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Important notice: AC Mod 1.5 is incompatible with the official "Trial by Fire" expansion. If you have the expansion, uninstall AC Mod:
Control Panel -> Programs and functions -> Might & Magic Heroes VII - Uninstall AC Mod


What is it?


AC Mod (Alternative Creatures Mod) is an unofficial and global (map independent) gameplay mod for Heroes VII. Its goal is to align each faction with alternative creatures, which until now were neutral, and allow them to be recruitable in towns. The mod also introduces (or reintroduces) 10 new creatures that you will find below.

Alternative creatures sometimes have upgrades, sometimes they don't. In many cases they are a bit stronger then their "normal" counterparts but in exchange for them "being better", their special abilities and/or higher growth, their dwellings are often more expensive or the unit cost is higher.

Po wersję polską kliknij tutaj.


Alternative Creatures


Haven

Dire Wolf

    or    
Griffin


Cavalier

    or    
Radiant
Glory

Griffins deal less damage than the Wolves, but are faster and can fly, which gives them a tactical edge - especially during sieges. They also have higher base growth.
Radiant Glories and Light Elementals (also known as Blazing Glories) are better than Cavaliers and Cuirassiers almost in every aspect - if you can afford their demand for resources.
Griffin / Imperial Griffin
core
level 2
melee
flyer

Atak
2
Obrona
2
Punkty Życia
22
Obrażenia od Mocy
2-5
Zasięg
-
Ruch
6
Inicjatywa
36
Morale (Dowodzenie)
10
Szczęście (Przeznaczenie)
0
90
Unlimited RetaliationsThe creature always retaliates if it has the opportunity.

Atak
3
Obrona
3
Punkty Życia
24
Obrażenia od Mocy
3-5
Zasięg
-
Ruch
7
Inicjatywa
38
Morale (Dowodzenie)
10
Szczęście (Przeznaczenie)
0
117
Unlimited RetaliationsThe creature always retaliates if it has the opportunity.    Diving AttackThe creature lifts off and attacks ALL creatures in target 2x2 area at start of its next turn with increased Attack. The attack cannot be retaliated. Afterwards the creature lands close to the target area.
Radiant Glory / Light Elemental
elite
level 4
melee
teleportation

Atak
13
Obrona
13
Punkty Życia
130
Obrażenia od Światła
18-25
Zasięg
-
Ruch
5
Inicjatywa
28
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
15
1400
Immunity
to LightThe creature cannot be the target of negative Light spells or effects. Light damage from enemy attacks is halved.
    Vulnerability
to DarknessThe creature suffers 25% more Dark damage.


Atak
13
Obrona
17
Punkty Życia
150
Obrażenia od Światła
20-30
Zasięg
-
Ruch
6
Inicjatywa
33
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
15
2000
1 1
Immunity
to LightThe creature cannot be the target of negative Light spells or effects. Light damage from enemy attacks is halved.
    Vulnerability
to DarknessThe creature suffers 25% more Dark damage.
    Blinding
LightCritical hits of the creature incapacitate the attacked creature until end of its next turn.



Academy

Golem

    or    
Shantiri
Golem

Rakshasa

    or    Efreet


Shantiri Golems are a different version of Sandstone Golems. They have less defense and deal somewhat less damage, but they have a stronger attack, more initiative and an extra ability. Aside from that they also have a slightly higher growth.
Efreeti replace the Academy's balanced tank with a fast, offensive attacker. Efreeti have less defense and do not suppress retaliation, but can fly at long ranges in the center of enemy ranks, where they will deliver debuffs and retaliations to everybody that attacks them.
Shantiri Golem
core
level 2
melee
ground movement

Atak
4
Obrona
5
Punkty Życia
40
Obrażenia od Ognia
5-8
Zasięg
-
Ruch
5
Inicjatywa
17
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
10
140
ConstructThe creature is immune to poison, blindness, mind effects and morale effects. It cannot be healed or resurrected.    BashCritical hits of the creature cannot be retaliated and make the attacked creature incapacitated until the end of its next turn.    UnfetteredThe creature is immune to all kinds of movement reduction.
Efreet / Efreet Sultan
elite
level 4
melee
flyer

Atak
14
Obrona
12
Punkty Życia
133
Obrażenia od Ognia
20-26
Zasięg
-
Ruch
6
Inicjatywa
27
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
15
1700
Immunity
to FireThe creature cannot be the target of negative Fire spells or effects. Fire damage from enemy attacks is halved.
    Chaos
ShieldHostile creatures suffer from a random negative magic effect for each melee attack and retaliation.


