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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes V Manual and Reference Guides - Made by Fans, Approved by Ubisoft
Thread: Heroes V Manual and Reference Guides - Made by Fans, Approved by Ubisoft This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 10, 2008 07:01 PM

Wasn't corrupted soil, about 12 from Irina's 24 griffins died after the dive. Earlier they had dived in open ground normally so I guess a bug. Thanks for the explanation, looking forward to the update
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Edwin_Yang
Edwin_Yang


Known Hero
posted September 11, 2008 07:38 AM

Quote:
Wasn't corrupted soil, about 12 from Irina's 24 griffins died after the dive. Earlier they had dived in open ground normally so I guess a bug. Thanks for the explanation, looking forward to the update


Actually, it happens when the griffins use the battle dive to attck the position where they leave the groud.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 11, 2008 12:36 PM

LOL I had missed that I checked a replay I had and the griffs indeed landed where they dived from.
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antistar
antistar


Adventuring Hero
betrayer...
posted September 11, 2008 12:39 PM

Sucubbus mistres hellfire



Just tested last night : Sucubbus mistress has a chance enroled to deal Hellfire damage at each bounce of her attack...
Don't know if this is in the manual [I mean sorry for spamming...]
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 11, 2008 12:43 PM

Not sure but it's always been that way. If it triggers they all suffer
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antistar
antistar


Adventuring Hero
betrayer...
posted September 11, 2008 12:47 PM

That's what I'm saying :

EACH shot has it's own chance to enroll Hellfire.
If it triggers at first shot => next bounces won't necessarily have hellfire rolled.
It is not a chain of hellfire; but each bounce has it's own hellfire chance enrolled [anyhow succubus is the best shot if you use hellfire because she has 4 bounces... it triggered at least at one bounce in 6 shots out of ten [expert luck + soldiers luck, no luck artifacts]]
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 11, 2008 01:02 PM

Oh seems it was changed then, or at least I think it used to work that way.. Soldier's luck does not affect hero abilities like magic mirror or hellfire.
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted September 11, 2008 05:48 PM
Edited by broadstrong at 02:36, 12 Sep 2008.

@sfidanza,

Thanks for all your hard work.  I can help in proofreading the English manual before it comes to AoH for download.

Err...it seems like a request that may not be granted, since I am not a member of the Age of Heroes team...

I also believe some of the Summoning Magic's Master of...abilities also affect the newer spells (such as blade barrier), but I don't use summoning magic often...

I know the manual is already very thick, but would you also put in the manual a section on "generating RMG maps --- what the various options mean"?  I have a feeling that the resource and experience multipliers are not so simple... they do not only affect the occurrence of free resources/treasure chests.

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RedFury
RedFury


Hired Hero
posted September 12, 2008 11:00 AM

Ya, Arcane Cristal has Earhblood properties, so it gets boosted with the mastery too. And i just recently noticed emerald slippers affecting decay as well, don't know if it was like that b4.

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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted September 12, 2008 11:37 AM

Quote:
And i just recently noticed emerald slippers affecting decay as well, don't know if it was like that b4.


I experienced that too, some days ago. I don't think it was like that before.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 12, 2008 11:44 AM

Do I smell Lethos pwnage?
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antistar
antistar


Adventuring Hero
betrayer...
posted September 12, 2008 12:26 PM

Quote:
Do I smell Lethos pwnage?



Lethos would have been second place in hero preference after Sinitar

I'll check Lethos and provide feedback [specially for dungeon lovers ]
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antistar
antistar


Adventuring Hero
betrayer...
posted September 12, 2008 03:13 PM

Quote:
Ya, Arcane Cristal has Earhblood properties, so it gets boosted with the mastery too. And i just recently noticed emerald slippers affecting decay as well, don't know if it was like that b4.


as far as i remember decay was not influenced by slippers...
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted September 12, 2008 03:18 PM
Edited by broadstrong at 15:51, 12 Sep 2008.

@RedFury & Mystic Phoenix,

Decay is an earth spell (the fanmanual does indicate so), so emerald slippers help to increase the damage per turn.  In fact, vulnerability is an air spell (but only Faiz's vulnerability can do damage, so...), CotN is water spell and WoL is fire spell.

Rightfully so, otherwise spell-damage increasing artifacts (emerald slippers, phoenix cape feather...) or reducing artifacts (cloak of sylanna, bearhide wraps) become useful only for destructive casters (or when countering them) and are useless otherwise...

Arcane crystal affected by master of earthblood?  Good...but that still makes master of earthblood quite useless (as if Master of Life and Master of Conjuration are any much better).

@Elvin,

Lethos pwnage?  No...  His ability should be nerfed...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 12, 2008 03:20 PM

I know that cotn is considered water but evercold icicle did not boost it in the past, don't know now. Crystal and barrier boosted by earthblood is not new either.
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted September 12, 2008 03:31 PM
Edited by broadstrong at 15:46, 12 Sep 2008.

