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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MMH5.5] Skill System Design
Thread: [MMH5.5] Skill System Design This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Elessar
Elessar


Hired Hero
posted May 16, 2015 01:09 AM

Why did the Combat skill (between RPE and this) lose the capability of giving bonuses to heroes attacking on the battlefield?  I thought that was a clever idea, to give might heroes the ability to do an attack which was actually useful (vs. in vanilla where it just takes out a handful of troops).
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lotihoti
lotihoti


Famous Hero
posted May 16, 2015 07:33 AM

Btw something other to mention:

Did you change the haven ultimate? Because that skill is really not worth to get it.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 16, 2015 10:09 AM
Edited by magnomagus at 10:12, 16 May 2015.

Quote:
Why did the Combat skill (between RPE and this) lose the capability of giving bonuses to heroes attacking on the battlefield?  I thought that was a clever idea, to give might heroes the ability to do an attack which was actually useful (vs. in vanilla where it just takes out a handful of troops).


I made no changes to combat, the ability to do more damage always came from the perks.

Quote:
Did you change the haven ultimate? Because that skill is really not worth to get it.


Unstoppable charge is now just a regular perk which is also a prerequisite for a very strong one: preparation.

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted May 16, 2015 11:43 AM

Since you're thinking Haven, are you thinking Sylvan?

Meaning; how about a little green tavern or some way-point where the Elf can actually make use of his/her racial? <L>

I've never understood the thinking; for the Avenger to set targets, the player had to be in his town...when the game is all about getting the heck out of town.
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"Poetry is a felt change of consciousness"

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 16, 2015 04:22 PM

I tried a lot to make improvements to the avenger skill, but unfortunately this is a very 'hardcoded ' issue.

Sorry for asking potentially stupid question, but i don't understand the meaning of those <L> <g> additions you add sometimes to your posts?

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted May 16, 2015 04:31 PM

magnomagus said:
I tried a lot to make improvements to the avenger skill, but unfortunately this is a very 'hardcoded ' issue.

Let's hope that in Heroes VII Elves would get something more practical.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 16, 2015 04:53 PM

On a positive side note: I designed the warden and druid class so that sylvan can be played entirely without avenger at zero loss of skill slots or anything else.

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lotihoti
lotihoti


Famous Hero
posted May 17, 2015 07:36 AM

He means an object out of town - where you can set the avenger (or maybe a spell to set it new? )

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 17, 2015 01:09 PM

An Id needs to exist for such an unique adv object

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zmudziak22
zmudziak22


Famous Hero
posted May 17, 2015 05:23 PM

Will your new features and scripts work with original maps and campaigns?

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lotihoti
lotihoti


Famous Hero
posted May 18, 2015 07:30 AM

I asked that question in the other mmh5.5 thread:

MMH5.5

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 18, 2015 01:42 PM
Edited by magnomagus at 14:43, 18 May 2015.

I had to make some changes to my previous statement, with regard to the campaigns. The ARMG however is shaping up well, I doubt many people will be interested in the limited gameplay of the campaigns after it is released.

Quote:
Map Compatibility

All MMH5.5 functionality works automatically on all H5 default multiplayer maps and also old RMG maps, user maps that don't contain any modding content. Adventure Objects like crypts and witch hut will automatically convert to the new functionality, but of course since these maps are made before this mod they don't contain any new objects. Therefore you have to play Advanced RMG maps to check out all new stuff on day 1. I will add additional demo maps, so the mod can be played right away without even the need to read through the  ARMG manual first. To work in multiplayer, the map needs to have scripts activated, this is very easy and will be explained in the ARMG manual. All H5 default maps will have script already activated.
The old campaigns will not work in the first beta versions, but the issues seem fixable later. Duel mode is also on to-do list.

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted May 18, 2015 11:01 PM

magnomagus said:
I tried a lot to make improvements to the avenger skill, but unfortunately this is a very 'hardcoded ' issue.


magnomagus said:
i don't understand the meaning of those <L> <g> additions you add sometimes to your posts?



Not silly in the least; I'm just a very old wizard. Smiley's just get tiresome to me and they really are very limited.

I never used most that is on this list. <L> is first on this page.

http://www.gaarde.org/acronyms/?lookup=L

<nrn> no reply necessary

Make it great!
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"Poetry is a felt change of consciousness"

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lotihoti
lotihoti


Famous Hero
posted May 22, 2015 08:24 PM

Just something i found after some testing:

Critical Gating doesnt get used anymore. Is that on purpose?

All together: Just AWESOME!

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 23, 2015 12:52 PM

There was simply no place to put it and together with gatemaster it may also be a bit imba.

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lotihoti
lotihoti


Famous Hero
posted June 07, 2015 07:08 PM
Edited by lotihoti at 19:14, 07 Jun 2015.

Something other:
Resently i thought about it and i think its a nice idea if we can create some new skills. Down there i made a list of some ideas which i had:

1. Shatter Luck: Decrease enemies Luck by -1/-2/-3 with some perks:
1.1 Shatter critical strike: -25% dmg of critical strikes
1.2 Shatter soldiers luck: -25% creature abilities trigger
1.3 Shatter magical resist: Decrease magical resist by 15%
1.4 Broken defence: Decrease defence of enemy creatures by x
1.5 Broken Attack: Decrease attack of enemy creatures by x
1.6 Brainfog: Decrease knowledge of enemy heroes by x
1.7 Enchanted ground: Decrease spellpower of enemy heroes by x

Shatter Luck would be awesome for magical heroes (as every might hero choose Luck).