Atak
17
Obrona
12
Punkty Życia
166
Obrażenia od Ognia
22-30
Zasięg
-
Ruch
7
Inicjatywa
32
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
15
2000
1
Immunity
to FireThe creature cannot be the target of negative Fire spells or effects. Fire damage from enemy attacks is halved.
    Chaos
ShieldHostile creatures suffer from a random negative magic effect for each melee attack and retaliation.
    Unlimited
RetaliationThe creature always retaliates if it has the opportunity.



Necropolis

Lamasu
    or    
Juggernaut
Vampire    or    Succubus
Juggernauts and Ravagers are an offensive alternative to Lamasus. They deal more damage (especially with their charge ability upon upgrade), they are faster and have a higher growth, but they also have a lower defense and less hit points. There are more of them, but they will also die more often.
Succubi stats are generally lower than Vampires, although with more attack points. In theory they deal less damage, but they have a ranged attack and an area blast, which greatly improves their efficiency. If your army already has a strong hand-to-hand attack then Necropolis may make use of a second shooter.
Juggernaut / Ravager
elite
level 3
melee
ground movement

Atak
8
Obrona
6
Punkty Życia
33
Obrażenia od Mocy
8-12
Zasięg
-
Ruch
5
Inicjatywa
28
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
15
240
Demonic
LineageResistant to Fire: Damage from Fire spells and effects is halved and Fire damage from enemy attacks is decreased by 25%.
Vulnerable to Light: The creature suffers 25% more Light damage.
    UnfetteredThe creature is immune to all kinds of movement reduction.

Atak
10
Obrona
6
Punkty Życia
38
Obrażenia od Mocy
8-12
Zasięg
-
Ruch
6
Inicjatywa
32
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
15
270
Demonic
LineageResistant to Fire: Damage from Fire spells and effects is halved and Fire damage from enemy attacks is decreased by 25%.
Vulnerable to Light: The creature suffers 25% more Light damage.
    UnfetteredThe creature is immune to all kinds of movement reduction.    ChargeThe creature attacks with +2 Attack for for every tile crossed before the attack.
Succubus / Lilim
elite
level 4
shooter
ground movement

Atak
13
Obrona
10
Punkty Życia
90
Obrażenia od Ognia
14-20
Zasięg
half
Ruch
5
Inicjatywa
24
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
10
1280
Demonic
LineageResistant to Fire: Damage from Fire spells and effects is halved and Fire damage from enemy attacks is decreased by 25%.
Vulnerable to Light: The creature suffers 25% more Light damage.
    DespairRanged attacks of this creature cause magical Despair, decreasing target's Morale by 15 points for 3 turns.   

Atak
15
Obrona
10
Punkty Życia
100
Obrażenia od Ognia
16-22
Zasięg
full
Ruch
5
Inicjatywa
27
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
10
1600
Demonic
LineageResistant to Fire: Damage from Fire spells and effects is halved and Fire damage from enemy attacks is decreased by 25%.
Vulnerable to Light: The creature suffers 25% more Light damage.
    DespairRanged attacks of this creature cause magical Despair, decreasing target's Morale by 15 points for 3 turns.    NovaThe creature shoots at target 3x3 area. Cannot be used while the creature is in melee.


Stronghold

Centaur

    or    
Mermaid

Basilisk
Rider
    or    
Air
Elemental

Mermaids are a defensive option. They have less attack and deal slightly less damage then Centaurs, but have a higher defense and more hit points. Also instead of tactical maneuvers they can attack with an area blast which may multiply their damage.
Air Elementals are a tactical alternative. They have less hit points than Basilisk Lancers, but are ultra fast, can fly, and have more attack and defense. However they also cost quite a lot.
Mermaid / Nereid
elite
level 3
shooter
ground movement

Atak
5
Obrona
8
Punkty Życia
36
Obrażenia od Wody
5-7
Zasięg
half
Ruch
4
Inicjatywa
28
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
0
300
Immunity
to WaterThe creature cannot be the target of negative Water spells or effects. Water damage from enemy attacks is halved.
    Vulnerability
to AirThe creature suffers 25% more Air damage.
    SplashThe creature shoots at target 3x3 area. Cannot be used while the creature is in melee.

