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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE latest patch information - Patch 3.1
Thread: Heroes 5 TotE latest patch information - Patch 3.1 This thread is 23 pages long: 1 2 3 4 5 ... 10 ... 19 20 21 22 23 · «PREV / NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 20, 2008 04:34 PM

I think the new number is a multiplier which added to the old chance, so if new number is 0.8, chance to trigger is 20 % lower, if new number is 1.5, chance if 50 % bigger, if number is 2 chance is twice as much etc.

However, we do know a lot of the old chances, e.g.:

If Attacker HP > Defender HP: Chance = 25% + 3% * (TotalHP / TotalTargetHP)
If Defender HP < Attacker HP: Chance = 25% - 3% * (TotalTargetHP / TotalHP)
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted August 20, 2008 04:39 PM
Edited by broadstrong at 02:01, 23 Aug 2008.

Quote:

Random Map Generator:

- bug with abandoned mine fixed ( it supplied only gold before )

Good change, the abandoned mines should be able to give the other resources for a change, though for haven towns, gold is always a top priority (training)...

Quote:

- bug with snow road movement penalty fixed

Much required change, I noticed that my heroes seemed to move slower on snow roads, as though terrain penalty applies.

Quote:

- new objects added: Redwood Observatory, Den of Thieves, Eldritch Well

Will add new dimensions in playing RMG maps, for example, the observatory displays part of enemy area and henceforth, find a way to hop over using instant travel!

Quote:

- fixed rare bug with isolated players zones

Anyone can elaborate about this "rare bug"?  I am not really a game tester...

Quote:

- Dwarven Subterranean generation for Random Maps
- Custom Armies generation for Random Maps
- Water Zones generation for Random Maps

Yes, RMG maps really need dwarven sub and water zones (at least navigation can be *a little* more useful).  I would still need ro check out if some subterranean areas are still regarded as "lava" areas in combat.

Anyway, it is good to see some needed changes for RMG.

I am keeping my fingers crossed to see how my first XL map under v3.1 RMG would be like...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 20, 2008 04:49 PM

as usual, a ton of hidden changes. Why can't they ever post a full list?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 20, 2008 04:53 PM

I am quite confused.  Why would they hide the most important changes: those relating to the game's balance?

It's not like TotE is an unstable game, and yet they make a full list of performance fixes, but when the gameplay's changed like this they fail to highlight it...?

Well at least they did something to DV, kudos

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 04:54 PM

I'm pretty sure I know why. That was the old list and they were bored to update it
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 20, 2008 05:18 PM

Quote:
Wonder wether I should change to 0.25 or 0.75 if I want only 25 % defence reduction (tag says "PiercingArrowCoef" which might imply it's a multiplier and I should set it to 0.75 - will need to test I guess).
0.75 is correct. You have to increase that number to nerf the Arcane Archer
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 20, 2008 06:57 PM

Thanx. Seems I just made myself an über über Arcane Archer (had put 0.25 in coefficient).
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 07:01 PM

OMG he's with them! Traitor.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 20, 2008 07:25 PM

Damn. I'm outed.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 08:00 PM

Meanwhile I updated the masterpost with the new findings, they are under the changelog. Thanks to everyone that helped, especially Radar and Fauch
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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted August 20, 2008 08:03 PM

"Bloodrage now absorbs less damage overall but the same value of rp taken now allows you to save more health."

Don't get that. Can anyone explain it in more detail please?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 08:07 PM

I've been wondering about that myself, planning to test orcs soon.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 20, 2008 08:14 PM

Quote:

Fortress
Axe thrower's wound ability decreases now initiative by 20% and speed by 40% ( was: 30 and 50)


By Axe thrower you mean Spearwielder ??

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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted August 20, 2008 08:18 PM

Quote:
Quote:

Fortress
Axe thrower's wound ability decreases now initiative by 20% and speed by 40% ( was: 30 and 50)


By Axe thrower you mean Spearwielder ??


I guess yes, they are the only shooters who decrease speed and ini.

Thanks for your reply, Elvin. Tell us, when you found out.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 20, 2008 08:22 PM

Quote:
Quote:
Quote:

Fortress
Axe thrower's wound ability decreases now initiative by 20% and speed by 40% ( was: 30 and 50)


By Axe thrower you mean Spearwielder ??


I guess yes, they are the only shooters who decrease speed and ini.



Probably someone is playing too long with moded game
And forgot the original names

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 08:30 PM
Edited by Elvin at 20:32, 20 Aug 2008.

I'm still not sure what the latter part of the expression meant but I've seen that both destructive spells and physical damage are now absorbed by 60% at expert bloodrage. That's 10% less.

Edit: Btw value of rp taken probably refers to rage lost.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 20, 2008 08:58 PM

Wow, stormwind got a pretty nice buff. Turns crystal dragon into a 11 init/7 speed creature, dryad into a 11 init / 5 speed creature.. the dragon will still be able to reach the enemy ranks in first turn (since all sylvan players try to get tactics/aura of swiftness/windstrider boots), but it can be difficult for a dryad. Also, 11 init rainbow dragons are nothing spectacular (you have more time to spread your army..)

May be interesting.. :E

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 08:59 PM

Actually I did not test this myself but assumed that the data is not lying If I see anything that does not match I'll be sure to make a post.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 20, 2008 09:01 PM
Edited by Doomforge at 21:08, 20 Aug 2008.

well that would make an interesting perk for necropolis.. more time to cast those puppets, cotns, phoenixes.. with swift mind, ofc.. and make creeping easier..

I almost feel encouraged to install H5 again. With those changes (weakened dungeon creeping, DV nerfed, and the interesting stormwind thingy), maybe I could finally prove myself that I can play necropolis. lol.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 09:14 PM
Edited by Elvin at 21:16, 20 Aug 2008.

Awesome, stormwind rocks The values are exactly as you said, no more lategame sylvan pwnage! Ok less than before anyway

Edit: Beware, ingame descriptions lie.
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