|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted May 30, 2015 02:44 PM |
|
|
I have not been able to reproduce your bug, i actually got expert offense from a witch hut with telsek with 5 skills and adv offense. The message basically means the witch had you indexed as a hero that already visited her.
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted May 30, 2015 03:39 PM |
|
|
Probably I visited her then. My mistake.
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted May 30, 2015 04:57 PM |
|
|
There doesn't seem to be a particularly overpowered item in that buildup and telsek's special is like so many others. If this is really an issue, maybe the bonus from the first rage threshold can be reduced to +2speed +2HP.
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted May 30, 2015 08:24 PM |
|
|
Just finished testing Barbarian hero and warlock hero.
Both develop evenly good. Week 4 day 1 both are lvl 10.
Going to do this with all factions, one magic and one might class hero.
I will neglect the easy ones (specialization balista , wasp swarm, etc..) in order to be fair test.
Another thing I noticed, not sure if it just MM5.5 or Tote issue.
There is an artifact that looks like a rune (Rune of flame) and gives 1 spell power and a rune. I could never use the rune. Do I need to have runelore in order to use it?
I still didnt have a fight in the small thingis.
Probably already passed about 10.
____________
Join our official discord channel | NCF Utility Beta
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted May 30, 2015 09:38 PM |
|
|
you need runelore and that is a toe thing.
|
|
Elessar
Adventuring Hero
|
posted May 31, 2015 01:31 AM |
|
|
magnomagus said:
Quote: Found a bug with the Pendant of Mastery. Despite it being equipped on my Ranger, and despite him already being an Expert Avenger, I was unable to choose a 4th favored enemy in the town screen.
Forgot to add this to known issues, frustrating hardcoded issue, the pendant is broken and I thought I removed it from random generation, replaced with new ring of shadowbrand. This is also why I improved the devil stats a little because without the ability to gate there is no justification for them being more expensive than angels.
Question: Where did you find it?
To be fair, I am playing the new Tolkien map using the mod.
____________
|
|
Tiptoe_McGuffy
Adventuring Hero
|
posted May 31, 2015 03:31 AM |
|
|
If the Pendant of Mastery is removed, why are the Ultimate levels of the original racials still present in the in-game manual? Is there/will there be some other way to get them?
|
|
Elessar
Adventuring Hero
|
posted May 31, 2015 04:40 AM |
|
|
I just found another one...
Wyngaal is often prohibited in multiplayer maps because of his special in vanilla.
Here he should bestow a .5% (1/2 of a percentage point) per level gain in initiative. In my current game he is actually getting 5%, because he's only 9th right now and my Arcane Archers are already at a 15 initiative.
____________
|
|
lotihoti
Famous Hero
|
posted May 31, 2015 07:14 AM |
|
|
I saw that all heroes with that mastery got that problem.
But that ability can be modified in defaultstat.xdb.
Maybe its a typing error. Go to in defaultstat.xdb and replace:
<Furious_InitiativeBonusPerLevel>0.05</Furious_InitiativeBonusPerLevel>
with
<Furious_InitiativeBonusPerLevel>0.005</Furious_InitiativeBonusPerLevel>
That should fix all heroes with that problem.
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted May 31, 2015 11:50 AM |
|
|
Quote: If the Pendant of Mastery is removed, why are the Ultimate levels of the original racials still present in the in-game manual? Is there/will there be some other way to get them?
good point, I created them before i noticed the pendant was broken and then forgot. However just yesterday I likely figured out a way to salvage the pendant parameters for inferno & stronghold. The way i see it I should prioritize inferno because for them it really adds interesting new functionality, for most of the other factions it is mostly just making an existing system overpowered. In any case i would have to fix the manuals.
The initiative will be fixed.
|
|
pablokonczikes
Tavern Dweller
|
posted May 31, 2015 01:46 PM |
|
|
This is great! Would it be possible to get a mod or just a simple hack which would allow you to pass your own units to your ally and then when he fights be able to control them.
I'm thinking of having my ally to be able to watch and also participate in fights I do with my enemies. Something like we can experience in Age of wonders 3 for example
where not only we have simultaneous turns but also we can fight together on the battlefield which is a lot of fun! I dont know how hard it is but it would definatly make things a lot more interesting.
Thanks in advance for any feedback on this!
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted May 31, 2015 03:11 PM |
|
|
@pablo,
Thank you for your feedback and welcome to HC. Your proposal is very complex to make even with access to the source code. it certainly cannot be hacked.
Just found a bug myself:
marbas has no starting skills.
|
|
Engwathang
Adventuring Hero
|
posted May 31, 2015 05:19 PM |
|
|
First: Awesome mate! I love 5.5! So much better! Then second: When is the new fix/update coming?
|
|
Elessar
Adventuring Hero
|
posted May 31, 2015 06:25 PM |
|
|
lotihoti said: I saw that all heroes with that mastery got that problem.
But that ability can be modified in defaultstat.xdb.
Maybe its a typing error. Go to in defaultstat.xdb and replace:
<Furious_InitiativeBonusPerLevel>0.05</Furious_InitiativeBonusPerLevel>
with
<Furious_InitiativeBonusPerLevel>0.005</Furious_InitiativeBonusPerLevel>
That should fix all heroes with that problem.
That file does not exist anywhere in my install.
____________
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted May 31, 2015 07:08 PM |
|
|
It is located inside data.pak file in your <game folder>/data foder. But, as you want to change this mod's DefaultStats.xdb, you will find it in same folder in file MMH55-Index.pak.
Open MMH55-Index.pak with some archiver (like 7zip) and go to MMH55-Index.pak/GameMechanics/RPGStats and there you will find DefaultStats.xdb. Extract it and then change the value you want. For changes to take effect, place the modified file in the following folder:
<game folder>/data/GameMechanics/RPGStats (create missing folders).
|
|
Elessar
Adventuring Hero
|
posted May 31, 2015 10:29 PM |
|
|
I just updated the file and pasted it back in the archive. No sweat. Wyngaal is now level 11, and everything in my army with an initiative of 10 or higher just got a +1 bump. Thanks.
____________
|
|
lotihoti
Famous Hero
|
posted June 01, 2015 08:05 AM |
|
|
For balance issues i would recommend to give the prudent specialisation half or 3/4 of the furiouse factor.
Example:
Staff of Necromanzer = -20% Initiative - Ring of initiative +20%
Base Initiative of 10: Including Staff = 8 - Including Ring = 9,6
Same goes if i calculate the ring first.
So negative initiative counts more then positive. At least i made prudent on 0,00375 or 0,004.
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted June 01, 2015 11:18 AM |
|
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted June 01, 2015 01:08 PM |
|
|
Just to let you all know that we go viral ;D
https://www.facebook.com/mightandmagicheroes5.5
P.S. reporting a Bug: My warlock picked "consume corpse" but he didnt get +2 spell power.
My stats are 2 (+1 from the dolmen) knowledge and 5 spell power.
____________
Join our official discord channel | NCF Utility Beta
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted June 01, 2015 02:20 PM |
|
|
you're right, it is fixable. i wonder did you get any results from your lan test?
|
|
|