2. Demoralism: Decrease enemies Moral by -1/-2/-3 with some perks:
2.1 Provoke: Decrease enemies defence by x.
2.2 Taunt: Increase magical attack which enemies get by 10%
2.3 Moralic capsule: Increase own Moral by 1
2.4 Hide Shot: Range attacks of creatures inflict 10% more dmg.
2.5 Moralic Collapse: Once a battle hero can cast this skill on a creature: The creature does twice the dmg but falls to sleep for 1 round.
2.6 Evil Stare: Decrease enemies init by 5%
2.7 Battle Sound: Enemy creatures got feared and their atb value at the start of each combat is 0.05 points lower.

Demoralism would be awesome for magical heroes (as every might hero choose leadership).

3. Armor smither:
3.1 Magical Armor: Decrease incoming magical dmg by 5%
3.2 Steel Armor: Decrease incoming dmg by 5%
3.3 Flame Armor: All creatures on battlefield get a flame shield (flame shield dropped in defaultstat to max 5%)
3.4 Ice Armor: All creatures on battlefield get an ice shield (like chilling bones - you cant get flame field when you choose this perk)
3.5 Enchanted necklace: Buffs your creatures with +5% HP (min +1 HP)
3.6 Enchanted Shield: Decrease incoming ranged dmg by 10%
3.7 Magical Boots: Increase speed of creatures by 1

Armor smither would be awesome for might oriented heroes.

Just some ideas. I dont know if it is possible to create them.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 07, 2015 08:40 PM

It is not clear to me whether you are talking about in-combat abilities or skills. But you should know that for the creation of new mechanics I'm limited to the available script functions in the manual as well as the ones posted on the forum and the ones you uncovered in the exe file
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lotihoti
lotihoti


Famous Hero
posted June 08, 2015 08:03 AM

Talking about new abilities and skills

Hmmm then it will be hard... At least i know no function to decrease enemies Moral/luck etc.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted June 08, 2015 10:31 AM
Edited by dredknight at 10:35, 08 Jun 2015.

lotihoti said:
Something other:
Resently i thought about it and i think its a nice idea if we can create some new skills. Down there i made a list of some ideas which i had:
Shatter Luck would be awesome for magical heroes (as every might hero choose Luck).


Even if those ideas were possible to implement they will add more issues than fix such. With or without luck Might heroes are stronger and one new tree that removes luck will not do much. Furthermore it will cripple magicians by forcing them to chose a skill they dont need instead of getting something to strengthen their magic or their troops.

lotihoti said:
Demoralism would be awesome for magical heroes (as every might hero choose leadership).


Lorewise it doesnt make sense (except necropolis/inferno probably)
Balancewise is completely overpowered for PvE grinding.
Some of the perks are good ideas though.

lotihoti said:
3. Armor smither:
3.1 Magical Armor: Decrease incoming magical dmg by 5%
3.2 Steel Armor: Decrease incoming dmg by 5%
3.3 Flame Armor: All creatures on battlefield get a flame shield (flame shield dropped in defaultstat to max 5%)
3.4 Ice Armor: All creatures on battlefield get an ice shield (like chilling bones - you cant get flame field when you choose this perk)
3.5 Enchanted necklace: Buffs your creatures with +5% HP (min +1 HP)
3.6 Enchanted Shield: Decrease incoming ranged dmg by 10%
3.7 Magical Boots: Increase speed of creatures by 1

Armor smither would be awesome for might oriented heroes.


There is already enough Magic resistance/protection in game.
Luck gives 15% + double chance. There are also quite a lot of other artifacts that alone by themselves can cripple a magician without a further need of other skills (the Dwarven complect gives 40% MR!, there are also heroes with MR speciality 5% +1% per lvl, artifacts for 50% magic reduction air/earth/fire/lighting).


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lotihoti
lotihoti


Famous Hero
posted June 08, 2015 01:23 PM

1.  Furthermore it will cripple magicians by forcing them to chose a skill they dont need instead of getting something to strengthen their magic or their troops:

To increase the strength of my troops and decrease the strength of enemy troops is the same (my thoughts )


2.Balancewise is completely overpowered for PvE grinding.
That would be true. But PvE grinding isnt hard at all. Concerning you got a Magic school or good shooters. Most of the time you only Need a spell that blockes some tiles to rape shooters

3. Lorewise it doesnt make sense (except necropolis/inferno probably)
To decrease enemies Moral and luck is a very good way to decrease enemies strength. Right now there is no possibility to decrease that (except for howl of Terror, dead mans curse). Would give a lot of variety to the game.

4. There is already enough Magic resistance/protection in game.
Right now i only know very rare Magic protection (decreasing incoming dmg - not resistance) - if you have to use an artifact space you Need to sacrifize other stats.

5. With or without luck Might heroes are stronger and one new tree that removes luck will not do much.
Reducing Luck of 3 Points - with dead mans luck 4 Points, is huge. That would remove a lot of Magic resistence, a lot of Attack pushing. I would definitly choose that skill.



My thoughts in red

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