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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 323 pages long: 1 40 80 120 160 200 240 280 ... 316 317 318 319 320 ... 323 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted November 23, 2017 07:06 AM
Edited by thGryphn at 09:08, 23 Nov 2017.

azalen said:

TY Galaad... post successfully updated.  Now back to annoying Magnomagus with balance opinions


It's the best, isn't it

Edit: @magno, should I hold off working on Creaturepedia, and wait for further changes?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 23, 2017 05:35 PM

No, I think I'm pretty much done with creatures.
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thGryphn
thGryphn


Promising
Famous Hero
posted November 23, 2017 05:51 PM

magnomagus said:
No, I think I'm pretty much done with creatures.


But the planned changes will all be implemented, right?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 23, 2017 06:41 PM

Already done, you can basically work from the RC10 B3 files, if that is easier than reading through my changelists.
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thGryphn
thGryphn


Promising
Famous Hero
posted November 24, 2017 12:25 AM

magnomagus said:
Already done, you can basically work from the RC10 B3 files, if that is easier than reading through my changelists.


yeah, just realized they were in already with B3...

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted November 24, 2017 04:42 PM

Downloaded the mod last a few days ago and have been having lots of fun! Thank you for your work!

I found out that when you convert a castle, there will immediately be a full growth of creatures available for hire, even if they had all been bought before. Is this intended?

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rockybalboa
rockybalboa

Tavern Dweller
posted November 24, 2017 06:05 PM

Its pretty easy to suicide when creeping in this game! I just spent Thanksgiving evening fighting 160 shadow mistresses with my 28 Foul Wyverns and lost very badly even after 10 tries. Those shadow mistresses are overpowered with their no retaliation, cursing spells and cursing attacks!

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 24, 2017 06:38 PM

rockybalboa said:
Its pretty easy to suicide when creeping in this game! I just spent Thanksgiving evening fighting 160 shadow mistresses with my 28 Foul Wyverns and lost very badly even after 10 tries. Those shadow mistresses are overpowered with their no retaliation, cursing spells and cursing attacks!


Hahaha! Actually I cannot imagine winning this battle in any scenario 160 is just too many against just 28 fouls.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 24, 2017 06:42 PM

Lol talk about a death wish.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 24, 2017 09:55 PM

When a town is converted, the game considers dwellings as build normally, so they have the same amount of creatures

@ThGryphn: A few last things I found:

skeleton HP is not correct in Beta 3, shouldn't be changed
I forgot to add rare resource costs to T6 neutral creatures.

manticore +1 Crystal
arcane eagle +1 Mercury

I also want to change the Death Knight creatures as part of larger plan.

-Change their appearance to be less red and fit regular upgrade line, black+green. Consequently icon will be recolored

-Change name to Black Knights since Death Knights are already a class and Fix camera

-Add new specialty to hero Xerxon -> Swaps mummies in guilds for Black Knight creatures, but only if hero is hired on day 1.

-Remove cursing attack, since it is already on Shadow Dragons and Black Knights can now become part of necro lineup.

-Add Frightful Aura + Vorpal Sword

-New (regular T6) stats: 23A,23D,19-29D,7Sp,10ini,110HP,Undead,155exp,1650gold+1mercury



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edhelmegil
edhelmegil


Hired Hero
posted November 24, 2017 11:29 PM

What is b3? Is it some code name for files that contain the stats for the creatures?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 25, 2017 12:21 AM

beta 3
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 25, 2017 08:55 AM

Magno, Gryphn - I can provide you with beta of the wheel as it shows all the game specs as they are so there is no need to go through all the files manually. However you cannot copy text from the app so I do not know if it is going to be of any help. Let me know what do you think.

Magno, check your messenger.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 25, 2017 10:11 AM

magnomagus said:

I also want to change the Death Knight creatures as part of larger plan.

-Change their appearance to be less red and fit regular upgrade line, black+green. Consequently icon will be recolored

I'd be quite interested in a standalone mod for that if it's not too much trouble.
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EotT
EotT

Tavern Dweller
posted November 25, 2017 11:48 AM
Edited by EotT at 11:56, 25 Nov 2017.

Small bug report: Text in sacrificial pit is not readable:



And a question: Is this correct? Visualy, it looks like Dragon Graveyard needs Castle, but in the requirements, it specifies that it needs only the Citadel. And this is also how you can actually do it: if you have the Citadel, you can build both the Castle and the Dragon Graveyard.
---

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 25, 2017 03:19 PM
Edited by magnomagus at 17:04, 25 Nov 2017.

@Elvin: that shouldn't be difficult to extract

@Eot: Thanks, I will fix the necro build, I'm not sure I can fix the description

EDIT: I forgot to ask, last time you reported cursor flickering issue, was this when a new game was started under Beta 2?, not on a save game that was also used under Beta 1.
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EotT
EotT

Tavern Dweller
posted November 25, 2017 10:30 PM

Yes, it was started on beta 2. So the issue is still present. Map specs:
- mapsize impossible
- lowest lookahead
- 3 enemy players
- flickering started to occur somewhere between month 3 and 4.

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thGryphn
thGryphn


Promising
Famous Hero
posted November 25, 2017 10:33 PM

dredknight said:
Magno, Gryphn - I can provide you with beta of the wheel as it shows all the game specs as they are so there is no need to go through all the files manually. However you cannot copy text from the app so I do not know if it is going to be of any help. Let me know what do you think.



Yeah, that would be nice, thank you!

@magno, so I'm doing those changes for the Black Knights as well... Very nice development by the way

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thGryphn
thGryphn


Promising
Famous Hero
posted November 26, 2017 12:40 AM

@magno, I have a suggestion on alignment of some spells:

1) Move "Magic Fist" to Destruction, Level 2 (as in Beta 3), rename it if you like... back to "Fist of Wrath"

2) Move "Cleansing" to Summoning, rename it to "Dispel" (no change to Light Magic perk).

3) Move "Phantom Forces" to Light Magic, Level 3, rename it to "Mirror Image".

4) Move "Implosion" to Level 4, within Destruction.



Outcomes:

1) Summoning Magic, I believe became overly powerful with recent changes (mainly, Mind Control and Firewall). This balances it nicely, moving out Phantom Forces (and to a lesser extent, Magic Fist).

2) Cleansing and Magic Immunity were too similar in a single school. Moving Cleansing to Summoning gives access to classes with no access to Light Magic. Also, consider the demonic/lineage creatures that can now cast Cleansing Dispel

3) Moving Phantom Forces to Level 3 gives access to all magicians with Wisdom perk, and overall makes magic oriented classes stronger.

4) Magic Fist gives Destruction a valuable spell that penetrates through magical immunity.

5) Now that Deep Freeze is more powerful, Implosion feels out of place at Level 5. It would be a very handy alternative to the mass spells in Level 4, and you would still want to build that 5th level. Now, it seems like Implosion is the short straw in Level 5, which can cause frustration.

6) Last and the least, all schools end up with 12 spells each.




AN ALTERNATIVE to what's above is moving MI to Level 3 and moving "Phantom Forces" to Level 4 in Light Magic. The only difference is which spell the Wisdom perk gives access to, and I like the initial suggestion above...



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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 26, 2017 01:02 AM

I only like to improve versatility of a school not diminish it, so magic fist is big no.

magic fist and cleansing cannot move because of perks anyway.

mirror image was tried but is massively IMBA with unicorns

implosion with luck >= deep freeze.

luck doesn't roll on firewall, so not OP.
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