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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»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 27, 2016 09:20 AM

One more thing I would like to propose for the wishlist: Frenzy duration on expert level is set to 2, if it can be set to 1 like all other levels that would be a great balance improvement.

The values in .xdb files don't work for this spell for some reason.
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Deflaktor
Deflaktor


Promising
Known Hero
posted May 29, 2016 02:15 PM
Edited by Deflaktor at 14:16, 29 May 2016.

The patcher has been updated to Version 2.5, it needed the ability to parse unsigned integers for the mini artifacts patch, so please use the new version now.
Added the Mini Artifacts patch to the collection. It is able to change the wisdom divisors of luck, moral and also the shared divisor for shatter and speed. However since the compiler used an optimization trick, you will have to read the description in the yml file to see how to change the divisors.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 29, 2016 03:58 PM

Great work, but what about the initiative artifacts and magic proof, I see no mention of them or are you still working on those?

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Deflaktor
Deflaktor


Promising
Known Hero
posted May 29, 2016 04:13 PM
Edited by Deflaktor at 16:14, 29 May 2016.

Released Initiative Mini Artifact. Changes 1% initiative per wisdom to 0.75%

Is there something specific you want to change about magic proof? I have the code location for it but the calculation seems a bit complicated. I have the value for 85% cap but it is used in a strange way and may affect the whole formula, if changed.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 29, 2016 04:45 PM

If you mean to say that all values will be adjusted slightly downwards by changing for example from 85% to 75% than I think that would be nice, but if it makes a mess than of course it is useless.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 29, 2016 07:33 PM
Edited by magnomagus at 09:41, 30 May 2016.

I have done a bit of research, I think magic protection is overpowered so I would be interested in that value if it can reduce it a bit.

Not having Attack and defense is painful since 1 morale = 1 luck = 2 attack = 2 defense, so if luck and morale are nerfed attack and defense should be nerfed the same way otherwise the player should just resort to the other effect.

I was wondering if it is possible to approach the problem in a different way for example all formulas are like this

N = 1 + Knowledge/4

If it is not possible to change the divisor, is it possible to make it:

N = 1 + (Knowledge/1.5)/4

or perhaps easier:

N = -2 + Knowledge/4, resulting in useless artifacts if Knowledge is too low.


EDIT: I have received a bug report about PEST, the simultaneous turns end whenever a player buys a ship?
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Deflaktor
Deflaktor


Promising
Known Hero
posted May 30, 2016 04:29 PM

I have updated miniArtifact.yml it comes now with the 85% magic proof constant. It works indeed as you guessed. It scales down the values to accomodate the new cap.

Thanks for the bug report for PEST, this is now a high priority for me.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 30, 2016 05:55 PM

Thanks, this one works excellent!
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Deflaktor
Deflaktor


Promising
Known Hero
posted May 30, 2016 08:37 PM

Release: multipleInstances.yml

Allows the game to be opened several times. It can be patched to the original EXE, quantomas EXE and the map editor.
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Deflaktor
Deflaktor


Promising
Known Hero
posted May 30, 2016 11:18 PM

Pest has been updated with the buy ship trigger fixed.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 31, 2016 08:55 AM

Great work once again!
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2016 08:57 AM

You are on a roll!
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2016 11:16 AM

I have trouble understanding those magic numbers. I tried to set speed to Knowledge/20 so i set the divisor to 20 so it returns 1717986919 - 3
but in game the effect became more powerful instead of less powerful
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Deflaktor
Deflaktor


Promising
Known Hero
posted May 31, 2016 01:33 PM
Edited by Deflaktor at 13:35, 31 May 2016.

Sounds strange. I cant test it right now.

Quote:

group: Quantomas3.1j
patchAddress:   5B4153          # magic number for shatter and speed mini artifact
valueType:      Integer
originalValue:  2290649225      # Division by 15
patchValue:     1717986919      # Division by 20
---
group: Quantomas3.1j
patchAddress:   5B415D          # shift amount for shatter and speed mini artifact
valueType:      Byte
originalValue:  3               # Division by 15
patchValue:     3               # Division by 20



This is how it should look like if you want the division by 20.

Now I'm thinking of rewriting the whole function if it indeed does not work.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2016 02:36 PM

I used exactly those numbers but it resulted in +5 Speed at level 25

I could come close with this:

group: Quantomas3.1j
patchAddress:   5B4153          # magic number for shatter and speed mini artifact
valueType:      Integer
originalValue:  2290649225      # Division by 15
patchValue:     1717986919      # Division by 20
---
group: Quantomas3.1j
patchAddress:   5B415D          # shift amount for shatter and speed mini artifact
valueType:      Byte
originalValue:  3               # Division by 15
patchValue:     5               # Division by 20

But not exactly, level 23 was now +2 speed.
So I think it works different but don't understand how.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2016 03:04 PM

Is there by the way another part of the formula were speed and shatter can be modified independently?, for example:

speed:1+K/20
shatter:2+K/20
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Hayven
Hayven


Famous Hero
posted May 31, 2016 05:24 PM

Aye!

Sorry for (probably) repeating already asked questions, but I've been absent for a while.

How is MM:H5.5 working with NCF currently? Were the problems only with stability? Are they still present?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2016 05:43 PM

is in FAQ, still the same, in theory MMH55_Utility can be used for it same as NCF3.1 but without ARMG , QAI and 8 skills, so far no one has been interested.
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lotihoti
lotihoti


Famous Hero
posted May 31, 2016 05:57 PM

I use most mmh5.5 functions (only skill and balance changes excluded) with ncf: Right now only in hot seat i get some issues. Multiplayer with automatic saves run fine with rc7 + ncf + pest...

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2016 06:04 PM

Good so if you have the skills you can get it done, but it won't be official as long as it crashes the RMG and hotseat.
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