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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 ... 35 36 37 38 39 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 21, 2015 07:22 PM

Campaigns:

I think better vanilla first, because I already know there is an issue with HOF, wulfstan doesn't start with ballista.

Alright about spell balance:

I think implosion/deep freeze/chain lightning are actually all too weak compared to meteor shower. You can easily hit 3 targets which means 60+60*SP damage. ofc hitting one target harder has benefits so, I'm not saying they all need to do the same amount of avg damage. I was thinking

chain lightning: 30+30*SP / 16 mana
implosion:50+50*SP / 20 mana
deep freeze:40+40*SP / 16 mana

divine vengeance: nerf back to TOE values, possibly mana cost increase

mass confusion: area effect instead of hit all.
can also be done with slow and haste, but unfortunately the AI is clumsy with it.

resurrection/raise death - penalty decreases with spellpower, 50 spellpower ~ no penalty


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 21, 2015 08:23 PM
Edited by dredknight at 20:42, 21 Jul 2015.

magnomagus said:

Alright about spell balance:

I think implosion/deep freeze/chain lightning are actually all too weak compared to meteor shower. You can easily hit 3 targets which means 60+60*SP damage. ofc hitting one target harder has benefits so, I'm not saying they all need to do the same amount of avg damage. I was thinking


Firstly have in mind that different magics have different strategy usage.

For example in the Fort vs Strong battle Deep freeze was my most potent spell! Empowered it did roughly 1.6K (the enemy has advanced shatter, perk for 30% reduced SP of destruction and Might Over Magic).
But deep freeze is not good for the damage it does. It is good for the reason it makes the unit vulnerable. He receives 100% more physical damage.

For example - my dragons (20+) could barely kill 2-3 Cyclops.
After casting the deep freeze thing this number increased to 12 (because the magic zeroed bloodrage and did some damage).

Water school - Leave deep freeze damage as it is. It should be the magic that deals the least damage. Also if you add the water magic perk it freeze units too.

Lighting school - This is damaging school! There only 2 spells in this school so they better hit hard. Lighting is OK, chain lighting should be even better! 50% of the time Chain lighting hits you right back so it is OK to be strong.

Earth school - Almost never used implosion, I never get it. Do as you wish. Basically this school has no perks so it is just pure damage, and it should stays like this.

magnomagus said:

resurrection/raise death - penalty decreases with spellpower, 50 spellpower ~ no penalty


Do it!

Light VS dark effects/Mass vs AoE
Something I have been constantly forgetting to tell you -
MASS LIGHT BLESSINGS - 100% success because casted on allied units.
MASS SLOW CURSES - success rate depends on enemy Magic resistance.

Just take into account this fact, not sure what to do for the schools to fix it right now. I agree about the confusion change.

I also agree about AoE haste and slow, this will bring Light vs Dark PvP on another level! Now you just hope to have a turn after the enemy hero so you can override his slow/haste.

magnomagus said:
divine vengeance: nerf back to TOE values, possibly mana cost increase.


Tote: 6*F*(Power+10)
Beta 2:Expert Light
<Item>
<Base>60</Base>
<PerPower>6</PerPower>
</Item>

How to interpret this - 6*F*(Power+60)? if not what is the Beta2 formula for expert light?


Also if you do all this changes you better revert Attack/defense ratios to 0.4 per skill point for now.

Our next test will be Inferno vs Necropolis.

Something I noticed - Necropolis hero Giovanni has specialization poison master but start with Weakness and master of curses instead of
Decay and Master of Pain.

another note:  text for enlightment and learning should be changed to 5,4,3 levels respectively.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 21, 2015 08:46 PM
Edited by magnomagus at 20:55, 21 Jul 2015.

You can forget about the the beta2 vengeance values, i have no idea where they came from, maybe i copied some files from another mod or did an experiment many years ago and forgot about it.

Quote:
Water school - Leave deep freeze damage as it is. It should be the magic that deals the least damage. Also if you add the water magic perk it freeze units too.


Yeah, but i was kind making up for not having luck roll on it (which might actually be good this way) also it is beneficial to mages if the spell is more expensive, so they can invest their huge mana pool quicker.

Quote:
Something I noticed - Necropolis hero Giovanni has specialization poison master but start with Weakness and master of curses instead of
Decay and Master of Pain.


good point

Quote:
another note:  text for enlightment and learning should be changed to 5,4,3 levels respectively.


Done, but ofc the hexpatch must be included in installer.

Quote:
Something I have been constantly forgetting to tell you -
MASS LIGHT BLESSINGS - 100% success because casted on allied units.
MASS SLOW CURSES - success rate depends on enemy Magic resistance.


