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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 50 100 150 200 250 300 350 400 ... 424 425 426 427 428 ... 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 30, 2022 02:25 PM

blackboy_homm said:
Why my .exe which is edited by Homm5Patcher.jar,can't open in Window10.


if you hack .exe files sometimes windows 10 security software will trigger
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blackboy_homm
blackboy_homm


Hired Hero
posted July 05, 2022 04:56 PM

magnomagus said:
blackboy_homm said:
Why my .exe which is edited by Homm5Patcher.jar,can't open in Window10.


if you hack .exe files sometimes windows 10 security software will trigger



How to avoid such things?disable windows 10 security software?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 05, 2022 09:22 PM

Disable Data Execution Prevention for Windows 10..

Also stop all antivirus systems just in case.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 10, 2022 10:32 AM
Edited by dredknight at 18:47, 12 Jul 2022.

RC15 Beta 7 released
 
>>> Download <<<

Since there has been a significant increase in PvP games and streams, a lot of remaining balance issues were discovered (mostly war machines). This was too much for a non-beta campaign release, so this is a quick patch, allowing them to be tested for a few weeks, before the campaigns will be released.

 Changes in this release  

Summoning magic
Earthquake can be cast outside sieges and inflict a small amount (20 + 2 * SP) of physical dmg to all creatures (this tactically serves to counter low tier 1-unit stacks)
tremors perk no longer exists as it is now part of earthquake spell, mana burst perk teaches earthquake spell
summon elementals now always summons earth by default.
added 3 new perks in summoning magic each allowing to select another elemental type to summon.
rearranged DBC bonuses in summoning magic
nerfed summon elementals amount from 1.8 * SP to 1.5 * SP at expert level and increased mana cost to 20
you no longer get a 40% bonus for fire elementals
air elementals -1 initiative
nerfed tieru and zehir amount of summons
increased wasp swarm dmg to 10,12,15,18 * SP
increased initiative of wasp hive by 1
set wasp swarm atb reduction to 0.2,0.25,0.3,0.4
increased multiplier of swarm queen specialization to 0.02
probably fixed hero specs summoning extra stacks in HvH LAN fights

Destructive magic
elemental balance perk is moved to destructive and placed after master of storms
buffed effect of master of storms to x0.5 ATB reduction
increased damage of meteor shower to ice bolt level and mana cost to 32
increased damage of stone spikes to eldritch arrow level with lower base and increased cost to 12
ignite perk adds 50% instead of 33% dmg per round.
decreased mana cost of fireball to 20 mana, ice bolt to 8 mana, circle of winter to 24 mana
adjusted various mana pools of creatures and hero specs to the new spell costs
the evercold icicle, emberstone necklace and emerald slippers also regenerate 2 mana per day
banish base damage is a bit higher

SP and mana buffs are moved around to have skills compete better with each other
secrets of destruction now gives knowledge per level and replaces pariah.
occultism gives spellpower bonus based on level and also works for destructive.
arcane brilliance perk also gives spellpower per level instead of mana regen.
twilight and dark exaltation give mana regen instead of SP at higher level.
swapped knowledge and spellpower bonuses between detain and weaken perks in process of reducing their text.
chieftains can now learn casters luck and gain +12 spellpower from it.
tribal rituals now also gives +4 mana regeneration.

New spymaster and siege master perk
New perk: Siege master now merges quadruple catapult with +3 movement speed in sieges in one perk.
New perk: Spymaster, supports games where heroes can never return to town (see screenshot)

Other
changed ARMG ladder template B to have T5 dwelling on zone 1, T6 in zone 2 and T7 in zone 3
unupgrade brawlers made more durable +5Hp, -1 initiative, +Bash ability
modified all ghosts to be less tanky and more aggressive, -5Hp,+1dmg/-3HP,-1D,+1maxdmg/-4HP,+1 initiative
reduced hydra/wyvern regeneration to 40-60HP per turn
nerfed regeneration spell from 60% + 6% per SP to 60% + 4% per SP at expert level
mining skill is a bit better as it no longer has a chance for 1 gold
counterspell now cost x2 the opposed spell again, because it is much stronger after being moved
resurrection artifacts no longer work per stack, but overall

BUGS
fixed staff of saint resurrection looping
fixed band of conjurer giving DBC bonus
fixed evercold icicle not obtainable in battle sites
fixed bart still boosting summon elem spell power
fixed calid starting with too much knowledge
fixed sylsai not called trickster
fixed orson getting extra zombies per week
fixed laszlo not getting extra swordsman on duel template
davius and malustar no longer start with war machines
fixed luck penalty on unicorn hornbow and penalty can now be removed with treebron quiver
fixed a lot of wrong creature names in hero spec and building descriptions
fixed description of enlightenment and learning giving the impression all primary stats are increased
fixed mysticism and refined mana text

For more details read the article on moddb!

