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Thread: Equilibris 3.4 released! | |
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Blue_Camel
Famous Hero
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posted February 23, 2004 12:25 AM |
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Equilibris 3.4 released!
Equi 3.4 is now out (http://www.zone.ee/homm4/eng/news.html)
what is your thoughts on the new changes/additions? (here are some of them below.. for complete list look in changelog on equi site)
obviously the exp-gained popup after battle is very nice feature
every 2nd levelup increased hero magic resistance by 3%... yet another measure to help spellcasters.. L20 hero has 30% magic resistance.. i like it, and it gives low level heroes without magic resis a very small chance of resisting spells too. I'm assuming it doesnt stack with magic resis skill or magic resis artys..
weaker necro, with possibility of gargoyles.. good
the spell moves are good, also
nice new artys, too
griffin helm (unlimited retal) will be excellent for mapmakers to put on guardian heroes. it's main purpose should be just that - on guardian heroes; it shouldnt be allowed on normal maps for the player to get, but on non-melee maps it could be fun.
and the spirit of oppression can open up a whole new world in maps..
and life's L3s get helped out a bit (monks now move 22, crusaders 26)
naga and genie move increased to 28... hmm this one worries me a bit, to be honest.. order is already pretty good, and now they are not so slow with genies moving 28.. even if they dont have path, they can be somewhat quick. 28 move genies are kinda scary, i dunno bout this one
very interesting changes!
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balcough_dra...
Supreme Hero
unlucky? i want to pump you up
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posted February 23, 2004 03:54 AM |
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Prerequisite for Titan dwelling changed from Castle to Citadel.
Naga dwelling does not require Treasury anymore.
hmm makes naga's and titans alot quiker to get
i like it
Black Dragon dwelling construction now requires Mage Guild level 3 and Hall of Dead <-- don't know if i like that
when hydras did not become better
i like monks should move 25 so life will have a 4th and 3rd level combo more since order always has it
Life ward (Death, 2-nd level) - The target of a Life Ward is 50% resistant to Life spells, and their Melee and Ranged Defense is increased by 50% against Life-aligned opponents.
life ward spell is very nice
Lightning, Chain Lightning, Implosion, Desintegration description changed to reflect that their damage is affected by target's luck.
this i think was a good change
Every second levelup increases hero's own Magic Resistance by 3%. This works like hero is wearing Cowl of Resistanse with effect based on hero's level.<--- this and the 1+ plus speed on heroes every 5 levels is also great
charm should be more useful now
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slayer
whos your daddy and what does he do?
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Arangar
Famous Hero
Weak ranger - lost viking
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posted February 23, 2004 08:10 PM |
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a weak ranger's ramblings
> A bit off-topic (I like the patch), but here it goes: <
1 thing that is..... a tiny bit irritating
I love to lvl up heroes, build skills, find effective combinations etc.. but (!), there is a but.
The recent "changes" seem to create a bigger gap between hero-type players and creature-type players. Creatures are less and less useful. The trend is already there: skip creatures, go heroes only -> faster map clearing, stronger heroes, better chance of winning with hit & run.
Can't say I like this. It's just too easy to weaken the enemy over and over with hit and runs (with no losses involved in doing this, you barely lose any movement at all!)
How to fix this? Hard to say. I can't put my finger on it. Just feels like the balance is ... changing. Maybe we just haven't seen this side of the game until now. (but now that I do, I must say it annoys me a bit)
(Am I worried without reason? You tell me )
And to camel: Genies/nagas -> faster is good. I like it, order needs a boost anyway (no druids or combat heroes)
Discuss!
P.S: post was written a bit fast, and not meant as a complaint, or to insult anyone, just something I wanted to throw out in the open, to be discussed. Again, it's just a feeling I have: creature vs hero balance feels wrong. Now prove me wrong!
Arangar
weak ranger of the north
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Arangar
Norwegian viking
ranger of the north
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Jinxer
Legendary Hero
*****
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posted February 23, 2004 08:28 PM |
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Edited By: Jinxer on 23 Feb 2004
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I agree.
Most maps are now banning immortalities and Melee skill, for that very reason. To tone the heroes down.
I am suprised that Equilibris hasnt caught on to that.
*** BTW just a Warning, until Equilibris fixes it, 3.4 has a scripting problem. If you update to 3.4 some scripts wont work. They are aware of problem but there is no fix yet that I saw.
Jinxer
Jinxer
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Blue_Camel
Famous Hero
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posted February 24, 2004 01:57 AM |
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well i like the M melee divides enemy defense by 3, GM melee divides by 2.5 thing.. makes combat heroes just a tad weaker. it makes sense anyway: if you were to make two strikes at a target they would hafto be quicker attacks than if you were making only one strike in the same time.. so for 2 strikes, each strike should be a bit weaker. but good for the game too
still, arangar has a point, besides the slight weakening of melee, all the changes have been making heroes MORE powerful.
a discussion came up recently in the equi forums, that there should be added some artys that give boosts to different types of creatures. i.e. if you have x arty then all elementals' adventure map movement is increased by 8 (just an example). of course these types of artys would be bad to have randomly placed on map, since they would have a high chance of not being useful to you, but if mapmaker could place em it would be nice. i think we need some stuff like this to make L3-L1 creatures a bit better. cuz you know the only reason people dont use L2s and L3s later in game on non-superheroes maps is movement. point in case: one fast L2 (ghosts) people do often use later in game (ok i know part of reason is because of aging, but still).
