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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 ... 171 172 173 174 175 ... 200 250 300 350 400 435 · «PREV / NEXT»
Gidoza
Gidoza


Famous Hero
posted May 21, 2016 05:16 AM

In other news...

Is there a reason why the Arch Devil's "Summon Pit Lords" ability isn't accessible?  I can't cast it.

Also, the AI doesn't seem to take Lighthouses.

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etore
etore


Adventuring Hero
posted May 21, 2016 07:38 AM

Gidoza said:
Is there a reason why the Arch Devil's "Summon Pit Lords" ability isn't accessible?  I can't cast it.

I used it since yesterday in two different maps (Allies and Agrael's Trial iirc).

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 21, 2016 08:32 AM
Edited by dredknight at 08:51, 21 May 2016.

Gidoza said:

Except this doesn't reflect the reality of what I like to play - I always play maps with 8 players, usually large.  I never claimed that I wanted QUICK games - just not games that require a month to complete!


No problem this kind of map is played at most for 2 days and dont worry not full days but just about 2 hours per night.

Regarding the Summon pitlord problem you can do it only on inferno creature corpse.

Check your HC messages.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 21, 2016 09:16 AM
Edited by magnomagus at 09:19, 21 May 2016.

Quantomas AI never worked in LAN, so that makes 8 players in LAN kinda pointless unless you want to settle for the old AI.

Some unrelated observations I made: Academy has no creatures with chance based abilities so soldier's luck is pointless to them.

Both magic mirror and spell twister seem too trigger happy, at lvl 30 they reach 70% and 100%.

@isti: If you have a .pak file to add this I'm interested in taking a look at them.
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isti1222
isti1222

Tavern Dweller
posted May 21, 2016 08:29 PM
Edited by isti1222 at 20:32, 21 May 2016.

[url]https://mega.nz/#!xgcQXTKD!S-CChkSTaO1qBhFMo0tWUuZnITNsBCwEJH4P1y9dtgU[/url]

Note: Original renegades are untouched (ok, couldn't stand their helm, but u can just delete the .dds ), that means, the flag stays the same, player color flags currently implemented ONLY on the blue ones, might fix the reds too, if someone needs it. The modified files have _B suffix, so they are mostly standalone.
All modifications on textures was done with gimp, might have inferior quality than the originals + they are bigger -I'm not an expert -
Currently Klaus and Dougal use the new textures.

If u dont want to wait, and u want to make renegades use player color flag with gryphon symbol, just duplicate Renegade_Hero_LOD_B, delete _B (u will have to delete it from all) create a copy of the renegade_<color>.xdb (there is 9) and point the LOD file to the newly created .xdb-s. Maybe its easier if u wait till I make it
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azalen
azalen


Responsible
Known Hero
posted May 22, 2016 01:49 AM

Some Comments on Balance

For the most part, 5.5 has solved most of the balance issues with Heroes 5 given the original architecture of the game.

The 2 general balance issue that remain from a power gamer perspective (impossible difficulty):

Might Heroes can still overwhelm the initiative of Swift Mind Magic Heroes before they can cast a spell at end game.  This is particularly true of Seer Class Artificers and Swift Striker Specialization heroes. As a caster, your main solutions to combat this are to take Wind Speaker/Intimidate specializations, or simply hope for the Init reduction staff. Personally, I wish their was a skill that improved beginning hero initiative beyond Swift Mind.  

Magic Heroes, on the other hand, have an advantage of cracking Impossible difficult neutral stacks in the mid game with any number of the usual strategies: Phoenix abuse, Vampiric abuse, Aracane Armore/Ressurection, Blind, Puppet etc...

With either hero type having an advantage at different points in the game, I'm not sure if there is a good way to balance it.  



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Gidoza
Gidoza


Famous Hero
posted May 22, 2016 03:01 AM

Quote:
Regarding the Summon pitlord problem you can do it only on inferno creature corpse.


Oh.  Do the Pit Lords remain in H5.5, then?  (Or was I just dreaming when I thought that in H5, Pit Lords were summonable at any time, and only remained for that combat?)



magnomagus said:
Quantomas AI never worked in LAN, so that makes 8 players in LAN kinda pointless unless you want to settle for the old AI.


