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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD TotE] H5: Torment
Thread: [MOD TotE] H5: Torment This thread is 2 pages long: 1 2 · «PREV
bigjocker
bigjocker


Promising
Supreme Hero
WoMM Modder
posted October 14, 2008 12:10 AM

Quote:
So every turn for the imp, or EVERY turn for all creatures?


The first one is overpowered, as is many of the other things here....

I will be evry turn of the imp,but it counts after all the cretures had their turns. I mean if imp have good morale it will not steal mana again that turn.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 14, 2008 12:15 AM

Quote:
I will be evry turn of the imp,but it counts after all the cretures had their turns. I mean if imp have good morale it will not steal mana again that turn.


Such a thing is possible
Nice
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xerox
xerox


Promising
Undefeatable Hero
posted October 14, 2008 04:33 PM

Now that makes a lot of sense
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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flonembourg
flonembourg


Known Hero
posted January 27, 2012 10:06 PM

Hello BIGJOCKER, have you finished you MOD?
I don't see any download have you a link?
Thanks
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bigjocker
bigjocker


Promising
Supreme Hero
WoMM Modder
posted February 19, 2017 01:54 PM
Edited by bigjocker at 14:40, 19 Feb 2017.

After almost 9 years I finally managed to recreate and finish this mod. It's now based on 5.5 version and should be used only with it. If anyone would like to try in on normal version I can easily remake it for those ppl.
I've tried to update first post with new info and links, but I can't since the thread is more when 1 year old, so I write all info here.
-------------------------------------------

This mod is FUN mod. It's ceated for those who like new and fun gameplay. It's not for those who look too seriously into gameing, these people can ofcourse try it also. This mod changes ALL the stats of the creatures to be more competetive and fun. It now should be harder to choose an upgrade. You will get much more experience from killing creatures, so you will always want to fight. Full list of changes will be included in the .zip file. Here are the changes of specabilities:

Stormcaller damage increased to 40 per unit, penalty for shooters increased to 3%per unit.
Call lightning damage increase to 35 per unit.
Explosion damage decreased to 1 per unit, but can be used every turn of the creature.
Rush dive damage increased to 200%.
Mana steal/destroy now steals/destroys 2 mana per population every turn.
Syphon mana now steals 0.1 mana per unit and can be used every turn of the creature.
Searing aura damage decreased to 7.
Leap distance decreased to 7 , damage is +30% no matter of the distance and retaliation damage is not increased.
Incorprel miss chance decreased to 33%.
Regeneration HP decreased to 10 to 30 HP.
Invisibility duration increased to 5 turns.
Manticore poison damage inceased to 10.
Venom damage increased to 10.
Treachery only activates when there's only 10% of original stack left.
Order of the chief doesn't do any damage.

This mod was created on top of 5.5 and should be compatable with it, though ofcourse it breaks some balance and 5.5 gameplay. It might not properly work on normal H5.
It was created only for myself, but I thought - "why shoulnd't I share it with everyone".
DOWNLOAD

To install, simply put Torment1.0.pak from the archive to your game's Data folder.

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dredknight
dredknight


Supreme Hero
posted February 19, 2017 02:15 PM

How did you make "Order of the chief" do 0 damage?
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bigjocker
bigjocker


Promising
Supreme Hero
WoMM Modder
posted February 19, 2017 02:39 PM

dredknight said:
How did you make "Order of the chief" do 0 damage?

In DefaultStats.xdb :

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dredknight
dredknight


Supreme Hero
posted February 19, 2017 02:43 PM

ah.. my bad I was thinking about the hero warcry "Word of the Chief" where it is impossible to nerf the damage.
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted February 23, 2017 01:16 PM

Nice If I might suggest something, add extra activations for call storm and invisibility!

Rush dive damage increase was much needed. I had made it instant at 100% but 200% after one turn is just as well.

What is your explosion formula?
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Restoring the light, facing the dark.

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bigjocker
bigjocker


Promising
Supreme Hero
WoMM Modder
posted February 28, 2017 10:31 PM

Elvin said:
Nice If I might suggest something, add extra activations for call storm and invisibility!

Rush dive damage increase was much needed. I had made it instant at 100% but 200% after one turn is just as well.

What is your explosion formula?

I just didn't think that extra activations for invisibility were needed.
I was thinking about call storm, but with more activations you could almost cover all battlefield with storm. I didn't want that so just increased stats to be more competetive.
Explosion is simple - let's say you have 63 demons, so explosion will deal 63 damage to all adjacent creatures. and you can repeat it every turn of the demon. Strangely now AI uses explosion instead of moving if an enemy is out of range.

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