongest, and in the campaign, they serve a twisted necromancer/sorceror/warlock. So, why was it that they had a featureless and kind-of-undefined portrait design? Now, with a grafted skullcap and a perverse look, Goblin Knights look every bit as wicked as they are as a creature in combat.


Bonus - Succubus

I was not entirely happy with the icon to the Invoke Succubus spell, a part of the revamped and improved Death Magic, so I made a new one. This here is not the concept I ended up going with, since it takes up too much space, but nonetheless I wanted to show you because, even if imperfect, it is still a nice image and captures the spirit of the creature.


And with that, I must conclude this presentation. Only around 10% of the changes (even counting only graphical ones) are listed in these portrait and building concept showcase. However, I will publish a changelog on the next message for you to peruse.

Good luck, have fun!
____________
Never changing = never improving

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 10, 2024 07:09 AM
Edited by NimoStar at 02:58, 16 Jan 2024.

Quote:
____________________________________________________________________________________________________

HEROES 4 ULTIMATE v9 - The Iconic Update
____________________________________________________________________________________________________

Instructions:

Copy the contents INSIDE the MAIN folder and paste INSIDE your existing H4 folder. You may want to archive your previous "maps" as there is a new classification that works best with a clean map folder. See below for full notes and changelog.
This update is focused on making the game more readable. Of course there are massive updates in many areas such as a new creature (Hierophant) replacing the unbalanced Wardens, new lairs for previously unrecruitable monsters, updated artifacts, and much more.

__________________________________________________

INFRASTRUCTURE
__________________________________________________

* Updated the version of HD mod (by Verok). Now has upscaling.
* Several bugfixes, some of them critical.

* Use the "[patched]heroes4_extras.exe" to be able to access ULTIMATE, EQUILIBRIS and OBJPACK maps and objects.
** While still having the original 2002 game, graphics and balance by New World Computing.
*** This method will allow to use more special and new objects in future maps, campaigns and remasters.
("Extra" versions read UL2.h4r from /data, while "Regular" ones read the non-existing "new.h4r".

__________________________________________________

MAP OBJECTS
__________________________________________________

** Added animation to Skeleton, because some people in streams people would just ignore it like animal skeletons (it can give you an artifact).
* Added mirrored animated skeleton version so people can have died on a different orientation (left-handed people probably).

** Pyramid appearance replaced.
NY** Prison appearance replaced.
(The originals were too blocky and low-effort)

* Added more objects with a focus on adapting sea treasures to land, and vice-versa.
* Added floating stone pile to balance out Flotsam with wood.
* Added "land treasure chest" with XP option on sea.
* Added "Mage's chest" with artifact on sea.

* Faction tamples are now enterable from any direction. This fixes positional map balance and roundabout behaviour.
* Same is true for "blattner stone", "rainbow", "oyster", "faerie ring".
* In contrast, Learning Stone is only accessible from the front and back.

** Added more sea doodads like differently-colored kelps.

* Slightly rebalanced some Creature Banks.

__________________________________________________

CREATURES
__________________________________________________

Water Elemental rebalanced:
* Given a single-ammo ranged attack.
* While overall stats are higher, the Water Elemental will be weaker in melee due to melee penalty.
* Ranged attack could be used up retaliating from ranged strike.
* Cost and XP slightly upped.
Notes: Despite my efforts at nerfing Water Elementals before, they were still the best elemental even outside water. Now at least they can lose a brawl with Earth Elementals which have 50% magic resistance. Considering their spellcasting prowess the Water Elementals will always have utility anyways.

Hierophant introduced replacing Wardens:
* It has a no-range-penalty shooting attack, yet only two shots.
* These two shots have a chance of ranged-stunning the target.
* On melee, it calls Lightning; given this is now a nature spell (which doesn't harm elementals and is target-luck dependent), this is appropiate.
Note: Hierophants are the glass cannon the Wardens were supposed to be. Yet the Wardens used to be OP, while the Hierophant isn't. Due to the nature of magical damage bypassing conventional defense, Hoerophants are better against high-level creatures. Unlike Wardens, they are defeated by most portal creatures on an equal-XP basis (not least because of the Elemental nature of half of them).

