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Heroes Community > Heroes 5 - Modders Workshop > Thread: New magic system
Thread: New magic system
Lichking012
Lichking012


Known Hero
posted January 21, 2011 02:22 AM
Edited by Lichking012 at 22:15, 22 Jan 2011.

New magic system

I've come up with an idea to drastically alter the magic system in h5 to offer some new playing strategies. Instead of focusing on different TYPES of magic the schools go back to being (surprise) elementally based. This offers more flexibility to hereos. I have even included the begining of a new perk system. Feel free to comment, say something doesn't work, something works great, etc.

Progress will be posted soon.


Heroes 5 new spell system
Earth –
1. stone spikes – slow  
2. Raise Dead – endurance – arcane crystal
3. Earthquake – Blade barrier
4. Magical immunity– Meteor shower
5. Implosion – Arcane armor - Curse of  the Netherworld
Air –
1. First of Wrath -haste
2. Wasp swarm – lightning bolt
3. Deflect missile - Phantom Forces
4. chain lightning – summon hive
5. – Puppet master –  Vampirism
Fire –
1. Fire trap – eldritch arrow
2. Vulnerability – decay
3. Righteous Might – suffering
4. Firewall– Blindness - Frenzy
5. Conjure Phoenix – Armageddon
Water –
1. Divine strength – weakness - sorrow
2. Ice bolt – cleansing – Regeneration
3.  Circle of winter – confusion
4. Divine Vengeance – Teleport
5. Word of Light – Deep Freeze -Resurrection







New perks system
I’m not going to exhaustively list all skill wheel changes at the moment, just each new skill and the 3 major perks for each
Water magic
1. Master of Ice - same
2. Master of Blessings - same
3. Master of curses – grants mass effect to weakness and confusion
Earth magic
1. Master of Earth blood – makes earthquake, stone spikes and meteor shower more powerful
2. Master of Life – makes raise dead and blade barrier spells more powerful
3. Master of Abjuration (renamed Master of Stone) – Grants mass effect to Slow and Endurance
Fire Magic
1. Master of Fire –same  
2. Master of Conjuration – makes Firewall and Conjure Phoenix spells more powerful
3. Master of Pain - same
Air Magic
1. Master of storms – same
2. Master of Wraith(renamed Master of Air –gives mass effect to haste and deflect missile)
3. Master of mind (renamed master of nature) makes wasp swarm and summon hived more powerfukl

Summon elemental does not have a magic school. Instead this spell is either acquired by shrine or with the ring. It is still level 4.
Shatter skills work by and large the same.

Additionally, each town will have a new elemental focus

Inferno - Fire/earth
Necropolis - air/earth
Sylvan - water/earth
Fortress - water/fire
Academy - air/fire
Haven - water/air
Dungeon - fire/water

edit: I have managed to change all of the spells around to the different schools in game. now to edit graphics.

This one is the new fire magic school. weakness isn't supposed to be there, has since been moved, and suffering was the wrong color, which has now been fixed. Lightning bolt is still there though, I think it has something to do with the master of storms ability. I'm still working on that one.

this is weakness in the correct school


This is the spells in the mage guild. I don't quite know whats going on with the spell icon and why its all tiny. any info on that would be helpful. I'm editing with PAINT.NET, if anyone has any insight on that. all of the new textures look like that in the spell school.


I did some text editing. The skills now read as they should however, the are still referred to as Light Dark etc, in the spellbook menu, working on that.

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Duncan
Duncan


Famous Hero
The Pathfinder
posted January 21, 2011 11:07 AM

It would be interesting to have the spell-system structure based on natural elements like your proposal above. However: (1) need to juggle a little bit which goes where, e.g. Word of Light goes to Air (air is the medium of transmission) and Vampirism to goes to Water (related to blood, liquid is essential to one's health). Teleport makes more sense in Air as well; (2) I suppose the development team at Ubi realized the difficulty classifying some spells into these elements, e.g. why PM belongs to Air, DV to Water, etc. Blindness, Frenzy and PM are mind affecting spells, so the current grouping sounds better for those spells.

Also, for this:

Quote:
Inferno - Fire/earth
Necropolis - air/earth
Sylvan - water/earth
Fortress - water/fire
Academy - air/fire
Haven - water/air
Dungeon - fire/water


There should be some rationale as to why each faction masters some elements. You might want to add some additional description/background for those four elements and relate them to faction etc. Otherwise it will just be a rearrangement of the current system.
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 21, 2011 04:13 PM

I'm not sure you can modify the perks

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Lichking012
Lichking012


Known Hero
posted January 21, 2011 04:53 PM
Edited by Lichking012 at 16:55, 21 Jan 2011.

