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Heroes Community > Heroes 5 - Modders Workshop > Thread: [TOOL] Homm5 Patcher & patch collection
Thread: [TOOL] Homm5 Patcher & patch collection This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV
magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 24, 2016 06:23 PM
Edited by magnomagus at 18:38, 24 Dec 2016.

I think if the game works properly after the change it already says a lot, but I recall the same (single) value must be changed in map editor as well, if the rmg doesn't crash and places the existing h55 artifacts it is likely good.

EDIT: Ok forget this, we actually had the same discussion 1.5 years ago, page 2, If the hack was bugged the game crashes, it doesn't now so it is probably good but a patcher is needed for the editor as well,

I mentioned the locations in the editor as 0x8C05D1, 0x8C5380 ??
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Deflaktor
Deflaktor


Promising
Known Hero
posted December 24, 2016 07:46 PM

Okay, I added these addresses to the patch so it is able to patch the editor as well:

maxArtifacts.yml
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 24, 2016 08:11 PM

ok, it doesn't crash the rmg so it looks promising
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 26, 2016 02:51 PM

Ok here is a question

previously artifacts were numbered as follows

0 = ARTIFACT_NONE (don't now for what is used)
1-126 = all artifacts in H5.5
127 = ARTIFACT_EFFECT COUNT (don't know for what is used)

anyway numbering was from 0-127, so my question is if you extend to 150 does the numbering become 0-149 or 0-150 or 1-150 (which could explain some issues I'm currently having)
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Deflaktor
Deflaktor


Promising
Known Hero
posted December 26, 2016 04:47 PM
Edited by Deflaktor at 16:48, 26 Dec 2016.

Sorry I cant help you there. All I did was change some code:

push 61             # 97 in hex

into

push 00000096       # 150 in hex

It should not have any other impact on the game code. However if you really want to be sure, you could change the max_artifact_count to 97 and patch the game with that value.

This would result in

push 00000061       # 97 in hex

instead of

push 61
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 26, 2016 11:20 PM

I discovered something odd,

i had patched MMH55_64.exe succesfully with following patches:

-miniartifacts2
-towerdmg
-energychannel
-pest1.6

no issues

then i added (max level 60:

levels1.3
maxlevel92

and they seem to work fine in game but every time I quit the game to desktop after at least one map has been loaded/started a 'mmh55 has stopped working' error message is generated by windows. I tried patching a clean copy again with max level 50, but the same error occurs every time.
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Deflaktor
Deflaktor


Promising
Known Hero
posted December 26, 2016 11:35 PM
Edited by Deflaktor at 00:08, 27 Dec 2016.

this seems like a critical issue so I will have to investigate. Thanks for the bug report.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 27, 2016 12:05 AM

ok the situation is actually much different, I previously only tested the patch with console commands on day 1, but if you don't do tht and just hit the next turn button right away the game starts upgrading the players hero on day 2 like crazy (probably to level 50).

funnily windows doesn't generate the error after this happens.
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zmudziak22
zmudziak22


Famous Hero
posted December 27, 2016 03:49 PM

Can you add support for DM Map H5_game.exe? It diffrent from basic TOE exe.

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Deflaktor
Deflaktor


Promising
Known Hero
posted December 29, 2016 07:38 AM
Edited by Deflaktor at 07:39, 29 Dec 2016.

Sorry that is a lot of work to do all patches. I have never started this dark messiah exe and have no idea what it actually is. If you can tell me which patches you are interested in, I might consider doing it.
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zmudziak22
zmudziak22


Famous Hero
posted December 29, 2016 06:10 PM

Experience patch and first Aid patch

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 04, 2017 03:01 PM

Hi deflaktor as you may have noticed I have moved pest1.6, energy channel, mini artifacts and tower dmg into h55, but not yet levels because of the issues.

Based on your work on the first aid tent I was wondering if a similar trick can be used for the tower damage, since it is not really possible to balance them in every phase of the game with a static value.

I designed a formula based on town level that would work much better:

Main Tower Dmg = 40 + (TL^2)/8
Side Tower Dmg = 20 + (TL^2)/10

The use of exponent causes the dmg to grow very slowly for first 10 levels which is important for short multiplayer games, while it gets much stronger for last 10 levels for XXL maps.

maybe 40,20, 8 and 10 could be user modifyable numbers.
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted January 20, 2017 12:53 AM

Would it be possible to make banish, banshee howl and benediction cost 50% atb?

Also is there a way to modify the starting morale by modifying its conditions? Your army gets +1 from fighting alongside creatures of the same faction and another +1 from being led by a native hero, could you make one of the two not give a +1 bonus? Because assigning a -1 morale script affects ballista morale(with artificial glory) and also summoned/gated units.

One more thing, can soulfire damage be modified? It is a pity that such a nice concept is wasted because of poor damage.
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Paradoxian
Paradoxian

Tavern Dweller
posted February 18, 2017 12:15 AM

I can confirm that the level 50 patch is bugged - once I hit the next day button it brought all of my heroes to level 50. So it definitely *works* and ups the cap, but there's probably some overflow issue or something that's causing it to automatically send everyone to the maximum. And it absolutely has to be used with the faster levels mod, right?

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