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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 2 3 4 5 ... 90 180 270 360 ... 431 432 433 434 435 · «PREV
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 22, 2023 12:54 AM
Edited by dredknight at 01:14, 22 Dec 2023.

RC18g released

>>> Download <<<

Dear community,

Today we release RC18g, a new maintenance patch.

The combat abilities' improved effects introduced with RC18f were very heavy on development side as every text had to be edited single-handedly. Quite some mistakes where made on that release, some effects had wrong texts and others were not shown by the game at all. We had to either revert the system or approach it in a different way.

For RC18g the system got revamped from the ground up. All effects' texts are now dynamic so they represent the value/stat/chance of the ability in real time. Some examples of abilities with description that will help the player to easier understand creature strengths and weaknesses:
retribution, offensive/defensive formations show the real time bonuses as they change between unit turns
chance based abilities show chance-to-trigger value
hero level based specializations are calculated every battle

CHANGES

Hydra Regeneration HP pool set to 15%*stack_hp from 10%*stack_hp + creature_growth_hp
Power of Speed perk grants Mass Haste spell at Expert mastery (was advanced)
Power of Stone perk grants Mass Deflect Missiles spell at Expert mastery (was advanced)
Treants get -2 defense and -10 health (were strong compared to other unupgraded tier 6 units)

ToE FIXES

Agility creature ability will now not give maximum defense bonus at start of combat when creature has not yet moved.

RC18f FIXES

Battle Elation spell effect icon was bugged
Blindness spell effect was using the original Dark School icon
Sar Issus artifact set bonus creature Spellpower was not working
Rally ability duration formula was missing the flat 2 turns value
Gold income UI from skills shown in the UI multiplied (visual issue did not affect real income) every time when hero interacts with another hero or swap artifacts in inventory
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jorko80
jorko80


Adventuring Hero
posted December 28, 2023 10:26 PM

Hi all, started a LAN game today vs my friend. We used the last version of the mod rc18g. In week 7 , there is a turn, where we both hit end turn and the game hangs there. We loaded several times, if we just hit end turn and do not do any fights , then we successfully get to the next turn. But still any fighting on the next turn leads to hanging again. Is this a desync in the game? Does someone know why it is happening or a workaround?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 29, 2023 12:44 AM

unfortunately we introduced a bug with RC18g that causes the desync.

I made a hotfix which was tested today and no desyncs happened so far.
You can download it from here.
Extract it and replace the DLLs in the bin folder.
It should be done by both players.
Load again and check. Please let me know if it fixes the issue or not, it will help us improve the mod!


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jorko80
jorko80


Adventuring Hero
posted December 29, 2023 09:58 PM

We tried the fix today. Loaded the game, played our fights and when we pressed end turn on both PCs , the game just hangs, showing that the other player is still playing. It was the same without the fix. My guess is that the desync happened earlier and the fix cannot undo it on this turn. And we have no earlier saves, because of multiple trying to overcome the issue yesterday. So we had to start a new game. Played for 5 weeks and so far it is good. I will tell how it develops when we continue next week.

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Ehlesgens-Art
Ehlesgens-Art

Tavern Dweller
Tales Untold & Days of Old
posted December 30, 2023 02:51 PM
Edited by Ehlesgens-Art at 18:47, 31 Dec 2023.

Hi !

I'm having trouble downloading the french localization for the campaigns off Moddb, it says the link has timed out, any idea what's happened ?


Oh, nevermind, it just worked !
Thank you for all the work put into the mod, it's brings a real breath of fresh air into the gameplay, I can't wait to discover everything it's got to offer !
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 30, 2023 09:30 PM
Edited by dredknight at 12:36, 31 Dec 2023.

jorko80 said:
We tried the fix today. Loaded the game, played our fights and when we pressed end turn on both PCs , the game just hangs, showing that the other player is still playing. It was the same without the fix. My guess is that the desync happened earlier and the fix cannot undo it on this turn. And we have no earlier saves, because of multiple trying to overcome the issue yesterday. So we had to start a new game. Played for 5 weeks and so far it is good. I will tell how it develops when we continue next week.


Thank you for the feedback.
One way to restore sync is one of the players to give his save to the other one to replace his own.