Good point, but I don't think I need to do something about it as nerfing the enemy is already a bit stronger than buffing yourself even with mathematical equal numbers.
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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted July 21, 2015 11:52 PM

My brother and I are playing through the vanilla campaign and have encountered a major problem:
Heroes scripted to move at certain times just stay where they are.
The guy in C1M3 just stays where he is, and in C1M5 Agrael never attacks, I revealed fog of war and found him sitting near the bottom-center of the map.

Does anyone know anything about this? I tried @H55_WTF() {hilarious name for troubleshoot command btw} but it said H55 is running fine.

Unrelated: H2 grassland remix is awesome. Where did it come from?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 22, 2015 08:49 AM
Edited by dredknight at 09:12, 22 Jul 2015.

Tiptoe_McGuffym there was a similar problem on the Tote  campaign.
Try on a different difficulty level.

Regarding deep freeze - yes I forgot about the luck thing drawback.
increase the damage
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 22, 2015 11:13 AM

Quote:
Tiptoe_McGuffym there was a similar problem on the Tote  campaign.
Try on a different difficulty level.


So far i couldn't find anything in the map script that looked problematic, if it is really true the hero starts moving on higher difficulty, than that is either a lead to the bug or intentional. if possible open the console at the exact moment the hero is supposed to start moving to see if ther eis an error message.

the @H55_WTF() console command only checks H55 scripts not the scripts of the map.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 22, 2015 03:22 PM

If you leave Agrael when he sits, you can take Garrison and Inferno Town. If you defeat Agrael,  Guards will each day spawn in garrisson. (Tested on Normal Difficulty).

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ldongder
ldongder


Adventuring Hero
posted July 22, 2015 03:34 PM

magnomagus said:
@Idongder:

Thank you for your support but this project doesn't need to be crowd-funded, since as lead designer and programmer I'm not motivated by money.

When I first played your H5.5 , a window pop up with words from Quantomas, he needed some funding to further his project.But I cannot persuade myself into funding an H5 project with only improved AI no matter how perfect it is. Because I think there are many other issues equally important like balancing etc  to be addressed.

If only Quantomas had some team members like you guys to launch a project with comprehensive improvements back then, he might be able to gather enough fund to continue his advanced AI programming with other parts done by you.

It's a pity, but we've had something great there thanks to you guys.


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stachnie
stachnie


Known Hero
posted July 22, 2015 06:06 PM
Edited by stachnie at 07:42, 24 Jul 2015.

zmudziak22 said:
If you leave Agrael when he sits, you can take Garrison and Inferno Town. If you defeat Agrael,  Guards will each day spawn in garrisson. (Tested on Normal Difficulty).


If you mean `regular' H5: it works the same way at Heroic. The garrison is yours, so you can take the troops from the garrison (IIRC 1 Archidevil, 2 Pit Lords, 3 Nightmares and 4 or 5 Succubi Mistresses every day) and after some time you will have an incredible army.

Edit: this is 5 Archidevils, 10 Pit Lords, 15 Nightmares and 20 Succubi Mistresses each day. I have described it at Celestial Havens

S.

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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 22, 2015 06:32 PM

Small note - text of all blacksmiths should be changed from
'this building provides the town with war machines. Hero can purchase X at a normal price,while all other at a triple price.'     to be more like
'this building provides the town with war machines.'


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 24, 2015 11:18 AM

We are playing necromancer vs inferno on Lu BELT map for 5 players, no water, monsters very strong. The new settings are used Beta2 + latest_spell_index + attack/deff - 0.33.

Main heroes Death knight and gatekeeper.
On week 4 day 1 I got wooden mine, ore mine and sulfur mine.
and the first 4 tiers of monsters built + castle.
This week i will be able to build tier 7 only.

By looking at the tavern the opponent development is not much better than mine.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 24, 2015 12:08 PM

Quote:
Unrelated: H2 grassland remix is awesome. Where did it come from?


H6

Quote:
When I first played your H5.5 , a window pop up with words from Quantomas, he needed some funding to further his project.


This message is very outdated but branded in the 31j code, last time the EE website was up the project had become new indie project (not H55, different game with Civ/dragon age elements).

----------------------------------

I just had a new idea, what if you learn any of those 'master of..' skills, you also automatically learn the weakest spell. for example: master of blessings teaches divine strength, master of wrath teaches haste etc.

This prevents these enormous frustrations where you learn for example master of wrath, but then get 2 mage guilds teaching divine strength and the RMG has only placed shrines teaching destructive spells to your paladin.

Also the tactical variation in the game will increase greatly since now you can 'risk' taking a magic school not in your mage guild.



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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 24, 2015 03:47 PM
Edited by dredknight at 16:07, 24 Jul 2015.

