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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 50 100 150 200 250 300 350 400 ... 403 404 405 406 407 ... 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 25, 2020 12:04 AM

This problem is caused by the mapmaker not doing its job properly
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jivkobg
jivkobg

Tavern Dweller
posted January 25, 2020 02:31 PM
Edited by jivkobg at 17:36, 25 Jan 2020.

how to use those dragon blood crystals? no idea how to make manticores with dungeon when  i play in single player vs 3 AI, and how to make a hero be a governor of a town ? also town conversion?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 25, 2020 08:06 PM

Hello Jivko,

For dragon blood usage, you get them via some hero specializations, shatter perks and some artifacts. Go to your town and read Magic guild description. Units are auto summoned on day 1 in all native castle with mage guilds.

Governor and Town covertion you can read more about it here.
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jwallstone
jwallstone

Tavern Dweller
posted January 31, 2020 07:39 AM
Edited by jwallstone at 10:36, 31 Jan 2020.

It appears that in RC13 item Set Bonuses do not work.

I've noticed for a while that the set bonus counter (e.g. 1/3) was not increasing. Just got all three pieces of The Lion Spirit, and I do not get the +6 attack for wearing all three.

EDIT: It did show up later with a message on the adventure map. But it still might be buggy and didn't apply the set bonus while removing/adding items. I'm not sure when the set bonus was applied later.

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drfontaine
drfontaine

Tavern Dweller
posted January 31, 2020 10:58 AM

balance channel?

Hey, was watching gendbend twitch stream, unfortuneatly not live, so could not ask in the chat. But they were talking about some balance channel with loads of posts. Does any1 know where i can read about that?

thanks in advance
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 31, 2020 12:04 PM
Edited by magnomagus at 12:06, 31 Jan 2020.

that must be the discord channel

set bonuses work after closing the inventory screen
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thGryphn
thGryphn


Promising
Famous Hero
posted January 31, 2020 03:38 PM

drfontaine said:
Hey, was watching gendbend twitch stream, unfortuneatly not live, so could not ask in the chat. But they were talking about some balance channel with loads of posts. Does any1 know where i can read about that?

thanks in advance


It's on the Discord channel: https://discord.gg/G7jadyp

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 01, 2020 07:58 PM

Release of balance patch 13a!

https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-patch-rc13a

-firewall, changed duration to 1+(0.1*SP), instead of 2+(0.1*SP), increased cost to 30
-phantom forces cost decreased to 24
-summon phoenix cost increased to 50
-summon hive cost increased to 20
-earthquake cost increased to 10
-curse of the netherworld and word of light dmg multipliers decreased to 10-12-14-16
-chain lightning dmg multipliers decreased to 20-24-30-36

-stalkers -1 initiative +1maxdmg
-scouts +1min and max dmg
-assassins +1 min and max dmg
-dung tier1,2,3 all lowered cost by 10
-Upgraded centaurs +1HP, unupgraded +2HP
-Warriors +1Speed, +2HP
-Maulers +1Speed -1Initiative +2HP,
-Warmongers +1Speed
-Changed rage level 1 for tier 3 orcs to give less HP and Initiative instead of speed, the speed and HP are available without rage
-bloodrage drop for waiting is same as defending (was higher)
-Gorshak increases centaur initiative by +0.25% per hero level
-rune patriarch mana increased to 37

-added effect to eternal servitude for living hero's, they will resurrect more than 50% of tier2 after every battle at zero mana cost
-lowered necromancy cost divisor from 15 to 12 (increases dark energy cost)
-lowered power ratings of necro t6,7 by 10% (decreases dark energy cost)
-fixed necro upgrades having different dark energy costs
-increased max bonus of off/def formations from 6 to 10
-fixed faiz having 2 specials
-fixed alaron having extra skill

-improved gremlin repair ability text
-improved incorporeal text
-improved casters luck text
-fixed mass spell perk desc
-shortened and clarified desc of resurrection artifacts
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azalen
azalen


Responsible
Known Hero
posted February 02, 2020 04:24 AM
Edited by azalen at 15:25, 02 Feb 2020.

magnomagus said:
Release of balance patch 13a!

https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-patch-rc13a

-firewall, changed duration to 1+(0.1*SP), instead of 2+(0.1*SP), increased cost to 30
-phantom forces cost decreased to 24
-summon phoenix cost increased to 50
-summon hive cost increased to 20
-earthquake cost increased to 10
-curse of the netherworld and word of light dmg multipliers decreased to 10-12-14-16
-chain lightning dmg multipliers decreased to 20-24-30-36