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lokiseto
lokiseto


Hired Hero
posted July 15, 2022 07:38 PM

Maps w/o random artifacts

On our own map no random artifacts work since the last 2 updates but there are on other maps.
Any ideas as to why that is the case?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 16, 2022 08:16 PM

you mean you made a map with random blocks and they generate nothing?

or ARMG doesn't generate them (then wrong exe was used)
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lokiseto
lokiseto


Hired Hero
posted July 17, 2022 01:26 PM

Missing artifacts

Proper installation and use of the map (former reanimation) patcher fixed it.

The map has random artifacts, which didn't show up at but now
work fine.

Best regards - hope I'll be able to chip in, in the future.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 17, 2022 09:23 PM


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 20, 2022 03:08 PM bonus applied by Galaad on 01 Aug 2022.
Edited by dredknight at 17:31, 21 Jul 2022.

RC15 Beta 8b released

>>> Download RC15 Beta 8 <<<

>>> Download RC15 Beta 8b <<<

>>> Reference manual for RC15 Beta 8b <<<


Dear community,

A bugfix patch and Skillwheel is out!

RC158b hotfix - https://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc15-hotfix-beta-8-to-8b

Skillwheel for RC15 Beta 8b - https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-reference-manual-rc15-beta-8b
Dear community,

We've released another PvP balance patch, possibly the most consequential one among the last 3 patches. Not every change of Betas 6-8 may make it into the campaign version, but overall we hope we are close to finalizing this important process.

Changes:

Spells
Summon creatures spell is renamed 'Creature Portal' and now costs 0 movement (hero chaining RIP)
lowered requirement of Town Portal to level 10 and Creature Portal to level 5, summon boat cost increased to 5 mana.
Dark ritual now cost 1 road tile worth of movement for every 10 mana recovered. Heroes with mystic spec do it a bit cheaper.
Summoned Phoenix and spectral dragon spec have new ability: Primordeal - grants immunity to Cold Death/Harm Touch/Vorbal Blade and Deadeye Shot
removed elemental balance skill from game, increased mana cost of Phoenix to 48.
slightly decreased dmg of meteor shower from 30*Sp to 28*SP (is still better than it was)
earthquake spell cost increased to 12 mana and improved visuals.
increased base duration of vampirism to 2 and reduced duration scaling to 0.05 (greatly benefits cyrus and ash)
increased base duration of decay to 2.5 and reduced duration scaling to 0.05
increased base duration of firewall to 1.5 and reduced duration scaling to 0.05
decreased cost of fireball to 18, set ice bolt back to 9
lowered talisman cost for creature portal and clarified talisman functionality desc
fixed missing or incorrect info in all adventure spell descriptions.

