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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»
mightor
mightor

Tavern Dweller
Registered Dismember
posted October 15, 2007 07:07 AM

Are the newer versions (2.x and 3.x) of the HOMM5 manuals supersets of the older ones?  I am still playing the standard HOMM5 atm but I'll start playing the HOF expansion very soon.  I'd hate to have to print out both manuals (or all three, for that matter). I am sure the squirrels that live in the woods that made the paper for the manual(s) will agree.

Gr,
Mightor

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lance1988
lance1988

Tavern Dweller
posted October 15, 2007 07:22 AM

I am not sure if this is the place to report on possible mistakes in the manual but I have found a few. In the 3.0 version, on page 271, Week of Flame doubles the growth for Rune Priests, Rune Patriaches and RUNE KEEPER (not Flame Keeper). The same goes for page 273 under Week of Flame too. And also on page 273, Week of Hydra doubles growth for Hydras, Deep Hydras (not Chaos Hydra) etc. On page 272, Week of Gremlin, it should be Gremlin Saboteur not Saboteur Gremlin.
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sfidanza
sfidanza


Promising
Supreme Hero
posted October 15, 2007 12:00 PM
Edited by sfidanza at 15:40, 16 Oct 2007.

Quote:
Are the newer versions (2.x and 3.x) of the HOMM5 manuals supersets of the older ones?

Not exactly. The problem is that stats or prices have varied from one version to the other, even for "old" content. Of course that depends on the latest patch as well, but even 1.5 and 2.1 are not completely equivalent. For instance, most of the Academy dwellings building costs are different in 1.5 and 2.1.

Moreover, there are several mechanics changes. For example, the 2.1 Necromancy system grants a certain number of Dark Energy points for each Necromancer depending on his level. In 1.5, this number is doubled. 3.0 works like 2.1 but maybe the next patch will change things. The base value is 250 in 1.5, and 200 in 2.1/3.0. The Pillar of Bones bonus is different as well...
Firewall mechanics, Frenzy, Blindness, Swift Striker, Expert Attack... are other examples.

All this is the main reason why we can't release only a small set of additional pages with new content for 2.x and 3.x. In 3.x however, I've been trying to systematically indicate content source (H5/HoF silver blue ; ToE orange), which allows to quickly identify new content. And I'm thinking about a special pdf listing all the differences between versions, which could help in your case. (The 1.5/2.1 changelog already contain a small list of mechanics changes, but it's not exhaustive).
Let me know what you think, or what you would like to have.

Quote:
I am not sure if this is the place to report on possible mistakes in the manual

Yes it is.

Thanks for the buglist.
I'll forward the bugs to Ubi as well, so they can be fixed in the game as well (hopefully).

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 15, 2007 12:33 PM

I've noticed something that might be worthwhile to mention in the manual under map locations: If a barbarian hero visits a magic shrine, he gains experience instead of learning the spell. Experience is 1000 x circle of the spell.
As far as I know, this also applies to spells gained from Mage Vaults and other such locations.
____________
In ur base killing ur doods... and raising them as undeads.

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mightor
mightor

Tavern Dweller
Registered Dismember
posted October 15, 2007 12:42 PM

Sfidanza,

Thanks for clearing that up.  I'm very new to turn-based strategy games, but HOMM5 is a lot of fun to play.  I am not too concerned with things like costs and magic multipliers and whatnot at this stage, I'm still very much trying to get to grips with the basic mechanics of the game.  I am not looking for an in-depth changelog between the different versions and expansion packs, I will just print out the other manuals in the next few days and set them aside when I am ready to read them (I hope the squirrels will forgive me).

I am very impressed by the quality of these guides.  I especially like all the artwork next to the individual items.  Pictures truly do speak a thousand words.  Many kudos to all those who contributed to it.

Gr,
Mightor

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sfidanza
sfidanza


Promising
Supreme Hero
posted October 15, 2007 01:03 PM

Quote:
As far as I know, this also applies to spells gained from Mage Vaults and other such locations.

Yes, it does. This is actually explained in the Spells section's introduction ("Magic among Barbarians..."). I'll add a comment to the map locations themselves in the next version, as it's needed there as well.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 15, 2007 02:36 PM

right, my bad. I've read that part, thats why I knew it works for spells gained from Vaults, but for some reason I didn't get to the conclusion that this works for shrines aswell.
____________
In ur base killing ur doods... and raising them as undeads.

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lance1988
lance1988

Tavern Dweller
posted October 15, 2007 02:54 PM

In the game itself when it was Week of Angels, it is stated that double growth for Angels, Archangels and Blood Angels. I guess it is a mistake. And I realize during the Week of Gremlin, it is actually stated that it doubles the growth for Gremlins, Master Gremlins and Saboteur Gremlins. I suppose the manual is right. But is that supposed to be?

