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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 15, 2019 07:28 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 18, 2019 06:31 PM |
bonus applied by Galaad on 23 Dec 2019. |
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Update
Download MMH55 RC13
Specializations
-All heroes with creature growth specs get a boost
-All heroes with resource specializations get Tier7 specializations, to make them more interesting. (not Isabel)
-All heroes that boost A&D of weak tiers also get a growth bonus at half strength (so 2 creature specs in one), this affects Darkstorm,Laszlo,Razzak,Ellaine and Orson
-Heroes with spellwringer specialization also get +1 Luck permanently.
-The catalyst spec decreases empowered spell cost by 10% + 0.5% per level
-Shadow dancer specialization reduces range damage by 1% per hero level
-The windspeaker specialization increases initiative by 0.5+ by 0.025% per hero level
-The spelltwister spec also includes a boost to spellpower and has base chance of 40%.
-Soulhunter spec summons amount of ghosts equal to 2*hero level.
-poison master has higher base chance of 15%.
-sacred hammer has higher base chance of 15%.
-master of gating also starts with +1 attack
-Shamans and witches have much better chances for learning the 2nd spell school in their wheel (10%)
-A lot of minor adjustments to class skill development for consistancy and balance. Engineer is now 35-50-5-10, Reaver is 35-15-30-20, see ingame skillwheel for all changes
-Adjusted starting primary skills of all sylvan classes, overlord and engineer for consistency
-Mindreaver spec boosts Spellpower for Alastor and Knowledge for Deirdre, since this helps them best with current development.
Heroes
-Vilma is replaced by new hero Hedwig, Hedwig has logistics spec and starts with basic war machines.
-Ufretin is replaced by new hero Haegeir, Haegeir has lava dragons spec and starts with basic war machines.
-New dungeon hero Darkstorm gets minotaur specialization
-Kythra switches to Hydra specialization, since it can fit her bio and lore with small adjustment
-Welygg is replaced by Sylsai who is moved to assassin class and gets embalmer specialization to add early game potential to assassin pool.
-Faiz has new Arcane eagle specialization.
-Archilus has new bone dragon spec, since reaver Attack dev goes better with these creatures.
-Vidomina starts with Lich Queen specialization.
-Kha-Beleth has devil spec because it fits him better lorewise and Calid takes his flameweilder spec
-Naadir gets soulhunter back and starts with necromancy to add early game potential to reaver pool.
-Markal also gets soulhunter specialization. (summoned ghosts will not lower army morale) to add early game potential potential to heretic pool.
-Lucretia gets a vampire growth spec instead of A&D. (since this mechanism benefits vamps much more than other troops)
-Raven gets ghosts specialization.
-Aislinn gets souldrinker specialization.
-Zoltan and Raven start with destructive and ice bolt instead of dark magic.
-Melodia and Alaron start with summoning Magic.
-Cyrus starts with summoning magic.
-Jhora no longer starts with summoning magic.
-Tieru gets (renamed) Sacred Hammer spec.
-fixed lethos not starting with master of pain.
-Vayshan no longer starts with archery since t1 isnt really ranged.
SKills
-now all heroes can use the Haven training building
-Reduced Stunning Strike ATB value to 0.25.
-Removed +10% critical chance on chain attack.
-Flaming arrows adds fire damage equal to 2*hero level instead of flat 50.
-Consume corpse restores an amount of mana equal to sqrt(stackHP)/2
-Spirit link restores 1 mana per 80HP.
-Counterspell cost reduced to 1.5x original spell.
-Imbue ballista no longer sets hero ATB to 0.