Atak
7
Obrona
8
Punkty Życia
41
Obrażenia od Wody
5-9
Zasięg
full
Ruch
4
Inicjatywa
30
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
0
350
Immunity
to WaterThe creature cannot be the target of negative Water spells or effects. Water damage from enemy attacks is halved.
    Vulnerability
to AirThe creature suffers 25% more Air damage.
    SplashThe creature shoots at target 3x3 area. Cannot be used while the creature is in melee.
Air Elemental
elite
level 4
melee
flyer

Atak
15
Obrona
15
Punkty Życia
140
Obrażenia od Powietrza
20-30
Zasięg
-
Ruch
8
Inicjatywa
44
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
5
2500
1
Immunity
to AirThe creature cannot be the target of negative Air spells or effects. Air damage from enemy attacks is halved.
    Vulnerability
to EarthThe creature suffers 25% more Earth damage.
    Strike
and ReturnThe creature flies back to its initial position after attacking if this position is still accessible.



Sylvan

Dryad

    or    
Kappa


Blade
Dancer

    or    
White
Tiger
Moon
Doe
    or    Earth
Elemental

Kappas don't fly and have a lower base growth than Dryads. However after the upgrade they can deal more damage and have a special attack.
White Tigers' stats place them between Blade Dancers and Masters. However they deal more damage and can run further in exchange for a higher price. Tactically they exchange Blade Masters' area attack for a preemptive strike.
Earth Elementals are a "tank" option. In exchange for a lot less initiative, movement and attack we gain a huge amount of hit points, even 50% more damage and a higher defense. All this however costs a lot more and requires a steady flow of Shadowsteel.
Kappa / Kappa Shoya
core
level 1
melee
ground movement

Atak
2
Obrona
4
Punkty Życia
17
Obrażenia od Mocy
2
Zasięg
-
Ruch
4
Inicjatywa
17
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
5
30
Resistance
to WaterDamage from Water spells and effects is halved and Water damage from enemy attacks is decreased by 25%.
    Vulnerability
to AirThe creature suffers %res more Air damage.


Atak
2
Obrona
6
Punkty Życia
20
Obrażenia od Mocy
2-4
Zasięg
-
Ruch
4
Inicjatywa
19
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
5
45
Resistance
to WaterDamage from Water spells and effects is halved and Water damage from enemy attacks is decreased by 25%.
    Vulnerability
to AirThe creature suffers 25% more Air damage.
    Mighty
PounceOnce per combat the creature can pounce at double its normal movement range and attack all neighbouring units which cannot retaliate.

White Tiger
elite
level 3
melee
ground movement

Atak
9
Obrona
6
Punkty Życia
44
Obrażenia od Mocy
8-15
Zasięg
-
Ruch
6
Inicjatywa
33
Morale (Dowodzenie)
5
Szczęście (Przeznaczenie)
0
400
Preemptive StrikeThe creature retaliates before it gets hit.    IndomitableThe creature is immune to negative mind effects: It's immune to Morale decreases and Mesmerize and ignores Face of Fear when being attacked.
Earth Elemental
elite
level 4
melee
ground movement

Atak
13
Obrona
17
Punkty Życia
200
Obrażenia od Ziemi
25-35
Zasięg
-
Ruch
4
Inicjatywa
11
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
5
2500
1
Immunity
to EarthThe creature cannot be the target of negative Earth spells or effects. Earth damage from enemy attacks is halved.
    Vulnerability
to FireThe creature suffers 25% more Fire damage.
    BashCritical hits of the creature cannot be retaliated and make the attacked creature incapacitated until the end of its next turn.


Dungeon

Assassin

    or    
Cave
Panther
Minotaur

    or    Faceless


12 Cave Panthers will deal more-or-less the same amount of damage as 20 Assassins. A Panther squad will, however, have an advantage in almost every other stat. Then again, they will not have a chance to deal additional damage like Assassins and Shades do.
Faceless exchange Minotaurs' preemptive strike and some hit points for a tactical advantage with their teleportation, greater speed, strike-and-return and slightly more damage.
Cave Panther / Shadow Panther
core
level 2
melee
ground movement

Atak
4
Obrona
1
Punkty Życia
20
Obrażenia od Mocy
3-5
Zasięg
-
Ruch
5
Inicjatywa
30
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
0
75
Resistance
to DarknessDamage from Dark spells and effects is halved and Dark damage from enemy attacks is decreased by 25%.
    IndomitableThe creature is immune to negative mind effects: It's immune to Morale decreases and Mesmerize and ignores Face of Fear when being attacked.

