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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 434 pages long: 1 2 3 4 5 ... 90 180 270 360 ... 430 431 432 433 434 · «PREV
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 02, 2023 10:29 PM

let me narrow your approach a bit. Stay away from shuffling what currently exists but instead try to create brand new skills perks. Can be a package as you did above - a skill + its perks, or just some stand-alone ideas for a perk/skill. As this is creative task we are not bound to technological restrictions, try be outside-of-the-box and be radical - for example skills/perks related to Sanctuary?
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted August 03, 2023 05:33 AM
Edited by Rimgrabber at 05:36, 03 Aug 2023.

Aye Aye Captain!

Sanctuary - Meditation: The hero builds Chi throughout the battle. The hero’s attack and defense grow by 1 for every point of Chi. It increases by 1 every 3/2/1 combat rounds, up to a maximum of 5/10/15.

Base Perks:

Challenge - Hero spends half their turn to mark a friendly and enemy creature. That friendly creature deals +30% damage to that enemy. However, this friendly creature can't attack any other enemies. Lasts until Hero reapplies the effect to different targets, spends a turn dispelling the effect, or until one of the creature stacks die.

Meditation  - Hero regenerates 6 mana after combat.

Precise Strike - Hero spends a point of Chi to deal triple damage to the target enemy with their standard attack.


Samurai (Might) Perks:

Challenge ---> Battle Stance - Friendly creature with Challenge active gains unlimited retaliations and no enemy retaliations when fighting their target.

Precise Strike ---> First Blood - Hero can use Precise Strike for free once per battle.

Meditation ---> Breathing Techniques - Friendly army’s initiative increases by 1% per point of Chi

Breathing Techniques ---> Fault Lines - Critical hits by your friendly Sanctuary creatures now permanently lower their target’s defense.


Shinobi (Mixed) Perks:

Challenge ---> Concealed Fighting - When under the effect of Challenger friendly creatures take -15% damage from the unmarked enemies.

Precise Strike ---> Hemorrhage - Hero gains the Hemorrhage ability: can be used like Precise Strike to deal triple damage with hero attack, but also lowers the target’s max health by 10% due to intense bleeding. Costs 3 Chi.

Meditation ---> Flow like Water - During naval combat, your Sanctuary troops have +2 speed.

Flow like Water ---> Frostbite - Hero’s creatures deal +20% damage (water).

Monk (Magic) Perks:

Challenge ---> Uncanny Dodge - When under the effect of Challenge, target creature cannot be hit by marked enemy’s ranged attacks.

Precise Strike ---> Fatal Blow - Precise Strike always kills at least 1 creature.

Meditation ---> Focused Calm - Each point of Chi also increases Spellpower by 1.

Focused Calm ---> One with the Waves - Hero regenerates mana during combat. (Nur’s specialization in vanilla TotE.
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blackboy_homm
blackboy_homm


Hired Hero
posted August 03, 2023 04:31 PM

dredknight said:
I think i made it!

Try with [url=https://github.com/Might-Magic-Heroes-5-5/MMH55/blob/master/assembly/patches/non%20production%20patches/avenger_for_all.yml]this patch[/url].


Yeap! You make it.
This is a great job.
I will test this petch in a complete game.

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temyankee
temyankee

Tavern Dweller
posted August 06, 2023 03:54 AM

First Mission Not Advancing

When I start a brand new campaign, from scratch, upon finishing all of the required objectives for the first mission in the Haven campaign, the mission won't end so I can go to the next mission. The only way to advance is to use the console command @Win(). Then, it says I have completed the mission successfully, and moves me to the next mission. Why is this?

Also, since there are a plethora of new skills, is there a list somewhere that I can access to be able to use them in conjunction with the console commands like

@GiveHeroSkill("Hero Name", Skill#)

Example:

@GiveHeroSkill("Isabell",19) - This gives Isabel Pathfinding

Thanx in advance for any help.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 06, 2023 08:28 PM

This issue occurs if you use the wrong exe to launch the game or have bad installation of the mod.

Try using MMH55_64.exe or MMH55_Utility_64.exe that are in game folder/bin directory.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 13, 2023 10:17 PM
Edited by dredknight at 01:11, 15 Sep 2023.

RC18e released

>>> Download <<<

>>> Reference Manual <<<

Dear community,

This release will fix the issue of randomly occurring crashes when opening hero inventory or dwelling. The cause of this was found to be a stack overflow issue with sound files on some models including the female elves. many other bugfixes will also be in this patch.

There will also be balance changes. As you may have noticed the amount of balance patches has been going down lately and the changes become smaller in scope, we believe the game has gradually become more and more balanced so this trend will likely continue.

Changelist:

fixed stack overflow issue with sound files causing random crashes when opening hero inventory and dwellings
fixed some scenario maps bugging on heroic/impossible difficulty
player turn timer will now remain visible in combat
prevented mana replenish script running before teleport to town is completed
fixed alignment issues for Dungeon and Inferno sacrificial pit UI
if a defending player cheats mana by staying in inventory the mana will be removed at start of combat.

