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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 374 pages long: 1 50 100 150 200 250 300 350 ... 363 364 365 366 367 ... 374 · «PREV / NEXT»
dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 19, 2019 09:30 PM


Guys some feedback for the infamous flickering bug. I believe this brings us very close to finding the issue if the feedback proves correct.

Flickering bug theory

I got a report from a person in moddb that while playing the mod for many years with RC8b he never had that issue. Recently he updated to RC10Beta4 and the issue started appearing.

What anyone can QA is the following.
1. Play RC10Beta4 when the bug appears, save the game replace the RC10 beta4 exe with the RC8b exe and load the save. Let us know if the issue still appears. Have in mind that this try may be worthless as the bug may be saved in the save file and then put back in the game while loading.

2. If you are a person that suffers a lot from the flickering bug. Uninstall rc10 and install rc8b
Play some games on the same maps the issue appears. Let us know how it goes.


@Magnomagus - if you ever come back and decide to troubleshoot check what changed in the EXE between RC8b and RC10Beta4.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 19, 2019 10:09 PM

I guess I came back sooner than you expected

The flickering issue is not in the scripts since it also happens when they are all off. the AI has no issue with the quest huts.

I think it may be one of the hex edits doing it, but it is also good to know if the person you were talking about did not switch hardware or OS.

BTW thanks for your efforts on answering questions from new players

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 19, 2019 11:23 PM
Edited by dredknight at 23:35, 19 Mar 2019.

@Magno glad you are back !!!!

I have a few stuff for you. Going right now on the HC messenger .

P.S.

Check out this post from moddb there are some fixes that should be done for the next version.

Quote:

1.When a military post or a castle cannot be converted , maybe there should be a message saying,that there are more then the max number of those buildings in the map, because otherwise it's a bit confusing for a new player.
2.Can you add a button for the ingame skillwheel in the dialog box , which appears when the hero visits a witch hut(like in the dialog box,when leveling up). I wanted to crosscheck,if I need the offered skill many times.
3.I successfully combined the skills,which give dragonblood crystals from the shatter dark and shatter destructive schools and my hero had 20 crystals. I couldn't do it with summon magic. Is this normal?
4.Is there a limit for the summoning of the special creature in the castle, because at some point my heroes with crystals leveled up, but the summoned creatures number stayed the same?
5.Can you add weekly resource income in the hero info window?
6.The special creatures(8th creature in every castle) decrease the morale of the race,despite the fact that they are supposed to belong to it. Can it be fixed?
7. Lets say there are 14 obelisks on a map. Can you change the way they work, so for example when I visit 8 of them I will be offered the reward or the boss fight. Otherwise it is never going to happen, we always finish the game before someone can find them all. The same goes for the other similar object on the map(I can't remember it's name).
8.Can you make the battle sites reload every month, like in heroes 4?
9. The mage guild in fortress has wrong description,saying it summons arcane eagles. It summons air elementals correctly though.
10.Axe of mountain lords gives +6 attack, description says +5.


magnomagus said:

I think it may be one of the hex edits doing it, but it is also good to know if the person you were talking about did not switch hardware or OS.


No he didnt switch.

Btw I vaguely remember that when Deflaktor did the changes on the mini artifacts he used some free space (at least that is what he believed) because the formula was larger than the original one. May be that space is not really free.
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Lilt
Lilt

Tavern Dweller
posted March 20, 2019 05:35 PM
Edited by Lilt at 17:56, 20 Mar 2019.

Does anybody know the formula on how dragonblood crystals and knowledge interacts to generate elementals and other guardian creatures in towns? I can't seem to find specifics, although I did see a steam thread that says governors are limited to 10 to prevent ' shatter farming'.

I don't play with governors (or TC) at this time, but I'm wondering if it's a viable strategy to have my secondary heroes on huge maps (that don't see too much combat) take multiple shatter skills to stock up on crystals to pump out larger stacks of these creatures in my towns.

Do my 8 heroes individual [dragonblood crystals * xK] apply to all towns? Or are they assigned in some way? Are they limited to 10 crystals per hero, which makes taking multiple skills that provide them partially redundant?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 20, 2019 06:24 PM

the formula is in the description of the mage guild
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Lilt
Lilt

Tavern Dweller
posted March 21, 2019 01:26 AM
Edited by Lilt at 01:27, 21 Mar 2019.