Correct me if I'm wrong, but LAN = Local Area Network.  But we aren't going to be playing on a Local Area Network, so what's the problem?  Unless "LAN" in this case incorporates all forms of multiplayer, which case I don't see the point of the game anyways, since the original AI won't be much good in the game.  This is all besides the fact that this whole question is only being raised by a discussion, whose suggested resolution seems to be the phrase, "U WANA FITE?????"

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 22, 2016 02:45 PM

@Azalan: while next version will include many small improvements to further improve balance, I don't see your point with ini, there is always someone going to act first, but that doesn't mean he/she will win.

@Gidoza: the summon pit lords ability was not changed, LAN is also used for long distance, obviously to play 1vs1 without AI.

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azalen
azalen


Responsible
Known Hero
posted May 22, 2016 04:48 PM

The point I'm trying to make is to prevent the "Wyngaal Wipeout"... high initiative might hero wipe out the magic heroes army before they can even cast a spell.  I still believe the magic hero should have the chance to cast 1 spell before their army gets annihilated.    

Sylvan, with emeralds/arcane archers/dancers and Wyngaal.  

Academy with Gremlins and Titans with init artis.  

Haven, to a lesser extent, with Cavaliers and Angels.  


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 22, 2016 10:04 PM
Edited by dredknight at 22:05, 22 May 2016.

azalen said:
The point I'm trying to make is to prevent the "Wyngaal Wipeout"... high initiative might hero wipe out the magic heroes army before they can even cast a spell.  I still believe the magic hero should have the chance to cast 1 spell before their army gets annihilated.    

Sylvan, with emeralds/arcane archers/dancers and Wyngaal.  

Academy with Gremlins and Titans with init artis.  

Haven, to a lesser extent, with Cavaliers and Angels.  




While making a point that I have also noticed I can add the following.

Wyngaal ability will definitely give an edge when the other player is a little behind in development.  Also it gives a great edge while fighting neutrals as your archers will hit before the enemy archers/mages.

Academy is not OP. Artifacts init bonus is OP and will be reduced as soon as we know how.

Haven - Depends on which race are you playing against vs:
- Inferno - Inferno will act first in any case with the 16 init for nightmares and 13 init for cerberi and imps. they will either block chivalry with gating or rearrange troops.
- Sylvan - They can take the damage from both angels and chivalry. Treants and unicorns are tough, everything else can be set on the backline. Plus they will catch up with some direct artillery fire if you know what I mean.
- Necropolis - doesnt care...
- Academy - Titans and Rakashas can take some hits but again the unit sent will face direct artillery hits by any of tower archers.
horde will eat up the unit being sent and will gain a lot of rage.
- Dungeon - maidens will act first the chance to hit the chivalry is really big. Also your chivalry is forced to hit the brisk riders otherwise you will face great consequences. And again nevertheless the damage you cause Dungeon will recover as they have very good damage output, madens are nasty, any of the minotaur upgrades is really tough and hit hard. We amused how much damage he can take the last few battles. The backbone of the Dungeon  army.
- Fortress - doesnt care... basically all of their units are made to be though.
- Stronghold - stronghold will act first for sure. Though I admit they may take a hit or two they will catch up very fast because the

Even if you disregard the thoughts above with have you make 2 mistakes:
1. Lose your archangels before they resurect/cast vengeance.
2.  Lose your high tier units early in the game due to being surrounded and neutralised by enemy units before your infantry arrives.

After the Crossbowman/Marksman change Haven is not that faction where you just click defense and at the same time have enormous damage output of the crossbowman that one hits enemy stacks. That strategy is no more.
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strigvir
strigvir


Adventuring Hero
posted May 23, 2016 12:27 AM

dredknight said:
We amused how much damage he can take the last few battles. The backbone of the Dungeon  army.

More like the Zombies of Dungeon.


On the subject of Fortress, Flame Lords, according to their description, have a higher proc chance of their ability (and generally have more total HP too) than Skirmishers. Yet I see their Flamewave proc, Rune of Battle Rage spam included, less frequently than Skirmishers'.

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Adilmaru
Adilmaru


Adventuring Hero
posted May 23, 2016 04:10 PM

I am sorry if this was already answered somewhere, and I am sure it was, but can you tell me can we expect to see new races?

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Gidoza
Gidoza


Famous Hero
posted May 23, 2016 09:27 PM

Is there a reason why the AI is never retreating from battles?  I'm just gathering and gathering more and more items that I ought never to have received...