Quote:
I know that cotn is considered water but evercold icicle did not boost it in the past, don't know now. Crystal and barrier boosted by earthblood is not new either.


For CotN (and WoL), maybe I can test it out (if my hero get the artifact AND the spell)

For crystal and barrier boosted by master of earthblood, that would be another thing that needs update in the fanmanual.

By the way, does these spell-changing artifacts work for casters' spells (like druid's lightning, archmage's fireball)?  I believe the spell-damage-reducing artifacts work, but for the spell-damage-enhancing ones they seem to be a case by case basis...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 12, 2008 03:38 PM

Course not, they only work for the hero. What does work for units' spellpower is the sar issus set.
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Edwin_Yang
Edwin_Yang


Known Hero
posted September 12, 2008 04:53 PM

Quote:





Arcane crystal affected by master of earthblood?  Good...but that still makes master of earthblood quite useless (as if Master of Life and Master of Conjuration are any much better).




earthblood is the previous skill of the veil fog which i believed is very useful now

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sfidanza
sfidanza


Promising
Supreme Hero
posted September 13, 2008 01:18 AM

Quote:
For crystal and barrier boosted by master of earthblood, that would be another thing that needs update in the fanmanual.


Indeed. Here's one item that has been waiting in the changelog for some time:
- FIX: Master of Earthblood adds +4 to the effective Spellpower of Arcane Crystal and Blade Barrier
It worked that way in 3.0 already.

Quote:
I know that cotn is considered water but evercold icicle did not boost it in the past, don't know now.


It doesn't. However, the evercold icicle is said to boost the cold-based spells, so it may make sense.
Same for Vulnerability, not boosted by the Trident of the Titans (but air is not necessarily lightning, and what's to boost anyway?).
What is more strange is Eldritch Arrow and WoL not being boosted by the Phoenix Feather Cape.

The 4 spells - Eldritch Arrow (fire), Vulnerability (air), CotN (water), WoL (fire) - all have a flag DamageIsElemental=false in their respective xdb files. I think that's the reason, but then I don't yet understand why the element has not been simply removed. I'd like to have a clear picture to safely remove these elements from the manual.

@broadstrong
Quote:
I know the manual is already very thick, but would you also put in the manual a section on "generating RMG maps --- what the various options mean"?  I have a feeling that the resource and experience multipliers are not so simple... they do not only affect the occurrence of free resources/treasure chests.


You're talking about the random map generator available from the editor, not from inside the game. The policy I've kept for the manual so far is to talk about the game. I agree that information about the map editor RMG (and some other editor features btw) would be useful. But these would better be gathered in an editor-dedicated place. It is already partly detailed in Nival docs, but bits are still missing.

The other point here is that, to my opinion, a wiki is a better place to gather such information, and this is something you can already do in the modding wiki.

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted September 13, 2008 02:26 AM
Edited by broadstrong at 02:35, 13 Sep 2008.

@Sfidanza,

Quote:
Indeed. Here's one item that has been waiting in the changelog for some time:
- FIX: Master of Earthblood adds +4 to the effective Spellpower of Arcane Crystal and Blade Barrier
It worked that way in 3.0 already.


Another fixed needed under Summoning Magic ---> earthquake spell

Since earthquake damage depends ONLY on expertise, and tremors is dependent on Spell Power, perhaps can change to the following:-

Master of Earthblood adds 4 to the effective Spell Power of the caster if the caster also has the "tremor" ability.      

Also, rot zombies' festering aura still showed "decrease to attack by 2" though it is now -3.

Quote:

The 4 spells - Eldritch Arrow (fire), Vulnerability (air), CotN (water), WoL (fire) - all have a flag DamageIsElemental=false in their respective xdb files. I think that's the reason, but then I don't yet understand why the element has not been simply removed. I'd like to have a clear picture to safely remove these elements from the manual.


For eldritch arrow, my recent game (v3.1) had a "week of fire and ice", and my hero Nur's eldritch arrow did have increased damage that week (from 64 to 128!), only to revert to normal after that...this arrow seems affected by "weeks of...".

Hopefully I am able to test on the other three spells and let you know soon.

Quote:

You're talking about the random map generator available from the editor, not from inside the game. The policy I've kept for the manual so far is to talk about the game. I agree that information about the map editor RMG (and some other editor features btw) would be useful. But these would better be gathered in an editor-dedicated place. It is already partly detailed in Nival docs, but bits are still missing.


This I agree, anyway I am referring to the RMG inside the game (but that can be furthered discussed in HCM)

@Edwin,

earthblood is the basic perk, while fog veil is the advanced perk that requires earthblood, quite different to me.  Though I was pleased at the fog veil buff which summoning magic really needs to be even close to be useful.

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