-Summon hive casts wasp swarm at advanced level, and has initiative of 11,12,13,14 + 0.1*SP, instead of 12+0.2*SP
-The eternal light perk also teaches the hero the eldritch arrow spell. (fits theme and may help a bit with light creeping or when destructive is not in the guild)
-the corrupted soil perk also teaches the hero the stone spikes spell. (fits theme and may help a bit with dark creeping or when destructive is not in the guild)
-Master of pain gives decay spell instead of vulnerability. (to provide better creeping)
-eternal servitute skeleton raising no longer has a level requirement
-lord of the undead gives a free stack of vampires to non-necropolis heroes, size = weeks passed*5, this can't be exploited by necropolis players
-modified necromancy dark energy pool to 300 + 200 for Pillar of Bones, lowered cost divisor from 25 to 15 (math change to reduce mentoring abuse and nerf late game dark energy boom)
-adjusted some inconsistencies in necro creatures dark energy costs (mainly unupgraded low tier creatures are more expensive, while bone dragons and upgraded liches are cheaper)
-boosted Pillar of Bones skeleton raising for heroes without necromancy to 1.6*hero level
-modified formula for mage guild summoning to sqrt(sum(dragonblood crystals*hero level)) * (1+guild level)
-fixed combat log desc for spirit link
-Improved script of Divine guardians skill.
Creatures
-Bone dragons have -1D, 20-35 => 27-37 DMG (all necro dragons have better damage while late game necromancy is nerfed see above)
-Shadow dragons have -1A, +1D, 25-35 => 30-37 DMG
-Ghost dragons have -1A,22-40 => 27-40DMG +1 initiative, -10HP (upgrades were not different enough, now this one is really offensive)
-Lava dragons have -2A,-4 min dmg, +1 initiative, -20HP (upgrades were not different enough, now this one is really offensive)
-Wind dancers have -1A, +2Hp, -2 initiative (upgrades were not different enough, now this one is really defensive)
-Increased growth of blood furies to 6.
-zombie cost reduced to 70
-Reduced Infernal Loom Hellhound production to 0.25 per level.
-Improved descriptions of many creature abilities with detailed mathematical information: hexing attack, liquid flame breath, resurrection, symbiosis, prismatic breath, poison attack, venom, death wail, searing aura, explosion, scavenger,life drain, fire shield, magma shield.
-Added the "happy" animation (played if the hero wins the battle) for Shadow mistress
-Fixed the glow of the Blood Furies' blades for the "stir00" animation (hovering over a creature in battle). Previously, the blades ceased to glow when the cursor was over the creature.
-Fixed desc of giants and colossi
-Fixed various more such glow effects, stir animations and eye effects for various necro creatures (credits: Frozenssoul)
Artifacts
-All 6 minor resource artifacts give +1000 gold per week
-Bonus from Sandals of the Prophet artifact is applied only once per day. (effect was snowballing)
-Sandals of Prophet cost 12000 gold.
-Pillager skill boost movement by 100 per battle not 250.
-If the boots of Swift Journey are taken off the hero loses 750 movement points. (prevents constant shoe switching, take them off at end of the day)
-If the Sandals of the Prophet are taken off the hero loses 250 movement points.
-Fixed skull of netherworld not having green fx
-removed some useless artifacts from pool of ARMG duel.
Other
-Added new feature, on ARMG maps redwood observatories do not only reveal fog of war but also replenish mana, this can be switched off in settings.pak
-ARMG also generates a bit more mana wells.
-boosted default setting of ARMG duel battlesites.
-Fixed box template not allowing enough players
-Fixed issue with ForceAIFix script setting.
-Updated ingame credits.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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azalen
Responsible
Known Hero
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posted December 18, 2019 10:24 PM |
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I think you really hit it out of the park with these changes.... they really target some of the more exploitable mechanics of the game and make some of the more ignored specs/heroes worth trying, adding to the flavor. Absolutely awesome.
On the minus side, my strategy guides need to be updated
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Bulya
Adventuring Hero
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posted December 18, 2019 11:42 PM |
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azalen said: I think you really hit it out of the park with these changes.... they really target some of the more exploitable mechanics of the game and make some of the more ignored specs/heroes worth trying, adding to the flavor. Absolutely awesome.
On the minus side, my strategy guides need to be updated
That is true, many of the go to strategies like stunning strike or consume corpse are nerfed now, while some other nice stuff getting small buffs.
You spoke about those as well in your guides.
How about you join us for the PvP matches we do?
Join our discord:
heroes 5.5 discord server
And perhaps check our ladder system and tournament:
Gladiator arena site
May be you will be the one to throw Frogo from his throne. He already played some of his favored heroes, even though he is smart with picking those. But it does weaken him as he can't play the same hero twice as long as he is sitting at the throne.