Also, speaking of items, while it's cool that Neutral Building battles have their troops grow and match Hero's armies with time, I don't see the point of changing the base type of units in there, adding extra item drops, and changing the resource types that a battle awards.  All this does is make non-random-map development tedious as I try to determine what the drops are for each building type, when I had in mind that they would drop something else as per original H5.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 23, 2016 09:52 PM

@Adilmaru: very unlikely

@gidoza: unit types and resources have been rearranged in such a way that over time each type is encountered roughly equally often.
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Mario
Mario


Known Hero
posted May 23, 2016 11:40 PM

Alternative upgrades in haven city are not possible to training. Is there possible to fix it? If I good remember the same was in Toe.

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Gidoza
Gidoza


Famous Hero
posted May 24, 2016 02:25 AM

magnomagus said:
@gidoza: unit types and resources have been rearranged in such a way that over time each type is encountered roughly equally often.


This doesn't answer my question at all.  I want to know which buildings give which kinds of resources, because I want to determine where certain kinds of resources are being awarded.  *I do not want resource rewards to be equal!!!*

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 24, 2016 01:15 PM

@Mario: not possible

@Gidoza: the faction of the creatures within are mostly indicative of the resource type you may find, the stockpile still gives all resources.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 24, 2016 01:21 PM bonus applied by Galaad on 22 Aug 2017.
Edited by magnomagus at 13:23, 24 May 2016.

Finally the new release is here, sorry it took some time, but some issues were very hard too fix, nonetheless they are fixed! Great thanks again to deflaktor for his reverse engineering efforts!
Generally this release does not contain much new (graphical) content but it will be a massive improvement in gameplay, balance and fixes pretty much all bugs I currently know about, so you must have it!

Download

Critical Fixes

-Fixed issue AI not hiring enough heroes on maps with more than 4 AI players or more than 12 towns.
-Fixed issue AI sometimes receiving way too much resources for Battle Sites (made casual game mode too difficult)
-Fixed windmills and artifacts sometimes not paying out resources. (you will no longer see resources fly off the hero, this was part of the cause of the problem.)
-Fixed rare instances of script engine crashes.
-Fixed starting bonus gold not working for Impossible difficulty.
-Fixed starting skills of Ivor and Tieru.
-Added warning about 'restart mission' penalty to casual game mode tooltip.
-Fixed experience gain values now based on calculations instead of estimations. hero leveling speed was too fast on heroic and impossible, leveling speed is now exactly the same on all difficulty levels.
-Tip: Experience adjustment can be set to be ignored in H55_Settings file, experience gain for governors can also be adjusted in H55_Settings file

Movement Fixes

-Fixed balance issues with hero movement points, all heroes have 2750 instead of 2500 movepoints, Haven stable gives +250  and +500 on first visit (instead of +600). Terrain penalty for Snow and Sand is reduced to 25%.
Explanation: because of hardcoded issue with new classes all heroes in H5.5 get movement penalties the same way regardless of whether the terrain is native, this causes heroes to move less generally which means the amount of movement points needs to be increased and the penalties needed to be equalized, the Haven Stable needed to be nerfed otherwise their already existing movement advantage would go off the chart.
-Fixed movement balance issue with RMG maps, Lava,Dirt,Sand and Snow all have better quality secondary roads, Grass has lower quality secondary roads. This equalizes movement further since grass doesn't have the 25% penalty.
-Fixed Tracker special, now really does what description says.
-Pathfinding reduces penalty by -75% (the skill was too weak, on avg gain was equal to ~5% total movement (taking in account frequent use of roads))
-Fixed Sandals of prophet and pillager skill, the combat cost is not substracted from the bonus.
-Fountain of Youth and Rally flag give +100 movement points.
-Heroes that start with a movement special do not start with logistics anymore (except sorgal), this leaves open the option to rely on the special alone+the pathfinder perk is not very good for those heroes.

Multiplayer

-Integrated Permanent Endless Simultaneous Turns in the mod (Deflaktor), the MMH55 exe file don't need to be patched, they can be unpatched however.
-Improved LAN & Hotseat difficulty tooltips.

