Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 ... 10 11 12 13 14 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
lotihoti
lotihoti


Famous Hero
posted June 03, 2015 11:44 AM

As a Warlock you can get both specialities: Occultism and absolute chains.

Would be a bug when you can get the other one as a - lets say - dwarf.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2015 12:14 PM

Quote:
I have a question. Why did you move Markal from Necropolis into Haven. He along with Lucrecia learn art of Necromancy from Sandro.


Because his model was the only one useful for a haven magic class, recently i discovered it might be possible to actually give him necromantic abilities without the skill, like ornella campaign, but i don't know if it can be properly balanced.

Quote:
- do you have anything like a test plan {my friend is offering to help with this}, or test scenarios?
- do you prefer a structured approach to testing or rather a generalised unit test approach?

what can we use to communicate better {or rather your preferred chat client} ? {Skype, YM, Google Hangsout}


No problem, everyone makes mistakes My test plan is basically just open beta crowd testing and so far it is very succesful. I do everything though HC because it annoys me to use multiple communication channels.

With regards to balance testing i first do the math and are susceptible to rational arguing. Sometimes in doubt I throw in an idea and see how the players react. Obviously this beta had many of those.
You should also know many balance changes were actually tested and used for 5 years already in RPE, the community duel maps and the russian tournament edition.

Quote:
Warlock that has expert  Occultism -> empowered spells -> elemental vision
is suggested Exorcisim which is not in the warlock tree.


This was not intended, will fix it, although last minute I decided to keep distract after elemental vision as long as the steep requirements for rage of the elements are not met.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
antistar
antistar


Adventuring Hero
betrayer...
posted June 03, 2015 12:33 PM
Edited by antistar at 12:42, 03 Jun 2015.

Thank you for your kind and complete answer magnomagus. We will try to join and help as much as we can.
____________
He rides in battle against impossible odds, never stopping until he reaches his goal.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2015 01:20 PM
Edited by magnomagus at 13:36, 03 Jun 2015.

IMPORTANT: Inferno Renovation plan

Already since RPE there are some important problems with Inferno.
 
ISSUE: If you like to play inferno a lot (I do), gating can become very tedious. It surely is a fun and useful skill and should be in the game, but used in repetition you are always playing the same very slow and tedious early game feeling that for some reason the other factions are having a much smoother first month. In multiplayer the inferno player often needs more time than the others, the Ai is also weaker with inferno because it cannot use gating very well.
Sorcerers with powerful magic can do without gating in late game, but only if they make a smooth earlygame which rarely happens. demonlords were even more problematic, therefore as a workaround in RPE I all gave them basic gating and a free ballista (which is btw totally against my ' free ballista policy'.

SOLUTION:

-At the start of the game the main hero has the 0-3 cerberi removed from his starting army and replaced by 3 succubi. demonlords get ammo cart instead of ballista. extra succubi will not be gained from tavern. Fixes tedious week 1,2
-Gated creatures will be reduced by 5% on every mastery level to make the skill 'just as good as all the others' and not a 'must have'.  gatekeepers will ofc immediately have another 20% with the gatemaster perk.
-In return various inferno cretaures will have some slight stat improvements especially the ones that were overshadowed by there alternative upgrade.

Imps & Quasits

Swap stats and abilities, because siphon mana synergizes with pit lords this is more visually pleasing. Imps which now have quasit stats will have +1 speed (worthy alternative)
-
Horned demon +2HP,  +1 defense (worthy alternative)
-
Cerberi and firebreathers
They are completely identical tactically and firebreathers are just the more interesting version of the same idea. Let's make cerberi stronger but slower:
+3HP +1Def -1 ini, -1 speed
-
infernal succubus = +1 min damage +2HP (worthy alternative)
-
hellmare (defensive) = 16A, 18D 9-16dam +10HP -1 initiative, frightful aura (visually correct)
frightful nightmare (offensive)= 18A 16D,9-16dam, searing aura (visually correct)
-
pit fiend advanced fireball (late game damage scaling)
pit lord = meteor show advanced, fireball expert, vulnerability expert (late game damage scaling)
-
Devils -  Huge costs are not justified in their stats, compare angels!, Gating is not a justification, cannot be gated by demonlords andsorcerers and by gatekeepers only very rarely, pendant can be fixed only for gatekeepers)
arch devil  +1 def, 206HP, summon pit lords also applicable on foes.
archdemon  +1 def, 226HP

RESULT: Very versatile faction with maximum amount of strategies, gating gameplay only forced on the gatekeepers.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 03, 2015 02:03 PM
Edited by dredknight at 14:58, 03 Jun 2015.

magnomagus said:
IMPORTANT: Inferno Renovation plan

Already since RPE there are some important problems with Inferno.
 