** Mermaid creature description updated.
** Sea Monster creature description updated.
** Archangel creature description updated.

* Unicorn +2 defense
* Unicorn -2 HP
* Unicorn +5 unit gold cost

TEMPORARY CHANGES FOR V9:
* Pirates are now undead Dread Pirates.
* Use of special greenish Skeleton frames in some anims.
* +1 attack to compensate the -2 morale to non-death from Undead ability.
(This change will probably be reverted on v10)
** New undead pirate portrait.

** Imp portrait updated to resemble the new colors.
** New succubus portrait.
** Several portraits fixes and updates.
** New Medusa portrait.
** New Minotaur portrait.
** New Rogue (formerly Bandit) portrait.
__________________________________________________

HEROES
__________________________________________________

** Brendemar hero bio updated.

* Changed fidget animation on Solmyr's sprite.

* Ensured some heroes woudn't share the same appearance sprite file so they can be independently used/edited.

* Sir Mullich was a self-insert of the NWC boss who rushed the games (thus his + Speed boost in H3). Since his rushing was pretty bad for H4, and since at this point I have worked on the game way longer than he did anyways , I took the liberty to replace him with another character of an opposite philosophy.

__________________________________________________

MAP EDITOR
__________________________________________________

* Replaced the appearance of Air Elemental Dwelling.
* Replaced the appearance of Earth Elemental Dwelling.
* Replaced the appearance of Fire Elemental Dwelling.
* Replaced the appearance of Water Elemental Dwelling.

* Added many new objects.

* Replaced default campaign editor object pallette for an older, more stable one.
* Now only distributing Editor_Ultimate_V due to less reports of problems compared with the VI version.
* Changes in the wording of some spell descriptions and effects.
__________________________________________________

MAPS AND CAMPAIGNS
__________________________________________________

* Added new translated maps.
* Added new translated campaigns.

* Updates to remastered Life campaign, The True Blade (original H4)
** Sir Worton was made a considerably more challenging opponent, gaining an extra level every week, and many artifacts to increase his power and resilience. He can also recruit rogues in his Hideout.
** Includes new secret underground areas.
** Landscaping improvements all around.
** Partial monster rebalance.
** AI players made stronger.
** Increased the protagonism of Peasants.

* Updates to remastered Might campaign (original H4)
** Some usability updates majorly on the first map.
** Major landscaping improvements in all of the campaign's maps.

* Updates to remastered Order campaign "The Price of Peace" (Original H4):
** Improved Gavin Magnus's victory mechanism and added dialogue.
*** Improved his artifacts.
** Added secret areas.
** More water gameplay. Everybody loves water gameplay, right? (*Don't say no*)
** Partial monster rebalance.
** Major landscaping improvements.

* Updates to Chaos campaign "A pirate's daughter" (Original H4)
** Landscaping improvements.

* Improvements to Ultimate version for Delusions of Grandeur:
** Initial gameplay slightly adjusted so that Hierophants are less destabilizing.
NY** Wrap Delusion map in Campaign packaging.

* Updates to Ultimate version of Masters of the Elements (H4 Chronicles campaign)

__________________________________________________

TERRAIN
__________________________________________________

* Updated Ice River tooltip to clarify it counts as a river for combat.
* Updated several terrain tooltips to clarify to which combat terrain their adventure types correspond.

__________________________________________________

FIXES
__________________________________________________

* Several fixes originally based on equi355 and h4zero work
__________________________________________________

SPELLS
__________________________________________________

* Banish from Order to Life.
* Mirror of Revenge (Pain Mirror) from Chaos to Order (joining elder mass brother).
* Quickness from Life to Chaos.
* Mirth (Life) -> Frolick (Chaos)
* Morale (Chaos ex-potion) -> Resolve (Life)
** Icons updated.
** Names updated.
** Descriptions updated.
*** Explanations: The upgrade of Chaos with double attack (even in a limited form) requires the nerfing on another area. It seemed to me that chaos morale for heroes was too high and would stack too strongly with this, since it could be cast from the adventure map. Also this would allow to annihilate enemies with damage since it all but guarantees first turn. This happening with Life is more logical and less of a problem. That also compensates the relative loss of Quickness as offensive potential for Life.
*** This also partially fixes Life having too many level 2 spells, by switching one lvl2 for lvl3.