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 15, 2007 03:01 PM

seems to me as though the name changes where done in a hurry and they forgot about the weeks. Not that it would be a real problem.

On a funny note, shouldn't they update the jokey tooltips for alternate upgrades?
ie, there is a "Week of Hamster. Double Growth for Hamsters and Beserker Hamsters", which would need a third name now ^^
____________
In ur base killing ur doods... and raising them as undeads.

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grow
grow


Adventuring Hero
posted October 17, 2007 09:25 AM

lol @ nirual
that would be funny
____________
nothing is predictable
grow me

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 20, 2007 10:13 AM

Noticed some more stuff, hope I'm not annoying you too much since the manual is good, just trying to help making it better .

Memory Mentor: You don't lose your remaining movement for the day as stated in the manual. Also, the cost seems to cap at 3000 gold per skill.

Goblins: While their abilities are explained nicely, they are missing information on how their treachery works (treshold, when the check is made, etc).
____________
In ur base killing ur doods... and raising them as undeads.

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sfidanza
sfidanza


Promising
Supreme Hero
posted October 21, 2007 12:53 AM
Edited by sfidanza at 00:54, 21 Oct 2007.

I have no po problem with your comments: they're always formulated nicely, and clearly meant to improve. Please keep suggesting.

Memory Mentor: good catch about the movement points!
the cost is not capped, but the formula is not very clear. it should be
cost per skill/ability = 500*ceil(sqrt(Hero_Level))
where ceil() is the rounding up function

This gives the following costs:
level 1: 500
level 2-4: 1000
level 5-9: 1500
level 10-16: 2000
level 17-25: 2500
level 26-36: 3000
level 37-40: 3500
And given the non-linearity of level thresholds above 25, you won't often have to pay 3500...

About Treachery, it is explained in the abilities section as usual:
"When the number of these creatures falls below 30 percent of their original numbers, they change sides.
A stack can only betray once per combat, and stays with its new master after the combat (if not killed)."
Is there something else to explain? I guess what you mean is mostly that you expected it to be explained at the end as well (since "Goblins' treacherous activities" obviously seems to include "Treachery"...).

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evilp
evilp


Promising
Known Hero
posted October 31, 2007 03:36 PM

is Incorporeal still most three misses or three hits ?
I test more than 600 hits in toe.
it's no three hits or three misses..only two..
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 31, 2007 03:50 PM
Edited by Nirual at 15:54, 31 Oct 2007.

my bad about treachery. Somehow I was under the impression that there would be some kind of chance based on the % of losses.
I wonder about one thing though: Can they betray if the enemy hero has all army slots occupied? I don't ever recall treachery kicking in when fighting an enemy hero.

Oh, and while I'm at it, the section explaining how procs work is missing all new abilities introduced in TotE (I assume Torpor works like Blind, giving the similiar effect and same animation) like Assault, Force Arrow and whatnot.

Also, I noticed that resistance effects have a habit of showing up in the tooltip of spells like Raise Death. Does that mean that resistance actually reduces the spells effect, or is that just bad programming? Either way, a note in the resistance section might be of need.
____________
In ur base killing ur doods... and raising them as undeads.

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted November 01, 2007 02:55 PM

Well i think Torpor is much better then Blind.I mean on Torpor there's no retaliation and the creature's turn don't start almost immediately after the attack like the Blind.And Torpor always lasts 3 turns and the Vampire Prince deals the max damage 13.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 01, 2007 02:58 PM
Edited by Nirual at 14:59, 01 Nov 2007.

Um, Blind also keeps the enemy from retaliating. The only real difference is the added full damage for the Princes. Blind on the other hand lasts longer than 3 turns, if I'm not mistaken.

But that's beside the point, anyway.
____________
In ur base killing ur doods... and raising them as undeads.

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted November 01, 2007 03:10 PM

No i meant the Unicorns Blind is weaker then the Torpor.And ONLY on EXPERT DARK- Blind creature cannot retaliate;but the creature's turn always  comes almost immediatly.And the duratation is 0.25x*spellpower that means 12 spellpower for 3 turns that means some heroes cannot reach for 3 turns(knights,demon lords and etc.).And the unicorns spellpower is 8.That means Torpor beats Blind

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 01, 2007 03:19 PM

As it is it never will. It's another thing to attack with unicorns and another with wimpy vamps
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted November 01, 2007 03:35 PM

The creatures it's an other thing.Ok look at this way Unicorn with Blind weaker then Unicorn with Torpor.Just saying ability is better overwall.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 01, 2007 03:41 PM

I know you are right - just seeing it from a practical perspective.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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