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E1ChuRich
Adventuring Hero
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posted December 19, 2019 02:55 PM |
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Sanctuary would be great because they would be another faction that could be either offensive or defensive.
I know all of them can in HoMM5.5, but two newest factions are very much Defense oriented (Fortress) and Attack oriented (Stronghold).
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azalen
Responsible
Known Hero
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posted December 19, 2019 07:00 PM |
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Bulya said:
azalen said: I think you really hit it out of the park with these changes.... they really target some of the more exploitable mechanics of the game and make some of the more ignored specs/heroes worth trying, adding to the flavor. Absolutely awesome.
On the minus side, my strategy guides need to be updated
That is true, many of the go to strategies like stunning strike or consume corpse are nerfed now, while some other nice stuff getting small buffs.
You spoke about those as well in your guides.
How about you join us for the PvP matches we do?
Join our discord:
heroes 5.5 discord server
And perhaps check our ladder system and tournament:
Gladiator arena site
May be you will be the one to throw Frogo from his throne. He already played some of his favored heroes, even though he is smart with picking those. But it does weaken him as he can't play the same hero twice as long as he is sitting at the throne.
TY for invitation Bulya. I have very little time these days with work and kids, but I will check it out if I can carve out some time.
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Rimgrabber
Promising
Famous Hero
Voice in Gelu's Head
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posted December 19, 2019 10:54 PM |
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Okay how about this for Sanctuary hero classes? Tier refers to the chance to get it on level-up, lower number tiers get a higher chance.
Shogun (Might)
Atk - 35%
Def - 40%
SP - 10%
KN - 15%
New Class skill for Sanctuary heroes: Honor. Probably focus on mental fortitude for the perks I.E. "your creatures can no longer recieve the "fear" affect." If a new skill is too much work/rebalancing then never mind.
Class Skill: Leadership
Tier 1: Honor/Combat, Offense
Tier 2: War Machines, Defense
Tier 3: Shatter Destruction, Luck, Logistics, Enlightenment
Tier 4: Light Magic, Shatter Dark, Shatter Summoning
Monk (Mixed)
Atk - 25%
Def - 30%
SP - 20%
KN - 35%
Class Skill: Shatter Dark/Honor (Monks have high mental defense)
Tier 1: Luck, Enlightenment
Tier 2: Light Magic, Shatter Destruction
Tier 3: Logistics, Defense, Summoning Magic, Offense
Tier 4: Sorcery, War Machines, Occultism
Tide Conjurer (Magic)
Atk - 15%
Def - 10%
SP - 45%
KN - 30%
Class Skill: Destruction Magic
Tier 1: Summoning Magic, Occultism
Tier 2: Enlightenment, Light Magic, Sorcery
Tier 3: Logistics, Luck, Dark Magic, Honor/Necromancy
Tier 4: Offense, Defense, I know you said War Machines is Might only but I noticed that the Druids can learn it??
Anyway that's what I've got for the classes. If you want me to elaborate on the creatures I mihgt just start a proposal thread to prevent this one from derailing.
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Bulya
Adventuring Hero
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posted December 19, 2019 11:15 PM |
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Edited by Bulya at 23:18, 19 Dec 2019.
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Starting with a shatter isn't that good.
I think those heroes will never be picked as main heroes, and only serve their role as a simple way to get dragonblood crystals.
I think some other starting skill should be given to the balanced class, considering most balanced classes are weak anyway and rarely picked as main heroes (something that the balance tries to change).
From what I can see their guild is about light and destruction.
I think light magic is a way better skill for a balanced hero then a shatter.
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Rimgrabber
Promising
Famous Hero
Voice in Gelu's Head
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posted December 19, 2019 11:45 PM |
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I also considered enlightenment. It would also make sense for their theme. I'm not sure about starting with light magic though because I see them as more of "my mind is too strong for your curses to work" kind of class.
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Bulya
Adventuring Hero
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posted December 20, 2019 01:57 AM |
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This is exactly what light is about.
Check the Eternal Light perk, as well as the ability to mass cleanse.