Skills

-Luck is nerfed slightly more, the actual effects of the luck skill are better explained in the manual. (or check screenshots on moddb when my article is authorized)
-Soldiers Luck gives Academy heroes +1 Luck (otherwise has no effect)
-Dark Renewal also gives a bonus to mana regeneration (was too weak and situational).
-Corrupted Soil damage increased to 10* hero level.
-Banish damage increased to 50* hero level.
-Offensive and Defensive formation were too weak for non-fortress heroes and give +1 extra above level 20.
-Pariah adds another +5 SP (all spells) and -1 Luck at level 30 (Late game scaling)
-Twilight adds another +3 SP (all spells) at level 30 (Late game scaling)
-Twilight doesn't require master of decay anymore.
-Magic Mirror triggers 10% + 1% per level.
-Consume Corpse gain 1 mana for 40HP (was 30HP).
-Combat skill and pendant of mastery do no longer affect training costs, instead the costs are reduced to x2.2 (from x3) by default.
-Fixed Knowledge bonus from Know your enemy (was actually applied to Arcane brilliance)
-Fixed searing fires wrongly branched.
-Fixed Imbue ballista requiring ballista skill.
-Fixed armorer and forge master showing the wrong icon in 'active effects'.
-Fixed refresh rune txt

-Spell twister triggers 30% + 1% per level.
-Soulhunter gives 3 ghosts per level.
-Isabel reduces training cost by 2% for every 3 levels instead of 1% for every 3 levels. (desc was wrong since TOE)
-Rune Artist does not start with +20% bonus.

-Deep freeze increases physical damage to recipient by 2% per SP instead of 3%.
-Frenzy lowers dmg of recipient by 40% but increases it by 2% per SP. 20SP+ will be needed to boost the damage.

Creatures

-Arch demons can teleport other from 1 tile further away (but their movement is not increased)
-Imps steal and siphon 25% less mana.
-Sprites +2 mana (didn't match new spell costs)
-Gremlin Saboteurs have +1HP, -1A -1I (power rating remains the same, but artifacts don't overpower them later)
-Archmage exchanges energy channel for mana feed until hardcoded balance issue with energy channel can be resolved.
-Fixed descriptions of precise shot, lightning breath

Artifacts

-Revived Lion Spirit artifact set, now gives +4 Attack.
-revived vestment of Enlightment artifact set, has new unique effect, gives an amount of experience every day to the wearer (equal to his level*100)
-Fixed info screen bug for Banner of the Legion artifact.
-Fixed Ring of War Machine affinity not improving triple catapult bonus.
-Renamed Pendant of Mastery to Pendant of Magic Mastery and simplified the effect to a spellpower scaling solution (I wanted to get rid of ridiculous long description and incoherent mess of effects).
-Pendant of Conflux artifact also summons elementals (works same as shatter skill, now the artifact is not only useful when in combat with human player).
-crown of leadership also boosts artifact recruitment from recruitment perk.
-Quest for Dwarven relics is now completed at Trading post instead of Hillfort (circumvent hardcoded issue with Hillfort ID)
-Fixed Garments of the saint set bonus text, the bonus is given per item.
-Fixed desc of book of power, crown of leadership, infernal loom

-A message flies of the hero to confirm a set artifact bonus is applied. (there will never be a misunderstanding about this again, because it is technically impossible the message is shown without the bonus being applied!)

Customization

-Added possibility to remove artifacts from battle sites (means they will not spawn), to do this add the following lines in the script editor of a map (example for removing the tomes):

H55_RemoveTheseArtifactsFromBanks = {
ARTIFACT_TOME_OF_DESTRUCTION,
ARTIFACT_TOME_OF_LIGHT_MAGIC,
ARTIFACT_TOME_OF_DARK_MAGIC,
ARTIFACT_TOME_OF_SUMMONING_MAGIC
};

Make sure not to make a syntax error, otherwise the entire map will be bugged, if artifact IDs are used only available in H55, the map will become incompatible with TOE!
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Mario
Mario


Known Hero
posted May 24, 2016 01:54 PM
Edited by Mario at 13:55, 24 May 2016.

Super!  

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 24, 2016 03:06 PM
Edited by dredknight at 16:05, 24 May 2016.

Tomorrow... Tomorrow we start a new game...

P.S.

A few questions regarding the skills!

Pariah - so basically before level 20 is +5 to dark.
After level 30 it is +5 to all magic schools and not +10 to dark and +5 to others?

Seering fires - From what I know it does not exist in the skillwheel so what exactly does the change do?

Also I am very interested in the reason behind this change:
Quote:
-Rune Artist does not start with +20% bonus
.

Quote:
-Arch demons can teleport other from 1 tile further away
 
This change is all I need... for my next game xD.
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