Oh dang, it was right there in front of my face all along! Thanks so much for the speedy reply and of course for the beautiful mod!
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Gidoza
Gidoza


Famous Hero
posted March 21, 2019 12:39 PM

dredknight said:

Guys some feedback for the infamous flickering bug. I believe this brings us very close to finding the issue if the feedback proves correct.

Flickering bug theory

I got a report from a person in moddb that while playing the mod for many years with RC8b he never had that issue. Recently he updated to RC10Beta4 and the issue started appearing.

What anyone can QA is the following.
1. Play RC10Beta4 when the bug appears, save the game replace the RC10 beta4 exe with the RC8b exe and load the save. Let us know if the issue still appears. Have in mind that this try may be worthless as the bug may be saved in the save file and then put back in the game while loading.

2. If you are a person that suffers a lot from the flickering bug. Uninstall rc10 and install rc8b
Play some games on the same maps the issue appears. Let us know how it goes.


@Magnomagus - if you ever come back and decide to troubleshoot check what changed in the EXE between RC8b and RC10Beta4.


Again, see my previous post.  A bunch of us researched this in another thread and found Mermaids to be the culprit.  I haven't seen the flicker bug since.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 21, 2019 01:55 PM

Thank you Gidoza. Weird...

@Magno do you remember since which version mermaids were introduced?

I can send a message to the Facebook community to try this out.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 21, 2019 02:17 PM
Edited by magnomagus at 14:32, 21 Mar 2019.

The mermaids use the same object blueprint as the seer huts, but if the AI visits it, it will not run the same scripted event as if a human player visits it. Instead it will run the non-scripted event that is the same as if the AI would visit a mermaid object in the unmodded TOE game (receiving +1 luck), I guess it is possible the original AI was never intended to visit mermaids and therefore never supposed to be subject to its event in the source code or the Quantomas 3.1j AI was has an issue with the mermaid event in the source code.

If this is really the issue than it is really good news, since then it can be fixed with a simple script. I will have to upload a testfix file before continuing.

EDIT: On further inspection this theory conflicts with other observations, since the object blueprint was already used in very old versions of the mod the bug must have existed back then.
Actually the bug must already have existed in the standalone QAI mod, but it is possible it was never reported back then since mermaids are rarely encountered on maps.
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Gidoza
Gidoza


Famous Hero
posted March 21, 2019 02:54 PM

By the way - for those doing editing or just want good reference points, I made this list of Hero names, which is the 18 Heroes from each faction, listed as you see them in the data files and then as you see them in the game.


Astral = Nur
Cyrus = Cyrus
Davius = Davius
Emilia = Emilia
Faiz = Faiz
Gurvilin = Gurvilin
Havez = Havez
Isher = Razzak
Josephine = Josephine
Maahir = Maahir
Minasli = Minasli
Nur = Nathir
Razzak = Narxes
Rissa = Rissa
Sufi = Jhora
Tan = Galib
Timerkhan = Theodorus
Zehir = Zehir


Dungeon

Agbeth = Agbeth
Almegir = Yrbeth
Dalom = Lethos
Eruina = Eruina
Ferigl = Sorgal
Inagost = Sinitar
Kastore = Kastore
Kelodin = Shadya
Menel = Kythra
Ohtarig = Vayshan
Raelag = Raelag
Ranleth = Ranleth
Sephinroth = Sephinroth
Shadwyn = Ylaya
Sylsai = Sylsai
Thralsai = Thralsai
Urunir = Yrwanna
Welygg = Welygg


Fortress

Bart = Bart
Bersy = Ebba
Brand = Brand
Egil = Erling
Hangvul = Hangvul
Hangvul2 = Uland
Ingvar = Ingvar
KingTolghar = King Tolghar
Maximus = Maximus
Ottar = Helmar
Rolf = Rolf
Skeggy = Karli
Tazar = Tazar
Ufretin = Ufretin
Una = Inga
Vegeyr = Svea
Vilma = Vilma
Wulfstan = Wulfstan


Haven

Alaric = Alaric
Axel = Freyda
Brem = Rutger
Christian/Duncan/Glen (unsure) = Duncan
Godric or Maeve (unsure) = Maeve
GodricMP = Godric
Isabell = Isabel
Jeddite = Jeddite
Mardigo = Laszlo
Markal = Markal
Nathaniel = Ellaine
Nicolai = Nicolai
Orrin = Dougal
RedHeaven07_Orlando = Orlando
RedHeavenHero01 = Andreas
RedHeavenHero03 = Valeria
RedHeavenHero05 = Bertrand
RedHeavenHero06 = Gabrielle
Sarge = Klaus
Ving = Irina