SKILLS

Ballista: reduced dmg at expert level from 4-5*AK to 3-5*AK, but increased attack by 2, lower levels are also adjusted, overall dmg reduction is around 7.5%.
reduced defense of all war machines by ~-2 at all mastery levels
Fire and Air affinity perks now give 12 DBC and earth affinity 8 DBC, water affinity 10 DBC
Fire Resistance perk gives +4 instead of +2 defense
fixed snatch no longer working for getting on and off boats
fixed frenzy sometimes showing wrong duration of 0 in spellbook
fixed max mana getting reduced when leveling up if book of power artifact is equipped.

SPELLS

reduced spellpower scaling of all dmg inflicting spells, but added a base dmg value to all of them to be less dependant on spellpower early. for example lightning bolt is changed from 0+24*SP to 20+20*SP
Caster's Luck now also gives +8 spellpower at level 36, to give back the power needed super late game, chieftains gain this bonus at any level as they already did.
Caster's Luck now boosts dmg by 25% + 1% per hero level.
Occultism penetration is now 50% again (from 40%), but the magic defense boots give 14% (before 12%) resistance and the pendant (4%) 6%
reduced mana cost of Frenzy back to 40, increased dmg buff by 20%, frenzied targets now cannot be retaliated upon.
fixed bugs with triggering of Magic Mirror, it now triggers only on spells that are cast on enemy targets but Hypnotize and Frenzy cannot be mirrored.
Phantom Forces spell summons can no longer trigger Mana Destroyer and Mana Stealer creature abilities
fixed Encourage ability not possible to cast on creatures with magical immunity.

CREATURES

fixed hovering empowered Fist spell over Magnetic Golem showing 0 damage instead of the proper value.
Ghost Dragon Sorrow Strike duration changed from =SP to =1+SP/20
Goblin Witch-Doctors now cannot have more mana than they have creatures in each stack
Goblin King spec no longer gives mana to Witch-Doctors, instead they can also act first.
reduced spellpower buff at Bloodrage level 3 for Stronghold tier 4 to x2.5
Magnetism ability grants immunity to Ignite
Seduction ability was not considered mind spell when Vampirism was cast. Now Vampirism will dispel any seduction effects on target creature.
Royal Griffins +5HP, -1D
Spearweilders +1 mindmg
Skirmishers +1 maxdmg,-3A
Harpooners +1 mindmg,+2HP,-2A
Dryads -1 initiative, sprites +1 initiative
Symbiosis is 20% stronger
Crystal Dragons +5 dmg, -5 HP, removed Prismatic Breath, added lightning breath, removed immunity to water, added immunity to air
Paokai +2 maxdmg, -10HP,
Foul Wyverns +20HP, -2 maxdmg
Wraiths +5HP
Earth Elementals -1 maxdmg
clarified desc of Angel Wings artifact

HEROES

magic resistance as hero specialty is removed from the game since it negatively affects counter choices and random selection
Marbas starts with fire elementals DBC specialty, bio adjusted
Calid starts with fire mines specialty, bio adjusted
fixed Kraal and Maeve having 2 specializations
Maeve is removed from MP roster, Irina replaces Maeve with griffin specialty
fixed (now Irina's) spec triggering Rush Dive immediately
Gabrielle also has griffin bio, so now gets vampiric griffins specialty
Ellaine now summons extra peasants into battle
Bertrand starts with advanced Offense
King Tolghar starts with advanced Runelore
Emilia changes to wizard and starts with Light magic
Galib changes to Conjurer and now gains knowledge instead of spellpower as part of specialization
Narxes starts with Summoning magic
Ylaya starts with Drain Soul (not in campaign)
Shadya starts with Master of Fire
Jenova and Hrkenraz start with tier 4 in start army

ARMG

reduced amount of Ghosts in graves early game

DUEL

Dwarves now get a tier 1 runic shrine instead of tier 3 to prevent rune spamming
fixed some Nethermages and Death Knights getting too many or the wrong bonus creatures
fixed Davius, Haegir and Shadwyn not getting bonus creatures
fixed Gottai receiving t7 instead of t4
fixed Kraal getting no bonus creatures
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uiuin
uiuin

Tavern Dweller
posted September 19, 2023 10:47 AM

Hi. I tried to play this mod once, but it seemed too complicated to me. I'm currently trying to create a mod that adds a separation between a knight and a paladin. However, no matter what I do, the game just won't start for me. Does adding such classes require messing with the exe file?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 19, 2023 07:37 PM

yes, increasing class count require tampering with the exe as well as editing some xdb files. I do created documentation on the process.
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uiuin
uiuin

Tavern Dweller
posted October 03, 2023 10:43 PM

Hi. For several days now, I have been trying to make level patch work in some way. I tried to get the h5_AIadv_31j version without debugging data using Linux and strip and objcopy commands, but in the end it didn’t work. So I decided to try to reverse the H5.5 patching process and downloaded all the patches available there from git, an older version of h55 that corresponds to the one on git. I removed patches except for those on levels and was already happy to play, but… can I use it this way? There were also other useful patches there, such as increasing the cost of group spells mana, and if I used a “cleaned” version of h55 when making my mod, would there be no problem with that or would you not like me to use it? I don’t intend to take anyone’s work and of course it would be written that these are things from h5.5.

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