Next year I would like to fix the spell effect system so it does not cause desyncs, if you play occasionally and you don't mind I can provide a new DLL to test. If things break you can revert to the one that works + save replacement.

@Ehlesgens-Art thank you for the good words!

I hope you have a happy new year!
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E1ChuRich
E1ChuRich


Adventuring Hero
posted January 11, 2024 10:29 AM

I have a small request for the next build.

It has always bothered me that Fortress T7 is called Fire/Lava/Magma "Dragon" but it looks nothing like regular dragons like Sylvan and Dungeon ones, in fact it looks like some kind of dinosaur.

So my requst is a silly one but I think it would make more sense.
To change the name from Fire/Magma/Lava "dragon" to Fire/Magma/Lava "Wyrm" or "Drake" or "Salamander" or something.

Thanks!

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mangamancer
mangamancer

Tavern Dweller
posted January 15, 2024 07:44 PM
Edited by mangamancer at 19:57, 17 Jan 2024.

Is skeleton archer underpowered when compare to skeleton warrior?

Hello! I'm back again after a long time.

Truth is, throughout the years of playing undead I almost never used skeleton archer. I ended up going for skeleton warrior almost exclusively.

If one really wants SA to work it probably works.
(playing nimbus, picking Battle Frenzy, Vitality, Archery, etc)
but still nowhere near overpower despite tailor made investment.
SA is also much weaker than Gremlin Sabotuer despite having the same growth. If one says you can have more SA because of Necromancy then one can also say you can have stronger GS because of Artificer.

Being pretty much forced to secure an ammo cart by building blacksmith early game is also a big drawback.

Havaz also boosts gremlin more than Nimbus boosts skeleton.

edited:
I take back what I said.
After really trying, they are not that bad.
I still prefer skeleton warrior though.

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mangamancer
mangamancer

Tavern Dweller
posted January 23, 2024 02:43 AM
Edited by mangamancer at 09:18, 24 Jan 2024.

Explosive Specialist

Who is your guy's favourite Explosive Specialist?
For me It's Nathir. He has the best staring skills for Fire Traps and
Academy has Nature Magic spells in their mage's guide.
Calid's starting skills is not the best Fire Traps wise but Sorcery and Arcane Ritual is not bad. Inferno's mage guide won't have high tier Nature Magic spells though.
Have not tried Bart since I do not play Fortress.
Really wish Necropolis has an Explosive Specialist too.

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JohnG
JohnG

Tavern Dweller
posted January 31, 2024 06:40 AM

Is there any plan for the next build?
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krishkrush
krishkrush

Tavern Dweller
posted February 03, 2024 05:04 PM

What doesn't work in Utility mode? Is it only the improved AI?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 04, 2024 10:11 AM

JohnG - it is comming.
krishkrush - just the AI.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 13, 2024 04:15 PM
Edited by dredknight at 20:41, 04 Mar 2024.

RC18h+i+j released

>>> Download <<<

EDIT: 18h was replaced with 18i asap

::  critical hotfix: rakshasa upgrades being messed up making academy 'broken'
:: fixed ARMG no longer generating 'single stacks' for stronghold melee creatures
:: added additional melee-only army combinations for alternative upgrades to ARMG

EDIT2: 18i was replaced with 18j asap
:: critical hotfix: light and dark skills being stuck at basic level (even if you have them on expert) strength while expert summoning affected all spell schools
:: paladins no longer (stupidly) use lay hands as neutrals
:: estates skill now has following extra bonus: 'The hero also gains a one-time bonus of Wood or Ore, depending on which stock is more depleted. The amount is equal to the level of the hero.'
:: academy award now gives a one-time bonus equal to 1000 gold + 1 gem for every 2 hero levels.
:: leadership gives +4% initiative to undead per mastery level (instead of +3%)
:: stronghold tier5 unupgraded building costs -5 ore and wood, upgraded costs +5 ore and wood.
:: neutral stronghold towns on ARMG have a blacksmith pre-build so that their town level matches other towns that get 2 free MG levels
:: some (toxic) sky and earth daughters + goblin army combinations are removed from ARMG



Dear community,
Another maintenance release is out admittedly performing maintenance on the previous maintenance patch, since it introduced a desync issue in multiplayer that was hard to find. Multiplayer activity has been going up and still some balance issues remained unresolved. Mainly ballista and destructive magic remaining too dominant and balance of neutral stacks on the adventure map.


