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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 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
Deflaktor
Deflaktor


Promising
Known Hero
posted January 06, 2016 08:22 PM

Yeah silly of me, I used wrong line endings and didnt notice that because I'm using notepad++

Healing Tent (200,400,800,1600)
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lotihoti
lotihoti


Famous Hero
posted January 06, 2016 08:26 PM

Thank you so much!

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lotihoti
lotihoti


Famous Hero
posted January 06, 2016 08:35 PM
Edited by lotihoti at 20:48, 06 Jan 2016.

Well - my windows is a huge mess... cant start the patcher. May you can explain me again how to use it? My pc wants to open it with winrar... Installed java and is updated.

Edit:
Solved it... god im dump... THX

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 07, 2016 03:43 PM

Nice work, but in my case the 31j exe becomes unstable after applying the patch
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Deflaktor
Deflaktor


Promising
Known Hero
posted January 10, 2016 11:18 PM
Edited by Deflaktor at 23:19, 10 Jan 2016.

unstable? what do you mean by that? I just tried with RC5a and it works as expected.

By the way, 1600 healing amount with plague tent seems incredibly OP if you ask me
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 11, 2016 12:51 AM

I don't know what happened, but I added the changes manually with a hex editor and now it works fine.
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lotihoti
lotihoti


Famous Hero
posted January 11, 2016 05:54 PM

Ya ^^ with vanilla values and mmh5.5 values... But not with mine ^^
I completly changed all monsters in growth (4 times higher on some monsters for example), hp values, attack and def ratio (example on my calculation is 4 - 5 times higher hp while same attack/def but not 1 def = -3% incoming dmg - its much higher), costs etc.

Got a good balance right now ^^ at least my friends told me so... But thats not what the community thinks so i dont share it and i dont talk about it for example in mmh5.5-thread. Im just here to watch what is new and getting some input.

Btw magno: Did you try to create a homm 6 like arena?
If you dont know what im talking about: H6 arenas are strong battles:
When the player wins he can choose between att + 2 or def +2 (just like normal arena). If the player loose, just nothing is going to happen.

In both cases the player doesnt loose anything while fighting.


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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 15, 2016 01:34 PM

@Deflaktor:

Would you be able to find the offset for resetting ATB to 0.5 after casting a mass spell? I think it is more balanced if it resets to 0.2 so that they are not faster than single spells (0.3 with sorcery).

Quote:
Btw magno: Did you try to create a homm 6 like arena?
If you dont know what im talking about: H6 arenas are strong battles:
When the player wins he can choose between att + 2 or def +2 (just like normal arena). If the player loose, just nothing is going to happen.



I had thought about it, but was moved to other efforts.
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Deflaktor
Deflaktor


Promising
Known Hero
posted January 20, 2016 09:40 PM

okay, im on it
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 20, 2016 10:51 PM

Awesome!
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Deflaktor
Deflaktor


Promising
Known Hero
posted January 21, 2016 01:16 PM
Edited by Deflaktor at 13:18, 21 Jan 2016.

Updated the Patcher to Version 2.3! Please use the new version for patching, as the new patches are not backwards compatible!

Now it supports different value types instead of only byte arrays. As such it is much easier to change the existing patches to your own needs. Instead of having cryptic byte sequences, the patcher will convert the given values to the corresponding byte sequence automatically and patch accordingly.

As such I have gone through all the patches in the patch collection and updated them to use the new feature. Doing that I found a bug in the Level Experience patch. At level 6 there was a wrong value for the needed experience, which has been fixed now.

So now it is more easily to change the values according to your needs:

Quote:

# Level 12
group: Original
patchAddress:   00B72E10
valueType:      Integer
originalValue:  20600
patchValue:     20600
---
# 1.20x exp coefficient starting level 12
group: Original
patchAddress:   0000031C
originalBytes:  00 00 00 00        # empty space
valueType:      Float
patchValue:     1.2
---
# 0.10x exp growth coefficient starting level 25
group: Original
patchAddress:   00000318
originalBytes:  00 00 00 00        # empty space
valueType:      Float
patchValue:     0.04
---
# change index from (i-13) to (i-1)
group: Original
patchAddress:   0074BBB2
valueType:      Byte
originalValue:  -13                # Change from lea eax,[esi-0D]  (i-13)
patchValue:     -1                 # To lea eax,[esi-01]           (i-1)



instead of

Quote:

# Level 12
group: Original
patchAddress:   00B72E10
originalBytes:  78 50 00 00        # 20600 exp
patchBytes:     78 50 00 00        # 20600 exp
---
# 1.20x exp coefficient starting level 12
group: Original
patchAddress:   0000031C
originalBytes:  00 00 00 00        # empty space
patchBytes:     9A 99 99 3F        # float value for 1.20
---
# 0.10x exp growth coefficient starting level 25
group: Original
patchAddress:   00000318
originalBytes:  00 00 00 00        # empty space
patchBytes:     0A D7 23 3D        # float value for 0.04
---
# change index from (i-13) to (i-1)
group: Original
patchAddress:   0074BBB0
originalBytes:  8D 46 F3        # Change from lea eax,[esi-0D]  (i-13)
patchBytes:     8D 46 FF        # To lea eax,[esi-01]           (i-1)




Also there is now a new patch in the collection: healingTentSpeciality.yml
It changes Balsamers speciality so you can change it to increase healing value of the healing tent by a percentage rather than an absolute hp value of 5 per level. I have set the percentage to 2 percent per level. One can also do a mixed approach of e.g. adding 5 hp per level and additional 1 percent per level. It currently works only for the Original EXE.
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lotihoti
lotihoti


Famous Hero
posted January 21, 2016 02:50 PM

Awesome

I will test it as soon as im home...

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 21, 2016 02:59 PM

Quote:
Also there is now a new patch in the collection: healingTentSpeciality.yml
It changes Balsamers speciality so you can change it to increase healing value of the healing tent by a percentage rather than an absolute hp value of 5 per level. I have set the percentage to 2 percent per level. One can also do a mixed approach of e.g. adding 5 hp per level and additional 1 percent per level. It currently works only for the Original EXE.


To be honest, I think your earlier idea was better, 10 per level for all (not the special only), the absolute value for the special is also in defaultstats.xdb.
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Deflaktor
Deflaktor


Promising
Known Hero
posted January 21, 2016 04:45 PM
Edited by Deflaktor at 16:49, 21 Jan 2016.

magnomagus said:

To be honest, I think your earlier idea was better, 10 per level for all (not the special only)


That is the next step.

This patch was easier done because the speciality already deals with the hero's level, so I had that value already available. Doing the same for all (not special only) is more complex because I will have to find out the hero's level first. Im gonna need more time for that.

magnomagus said:

the absolute value for the special is also in defaultstats.xdb.



Does it really work? I did not see anything that reads out values from an xml file in the machine code. Here you can see my disassembly.
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lotihoti
lotihoti


Famous Hero
posted January 21, 2016 06:45 PM

Something other... Towerdmg from side and middle towers: Is it possible to increase it? Right now sieges arent that kind of a "siege"...
Tower hits normally between 40 and 60 dmg...

Would be fun to have the offset of that.

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Deflaktor
Deflaktor


Promising
Known Hero
posted January 24, 2016 03:09 PM
Edited by Deflaktor at 13:32, 29 Jan 2016.

New version of Patcher 2.4. Includes now a lazy fill up operator (*) for easier defining of originalBytes. Please use the new version.

As such, healingTentSpeciality.yml has been updated to use this fill up operator and added new patch healingTentPerLevel.yml. Depending on mastery each hero level will add 0, 4, 8 or 10 hp to healing amount of the healing tent. Right now it only supports original EXE. Quantomas EXE support for both patches will follow soon.


EDIT: healingTentSpeciality.yml is bugged. The game will crash as soon as you activate auto combat. Im on it.

EDIT2: Currently a WIP, dont use yet.
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zmudziak22
zmudziak22


Famous Hero
posted January 26, 2016 09:24 PM

Can you make ATB fix?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted January 26, 2016 10:22 PM

The starting ATB offset is already done and known zmudziak:

http://heroescommunity.com/viewthread.php3?TID=36538&pagenumber=1


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Deflaktor
Deflaktor


Promising
Known Hero
posted January 27, 2016 09:15 AM
Edited by Deflaktor at 09:41, 27 Jan 2016.

The atb patch only changes one float constant right? I never thought about it but doing it this way is dangerous as float constants in the machine code are usually reused for other things. It is safer to define your own constant. I'm gonna look into it later

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Deflaktor
Deflaktor


Promising
Known Hero
posted January 29, 2016 02:00 PM
Edited by Deflaktor at 14:06, 29 Jan 2016.

Finally both patches seem to work now. Get them at the Patch Collection.



Level 36 Balsamer with Expert Mastery of War Machines and Plague Tent.

200 hp base damage for Expert Mastery
+360 hp damage (10 per level for expert mastery)
+403 hp damage Speciality (2 percent per level = 72 percent)
*2   hp damage (artifact of machine mastery)
=1926

Both patches support both EXE files.

Also added ATB patch.
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