Inferno

Agrael = Agrael
Ash = Ash
Biara = Biara
Calh = Calh
Calid = Grawl
Calid2 = Calid
Deleb = Deleb
Efion/Guarg (Unsure) = Alastor
Grok = Grok
Harkenraz = Harkenraz
Jazaz = Nebiros
Malustar = Malustar
Marder = Marbas
Nymus = Nymus
Oddrema = Jezebeth
Sheltem = Sheltem
Sovereign2 = Kha-Beleth
Zydar = Zydar


Necropolis

A2_Arantir = Arantir
Aberrar = Zoltan
Aislinn = Aislinn
Archilus = Archilus
Effig = Raven
Giovanni = Giovanni
Gles = Kaspar
Muscip = Naadir
Nemor = Deirdre
Nimbus = Nimbus
Ornella_necro = Ornella
Pelt = Vladimir
Sandro = Sandro
Straker = Orson
Tamika = Lucretia
Thant = Thant
Vidomina = Vidomina
Xerxon = Xerxon


Preserve

Arniel = Ivor
Diraya = Dirael
Elleshar = Vinrael
Gem = Gem
Gillion = Gilraen
Heam = Findan
Ildar = Alaron
Itil = Ylthin
Jenova = Jenova
Kyrre = Kyrre
Linaas = Wyngaal
Melodia = Melodia
Mephala = Mephala
Metlirn = Anwen
Nadaur = Talanar
Ossir = Ossir
Vaniel = Tieru
Vinrael = Elleshar


Stronghold

Azar = Azar
Crag = Crag Hack
Erika = Erika
Gottai = Gotai
Hero1 = Kragh
Hero2 = Urghat
Hero3 = Garuna
Hero4 = Gorshak
Hero5 = Quroq
Hero6 = Shak’Karukat
Hero7 = Haggash
Hero8 = Telsek
Hero9 = Kilghan
Kraal = Kraal
KujinMP = Kujin
Kunyak = Kunyak
Matewa = Matewa
Mokka = Mukha
Shiva = Shiva
Zouleika = Zouleika

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 21, 2019 03:14 PM

Good job Gidoza and Lokiseto!
But this is the wrong thread for this. Could you delete your posts and move them here.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 21, 2019 03:21 PM
Edited by magnomagus at 15:36, 21 Mar 2019.

ok you guys are definitely on to something. I just created a new RMG map and placed 3 unguarded quest huts in front of each town, I played the map 5 times and 4 out of 5 the bug occurred in the first 2 weeks, while previously I had encountered this issue only once in my life.

EDIT: @dredknight, did you have a list of minor issues currently still existing in MMH55, i know about the sylvan t3 shots, the fortress mage guild description and something with the celestial shield description. but I think I lack some.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 21, 2019 03:55 PM

@Magno I need some time to prepare the list with everything I have.
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Gidoza
Gidoza


Famous Hero
posted March 21, 2019 04:32 PM

dredknight said:
Good job Gidoza and Lokiseto!
But this is the wrong thread for this. Could you delete your posts and move them here.


Are you referring to the Hero names post or the flickering bug post?  I assume it was the former.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 21, 2019 04:40 PM

The moving thing was about the hero names.


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Gidoza
Gidoza


Famous Hero
posted March 21, 2019 05:54 PM

OK I copied it to the other thread - thanks!

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 22, 2019 12:05 AM

Here is the list with bugs and a few enhancement requests from the last year:

- bug - Bertand starts without Weakness spell - Bertand_weakness_fix.pak
- bug -  Death knight hero model move animation is too slow compared to other heroes - death_knight_walking_speed_fix.pak
- bug - Wasp Hive cast animation is too slow compared to other units cast/attack animations - wasp_hive_attack_speed_fix.pak
- bug - Shadow Mistress move animation speed is too slow compared to other units - Shadow_mistress_move_speed_fix.pak
- bug - (not verified) Dragon blood crystals are not given from Shatter summoning or Summoning skill (not sure about that one the player did not explain it very good. It as reported last week and I did not test it yet.)
- bug - Axe of mountain lords gives +6 attack, description says +5. /description should be adjusted to +6)
- bug- Blood crystals summoned creatures are factionless which reduces the moral of the army - This is easy to fix but I believe if you make the creature part of the faction it can be randomly given to the hero starting army instead of the oringal creature of that tier.
For example. If the summoned creature for haven is tier 2 it is possible when you start the map with Haven race and hero instead of archers the hero to get that summoned creature. I cannot confirm this 100% but this was the case with NCF creatures when faction was assigned to them.
- bug - Magic guild in fortess has wrong description (says it summons arcane eagles but it summons air elementals, which is correct.  
- bug - "Iron Lord" specialization description is not correct. It says that the damage formula is 20 + 20*power where power is -1 + hero_level/3
rounded up. The real formula is 24*power (power is the same as above). I tested it and it works just like that:

hero level  1-3 ->  24*-1 = 0 (but deal 1 dmg because that is the mininimum)
hero level 4-6 -> 24*0= 0 (but deal 1 dmg because that is the mininimum)
hero level 7-9 -> 24*1 = 24
hero level  10-12 -> 24*2 = 48

I can verify that formula multipliers (defaultstsats.xdb) are just as in spec description but couldn't find where the flat values are assigned.

- bug - Heroes with the same specialization start with different number of skills. Deleb starting with 4 skills while Ylaya starts with 3.
Deleb (spec. dark mystic) begins with.
basic sorcery
basic destructive magic
basic occultism
dark ritual

Ylaya (spec. dark mystic) begins with.
basic destructive magic
basic occultism
dark ritual
- bug - Tent skill - The text does not say that it can be used only three times.
- balance - Make scholar a bit better. Here are some suggestions:
- make it give some knowledge ( Reduce some of the bonus knowledge given by Enlightenment, currently it is 1/2/3)
- make it give dragon blood crystals.

- balance (campaign) - Remove campaign level cap! - MMH55 makes campaigns pretty tough so we can go without this. If you tell me where are the file map scripts I can try to edit them on my own but this change probably wont make it for the next release.
- balance - special creature summoning - I do played a game with the hero that summons Manticores and I went pretty strong ( month 3, week 4 I got 76 Manticores (Yrbeth specialization Manticores). You can subtract 20 (Ring of Banishment that I used in Temple of Shalsala gave them) which gives you 56). Divide it by the number of weeks since the game start. That is about 4.6 per week. I say it is pretty decent.   Summoning may need slight nerf but I need to verify and do more tests with other heroes with third party creature summoning. If you nerf the summoning by 10% for the next release it would not hurt though.
- new - add refusal message when the the player cannot convert town/dwelling due to too faction cap reached.
- new - add weekly resource income of the hero to the "Town management" pane.
- new - (TheGryphn will look into it when he has time) add a button for the internal skillwheel for the Witch hut choice box.
- new - Counterspell - make it take more than a turn for the casting hero? Make it a bit more usable in some way. Have in mind that Counterspell is also activated by "enemy creatures" and not only by hero spells. Some suggestions:
-  It can be a good combo with Distract from Occultism.
-  It can be given as a bonus to Mindreaver (Confusion spell + 1 knowledge + Counterspell). Lorewise sounds legit! It will also gives a value to this hero because creeping magical stuff will be easier with him! At the end mindreaver will not be that useless anymore.
- new - Add a new starting bonus that is like upgrade for all player heroes. for example Bonus XP, Bonus gold when picekd up, more army, spell school is more effective etc... /Note: those are hardcodded but it was nice suggestion/
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thGryphn
thGryphn


Promising
Famous Hero
posted March 22, 2019 07:57 AM

Welcome back @magno!

With #shots, aside from Sylvan T3 with double-shot ability (base and 1st upgrade), which should be doubled, Centaurs with Maneuver ability (base and 1st upgrade) should also have theirs increased, I suggest to 6 and 8 (from 5 and 6, resp).

Other comments/suggestions:

1) Upgraded Magi's Magic Fist proficiency should go down to None. At current Advanced, it's way OP and pretty much negates using their ranged ability.

2) There is a clear balance issue between Titan's and Storm Lords, tipped towards the latter.

a) SL's Storm does 20 per SL damage (which goes through all kinds of resistance and protection) for 3 turns in a 4x4 (if I'm not mistaken) area, while crippling the shooters by up to 80% in that area. This is HUGE! It should be 15 per SL, with only 50 to 60% maximum ranged penalty.

b) Titan's Lightning does 40 per Titan "air" damage no mana. To give a bit more flare to the Titan, I experimented with adding Chain Lightning at Expert Level, with 18 mana points. It works great. This means they can cast Chain Lightning once a combat, unless the hero has certain skill or artifact. This also makes them Casters, which better balances them with SL being shooters. I can share with you the xdb files.


