Lopess Posted October 20, 2025 Share Posted October 20, 2025 @Percival12 Congratulations on your work! It's truly something necessary to keep this legacy alive. I hope you can maintain this excellent progress 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 20, 2025 Author Share Posted October 20, 2025 1 hour ago, Atrik said: On the campaign, I'm not sure where to find the enemy after destroying the first base (got all the map explored), so I'm unable to finish first mission. Reveal hidden contents Mountable beetles pretty cute thoughts Beside this very good job on the mod Sorry about that. The campaign isn’t finished, still a long way to go. I actually have given up on it for the time being, but if you think it is worth pursuing, I’ll try to get it done for the next release. 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 20, 2025 Author Share Posted October 20, 2025 (edited) The problem I am having is that my copy of 0ad is a FlatPak, and because of this the Scenario Editor doesn’t work, so I can’t make my own scenario maps, only hand-edit existing ones, which is a pain in the @$$. Edited October 20, 2025 by Perzival12 Quote Link to comment Share on other sites More sharing options...
Atrik Posted October 20, 2025 Share Posted October 20, 2025 23 minutes ago, Perzival12 said: Sorry about that. The campaign isn’t finished, still a long way to go. I actually have given up on it for the time being, but if you think it is worth pursuing, I’ll try to get it done for the next release. 0AD clearly lacks campaigns, and Hyrule is one of the rare mod to bring one. That's what i know. But beside this I'm not a huge single player, as I'm mostly caught in multiplayer already, so I don't feel best positioned to say more. 9 minutes ago, Perzival12 said: The problem I am having is that my copy of 0ad is a FlatPak, and because of this the Scenario Editor doesn’t work, so I can’t make my own scenario maps, only hand-edit existing ones, which is a pain in the @$$. If ever since it was my case at some point : building the game on linux is super easy, but reading through the build instructions is confusing. Someone should make something better with tabs or something for each os, instead of the current giant monolith... I made a summary here for building a27 on debian. 2 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 21, 2025 Author Share Posted October 21, 2025 19 hours ago, Atrik said: If ever since it was my case at some point : building the game on linux is super easy, but reading through the build instructions is confusing. Someone should make something better with tabs or something for each os, instead of the current giant monolith... I made a summary here for building a27 on debian. When I tried to do so, it gave me errors, telling me rustc is too old. I read later in that thread that I need to install rustup, but there was no instructions for it. Ideas? Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 22, 2025 Share Posted October 22, 2025 On 21/10/2025 at 1:07 AM, Perzival12 said: The problem I am having is that my copy of 0ad is a FlatPak, and because of this the Scenario Editor doesn’t work, so I can’t make my own scenario maps, only hand-edit existing ones, which is a pain in the @$$. Can you report the errors you're getting upstream? @ShadowOfHassen 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 22, 2025 Author Share Posted October 22, 2025 31 minutes ago, Stan` said: Can you report the errors you're getting upstream? @ShadowOfHassen The problem used to be I would get the llvmpipe error I talked about a few weeks ago. However, at some point the Scenario Editor simply broke, so that it no longer even displays an editable map. I probably should reinstall it, but it will still be broken with the llvmpipe error. Unless there is a way to change the Scenario Esitor’s rendering to Vulcan rendering, I can’t make Scenarios. Quote Link to comment Share on other sites More sharing options...
ShadowOfHassen Posted October 24, 2025 Share Posted October 24, 2025 On 22/10/2025 at 11:19 AM, Perzival12 said: The problem used to be I would get the llvmpipe error I talked about a few weeks ago. However, at some point the Scenario Editor simply broke, so that it no longer even displays an editable map. I probably should reinstall it, but it will still be broken with the llvmpipe error. Unless there is a way to change the Scenario Esitor’s rendering to Vulcan rendering, I can’t make Scenarios. I don't have any problem running the scenario editor, if you have a github please open an issue on the flatpak 0 A.D. ref, and we'll see what we can do. Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 28, 2025 Author Share Posted October 28, 2025 On 23/10/2025 at 7:31 PM, ShadowOfHassen said: I don't have any problem running the scenario editor, if you have a github please open an issue on the flatpak 0 A.D. ref, and we'll see what we can do. Can you get me a link? Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 28, 2025 Author Share Posted October 28, 2025 (edited) Alrighty everybody, Happy Halloween! To celebrate, here is the newest release, version 0.4.0: Dead Hand. This time, there are two new races, who I will explain next. I would like to thank @Lopess for his help making the art code for the Ordona civ, he (or she?) has saved me a lot of time. The Ordona Province is basically your average civ, with no real special abilities or features. The only things that really set them apart from the other civs are this: - They rely heavily on cavalry, with only a few infantry units, and almost no ranged units of any sort. - Their units have much more life than vanilla races (their starting infantry has 190 HP!), while they cost the same. - They usually ride goats into battle. Need I say more? On the other end of the spectrum, the Stalfos civ is very different than vanilla races. They are the undead, risen by powerful necromancers, and their only goal is to grow their ranks by killing their enemies. They have a whole bunch of special features: - They have very few buildings, though each building is cheapish and gives them tons of pop. - All Stal units can walk through water, while all Poe units float over it. This means they don't need ships. - They are VERY slow, with their standard infantry having below average life. To counter this, they are very cheap, able to train 5 workers for the price of one. - Every time they slay a unit, it gives them AT LEAST enough food to train a new worker (who can fight, and doesn't run away like female citizens). - Their Poe units are almost invulnerable to normal damage (hack, crush, and pierce). While this may seem unfair at the moment, later releases will add several different magic types, along with mercenary spellcasters. - Their Stal units are almost invincible to pierce damage, since they are bones. Edited November 7, 2025 by Perzival12 2 2 Quote Link to comment Share on other sites More sharing options...