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Tc_Fear
Famous Hero
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posted February 24, 2004 11:17 AM |
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do beter maps
theres always a solution u can do with map editor
dont like Hit&run -place hancaps
dont like melle-remove it
dont like creatures -disable them
dont like hit&run myself.but if maps made like that?
btw would be nice to have that art in powerspot
do beter maps
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insatiable
Supreme Hero
Ultimate N00bidity
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posted February 24, 2004 06:38 PM |
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3.4 changes
I cant see where you see that 3.4 changes make heroes more powerful..since:
_melee divider is now more reduced
_many creatures speed significantly raised
Not sure if i liked all changes, game will show. Im certainly horny to try out though!
Getting back speed to genie was nice, 23 was too lame! considering all other 3.3 penalties on them. Also, vamps seem to few as neutral,from 3.3, easy and good exp. Titan need only citadel is a bold one, blackie good.
what Jinxer says worries me a bit.. should contact dalai or someone to make it clearer
and, TcFear.. what 'art' are you talking about?
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balcough_dra...
Supreme Hero
unlucky? i want to pump you up
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posted February 24, 2004 06:54 PM |
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hydras should better then now that blackie takes 2 days to get more
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slayer
whos your daddy and what does he do?
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insatiable
Supreme Hero
Ultimate N00bidity
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posted February 24, 2004 07:32 PM |
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true.
also, lev3 prequisit causes problem for chaos on pwspot:/
Quote: btw would be nice to have that art in powerspot
aah you mean the shackle!
actually yes, either a shackle or a script that if dont own main town for X days- you lose, would be good for most maps..
..still.. that hit'n'run story dont convince me at all.. i played a respected number of games online, with various play styles..
wtf is hit'n'run!?
did your brains stuck to h3 or what?
put your damn heroes in front row or sumthin..
.. but even if we accept h4 hit'n'run exists thats a limited extreme playstyle that works only on certain maps
.. so that leaves tc fear and some friend playing hotseat on chameleon
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MSG-1-1
Known Hero
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posted February 24, 2004 08:20 PM |
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something...
A few things i think are strange in mod.
First of all good point T.T poited out was that order has 2 lv5 spells...hyp, and steal...both super...and they can get titans much too fast. Many maps have citadel prebuilt. and u can get them now like day 3 lol....
Nagas are already really powerful, and now order is the castle that rules the battles... (atleast small maps)
__--==Headshot==--__
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insatiable
Supreme Hero
Ultimate N00bidity
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posted February 24, 2004 08:57 PM |
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uh-oh
if you scratch what itch, feels real good
scratch too much and it will bleed
maybe equilibris team sometimes gets over the line, and we pick it up from there and carry it further to chaos
yes.. order should have one more lev5, pain mirror(then mass forget) had only 30% of appearing before anyway
so many sideffects to think once you start picking on an organism that evrything interacts with evrything..
..and we make it worse sometimes by speaking our mind without thinking, or without even having power to think, of sideffects..
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Lich_King
Honorable
Supreme Hero
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posted February 24, 2004 09:33 PM |
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There is a Patch for Equilibirs 3.4, which corrects some errors.
CH:
Quote: Download the patch, execute it, press "Crack" and point to h4mod.exe in you Heroes folder. This patch fixes the scripting bug and the experience points in battle pop-up not showing. A newer version of the mod is expected sometime soon that will include this patch, so you can wait for that as well.
As far as I know, the crack works. I see the experience table.
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Jinxer
Legendary Hero
*****
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posted February 24, 2004 10:46 PM |
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Yes the FIX works. Thanks Lich for posting it. I was going to but you beat me to it!
CHeers!
Jinxer
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balcough_dra...
Supreme Hero
unlucky? i want to pump you up
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posted February 24, 2004 11:43 PM |
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well msg missed teleport is level 5
i guess insd to
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slayer
whos your daddy and what does he do?
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Blue_Camel
Famous Hero
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posted February 25, 2004 01:36 AM |
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edit: ah, you mean town gate ball
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Blue_Camel
Famous Hero
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posted February 25, 2004 01:43 AM |
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Quote: I cant see where you see that 3.4 changes make heroes more powerful..since:
_melee divider is now more reduced
_many creatures speed significantly raised
i meant in general for equilibris patches.. not just 3.4
for equilibris, heroes get +1 defense every level, +1 speed every 5 levels, +3% magic resistance every 2 levels.
so a L15 hero has 15 more defense than he would have, 3 more speed, 21% magic resistance.
edit: ALSO! almost forgot to mention.. if you attack a neutral army with only 1 stack (i.e. just a hero) then the neutrals will be split up into 3 stacks, not 1. (same applies to 2 stacks or 3)
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balcough_dra...
Supreme Hero
unlucky? i want to pump you up
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posted February 25, 2004 03:19 AM |
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yea forgot if it was town gate or teleport level 5
yea i would like if ceatures were stronger
and melee was even weaker because you always get atleast war hammer or centur spear to make you hit harder
but the magic resist is nice but works both ways
can be bad with hit and runs since heroes will be alot stronger with it
only some maps you can do that on tho
is mod team working on getting expansion ceatures in town to buy?
might ward spell would be nice also or shield
was thinking about like every 10 levels of tactics you get like a bonus of 10% def and 10% off maybe? or 5% to make ceatures stronger
and camel you forgot 1+ mana to heroes every level
no melee on power would be nice would make it a actually total ceature map
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slayer
whos your daddy and what does he do?
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Blue_Camel
Famous Hero
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posted February 28, 2004 06:52 PM |
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one change for 3.4 that was not mentioned in the changelog is "guardian angel" went L5--->L4
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