Skills
removed gating skill from demon lords and sorcerers, so only gatekeepers can now use gating. This is to end endless AI abuse with gating+last stand and gating+summoning magic while your human opponent has to wait forever for a turn to end. Hopefully this will end Infernos impopularity in PvP as the pace of the inferno game is now more equal with the other factions. Gatekeepers themselves
are less abusive and have more weaknesses without gating. Campaign/scenario heroes are not affected as they are mostly gatekeepers, which is a class kept very similar to demon lords in original game.
swapped dark exaltation with Pariah perk, added +5 mana regen and raise death spell to Pariah, removed L30 bonus
secrets of destruction to give +2SP and +4 mana regen and chain lightning spell and put it behind master of storms.
removed +2 Defense bonus from last stand
reduced attack penalty on preparation to -1
reduced attack bonus on leadership for necropolis to 3,5,7
fixed arcane renewal being triggered on arcane crystal, blade barrier and summon hive.
reduced ballista dmg at expert level from 4-6*A+K to 4-5*A+K
mechanical creatures (war machines and golems) are now immune to cold death (Ballista dmg is nerfed slightly, but overall all WM are far more reliable)
catapult initiative increased to 12 and dmg scaled down accordingly, dmg of untrained catapult wasn't lowered (this benefits both untrained and siege masters as you can only target one wall segment per turn)
nerfed gremlin repair to 2x stack size
energy channel reduces mana cost by 5% instead of 10% (has strong round down effect)
changed engineer starting primary skills from 0-3-1-1 to 1-2-1-1
changed renegade starting primary skills from 3-0-1-1 to 2-1-1-1
rolf spec changes 1D in 1A, instead of 3D in 3A
Harkenraz start with adv Combat, Agreal with basic destructive, Svea with Occultism
Changed resurrection artifacts back to working per stack and added minor stats to all of them.
pocket resurrection artifacts have effectiveness increased to 20% + 1% per K
removed knowledge penalty from ring of sar issus and nerfed effect to -25%
mercury pendant now gives +2 Sp instead of +1 SP
orc artifact descriptions now explain why they are not so bad

ARMG
Ladder-Mu: tier4 in zone 1, tier 6 in zone 3, moved res mines to zone 2, ore+wood in zone 3, improved zone guard strength
Ladder-L: now there is only one such template, improved zone guard strength in later zones
Ladder-M: tier6 in zone1
Cut dwelling conversion cost for T4-7 in half, and adjusted the other tiers towards it

Other
fixed mixed neutral generation, generating invalid black knight ID
fixed missing namefile of watering hole adv object
fixed xerxon not getting enough dragonblood crystals
fixed scenario hero veyer spec desc
desc of enlightenment now says primary skills are random
flattened terrain on taiga battlefield colliding with battle grid
prevented AI going in 'victim' mode by enforcing 'warrior' mode on all default multiplayer maps.
possibly fixed issue of summoning 2 stacks with vayshan et all in LAN battle
possibly fixed issue in LAN duel mode of double growth in towns
updated installer texts

Mapmixer
added function to mapmixer to force 'warrior' mode on any processed map, to optimize its behaviour
added option to auto-balance mentors and hillforts for PvP ARMG maps
added option to disable town conversion and mine control on map level

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Cube2000
Cube2000

Tavern Dweller
posted July 22, 2022 01:50 PM

Hi. I'm impressed with pvp balance but random starting minor class artifact is little unfair considering that some starting items are better than other depending on hero and quite noticeably decides about early game balance. So control over the starting item can be introduced?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 22, 2022 07:11 PM

We may consider adjusting the pools to class if this is proves too much of a problem, but compared to other homm games it takes balancing a bit into extremes if you ask me.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 22, 2022 07:12 PM bonus applied by Galaad on 01 Aug 2022.

Apologies for the inconvenience but Beta 8 needed immediate replacement:

-fixed MAJOR gamebreaking issue, combat AI messed up when computer controlled hero is in battle.
-fixed gamebreaking issue when taking secrets of destruction perk.
-possibly fixed dual summons issue in LAN by different means again.
-fixed chieftains getting 4 knowledge from refined mana
-fixed town portal and creature portal showing wrong level in text.
-recolored icons of dark ritual and secrets of destruction.
-cleaned up archives.

Download MMH55 Beta 9
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cookie
cookie


Adventuring Hero
*cookie magic*
posted July 24, 2022 02:21 AM
Edited by cookie at 03:02, 25 Jul 2022.

Thank you for the mod!!! The only thing I would say is give the Avenger Skill group to Ranger and Bloodrage to Shaman at lower frequencies to turn up. This is because it’s such a waste for these skill groups to just appear on only 1 hero type. I mean Artificers show up for all 3 Academy archetypes and Necromancy for all 3 Necropolis archetypes….

Gating to Demon Lord I know there is the Last Stand exploit so it’s fine if that archetype doesn’t have Gating.

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Cube2000
Cube2000

Tavern Dweller
posted July 24, 2022 06:53 PM
Edited by Cube2000 at 19:17, 24 Jul 2022.

magnomagus said:
We may consider adjusting the pools to class if this is proves too much of a problem, but compared to other homm games it takes balancing a bit into extremes if you ask me.