FIXES
RC18g bug: fixed cause of LAN desync

ARMG
Single shooter stacks are no longer generated on map
Unupgraded stacks will no longer randomly add upgraded stack in combat
Shooters and casters will always appear in mixed stacks. This also applies for Fortress Flame Lords.
Guards for ARMG Primary Skill buff buildings have their strength lowered

With this changes included default creature generation is now optimized for competitive play. If neutrals on an ARMG map are regenerated with mapmixer or by activating scripted regeneration then this no longer applies and the result depends on the settings of those methods.

ARTIFACTS
Wands spellpower increased from 8 to 20
Staff of Sar-Issus magic resistance reduction from 100% to 50%.
Air/Earth/Water/Fire orbs bonus elemental spell damage from 30% to 25%.
Trident of Titans/Emberstone Necklace/Evercold Icecicle/Emerald Slippers bonus elemental spell dmg from 20% to 15%
Garments of the Saint set artifacts for tiers (1/2/3/4/5/6/7) resurrection mana cost reduced from (6/8/10/12/14/16/18) to (6/7/8/10/12/14/16)
Necromancy amulet cost discount reduced to 10% and the artifact is lowered to minor level
Necromancy amulet makes all friendly creatures in the hero's army immune to decay spell, because the artifact is minor it is more widely available

SKILLS
Engineering perk initiative bonus to war machines from 3 to 2
Runic Attunement perk morale bonus from 3 to 2.
Swift Mind perk hero ATB bonus reduced from 0.25 to 0.2.
Corrupt Soil perk dmg per hero level reduced from 10 to 8, since dungeon and stronghold were unfairly affected
Necromancy skill gives +50 more dark energy
Lord of the Undead perk Knowledge bonus from 1 to 2.
Ignite perk burn damage damage over 2 turns reduced from 100% to 66%.
Power of Deflection perk also give hero the Magical Immunity spell and allows casting it at expert level
Silver City Magistrate perk gives 33% more djinns
SPELLS
Vampirism cost lowered from 25 to 20
Regeneration cost lowered from 15 to 12
Armageddon spell now uses same dmg formula as fireball now 12/14/17/20*(Spellpower + 1) from 15/17/21/25*(Spellpower + 1)
Hypnotize spell initiative can be shattered more
Banshee Howl lowers morale and luck by 1 instead of 2

CREATURES
Rakshasa Raja added Dash ability, -2 initiative
Rakshasa Ksatri, removed Dash ability, -2 min dmg, -5HP, +3 initiative, (previously had too much of the good abilities)
unupgraded djinns +4 max dmg
Battle Griffins -5HP, +2 min dmg
Blood Mistresses -1A, -1D, -2 max dmg
Lich Masters +1 max dmg
neutral Pit Spawns can cast less Rupture spells when split in 3 or 4

HEROES
Spectral Dragon specialization no longer has 'no enemy retaliation' ability and level requirements for other abilities are slightly higher
Erling specialization also increases the mana pools of Rune Priests/Patriarchs/Keepers
Vidomina starts with Drain Soul perk
Naadir starts with Eternal Servitude perk
Godric description text is cleaned up

For more details read the article on moddb!



We have a few news to share today!

1. Translations for Rc18j
Italian
Polish
Russian + extended and improved campaign dialogues and subtitles
Spanish
They were made possible by the effort of zel86, millenary_fater, deintegroo, devr!

2. Skillwheel app is now available for RC18j including additional language support for Russian, Italian, Polish  and a few fixes.

3. The first official PvP guide is here! Providing PvP competitive experience, which will help to know 5.5 mod closer from this side! Project made by our active PvP members: lead by @kalich with the (first) aid of @gendbend  and @maxiknumbers!

4. Last but not least, we would like to announce the first official MMH5.5 PvP tournament! More info about it will be posted soon.

Round of applause to all community members whose work makes the majority of this post and helps to boost the quality of the mod experience!

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