ShadowOfHassen Posted October 28, 2025 Share Posted October 28, 2025 2 hours ago, Perzival12 said: Can you get me a link? https://github.com/flathub/com.play0ad.zeroad Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted November 7, 2025 Author Share Posted November 7, 2025 Alright everybody! The new version is ready! Version 0.5.0! This release adds the Lanayru Province, one of the three Zora civs that will be in the mod. Here are some pics You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-5-0 and here: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/new. I hope you all enjoy it! 2 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted November 19, 2025 Author Share Posted November 19, 2025 Hey everybody! The newest release is out, Version 0.6.0: Aquamentus. This release adds the nomadic Zola civilization, several new maps and GUI tweaks, and two new unit systems: Stealth and Camouflage! Check out the download pages to learn more: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-060 and https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/v0.6.0. 5 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted January 12 Author Share Posted January 12 Hey everyone! The new release is out! Version 0.10.0 (sorry I didn't post the last three). It adds the Fairy Enclave civilization, Minor Factions, fixes Stealth and Camouflage, and adds a fully functional campaign (i'm looking at you, @Atrik). You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0100#downloadsform. 2 2 Quote Link to comment Share on other sites More sharing options...
Atrik Posted January 13 Share Posted January 13 Thanks for all your work @Perzival12! Would have been a shame to bury this mod, so you truly did magic here! 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted January 22 Author Share Posted January 22 The new release is out! It adds the Gerudo civ, Rupees as a resource, a whole ton of new maps, and spawning features. Check it out here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0110 1 Quote Link to comment Share on other sites More sharing options...
asterix Posted February 12 Share Posted February 12 @Perzival12soon in R29 there will be https://gitea.wildfiregames.com/0ad/0ad/pulls/8724 with examples, I know it is needed, because @The Undying Nephalim mentioned it many times in his videos about some factions. 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted February 12 Author Share Posted February 12 (edited) 10 hours ago, asterix said: @Perzival12soon in R29 there will be https://gitea.wildfiregames.com/0ad/0ad/pulls/8724 with examples, I know it is needed, because @The Undying Nephalim mentioned it many times in his videos about some factions. That will be nice, thanks for the heads up. I’m still working through his videos, but I’m sure I’ll find some uses for this, mainly for the Wizzrobes and Twili. Edited February 12 by Perzival12 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted February 23 Author Share Posted February 23 Just thought I'd give y'all an update: First off all, the upcoming release will remain on A27. Sorry, but it's either that or wait even longer. Second, the Moblins, Sheikah Cadre, Zora Dominion, and Gohma are almost finished, so you can expect to see all three of them soon. Finally, some new maps and features will be in (sadly no Knockback yet). When they're done, I'll post a link to ModDB and a ton of pics showing them off. 1 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted March 26 Share Posted March 26 @Perzival12 @Stan`, The packaging of this mod, currently available from R28 downloader has issues. First the mod.json still has a dependency to 0AD 0.27.0. "dependencies": ["0ad=0.27.0"] After changing that and reloading the game, the game just crash. Didn't investigate further, but it's important to note that this could be a problem for users that don't know how to disable mods outside of the mod setting menu, as they will feel the game is now rendered useless. They might even uninstall-reinstall, and I think in that case the mod folder persist, which would make them think the game itself is crashing. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 26 Share Posted March 26 Ah my bad It's an A27 mod signed for R28 --' Shouldn't do too much when I'm tired EDIT: Fixed. 2 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted 1 hour ago Author Share Posted 1 hour ago Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy! 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted 1 hour ago Share Posted 1 hour ago 22 minutes ago, Perzival12 said: Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy! Do you intend to make the mod available on mod.io? Congratulations on the hard work; I’ve been following the team's updates, and it’s looking very interesting! 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Perzival12 Posted 1 hour ago Author Share Posted 1 hour ago (edited) Just now, Lopess said: Do you intend to make the mod available on mod.io? Yes, @Stan` said he'll try to sign it this week. Edited 1 hour ago by Perzival12 1 Quote Link to comment Share on other sites More sharing options...
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