Atak
5
Obrona
1
Punkty Życia
22
Obrażenia od Mocy
3-5
Zasięg
-
Ruch
6
Inicjatywa
33
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
0
90
Resistance
to DarknessDamage from Dark spells and effects is halved and Dark damage from enemy attacks is decreased by 25%.
    IndomitableThe creature is immune to negative mind effects: It's immune to Morale decreases and Mesmerize and ignores Face of Fear when being attacked.    WeaknessCreature's attack causes a magical weakness, decreasing target's Attack by 5 points.
Faceless / Faceless Assassin
elite
level 4
melee
teleportation

Atak
14
Obrona
12
Punkty Życia
120
Obrażenia od Ciemności
20-28
Zasięg
-
Ruch
5
Inicjatywa
25
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
10
1400
Immunity
to DarknessThe creature cannot be the target of negative Dark spells or effects. Dark damage from enemy attacks is halved.
    Strike and
ReturnThe creature flies back to its initial position after attacking if this position is still accessible.

Atak
18
Obrona
12
Punkty Życia
140
Obrażenia od Ciemności
22-30
Zasięg
-
Ruch
6
Inicjatywa
28
Morale (Dowodzenie)
0
Szczęście (Przeznaczenie)
10
1900
1
Immunity
to DarknessThe creature cannot be the target of negative Dark spells or effects. Dark damage from enemy attacks is halved.
    Strike and
ReturnThe creature flies back to its initial position after attacking if this position is still accessible.
    No RetaliationEnemy creatures cannot retaliate the creature's attacks.

Neutral

Of course, there are no alternative neutral creatures, but now you will be able to find stacks of Sea Elf Renegades - a weaker form of Sea Elf Pirates.
Sea Elf Renegade / Sea Elf Pirate
core
level 2
melee
ground movement

Atak
4
Obrona
1
Punkty Życia
22
Obrażenia od Mocy
3-4
Zasięg
-
Ruch
5
Inicjatywa
26
Morale (Dowodzenie)
5
Szczęście (Przeznaczenie)
5
95
Sea WarfareFighting on a ship the creature gets +3 to: base Damage, Health, Attack, Defence, Morale, Luck, Initiative and Movement.

Atak
4
Obrona
3
Punkty Życia
23
Obrażenia od Mocy
3-4
Zasięg
-
Ruch
5
Inicjatywa
28
Morale (Dowodzenie)
5
Szczęście (Przeznaczenie)
5
120
Sea WarfareFighting on a ship the creature gets +3 to: base Damage, Health, Attack, Defence, Morale, Luck, Initiative and Movement.    CleaveThe creature always hits twice. Attacked creatures have the opportunity to retaliate after the first hit.


What are the new creatures?


Their stats are displayed above. In case you missed them the full list is as follows:

Why Demons in Necropolis?


Because Heroes 4. Also - there are no additional undead creatures in the game.

Why Efreeti in Academy?


Because they are not in Stronghold :P. Also, from their mythological definition they are quite literally fiery genies. In Ashan they are wizards that tried to infuse themselves with an essence of a genie, so basically two Academy units in one.

Can I uninstall the mod if I don't like it?


Yes, the mod doesn't overwrite any game files. It can be uninstalled through Windows Control Panel (Programs and functions -> Might & Magic Heroes VII - Uninstall AC Mod - Alternative Creatures)

Does it contain new buildings?


Technically yes, graphically no. The mod uses existing building graphics with different names (alike some official campaign maps). If anyone feels like creating new building graphics or modify existing ones then please shout out loud. You will, however, see new positions in the town trees - new building names with their own costs.

Which languages are supported?


English and Polish. I can help you translate the mod to your language - contact me.

Who did this?


  • Acid Dragon - Unreal engine work, some graphics, website, boring stuff. Contact: E-mail, PM (inside Acid Cave)
  • Dogtown1 - creature textures
  • Darkem - creature textures, additional graphics
  • dvoytek - creature textures, animation changes, technical help
  • Qui - being a weasel
Special thanks to Limbic for their support.

Screens?





Have fun!
- Acid Dragon

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