ISSUE: If you like to play inferno a lot (I do), gating can become very tedious. It surely is a fun and useful skill and should be in the game, but used in repetition you are always playing the same very slow and tedious early game feeling that for some reason the other factions are having a much smoother first month. In multiplayer the inferno player often needs more time than the others, the Ai is also weaker with inferno because it cannot use gating very well.
Sorcerers with powerful magic can do without gating in late game, but only if they make a smooth earlygame which rarely happens. demonlords were even more problematic, therefore as a workaround in RPE I all gave them basic gating and a free ballista (which is btw totally against my ' free ballista policy'.

SOLUTION:

-At the start of the game the main hero has the 0-3 cerberi removed from his starting army and replaced by 3 succubi. demonlords get ammo cart instead of ballista. extra succubi will not be gained from tavern. Fixes tedious week 1,2
-Gated creatures will be reduced by 5% on every mastery level to make the skill 'just as good as all the others' and not a 'must have'.  gatekeepers will ofc immediately have another 20% with the gatemaster perk.
-In return various inferno cretaures will have some slight stat improvements especially the ones that were overshadowed by there alternative upgrade.

Imps & Quasits

Swap stats and abilities, because siphon mana synergizes with pit lords this is more visually pleasing. Imps which now have quasit stats will have +1 speed (worthy alternative)
-
Horned demon +2HP,  +1 defense (worthy alternative)
-
Cerberi and firebreathers
They are completely identical tactically and firebreathers are just the more interesting version of the same idea. Let's make cerberi stronger but slower:
+3HP +1Def -1 ini, -1 speed
-
infernal succubus = +1 min damage +2HP (worthy alternative)
-
hellmare (defensive) = 16A, 18D 9-16dam +10HP -1 initiative, frightful aura (visually correct)
frightful nightmare (offensive)= 18A 16D,9-16dam, searing aura (visually correct)
-
pit fiend advanced fireball (late game damage scaling)
pit lord = meteor show advanced, fireball expert, vulnerability expert (late game damage scaling)
-
Devils -  Huge costs are not justified in their stats, compare angels!, Gating is not a justification, cannot be gated by demonlords andsorcerers and by gatekeepers only very rarely, pendant can be fixed only for gatekeepers)
arch devil  +1 def, 206HP, summon pit lords also applicable on foes.
archdemon  +1 def, 226HP

RESULT: Very versatile faction with maximum amount of strategies, gating gameplay only forced on the gatekeepers.


I agree with every single word in this quote... I love inferno!
Slow gameplay, sometimes free balista does not help, sorcerers are very hard and clumsy early game.

one question,
Quote:
pit fiend advanced fireball (late game damage scaling)
how???  the stacking is still exponential so 100 or 1000 no big deal in damage. Did you find the formula in the Exe?


Also I was thinking the same for heaven units just in the opposite direction. Besides the late game synergy between units and hero status (and light magic) is just tremendous!

I will post an example of changes in some hours. Great work!!!

Q1: does distract works against barbarian shouts?
Q2: I still had not experienced battles on small objects. Probably picked over 30.
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
antistar
antistar


Adventuring Hero
betrayer...
posted June 03, 2015 03:19 PM

@magnomagus : Inferno is my favourite as well In Inferno we trust!
____________
He rides in battle against impossible odds, never stopping until he reaches his goal.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2015 03:36 PM

Quote:
how???  the stacking is still exponential so 100 or 1000 no big deal in damage. Did you find the formula in the Exe?


True, but in early game the effect is also minimal and I just take any bit of extra damage I can get.


Quote:
Also I was thinking the same for heaven units just in the opposite direction. Besides the late game synergy between units and hero status (and light magic) is just tremendous!


Just a thing I tested on marksman yesterday, the scattershot ability can work well with the wallshoot animation of the marksman. So I think i scramble the old stat improvement and instead make them true upgrade of the archer => 9 ini + scattershot. It always annoyed me this fun and tactically interesting ability had to go after the upgrade.