-stalkers -1 initiative +1maxdmg
-scouts +1min and max dmg
-assassins +1 min and max dmg
-dung tier1,2,3 all lowered cost by 10
-Upgraded centaurs +1HP, unupgraded +2HP
-Warriors +1Speed, +2HP
-Maulers +1Speed -1Initiative +2HP,
-Warmongers +1Speed
-Changed rage level 1 for tier 3 orcs to give less HP and Initiative instead of speed, the speed and HP are available without rage
-bloodrage drop for waiting is same as defending (was higher)
-Gorshak increases centaur initiative by +0.25% per hero level
-rune patriarch mana increased to 37

-added effect to eternal servitude for living hero's, they will resurrect more than 50% of tier2 after every battle at zero mana cost
-lowered necromancy cost divisor from 15 to 12 (increases dark energy cost)
-lowered power ratings of necro t6,7 by 10% (decreases dark energy cost)
-fixed necro upgrades having different dark energy costs
-increased max bonus of off/def formations from 6 to 10
-fixed faiz having 2 specials
-fixed alaron having extra skill

-improved gremlin repair ability text
-improved incorporeal text
-improved casters luck text
-fixed mass spell perk desc
-shortened and clarified desc of resurrection artifacts


Great changes.  Some thoughts;

The chain lightning and firewall nerf are definitely warranted.  The other common Destruction path is master ice->cold death to get both Ice Bolt bolt and Circle of Winter for free.  It is superior to the fire path - at least from a creeping perspective.  Both benefit from the 30 damage multiplier whereas other competing spells are at 24.  30 damage multiplier makes sense for Circle of Winter at Level 4... problem is you get it for free from Cold Death.  Also, I would take Master of Cold over Master of Fire in the creeping stage.  Just something to consider...

Maulers +1 speed: this is significant as Aura Swiftness/Tactics puts them in 1st turn attack range.

Dungeon: Assassins getting the +1 damage buff is huge.  I think they could stand to see 1 extra recruitment as well, but that's just an opinion.  Getting an Overlord governor morale recruitment bonus in each of your towns is becoming a critical make or break element to Dungeon’s might success.

Who intrigues me with these changes: Agbeth: Evasion + Defensive Formation.  



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drfontaine
drfontaine

Tavern Dweller
posted February 04, 2020 08:09 AM

Needed buff for stronghold and warriors. And some minor dmg buff for scout and assasin. Although the buff for speed for the warriors makes creeping harder as dungeon might since first week you are desperate for exp, and speed 4 creeps were free exp even with just a few furies. Making the desperate quest for tent abit harder. Definetly so on a map like crossing rivers, where the start is already quite rough on impossible.

About eldritch Arrow as light magic, that is an excellent suggestion. Still think you get too much spells for free in destruction and summoning, while in dark you get pretty much nothing that helps you creep. Also considering the later perks in dark is pretty lackluster. Late game dark is powerful, but there is also the fact that with arties you can avoid the most powerful spells, which is not at all possible for destruction. Making it just such a safer route for pvp. Since you do not get any good creeping spell in dark for free, and the fact as dungeon at lvl 4 you can also end up with curse of underworld, making Guild play too rng.

Perhaps consider getting perk access to either sorrow or blind? I also like to get + ATB for lvls in dark for teleport, which at expert could perhaps compare to teleport assault. Right now dark spec does pretty much nothing for teleport.

Getting shadowclone in dark is also i believe a good suggestoin.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 04, 2020 10:58 AM

I like the firewall change.

Invisibility units with reduced initiative.. Eh.. I guess that's to further nerf invisibility earlygame. But imo part of the problem is spell masteries giving you spells for free.

Mauler change is great, not sure warmongers needed the extra speed though. The only reason you'd pick maulers is the extra speed and warmongers having decent speed works against that.

What's that about eldritch arrow being light? It doesn't look like a beam of light, its effect on impact does not look light-like, even its icon doesn't look the part. Age of wonders 2 shooting star is a good example of a light destructive spell in theme, looks and it even causes vertigo. The arrow just.. deals dmg. As a pure destructive spell would.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2020 06:32 PM
Edited by magnomagus at 18:42, 04 Feb 2020.

maulers and warmonger used to get the +1 speed on first rage level, but shamans and witches can never get that while it is important, so I swapped stats with the rage level.

eldritch arrow looks easily light-themed enough to me and in destructive casters spellbooks it is just a dead entry. A new icon will ofc be produced

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 05, 2020 08:38 AM

Why, because it lacks an elemental effect? So do earth spells.

