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For some time you can watch developing of MM Merge, which is merging Might & Magic 6-7-8 on MM8 engine. And we felt that there is a right time to ask a few questions about the mod, current state and purpose.

Were you thinking about putting MM Merge to MM8 engine even before?
Yes, when I played MM6 and suddenly it turned out that the characters could not become liches, and the enemies, raised with dark magic, kept being agressive, then I wanted to somehow bring in these features. Back then I was finishing school and I did not have enough time to try. The desire came back when I first saw Grayface's MMArchive - extractor of game files. The choice between engines 7 or 8 did not cause me to think much, I've immediately chosen MM8, simply because this is my favorite part of the series, although now I am more attracted by the content that came from MM7. I think that the choice of the MM8 engine is the right decision due to the more flexible management system of the party and a larger size of ​​the game window.

How did you get to the series?
The games showed me my elder brothers. In fact, the first such game of similar genre that interested me was "Betrayal of Krondor", I sat and watched my brother play, and all these pixel cutscenes, pixel people, made a big impression. The most valuable for me was and remains a certain balance of naturalism and fantasy in these games: the characters have the proportions of real people, the monsters are created to look natural. At the same time, even though the pixel world was not densely populated, behind each object there was a story: if there is a tombstone in the middle of the field - come and read the epitaph, dig there and be killed by swarm of ghosts. Later, when I started to play myself, I liked the opportunity to ignore the main story and go explore the world. These two points are what I really lacked in MM10: everything looks like a completely unrealistic cartoon, and I have to go through the “corridors” of the plot before I can just walk around and explore the world.

What all limits do you removed? What all is moddable now?
The presence of limits was a surprise to me. If you have MMArchive, you can open the EnglishT.lod and see that information, for example, about monsters, is stored in a simple text table. The first thought that arises: "Hey! I can just change existing or add new lines!" - but not. The game is able to reserve parts of the computer’s memory for its own purposes, but for some reason, text tables are not located in the reserved areas, but in the data section of the executable file. Therefore, the increase in any table leads to the fact that it's rows "climb" on the rows of the next table, which in most cases leads to critical errors in reading. The task was to calculate the amount of memory for each table, reserve it, and then write the table there. It doesn't sound very difficult, but add here the fact that the game is already compiled and all pointers and references to the table should be searched for in the disassembled version and corrected by hand. If you downloaded the modification, open the folder "... Scripts\Structs", all scripts with the name "Remove" in the name is the removal of limits. I will briefly describe them in order of creation (I hope to make detailed documentation in the future).


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H3SW beta v0.8 came out.

Visit their forums for downloads and bug reporting or make your note down. Enjoy when it's fresh! ;)

INSTALLATION note by Orzie added 5.1.2019


1. Install clean Heroes 3: SoD or Heroes Complete (without HotA, HD, WoG, ERA, etc.)
2. Download and Install H3SW v0.8.0
3. Install HD Mod if you have troubles with h3sw.exe.
4. Check if <Fix.Cosmetic> = 0. Write this line manually if it isn't there.

If you have the unlimited resources bug + Dragon Tower bug:

0. Delete the game+mod+HD directory completely.
1. Re-download H3SW v0.8.0 Installer from the same links.
2. Install clean game, install the mod, install HD Mod.
3. Make sure that <Fix.Cosmetic> = 0 in HD Mod launcher. Write this line manually if it isn't there.
3. Enjoy!


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Unknown Mod


This is just the beginning, a small tweaking script over H2: Project Ironfist. Changing this and there, a little reminding WoG in its purpose. Yet stable but with (known) bugs.

Download link1
Download link2

How to use:
 * You will have to rename this script with the name of the scenario each time you want to play another scenario, for example, rename "_MapName.MX2.lua" to "ENROTH.MP2.lua" to use the script with ENROTH scenario.
 * Small maps are suggested as saving tends to be long AND atm you should be able to play the scenario in one go otherwise the game is dead (saves are useless)

Name? There's why, Uknown Mod is done by Uknown_Hero. Check the original announcement here!
(But be careful links are displayed only for registered members.)

 


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Horn of the Abyss

New version 1.5.4 was released, this aims to be a bug fix release. Fixing quite plethora of bugs and bringing on the table just small (albeit nifty) improvements. It's not quite clear, if that will be the last word from HotA team in this year. It could be, it could be..

Release changelog is available here.

version 1.5.4

 

What is New (excerpt):

horn of the abyss

Graphics
[+] New Conflux town sprites (Fort, Citadel, Castle, Capitol) have been introduced for the adventure map

Interface
[+] Hints has been introduced to be displayed when targeting a stack, showing the effect of damage spells, healing and resurrection spells and First Aid Tent healing, along with the number of remaining shots for caster creatures

Miscellaneous
[+] New map Daggerwin Valley have been introduced
[+] Templates mt_Andromeda, mt_Antares and Clash of Dragons have been introduced

They also completed EN FAQ section and Documentation, with description of new creatures, heroes, templates and additional game changes.

