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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Enhanced Magic Skills Mods
Thread: Enhanced Magic Skills Mods This thread is 5 pages long: 1 2 3 4 5 · NEXT»
RerryR
RerryR


Known Hero
posted September 23, 2015 12:15 AM bonus applied by angelito on 20 Dec 2015.
Edited by RerryR at 18:01, 10 Sep 2017.

Enhanced Magic Skills Mods

Hi,

i play H3 for a long time now. Mostly together with a friend in hotseat mode. Iam not an expert player but on the maps we play i always found its not worth picking magic oriented skills. In the later stages of the game a might hero is very strong. To deal with that problem i have modified some magic skills. The idea was that the skill scales good in later stages of the game when creatures have high hit points. You now should be able to play a viable caster hero by only picking "magic" skills. Most of the skills give you a direct damage boost to your spells. And if you invest heavily in all four magic schools you can cast twice per round in combat. That is to get some implosions out instead of just slow/haste/shield/cleanse.

All mods come as self extracting archive and can be activated seperatly with mod manager. This project is prety much finished but maybe there will be some update or bugfix in future.

I also uploaded a hotseat map. its an XL-Version of Crimson and Clover. Its meant to be played together with a friend. I can very recommend this map for "friendly playstyle"(dont fight each other until the map is completely finished). I put countless hours in this map to make it worth playing for many evenings.



Modified "Magic Skills":


Sorcery:
Now grants 100% enhanced spell damage.


Wisdom:
Gives the hero a chance to deal double damage with spells. The chance is equal to the hero level. (based on ERA Scripts Eng   THANKS!)


If you play a "caster" hero this skill has use in later stages of the game. A lot of times i just used "Market of time" to forget about Wisdom once i learned all the spells i needed. The mod also comes with several changed artifacts with new stats for caster heroes! The mod is called Critical Sorcery!


Scholar:
Increases the critical spell damage by 50%.


Increase of crit damage can make a difference. Maybe this skill is still not worth learning, i never liked it. But now it has some benefits for your spell damage which is nice.


Intelligence 1:
On level up there is a 50% chance to gain one point in knowledge or spell power.  (similar bonus like learning)


If you play up to level 40 or 50 with your hero this is nice to have from the beginning


Intelligence 2:
During combat your spell points are added to your magic damage.


If you need an extra buff to spell damage, here you have it. It also makes knowledge more rewarding.


Mysticism:
Before a battle begins there is a chance for the hero to focus his mental power and choose one random direct damage spell which will deal more damage in battle. (chance and damage can be increased with 3 artifacts)


This is a luck based skill. Its just for fun. But if you use all three mysticism artifacts it can be quit usefull.


Magic Weeks:
This is a really nice mod. It works similar to the creature weeks but now there are also bonuses for caster heroes!


Remember that your hero must know Mysticism as skill to gain the bonus. There are more than 20 different weeks. Not all have the same chance to appear! A bonus to implosion is very rare


Eagle Eye:
Before the battle begins your hero shoots a ray of magic energy at the enemy dealing damage based on your level and spell power. (damage can be increased with 3 artifacts) (similar to artillery skill)



Master of the Elements:
If you get expert in all four magic schools you get one extra cast per round in combat.


If you have learned three magic schools maybe this time its worth picking the fourth instead of Offense or Armor


Luck:
The idea is that the Luck skill gives you a 10% chance per points of luck that after a cast from your hero, your hero immediately cast a magic arrow at a random enemy stack.
Now the Skill offers something for caster heroes aswell and is still luck based. Skill can be improved with 4 artifacts



Spell Trainer:
You are now able to power up your spells by using them in combat.



Improved Spells:
My biggest mod by far. Every combat spell in the game gets a new effect!


Your hero has to know sorcery and the corresponding magic school to cast the improved version of the spells. This really gives caster heroes a nice advantage over might hereos.



Download Link:
https://goo.gl/G5dFhK
All mods have a more or less detailed readme.txt description for usage.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 23, 2015 12:44 AM

Thanks for sharing, looks very interesting and creative.

I would however suggest to pack it into a mod, to greatly facilitate access. As it is now, I don't believe the common user will be able to install it properly.
____________
All my Era II mods

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RerryR
RerryR


Known Hero
posted September 23, 2015 08:06 AM
Edited by RerryR at 08:10, 23 Sep 2015.

Thanks

This is a good idea. Maybe i can manage a single mod where you are able activate only certain skills.  I think i will change the status to "in progress" and update in future. but this will take a while.

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MattII
MattII


Legendary Hero
posted September 23, 2015 01:02 PM

I'd have though the best way to change things would be by changing the damage spells themselves, so instead of magic arrow doing ((Px10)+10/20/30) damage for Basic/Advanced/Expert, instead make something like (Px10/12/15)+10) damage. Sure it makes little difference at low levels (at 3 power you'll do 40/46/55 damage rather than 40/50/60), but once your power gets up, it makes a real difference (at 7 power you're now doing 80/94/115, instead of 80/90/100).

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Khadras
Khadras


Known Hero
posted September 24, 2015 09:29 AM
Edited by Khadras at 15:19, 24 Sep 2015.

The txt files are in fact erm files. It must be renamed in .erm and put them in DataS folder?

There is a syntax error in Intelligence Bonus.erm at last line.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted November 10, 2015 10:43 AM

in knightmare heroes, there are replaced skills- life magic (were luck) and Astromancy (were Navigation)

also there are  nice spell damage bonus for specialists

hope it isn't offtopic...