I had once dungeon mirror match with my friend. He got a legion art T2 from starting bonus and Yrwanna from tavern. I got increasing sea movement item on map without water. Although I could to play better, still difference was strong and influence on the game result. So this is proof that random starting item can be unfair.
I think more about introduce window with all minor class arts list, showing in every player's first turn. Similar to arts list in manual. Every player marks chosen item by clicking his graph, click "ok" and gets this. This could be alternative for classic starting bonus choice system but without randomity, so it shouldn't be too invasive compared to other homm.
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E1ChuRich
E1ChuRich


Adventuring Hero
posted August 01, 2022 03:51 PM

Can I just comment how this apsolute legends regulary update this mod for years while we have to wait for other mods of simular quality like HotA for H3 for decades just to add new terrain and a few balance tweaks.

Thank you very much for hard work guys

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 02, 2022 10:25 PM


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 05, 2022 05:02 PM bonus applied by Galaad on 11 Aug 2022.
Edited by magnomagus at 17:03, 05 Aug 2022.

Our next Beta is available!:

MMH5.5 RC15 Beta 10 Release Notes and Download

STRONGHOLD

War cry overhaul
lvl 1 are the 'creeping warcries',
war cry army rage is not based on war cry level
war cries no longer have level requirements

lvl1
Word of the chief renamed to 'Laceration' and hits enemies for 80 army rage and stuns 0.01 per level (can stack with stunning strike), 5 mana cost, is alternative to regular hero attack because of large amount of army rage it gives.
call of blood buffed to 15 rage per level, 7 mana cost

lvl2
fear my roar, gives 80 army rage, 15 mana
battlecry renamed to 'Onslaught', now affects only one stack, increases speed by +3! and attack per level, gives 40 army rage, 12 mana

related: all cyclops balanced for 10 ini, 5 speed

lvl3
horde anger, gives 40 army rage, dmg raised to 0.8x army size, 20 mana
rallying cry renamed 'Battle Cry' gives huge amount of rage to whole army (+240 base) and morale for 2 turns instead of 3, 24 mana

related: Changed name of perk prayer to 'rally' to better fit theme of all factions and changed icons

-the third rage level is gained at 900 instead of 1000 rage
-shout training renamed 'warcry training' and swapped with 'shout of rage'
-shout of rage renamed 'bloodlust' and gives x1.5 instead of x2 rage to all warcries
-mighty shout perk adds +10 level bonus to warcries instead of +5
-tribal teachings renamed 'elder chief' and now gives tier5 every week
-battle elation perk gives +80 rage instead of +50
-bloodfire perk modifies rage gain by 33% instead of 50%
-Stamina perk increases defense per level
-if the hero attack finishes off a stack the army gains +20 rage
-confusion reduces rage by 30 per mastery instead of 5 (works as anti rage spell)
-life drain reduces rage by 20 instead of 90
-weakening strike reduces rage by 30 instead of 90
-blind reduces rage by 60 per turn instead of 100
-frenzy increases rage gain by 50% instead of 100%
-receiving a curse spell does not increase rage by 10
-added dmg absorbtion info to bloodrage skill desc

OTHER FACTIONS

-Town gate now teleports the hero in the gate of a town, the teleport is canceled if the gate is occupied
-previously buffed dark ritual renamed 'arcane ritual' uses different icons and swapped with arcane training (now sorcery is good early game)
-erratic mana also regenerates randomly 0-10 mana per day
-reduced mage guild cost to 4 wood and 4 ore per level
-reduced talisman lvl 3 cost
-modified rare resource cost patterns for some dwellings from 5 > 5 to 4 > 6  to make building mage guild lvl 2 not interfere with early development
-added +5 wood and ore to cost of resource silo, but reduced its gold cost to 3000
-Stalkers have 7 mana and can no longer become invisible if there are not at least 7 units in the stack
-Shadow Mistress mana increased to 21
-spearweilders, +1 max dmg, -1A, -1D
-skirmishers, +2A,+1D, harpooners -1A,+1D
-encourage perk increases atb by 0.4
-summon spectral dragon is much better (see ingame desc)
-rune artist specialization also adds +1 knowledge
-buffed hypnotize with 30% less base initiative reduction
-buffed summon elementals back to 1.8*SP
-decay nerfed to 2 turns base duration
-poison master spec nerfed to 10% base chance
-blind duration scaling changed to 1 + 0.05 per power
-fixed lich masters and some other casters not receiving the correct amount of mana from hero specialization
-rangers have 10% chance for war machines
-druids have 12% chance for sorcery
-wizards have 10% chance for sorcery
-necromancers start with 2 knowledge for easier start
-heretics start with 2 knowledge for easier start
-tricksters start with 2 knowledge for easier start
-runemages start with 2 knowledge for easier start
-shamans start with 1 attack instead of 1 defense for easier start
-fixed sorcerors learning gating from witch hut

