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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 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
lotihoti
lotihoti


Famous Hero
posted February 09, 2016 08:07 AM
Edited by lotihoti at 08:58, 09 Feb 2016.

Well i tested a battle:
I wanted to spawn Meteorshower on a creature right at the beginning of the combat.
And just nothing happened (in hot seat), while in singleplayer it worked.

Edit:
Another easy test mode is to test a campaign combat script. in multiplayer (the one with godric - c3m5 if i remember right)

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Paradoxian
Paradoxian

Tavern Dweller
posted February 11, 2016 11:06 PM

So I downloaded the patcher and it works, but do I download the patches individually from the index you linked below? In particular I'm really interested in the Level 60 patch shown in the screenshot, but it's not there and the only level cap increasing patch is the bugged level 50 one. Is there something I'm missing?
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Deflaktor
Deflaktor


Responsible
Known Hero
posted February 11, 2016 11:31 PM
Edited by Deflaktor at 23:39, 11 Feb 2016.

It's bugged, that is precisely why it is missing. I updated the screenshot to avoid confusion. Yes you need to download them individually.
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Paradoxian
Paradoxian

Tavern Dweller
posted February 11, 2016 11:46 PM

Boo. The level cap booster is the one I'm really interested in because 40 levels isn't enough for the eight skills you can get in HOMM5.5. Also, is the faster leveling mod already implemented in 5.5?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 11, 2016 11:51 PM

yes, h5.5 has faster levels, but no level cap increase.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted February 12, 2016 12:13 AM

BTW: The level curve of the faster level mod is really strange if you had not noticed yet:

Versus Original:

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2016 12:37 AM

That is not the curve from the faster level mod from H5.5. I have no idea were this one comes from.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted February 12, 2016 02:08 AM
Edited by Deflaktor at 02:13, 12 Feb 2016.



You can see the exp needed for level 24 is 26520 (194302-167782)
The exp needed for level 25 is 26519 (220821-194302) and so on.

Level 23: 27626
Level 24: 26520
Level 25: 26519
Level 26: 27579
Level 27: 29785
Level 28: 33359
Level 29: 38696

The levels.yml actually contains the explanation for that strange curve. The above plot follows the formula in the yml file.

In the game it is not really noticeable.
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Paradoxian
Paradoxian

Tavern Dweller
posted February 12, 2016 05:36 AM

Sorry, but I have another question - are the patches that change the healing tent compatible? Could I have the one that increases the per-level growth rate, the percentile one for the specialty and the base-power adjuster? So an embalmer with Expert War Machines would have [200+(10*Level)]*1.02 healing/plague power if I'm not mistaken.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2016 10:54 AM

Read the H5.5 RC6 release notes!
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lotihoti
lotihoti


Famous Hero
posted February 12, 2016 11:38 AM

Deflaktors dropbox Folder:

https://dl.dropboxusercontent.com/u/30806408/Heroes5/index.xhtml

There you can find it in Homm5Patcher.

@magno:
I think he wants some changes to mmh5.5, not the "vanilla" one and prefers the %Thing which deflkator posted.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 19, 2016 07:59 PM
Edited by dredknight at 20:00, 19 Feb 2016.

@Deflactor, as the greatest hex editing expert, do you know how hard it would be to add a slot for a ninth faction?

Basically I assume it can be as easy as increasing a Faction counter by 1 (factions are object oriented, spawned from templates) to as hard as making every single thing embedded in the code by hand (city, tiers, heroes, slots in the pre-game menu etc..).

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Deflaktor
Deflaktor


Responsible
Known Hero
posted February 21, 2016 12:33 AM

It has been attempted a few years back but I dont know any details.
I think it would be crazy hard, that is why I probably wont attempt it :/
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HVKnight
HVKnight


Hired Hero
posted May 06, 2016 01:55 AM

Hi. I'm quite looking forward to trying the PEST patch but I'm having some problems. I downloaded the patcher successfully but when I click on the yml files in Deflaktor's dropbox link to download the individual patches, they open in the browser and when I try to save them, they save as txt files. Can someone tell me what I'm doing wrong?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 06, 2016 12:29 PM

p.s. HVKnight issue fixed .
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 17, 2016 08:48 PM

Hi deflaktor,

I don't know if you still do hex-editing, but just in case I would like to let you know that I'm interested in the values for the terrain penalties, especially snow and sand.

I have recently discovered H5 does not apply them properly to new classes and since I also had to switch around a lot of class IDs to circumvent other hardcoded issues, basically all heroes in H55 now get all terrain penalties regardless of whether the ground is native.

I figured out a way to roughly fix this, I can increase the default movement a bit to make heroes roughly walk the same distance and use a script to add some almost unnoticaeble bonuses and penalties to the movement of various classes when they interact with the adventure map to balance it out. However this is obviously not as elegant as being able to equalize the terrain penalties exactly by modifying the values.

The fan manual speaks of 25% and 50% penalties, but I think they could actually be defined as x0.8 and x0.66 reductions in the code or alternatively the value isn't multiplied but instead the game uses a table with the exact costs for straight and diagonal movement. For example according to fan manual, for snow and sand those values would be 150 and 211.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted May 18, 2016 02:51 PM

Im on it

Disassembly
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 18, 2016 03:17 PM
Edited by magnomagus at 15:35, 18 May 2016.

Very Nice, a few important tests from me:

The value 211 for a diagonal move from Academy in fanmanual is incorrect according to the script function that pulls the value from the game, it is 212! the other values in the fanmanual are correct

Also 0.8 and 0.666 are not used on second thought because while 212x0.666 makes 141, 212x0.8 makes 169.6 (not 176). So I think the game either uses the values themselves or multiplies the values from grass 100+141 by 1.5 for Sand and Snow and by 1.25 for the other terrains.

so in summary:

grass+stonehalls 100 - 141
dirt+others 125 - 176
snow+sand 150 - 212

roads 75 - 106

You can see the actual drop in value at any time in the Town management info window, it uses this script function.

GetHeroStat(hero,STAT_MOVE_POINTS);

On a side note: I have also noticed any activity (visit/combat/pickup) costs 100 points.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted May 18, 2016 03:31 PM

Thanks, these values are really helpful!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 18, 2016 03:36 PM
Edited by magnomagus at 15:38, 18 May 2016.

I made a correction the roads are actually 75 - 106 (need to tell myself always to look first before writing down)

Those are by the way not important to me. Grass would be the most interesting one after sand and snow.
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