* (Re)Animate Dead can animate enemies again, but enemies may resist the reanimation. -20% power.
* Dark Calling (formerly Death Calls) may be resisted by enemies as well. Mechanical no longer a valid target (?), but Elementals are. +20% power.
* Army of the Damned -> Reduced power due to much increased utility (Mass Animate Dead).

* Mind's Flurry (Mass Magic Fist) power slightly increased

* Rock Growth formula updated.
** Somewhat worse at first, but power increases significantly more.

** The spell icons that used to designate the "potion-style" effects now designate adventure-enabled spells instead.

?* Spell Shackle now counts as a Damage spell.

* Increased Fiery Blade power scaling.

* Fireball, Frost Ring, Inferno spell casting resumes updated with damage area specification.

__________________________________________________

ARTIFACTS
__________________________________________________

* Improved, more descriptive icons for potions.
* Improved, more descriptive icons for vials.

* Improved descriptive images for Vials in Blacksmiths.
* Improved descriptive images for Potions in Blacksmiths.

* Reclassed the rarity and nominal cost of the expansion artifacts.
** This makes the common according tot heir new tiers and power.
*** Before this, they were all relics costing 9999 (and you would KYS if Rod of Disruption generates as your relic. Ignore wards, how quaint!).

* Charm of Fireballs renamed Sol Ring.
* Charm of Fireballs moved to Ring slot/s.
* Can now stack mana production.

* Changed Charm of Weakness for Circlet of Weakening.
* Changed Charm of Bless for Miter of Blessing.
* New images (adventure and artifact slot) for each spellcasting artifact.
* Wand of Animate Dead to Baton of Reanimation, is used on Left Hand. (the "Twin" of the Wand of Illusion)
** Descriptions updated.

* Flaming Sword from Major to Minor.
** It wasn't that powerful, now you get to see it more often.

* Holy Kirpan (ex Angel's Blade) is back to being of Minor rarity, is now worn on neck.
** As a sword it was useless, there's only five undead creatures (also only useful on a melee combat hero) and it was otherwise a common longsword. Now as a necklace at least it can give another boost.

* David's Sling is now carried on Left Hand instead of in Ranged slot (more useful for boosting creatures like Shields, than to boost ranged attack of the hero, where it does nothing).

* Artifacts will now mention their own names in their descriptions (quality of life feature, useful such as when buying them in Blacksmith shops)
* Several description fixes and clarifications.

* Trinket of Health to Zircon of Health.
** New equip image.
** New animated adventure image.

__________________________________________________

ADVENTURE OBJECTS
__________________________________________________

- Changed several strings adding clarifications (such as rally flag effect lasting for 30 days)

- Added Monstrous Abyss (Sea Monster dwelling)
- Added Mermaid dwelling
- Added Megadragon dwelling

__________________________________________________

Done changes
__________________________________________________

v* Add inverse-dying Air Elementals teleport effect.
v* Re-import pirate sprite (glitch foot)
v* Re-import zombie sprite (glitch foot)

v** Change Fire Elemental melee sprite for ex-ranged attack
v** Also possible to make melee->fidget and fidget->flinch (can store flinch in Block)
NY** Change the Fire Elemental adventure sprite to use Fidget?

v* Add spell icons to each Potion and Vial (in Blacksmith graphics)

v* Campaign-ize and add alternate pathways for "Hierophant Things" with different heroes and tutorials.
(Ability synergy tutorial, new magic/spells tutorial)

____________
Never changing = never improving

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BrucknerHun
BrucknerHun


Hired Hero
posted January 11, 2024 08:28 AM

Hello there Nemo!

Wow, amazing work!

I am astonished by the lvl of detail of the new objects,elemental dwelling and the new prison too!

And the portraits are sooo awesome bro! My favourite is the Goblin Knight and Meduase new portrait! Soo cool!

And I have also read the V9 changes, hands down you worked very, very hard on this!

Keep it up this awesome work Master!

Cant wait to play the update!

Thank you!

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