Quote:
It would be interesting to have the spell-system structure based on natural elements like your proposal above. However: (1) need to juggle a little bit which goes where, e.g. Word of Light goes to Air (air is the medium of transmission) and Vampirism to goes to Water (related to blood, liquid is essential to one's health). Teleport makes more sense in Air as well; (2) I suppose the development team at Ubi realized the difficulty classifying some spells into these elements, e.g. why PM belongs to Air, DV to Water, etc. Blindness, Frenzy and PM are mind affecting spells, so the current grouping sounds better for those spells.
While some of the spell choice is clearly purely elementally based, such as firewall as a fire spell, when it comes to less ambiguous spells, i tried to take 3 things into acoount, 1, keeping about 2 spells per level per school (3 in some cases, 2 follow a basic  heroes 3 model, mind spells go to air, arena effects go generally to earth, teleport is a water spell. 3rd is balance, for instance word of light, while logically can be seen as an air spell, allows necropolis to have access to word of light, which really doesn't make much sense, and unless I spells can be blocked from a certain faction, if it can be, please let me know how, I would rather not have things like that happen. Plus Necropolis should have access to the vampirism spell and they won't if it's a water spell, I may consider this change though.

Quote:
I'm not sure you can modify the perks

at all? I don't think I'll have to modify the secondary perks actions much themselves, but i figured it would be theoretically possible to in some cases swap spell IDs, so that say master of weakness gives mass weakness and confusion instead of mass weakness and slow. I am concerned with the master of the mind rename though, that one's edit doesn't have the same effect as it's perk


EDIT: is there a place where I can find replacement dds file for the spells? I've been recoloring the current spell pictures and I don't really like how alot of them turned out.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 21, 2011 05:43 PM
Edited by Fauch at 17:45, 21 Jan 2011.

I didn't think about that, it could work
think it is possible to make mass sorrow or mass lightning bolt for example?

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Lichking012
Lichking012


Known Hero
posted January 22, 2011 04:31 PM
Edited by Lichking012 at 16:39, 22 Jan 2011.

hmm possibly sorry I seriously doubt mass lightning bolt though. Plus I think I would have to change the effects of an existing mass spell to do that.

EDIT: Master post updated with some Pics.

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Lichking012
Lichking012


Known Hero
posted February 09, 2011 06:59 PM
Edited by Lichking012 at 22:52, 09 Feb 2011.

Sadly, I have not found a way to edit perks, SO I had to do some re-adjusting of spells, so some of them are less fitting then they were before, but overall I am still pleased with the results.Here is the new modified system

Heroes 5 new spell system
Earth – (DARK)
1. stone spikes – slow - First of Wrath
2. Raise Dead –– arcane crystal-Fire trap
3. Earthquake – confusion
4. Magical immunity– Meteor shower
5. Implosion – Arcane armor - Curse of  the Netherworld
Air – (SUMMONING)
1. haste – eldritch arrow
2. Wasp swarm – lightning bolt-
3. - Phantom Forces- Righteous Might -Deflect missile- endurance
4. chain lightning – summon hive –
5.  Puppet master –  Vampirism
Fire – (DESTRUCTIVE)
1. sorrow
2. Vulnerability – decay
3. Fire ball - Blade barrier
4. Firewall– Blindness– -Frenzy - Summon Elemental
5. Conjure Phoenix – Armageddon
Water – (LIGHT)
1. Divine strength – weakness -
2. Ice bolt – cleansing – Regeneration
3.  Circle of winter – suffering
4. Divine Vengeance – Teleport
5. Word of Light – Deep Freeze -  Resurrection

Water magic
1. Master of Ice
2. Master of Blessings
3. Master of curses
Earth magic
1. Master of Earth blood
2. Master of Life
3. Master of Mind
Fire Magic
1. Master of Fire
2. Master of Conjuration
3. Master of Pain
Air Magic
1. Master of storms
2. Master of Wraith
3. Master of Abjuration

Inferno - Fire/earth
Necropolis - air/earth
Sylvan - water/earth
Fortress - water/fire
Academy - air/fire
Haven - water/air
Dungeon - fire/earth



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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 09, 2011 10:24 PM

fire trap isn't getting the bonus from master of earthblood.

both fire trap and slow in the same school, would be imba, unless you put one of them at a higher level

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Lichking012
Lichking012


Known Hero
posted February 09, 2011 10:49 PM

you are correct and correct. Hmm I guess I have to move fire trap to earth then. With some renaming it could fit in thematically. Call land mine or something.

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted February 10, 2011 07:07 PM

I think the problem with the icons could have to do with the size, it could work with changing the size and then changing the .xdb to allow this change.

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