Following heroes are modified for thematic reasons or 'master of curses/navigation' levelup traps:
-sorcerers default perk becomes ritual
-bertrand starts with leadership
-klaus starts with martial arts
-benedikt starts with adv dark
-markal starts with ritual
-orlando starts with master of pain
-wyngaal starts with soldiers luck
-gilraen starts with battle frenzy
-darkstorm starts with war machines
-eruina starts with ritual
-vayshan starts withOUT offense
-naadir starts with drain soul
-deirde starts with ritual
-sandro starts with ritual
-thant starts with eternal servitude
-vidomina starts with eternal servitude
-jhora starts with ritual
-maahir starts with scholar
-ebba starts with war machines
-garuna starts with ritual

DUEL:
-avengers and rangers both get extra dancers to make up for their starting skills (and fixed intro text)
-fixed mephala getting too much trees

ARMG:
-by default all towns (player and neutral) start with mage guild lvl 1 on ARMG maps for better balance and gameplay
(this can be switched off in settings.pak or is overriden if existing build town variables are not 0)
-town conversion cost on ARMG for towns level 0-2 is lowered to 1k,3,3,1,1,1,1
-likely fixed issue of ARMG placing too many magma shrines in one zone
-increased zone guard strength on standard templates from 6 to 8
-increased zone guard strength on belt templates from 6,10 to 8,14
-increased zone guard strength on team templates from 1,6,10 to 2,8,14
-increased zone guard strength on window templates from 6,10 to 8,12
-increased zone guard strength on box templates from 6 to 8
-increased zone guard strength on epic templates from 6,10 to 8,14
-increased zone guard strength on ultima templates from 3,7,9,10,12 to 5,9,11,14,16
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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted August 05, 2022 06:18 PM

-wizards have 10% chance for sorcery

Good! Wish Artificer helped them on the magic department though
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 07, 2022 12:51 AM
Edited by dredknight at 00:56, 07 Aug 2022.

RC15 Beta 11 released

>>> Download RC15 Beta 11 <<<

Dear community,

Updates sprint continues with an emphasis on Runelore. The overhaul makes Runelore useful skill from day 1 and can be used in PvE.

Runelore
'Fine Rune' perk is renamed 'Rune Recycling'
'Rune of Recycling' in addition teaches 'Rune of Thunderclap' and has its description changed to "...as long as the hero casts only a single rune on a single creature for an entire battle, the resources spend on the rune will be gained back after that battle."
'Rune of Thunderclap' description is improved
'Refresh Rune' perk in addition teaches 'Rune of Berserking'
'Runic Attunement' perk in addition teaches 'Rune of Dragonform'
'Runic Knowledge' perk renamed 'Rune Research'. In addition it teaches 'Rune of Exorcism'
'Tap Runes' perk teaches 'Rrune of etherealness
'Hold The Line' perk in addition teaches 'Rune of Resurrection'
hero Inga has new specialization: "Savant gets additional random primary skills with levels"

Fixes
fixed Stalker 'Invisibility' ability not working (on stacks larger than 7)
fixed 'Laceration' warcry not stunning
fixed 'Laceration' log text saying creature is hastened
removed rage gain on regular hero attacks (triggers too often)
fixed town gate not working when town is jammed over edge of the map
fixed hero rotation after town gate
fixed Zydar starting without 'Arcane Ritual'

For more details read the article on moddb!
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blackboy_homm
blackboy_homm


Hired Hero
posted August 10, 2022 05:07 AM

In the multiply player mode:

When I patch "Enable scripts on adventure map" on exe, all of the scripts will run twice.
When I unpatch "Enable scripts on adventure map" on exe, the value what have SetGameVar() can't GetGameVar() in console or combatscript.
============================
Thank you for your reply~~

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