Heroes of Might and Magic 7,5 S.V.P The mod contains the following implementations: -New additional creatures which means that each faction will have 1 strong elite and 1 strong champion and it is possible to have them by sacrificing other creatures after building the necessary buildings !! -New battle cards -New 4kTexture implemented -New creature abilities for all Elite Strong from Vanila Breast, Rakashaka etc … -New creature abilities for additional Elite and Champions -New Inferno Townscreen fresh revisited -New translation for Inferno Buildings over 18 new names

Description

Hello : Update 1.1: Finalization of the townscreen Balancing and various bug fixes All the poisons of the Temple faction do not affect the Undead and constructs. Addition of 4 new hero Temple Adding the localization file to place here: C:\My Games\Might & Magic Heroes VII\MMH7Game Join to discord for more information. Good game .

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Heroes_7.5_Temple_and_Xel_Add_version_1.1
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Kronk1986
Kronk1986 - - 11 comments

Dear mod developers, thank you again! on vacation we sit and play with the godfather with pleasure. tell me please, will there be more patches for mod 7.5? excellent rebalance of necromancy, wonderful additional creatures to the academy. but the abilities of the shadow elf suddenly stopped working! faction temple is love at first sight! core is great! but the elite and champions can be remade, as Xel used to be, to make mythical creatures, and not dinosaurs? Xell also plays great, but machine gunner rats are just out of balance powerful with their triple attack.

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Kronk1986
Kronk1986 - - 11 comments

and two more moments, during the storming of castles, we noticed that some castles have a different length of the battle field. when a neutral castle is taken, the guards are easily shot by arrows, they simply do not have time to reach! some units have too long range (legionnaire, gargoyle, ghost, lamasu), which in some places surprised and broke the usual tactics of the game. And another question, why was it necessary to reduce the size of such units as magicians, centaurs, faceless and wolves? after all, even with new creatures in the army, everyone fits on the battlefield. What does the new factions have 3 large creatures in the standard and one large of the new ones, while the size of the creatures in the basic factions was reduced, why?

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Slyen Author
Slyen - - 72 comments

Hello and thank you.
For the size of the creatures, I will put them back, this decision was not mine, but of a person working with me at a time, but I think indeed that they can keep their size.

Dark efl ? you mean the extra dungeon unit ?
For the size of the map castle ... we didn't pay attention, I'll see if it can be fixed, but nothing for sure
For temple, for the moment it will stay like this, I will see later if I see something better, but I like it like this.
Xel gunner ? too strong or weak ? personally I found them a bit weak at the end of the game and strong at the beginning, because their attack doesn't benefit from the hero's attack bonus or anything else ...

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Kronk1986
Kronk1986 - - 11 comments

thank you very much for the answer. We've played xel a few times and they're off to an incredibly fast start with these rats. if three shots were at least from luck. And the shadow elf used to have the ability to poison or smoke screen that the shots did not hit, but now they don’t. I wish you good luck and look forward to the next patch, and in the evening with a friend we will find out who is stronger, the demons or the tower!

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