3) Haven Tier 5 damage should be nerfed down. I recommend 13-17. It was originally 9-12, later increased to 15-19, which makes them too menacing for their tier.

4) I think Luck is still too powerful. I recommend reducing its multiplier to 1.6 (from 1.67), with bad-luck to 0.625 (from 0.6), and Elven Luck to 1.75 (from 1.83).

5) With Teleport at Dark Magic, one of the Light Magic perks Teleport Assault is a little odd. Also, its text still refers to Expert Light Magic for going behind the castle walls.

6) Perk Guardian Angle is supposed to require a Level 20 hero to start spawning Tier 7 creatures but it does not. I checked the script. The if statement only reads "if H55_GuardianAngelOwners[hero] == 1 and H55_DivineGuardiansReceived[player] ~= 1 then". It should say "if H55_GuardianAngelOwners[hero] == 1 and H55_DivineGuardiansReceived[player] ~= 1 and GetHeroLevel(hero) >= 20 then". I further think Level 20 requirement is too high. Maybe Level 15?

7) I had voiced this before but: Barbarian hero (the Might type) has no benefit from Spell Power stat. I suggest giving each Barbarian after level 10, dragonblood points equal to half his spell power points. I wrote and experimented with a clause in the script, and it works great:

For Governors:
if (H55_GetHeroClass(hero) == "Barbarian") and (GetHeroLevel(hero) >= 10) then
local power = GetHeroStat(hero,STAT_SPELL_POWER);
limit = limit + H55_Round(power/2);
end;

For others:
if (H55_GetHeroClass(hero) == "Barbarian") and (GetHeroLevel(hero) >= 10) then
local power = GetHeroStat(hero,STAT_SPELL_POWER);
amount = amount + H55_Round(power/2);
end;




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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted March 22, 2019 09:06 AM
Edited by Elvin at 09:15, 22 Mar 2019.

thGryphn said:
a) SL's Storm does 20 per SL damage (which goes through all kinds of resistance and protection) for 3 turns in a 4x4 (if I'm not mistaken) area, while crippling the shooters by up to 80% in that area. This is HUGE! It should be 15 per SL, with only 50 to 60% maximum ranged penalty.

b) Titan's Lightning does 40 per Titan "air" damage no mana. To give a bit more flare to the Titan, I experimented with adding Chain Lightning at Expert Level, with 18 mana points. It works great. This means they can cast Chain Lightning once a combat, unless the hero has certain skill or artifact. This also makes them Casters, which better balances them with SL being shooters. I can share with you the xdb files.

Titan storm dmg is fairly crappy and the aoe is 3, I would even give it a second cast to make it worthwhile. I do agree with the maximum penalty but anyone who allows academy to get lots of titans is probably at fault. Or has a might faction that benefits from earlygame so no problem.

Chain lightning is a bit cheesy for titans, academy has plenty of units that shoot/cast first. I believe these guys were meant for melee with lightning as backup. But if they become casters then they don't need the melee stats.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 22, 2019 11:57 AM
Edited by magnomagus at 12:09, 22 Mar 2019.

- bug- Blood crystals summoned creatures are factionless which reduces the moral of the army

was intentional

- balance - Make scholar a bit better. Here are some suggestions:

is intentionally weak, scholar is a slot you have to pay for mentoring

- balance (campaign) - Remove campaign level cap! - MMH55 makes campaigns pretty tough so we can go without this. If you tell me where are the file map scripts I can try to edit them on my own but this change probably wont make it for the next release.

You are right I have no interest in doing the work, I also would like to remind that if someone wants to do a thorough campaign remake, there was a chinese guy who made a very thorough one already for TOE and offered to share here a long time ago, but implementation requires readjusting all scripts for 31j

- new - add weekly resource income of the hero to the "Town management" pane.

not worth amount of work

- new - (TheGryphn will look into it when he has time) add a button for the internal skillwheel for the Witch hut choice box.

not possible, it is the generic purpose script question box

EDIT:

1) so it should be none > basic to you? since otherwise it is lower than the base unit

2a and b). I agree with elvin, just the max is too high

3) just guessing, lacks mathematical justification, shooting damage is significantly lower than before.

4) also guessing, math has shown otherwise

5) little odd, but very positive for gameplay, so just the text is wrong

6) good find

7) these crystals are also a lore thing they cannot be thrown around like that, but more importantly chieftains don't need it, you already considered them best of the 3 in an older post.

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