Q1: never tested
Q2: retested, i think you are on a remarkable downswing.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted June 03, 2015 06:43 PM

I think she was scripted in campaign. Something like set to specific race.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
LarkinVB
LarkinVB


Known Hero
posted June 03, 2015 07:30 PM

Any chance of an update before saturday ? I will visit my friend and we will start a day of hotseat. Would be nice to have the latest but looking forward to play one way or the other.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
mhorohello
mhorohello


Hired Hero
posted June 03, 2015 09:49 PM

Patreon Funding?

Hi

Magnomagus thank you so much for this. I would really like to give some money to support your work and suggest you set up a Patreon account so that I can show my support..

All the best with this fantastic mod!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2015 11:02 PM

@horohello, thank you for your support, but at this point I have not made the decision to accept donations for this work. Maybe after 1.0 release I change my mind, but doubtfully.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
mhorohello
mhorohello


Hired Hero
posted June 03, 2015 11:38 PM

Okay. Its your decision of course. I would like to support this project as best I can.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2015 11:57 PM

Quote:
   etore said:When I ran into a prison I got:"Cannot exit building!" and nothing happens.


Probably a bug. But i never experienced it so far. tested with 4-5 prisons.


I encountered this myself now, it is very rare, it happens because the prison needs to have 2 empty tiles in front of it (one for prisoner, one for visitor) and the RMG doesn't know this ,so there is small chance it gets blocked by environment object, it must have existed in TOE.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 04, 2015 08:44 AM

magnomagus said:
Quote:
   etore said:When I ran into a prison I got:"Cannot exit building!" and nothing happens.


Probably a bug. But i never experienced it so far. tested with 4-5 prisons.


I encountered this myself now, it is very rare, it happens because the prison needs to have 2 empty tiles in front of it (one for prisoner, one for visitor) and the RMG doesn't know this ,so there is small chance it gets blocked by environment object, it must have existed in TOE.


Same goes for Caravans from underground dwellings.
If a dwelling is next to a corner you can visit it and get the creatures but when you order caravan from the castle it appears between the wall and the dwelling and cannot pass forward. This way it is stuck there and you cant access it even with a hero.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 04, 2015 10:58 AM

I noticed MMH7 beta is out, so I guess judgement day is nearing. Will all players soon move to H7 or can H5.5 survive and withstand the competition.

Quote:
Same goes for Caravans from underground dwellings. If a dwelling is next to a corner you can visit it and get the creatures but when you order caravan from the castle it appears between the wall and the dwelling and cannot pass forward. This way it is stuck there and you cant access it even with a hero.


I encountered in underground too, dungeon to be precise, maybe it occurs only in underground with this theme.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 04, 2015 11:10 AM

magnomagus said:
I noticed MMH7 beta is out, so I guess judgement day is nearing. Will all players soon move to H7 or can H5.5 survive and withstand the competition.



Infidels beware!!!!!


magnomagus said:

I encountered in underground too, dungeon to be precise, maybe it occurs only in underground with this theme.



Same scenario - underground dungeon.
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
esvath
esvath


Known Hero
posted June 04, 2015 11:15 AM
Edited by esvath at 11:16, 04 Jun 2015.

magnomagus said:
[C]an H5.5 survive and withstand the competition.



H5.5 will survive just alright

Btw, GOG has discount on Heroes Bundle right now!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
lotihoti
lotihoti


Famous Hero
posted June 04, 2015 11:51 AM

At least from my experience:

H7 su***. Played it a bit and it doesnt feel right... Feels like h6... Same battle mode etc... Almost unplayable, because of bugs, ai turn freeze etc...

Reminds me of h6 in the beginning.

So for sure - h5 survives ^^

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted June 04, 2015 12:54 PM

magnomagus said:
I noticed MMH7 beta is out, so I guess judgement day is nearing. Will all players soon move to H7 or can H5.5 survive and withstand the competition.



I think that the future of H5,5 is much more bright and promising than the one for H7.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 04, 2015 01:47 PM

I do too, Limbic has to pass a trial of fire in regards to bugs...
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: Next Thread » This Popular Thread is 435 pages long: 1 ... 10 11 12 13 14 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0938 seconds