And light also opens a way to creep efficiently, something that is important for balance. Classes that don't have that (say Rune Mages) simply aren't picked as starting heroes.
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fidanas
Adventuring Hero
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posted December 23, 2019 09:57 AM |
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Even i don't like nerfing all known things i love,(only play single player), i guess i'll try the latest updade of the beloved mod.
Will make the hollidays more interesting near the fireplace.
Merry Cristmas people...
...and a happy new year, with promising days for Heroes future.
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Just another turn and i'm done...
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tihi85
Hired Hero
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posted December 27, 2019 03:48 PM |
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I am not sure how I feel about Sandals of Prophet change, it feels weak now especially now when u cant really switch them for other artifacts. Couldnt you just set it to give 100 movement points like the Pillager ability?
And Boots of Swift Journey removing 750 points maybe a bit too harsh, maybe set it to 500?
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Bulya
Adventuring Hero
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posted December 27, 2019 04:54 PM |
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tihi85 said: I am not sure how I feel about Sandals of Prophet change, it feels weak now especially now when u cant really switch them for other artifacts. Couldnt you just set it to give 100 movement points like the Pillager ability?
And Boots of Swift Journey removing 750 points maybe a bit too harsh, maybe set it to 500?
The effect from the Sandals of the Prophet was very snowballing, a hard nerf was very important for those.
On one hand nerfing it to the pillager effect of 100 movement points could have been fine as well, but I think we don't want many abilities / artifacts that overlap in what they do.
In the end, if you fight 2-3 fights per day the effect from the Sandals of the Prophet and Pillager is the same.
I agree that with pillager and a good hero you can take more then 3 fights per day, but its a perk that if you invest into you are denied from other perks, and available only to one faction.
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thGryphn
Promising
Famous Hero
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posted December 27, 2019 05:29 PM |
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Edited by thGryphn at 17:31, 27 Dec 2019.
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I have to say, I don't agree with the Sandals change being this harsh either. The snowballing effect was only important in competitive maps with tons of potential fights in a day, which again happened on the first couple of weeks. So this "remedy" actually addressed a corner issue, which to me doesn't make sense.
If competitive players think the sandals impact the game outcome drastically, they should disable the artifact from the map completely, instead of rendering the artifact useless.
I feel like many changes, including the Pillager are base on a biased perspective: small and fast competitive games.
I hope @magno will rethink some changes considering that the "game" is more than those cases...
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Bulya
Adventuring Hero
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posted December 27, 2019 06:45 PM |
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I must tell you that I had a game where I found the sandals on week 1 in an ARMG map, and then had a very clean victory getting my hero t a state he can clear everything and then cleaving my way to claim an easy win.
So its not just competative maps, ARMG maps get to that category as well.
Sheltem, a Demon Lord hero, is one of the strongest heroes on ARMG maps due to Pillager. Gladly it was nerfed now, so may be some can take his place. But having a hero who is by far way better then others on ARMG maps wasn't fun at all.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 28, 2019 04:23 PM |
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I did not overlook casual games when making this change, if you have one fight per day you will get +350 movement points because it also makes up the 100 for fighting, the boots of swift journey give around 700 movement per day on average, that means the sandals as minor artifact have half of that power. I think it is debatable whether they should give +400 to give a little bonus for days not fighting.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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thGryphn
Promising
Famous Hero
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posted December 28, 2019 05:45 PM |
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magnomagus said: I think it is debatable whether they should give +400 to give a little bonus for days not fighting.
Yes, I think this would be nice: +350 for a day with no fights, so it's half the major boots... I guess you can give it +350 as default and no bonus for the first fight of the day?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 28, 2019 06:27 PM |
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i don't think you understand, it is already +350, if the desc would read +350 it would be +450
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thGryphn
Promising
Famous Hero
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posted December 29, 2019 10:10 AM |
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magnomagus said: i don't think you understand, it is already +350, if the desc would read +350 it would be +450
I'm talking about the Sandals of Prophet giving some movement points even on days with no fight. Currently, it gives points only after a battle, no?
To revise what I said above, it should give +250 points (in desc) by default, plus +250 (in desc) for the first battle only. So, minimum +250, maximum +500.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 29, 2019 03:37 PM |
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