Totally agree about the masteries - it was not once or twice where I was waiting for the guild before picking the perks and it was totally making my life tough.

You can make this for every begining perk of this type of every school!
not only for light/Dark blessings .


Summoning perks
- Master of life - fist of wrath
- master of earthblood - fire trap
- master of conjurer - none as the next perk gives summons .

Destruction
- lighting perk - Lighting
- water perk - ice bolt
- Fire perk - Magic arrow
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 24, 2015 04:48 PM

I don't think fireball is an issue, if so i can add a level requirement so that is ontained after lvl 10 for example, but my experience with level 1 fireball is you just don't have the mana.

Also cold death can give circle of winter, because its a rather weak perk.

master of conjuration - wasp swarm

master of earthblood also affects arcane crystal and blade barrier (TOE desc is wrong). So I was thinking giving Arcane Crystal, because the weak damage spells of summoning are not going to motivate any unique builds.

All this is also taking in mind the destructive/summoning master skills are a bit weak overall compared to dark/light

weakening strike => rename to suffering strike (correct) + give suffering spell.

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted July 24, 2015 06:08 PM

Would it be overkill to have the delay reduced for mastered destructive/summoning spells like it is for mass spells? Like .15 or .25?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 24, 2015 07:06 PM

Not possible, but maybe deflaktor can do the opposite, increase the delay for the mass spells.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 24, 2015 07:20 PM
Edited by dredknight at 19:21, 24 Jul 2015.

magnomagus said:
I don't think fireball is an issue, if so i can add a level requirement so that is ontained after lvl 10 for example, but my experience with level 1 fireball is you just don't have the mana.

Also cold death can give circle of winter, because its a rather weak perk.

master of conjuration - wasp swarm



magnomagus said:
master of earthblood also affects arcane crystal and blade barrier (TOE desc is wrong).

Beautiful .
magnomagus said:

So I was thinking giving Arcane Crystal, because the weak damage spells of summoning are not going to motivate any unique builds.



Agreed!

I think summoning perk branches should be a bit more specialized.

1. CONJURER TREE

->   M. of conjuration (gives wasp swarm)
-->  Fire warriors (I wonder if it is possible for the player to choose at picking of the perk type of elemental that ALWAYS will be summoned).
---> Elemental balance (make it give wasp hive spell, otherwise this is the most useless perk throughout the whole game).

2. EARTH BOUNDER TREE

-> M. of Earthblood Improves mines, earthquake, crystal and blade barrier +4 SP. Hero gets Crystal spell.
--> Tremors - The second most useless perk in the game. It is so situational no one ever pick it and when you need it you dont have it.

Let tremors to give blade barrier and seal it.


3. LIFE ENFORCER TREE

-> M. of Life - Get fist of wrath.
-> Banish - well.. another perk that counters the least used magic school in the game. I think we can remove this perk and put this one on its place: "RUNIC ARMOR - gives Arcane armor spell and +4 to effective spell power".

Check my second alternative for the tree. Currently elemental balance sucks great deal! Why not redo the perks like this having my thoughts on the perks from above.

EARTH -> M. of Earthblood ->  Tremors
Life Enforcer -> M. of Life -> Banish -> Runic Armor
CONJURER -> M. of conjuration -> Fire warriors

Runic armor perk exists in the game but I couldnt find it on any of our trees, it gives the Runic armor spell and +4 effective spell power to it. Seems nice, stacks good with the previous spells and is lore legit.

I think  I gave you a lot to think about...
I will be off from the forum the next 2 days .

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 24, 2015 07:57 PM

@dredknight:

-Runic armor was already used in shatter destructive

-Since you haven't played a lot of summoning lately you may not have noticed, earthquake,tremors & banish are not hardcoded, I already boosted them and will boost them more if needed.

-Elemental balance serves as price that needs to be payed for arcane omniscience & rage of the elements
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etore
etore


Adventuring Hero
posted July 25, 2015 06:21 AM

I noticed that Vampirism still acts like anti magic+vampirism (as in TOTE).

It removes high level spells like Frenzy and Puppet and prevent further casting on the creature for several turns.

It's too powerful this way, there is a chance to modify it to just apply Vampirism?

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etore
etore


Adventuring Hero
posted July 25, 2015 08:14 AM
Edited by etore at 08:18, 25 Jul 2015.

Quote:
...WARDEN hero who has avenger skill cannot pick any favored enemy from the hut in the castle...
...Weird it seems the issue is caused by avenger not being in first slot...


I can confirm that the issue is caused by the racial skill not being in first slot.
The same occurs with a Paladin not having Combat in the first slot, Training Grounds doesn't work.

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