Also the arrow would get in the way of haste/bless that are far more important.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 05, 2020 11:57 AM

earth spells can still be boosted with artifacts, so at least they are really elemental, eldritch arrow is not.

3 spells per level happens in many schools and bless and haste can be gained with perks anyway. light magic is currently the weakest school for creeping early game
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azalen
azalen


Responsible
Known Hero
posted February 07, 2020 10:05 PM

magnomagus said:
earth spells can still be boosted with artifacts, so at least they are really elemental, eldritch arrow is not.

3 spells per level happens in many schools and bless and haste can be gained with perks anyway. light magic is currently the weakest school for creeping early game


One thought:  

An artifact or modified skill perk that gives 50% damage to Light Magic: Eldritch Arrow and Word of Light... or Dark Magic: Decay and Curse of the Netherworld that would make both of these magic schools interesting Week 1.

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Bulya
Bulya


Adventuring Hero
posted February 08, 2020 01:16 AM

azalen said:

One thought:  

An artifact or modified skill perk that gives 50% damage to Light Magic: Eldritch Arrow and Word of Light... or Dark Magic: Decay and Curse of the Netherworld that would make both of these magic schools interesting Week 1.



Actually, Master of Wrath boosts word of light and Master of pain boosts curse of the netherword. 2 spells that were nerfed recently for a reason.

Some time ago I also treated light and dark as bad starting skills, even boring and hard to play with.
But I actually found the way to play with both of them, so I play with Paladins, Reavers, and heroes that start with light (like Ylthin) or Dark (like Lazslo) and make them work.
Its not as straightforward as playing summoning early, or combat / WM early. But it has a similar potential, you just have to pair it with other things at some point (summoning paired with light is good, stun or destruct paired with dark is also good).

So I don't know if such a perk / artifact is needed.

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azalen
azalen


Responsible
Known Hero
posted February 08, 2020 02:10 PM
Edited by azalen at 14:28, 08 Feb 2020.

Bulya said:
azalen said:

One thought:  

An artifact or modified skill perk that gives 50% damage to Light Magic: Eldritch Arrow and Word of Light... or Dark Magic: Decay and Curse of the Netherworld that would make both of these magic schools interesting Week 1.



Actually, Master of Wrath boosts word of light and Master of pain boosts curse of the netherword. 2 spells that were nerfed recently for a reason.

Some time ago I also treated light and dark as bad starting skills, even boring and hard to play with.
But I actually found the way to play with both of them, so I play with Paladins, Reavers, and heroes that start with light (like Ylthin) or Dark (like Lazslo) and make them work.
Its not as straightforward as playing summoning early, or combat / WM early. But it has a similar potential, you just have to pair it with other things at some point (summoning paired with light is good, stun or destruct paired with dark is also good).

So I don't know if such a perk / artifact is needed.



How about talents/artifact that just affects eldritch arrow/decay.  

For example:

Eternal Light could give Eldritch arrow a bonus: 50% or +4 spellpower whichever

One of the dark talents (maybe Dark Renewal?  Not sure) would do the same thing for Decay

Thematically, I can see Eldritch Arrow representing a Paladin's ray of Sun Light/Radiance instead of magic missile (maybe rename it to Bolt of Radiance or something like that), although to really make it fit from a theme stand point, you would want it to do like 50% bonus damage to Undead creatures.  I kinda like the extra damage to Undead, as it would give Eldritch Arrow an extra wrinkle rather than a boring/efficient direct damage spell.  


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2020 08:17 PM

It is not possible to add effects like that, but eldritch arrow will have an empowered version even if it is in light
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maxozabojca
maxozabojca

Tavern Dweller
posted February 09, 2020 11:08 PM

I was playing warlock versus ranger (vs AI).In the final battle i waited with all my creatures to not get destroyed by his units. And to my surprise, he also waited, even in the fire wall. he finally only moved when I went forward with my stalkers. Once he could reach them in one turn, he started moving his troops. So why did this happen? Seems weird to me. I think I could have lost had he attacked me immediately.

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frogo
frogo


Adventuring Hero
posted February 10, 2020 01:06 PM

@maxozabojca

When deciding if it wants to move out or stay back with its units, the AI estimates which side has more ranged damage-output.
When it feels like it has the ranged advantage, it prefers to stay back and thinks the enemy would be forced to move out.
When estimating the ranged dmg-output, the AI tends to underestimate Ballista and Hero and therefore can missjudge the situation.
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