EN template section si currently under construction, if you desire to see description of existing templates you need to check it in russian only. Once it will be done, just switch the flag. A guide how to create a new templates is here.

For the lurkers after a long time, it would be good to acknowledge, that there's still only one new town and that's Cove and plans for the other towns were moved aside, for better times. And if you are interested what Cove brings, just see it here.

We would also like to invite you to HotA International Community Discord server. The area is divided into three rooms, for EN, PL or RU languages. Just hit the flag down to appear in the right section. Above chat the community also streams a lot, yt too. If you love Heroes 3, you cannot make a mistake being here. Clickety, click. smile teeth

HotA Discord


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CH2018Dear CH fellows

we wish you Happy Christmas. Spend with your Family & Friends.
Lots of Happiness and Joy!

And something for your soul tooCarol of the Bells

 

~Your  CH  Team


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Back in 2006 Marzhin announced that he was working on a Heroes V project named 'Legends of the Ancients'. A four-part campaign for Heroes V taking place in the old universe (of Heroes IV - Axeoth). The campaigns takes place after the original stories in Heroes of Might and Magic IV, and were to follow the stories of iconic characters such as Nicolai Ironfist, Lord Harke, Lysander, Malustar and Gauldoth Half-Dead to name a few.

The first 2 campaigns, also refered to as 'Book 1 & 2', were released back in 2007-2008.

The project recieved Ubisoft's 'Seal of  Approval' earning the acknowledgement of being Approved Might and Magic Content.

book1

Having to admit time had become scarse, Marzhin released Book 3 as a digital version in Decemeber 2009. The following year 2010 still beared hope that Book 3 & 4 would be released as campaigns, as others like, Corlagon/Cepheus had stepped in to help finish the project.

The last hope of seeing Book 3 & 4 released as campaigns, were buried near the end of 2012. Shortly after, the last part, Book 4 was released by Marzhin as a digital book, complete with art work.


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Masters of Sighisoara

For today Advent article, Celestial Heavens decided to send our Danish reporter KarmaKeld on a virtual trip across the Öresund to Sweden, to have a chat with HeroOfPunk, founder of the Masters of Sighisoara project, about the Ghost of Christmas MoS Past, Present and Future..

They had a Q&A over a nice cup of warm Glögg (a type of Scandinavian mulled wine made with brandy, almonds, raisins, and spices.)...


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Put on the music, and try to read it in time! smile teeth A few months ago Sir Albe posted a nice history of "Sucession Wars Mod" on Enroth diehard fan community board. Summing it up completely from year 2008 to presence. To celebrate and remind its 10th Anniversary.

Before you will delve deeply, to devour on it, you should probably know, that new version of mod wasn't yet released and it's expected to be soon™. Or in other words, to be, when it will be ready. But the mod was already once made public in version 0.7.

That:

  • This is modification of Heroes III. engine.
  • That it is compatible with HD Mod by baratorch (minus HD+).
  • That it should come with converted H2 and H1 maps.
  • And it's based on the original lore.

Let Orzie speak(quote):

"Heroes of Might and Magic III: The Succession Wars is a fan-made total conversion modification of Heroes of Might and Magic III, which aims to recreate the unique atmosphere of its prequel, Heroes of Might and Magic II, and to provide qualitatively new gaming impressions to the fans of both games.
..
Further development of the project intends lore integration with the Might&Magic series by New World Computing with attention to earlier games of the series."

This is a good read. Go on!

And for Sucession Wars Team, one big Hooray! from CH, thanks guys for keeping one dream alive.

Thanks FireCage321 for info.


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Project Ironfist

The aims here are high. Project Ironfist is all about easy modding, with help of LUA scripting, enhanced editor, new campaigns (but not yet with campaign editor), artifacts, spells, abilities, stats balance. Custom scripts in map are supported. To let them speak:

"Our maps feature elementals that split in two, enemies that get more powerful the longer you wait, and epic quests to unlock missing secrets. Try out our maps Last Stand and Sorrow's End! "

Also the modification brings a few gameplay tweaks:

  • Hit-and-run tactics for heroes is no longer allowed because rehired heroes do not regain their movement points
  • A new artifact: Pandora's Box. This artifact creates a random stack of level 1 creatures for the duration of each battle.
  • A new spell - Awareness. When cast, Awareness reveals part of the map around the caster, similar to the Redwood Observatory
  • And no "WAIT" button, ever. Discussions why, you can see here or here.

The Game Itself is running pleasantly well and if you loved traditional Heroes 2 interface, you will be home here. Though there are some minor changes, which just fit in nifty.


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