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RerryR
RerryR


Known Hero
posted November 10, 2015 07:08 PM
Edited by RerryR at 17:51, 13 Dec 2015.

majaczek said:
in knightmare heroes, there are replaced skills- life magic (were luck) and Astromancy (were Navigation)

also there are  nice spell damage bonus for specialists

hope it isn't offtopic...


jep i know i sometimes play with them
but for my playstyle its a little bit to strong. caster specialist with Astromancy scales insane with lvl is it 20% more dmg per lvl ?
i would suggest 5% for balance. but i know thats not your goal with knightmare mods.

but i really like the secondary skill which gives additional HP to commanders. i already tried to extract this part from your code and use it separately, but up to now i failed.


@ Khadras

i checked intelligence and found no error.
but non the less i removed all permanent variables and replaced them with temporary ones for better compatibility

@MattII

i also tried to change the modifier for spell damage but couldnt change it so easily.
but if you think about it, increasing %spell damage does the exact same thing in the end.


EDIT:
*updated first post
*most mods can now be installed separately fpr easy use
*fixed description for secondary skills
*Luck Skill Ver.:0.8 uploaded (still unstable)

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master_learn
master_learn


Legendary Hero
walking to the library
posted December 13, 2015 07:53 PM

I like the option to kill near 200 crusaders before a battle.

Can you give more examples of what to expect from this mod in the late battles?
____________
"They made a Heroes V? "-OhforfSake

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 14, 2015 12:00 AM

Sounds damn overpowered... but it's creative...

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RerryR
RerryR


Known Hero
posted December 14, 2015 07:06 PM

master_learn said:
I like the option to kill near 200 crusaders before a battle.

Can you give more examples of what to expect from this mod in the late battles?



The whole idea of this project was that "caster like skills" are to some degree viable in late game.
So what you saw on the screenshot with 200 Crusaders killed was kind of a lategame hero (around lvl 30-50).

Eagle Eye:
Expert Magic Artillery can deal (1-100 + hero level*5 + Spell Power*8)x3 points of damage to the enemy unit prior to combat.

With a level 10 Hero and Expert Eagle Eye you deal around 500dmg.
It certainly gets very strong in the beginning if you collect all three eagle eye artifacts which boost damage
So is it overpowered ? Yes maybe, but who picks eagle eye anyway



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RerryR
RerryR


Known Hero
posted January 03, 2016 12:35 PM

Uploaded Sorcery damage buff script

Main change:

Changes to Sorcery:
- increased basic sorcery skill damage from 10% to 25%
- increased advanced sorcery skill damage from 20% to 50%
- increased expert sorcery skill damage from 30% to 100%

+ some little tweaks that come together with the script:
(sorry you cant deactivate them just now)

Changes to Luck:
- attack and defence bonus in combat now only affect one unit
- the unit can get up to three stacks of luck
- each stack increases attack plus 15 and defence plus 8 (max bonus: 45 attack and 24 defence)


Changes to First Aid:
- first aid tent resurrects after battle: changed from [(1-50 + hero level) x bonus multiplier] to [(1-30 + 2*hero level) x bonus multiplier] (better scaling in late game)


Changes to Artillery:
- damage from artillery prior to battle now scales with attack from hero
- if you learn the artillery skill the scaling gets better

Skill description should work fine now. Read the WARNING about changes to wog script 30! All compatible with my mods.

Uploaded Master of Elements script:
Get second cast in combat if expert in all four magic schools
- now works as standalone Mod and in hotseat mode

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Baronus
Baronus


Supreme Hero
posted January 03, 2016 03:50 PM

Wisdom is most powerfull skill. Needs no bosting.
If we change bonuses attack and defenese we must remember to ballance it.
attack x defence = 1 (now ballanced)
Eg. 1,25 at bonus and .8 deffence bonus
1,25 x .8 = 1
If you bost attack 1,45 you should bost defence .69
1.45 x .69 = 1
It's maybe to much.
1.32 x .76 = 1
10 and 9
20 and 17
32 and 24
Now are ballanced.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 08, 2016 10:00 AM
Edited by majaczek at 22:33, 08 Jan 2016.

Astromancy specialists get only 5% a level, but non specialists bonus is indeed huge.

Edit: or was it 10% ?

EDIT: it was 5% a level, now it is 10% a level

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RerryR
RerryR


Known Hero
posted April 01, 2016 09:31 PM

Updated Luck Script
now works much better!

This project is nearly finished now
In my configuration all scripts work without errors.
If you use Era Scripts Eng. some z-vars are already used and the skill description gets messed up. If you guys use these mods together and get wrong SS descriptions pls tell me so i can make compability better.
I think i will make one more update.

If you have some good idea how to make underpowered secondary skills more viable for casters you can tell me. I need something new to work on

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zmudziak22
zmudziak22


Famous Hero
posted April 01, 2016 11:15 PM

What about making:
First Aid increase Heal Power, Ressurect during Battle and have more HP for Tent if we learn this skill
Artillery - Increase Attack, Defence, Damage and HP of ballista basing on mastery
Balllistics - Increase HP for Ammo Cart, Increase A, D, DMG and HP to Catapult.

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RerryR
RerryR


Known Hero
posted April 02, 2016 12:13 AM
Edited by RerryR at 00:24, 02 Apr 2016.

zmudziak22 said:
What about making:
First Aid increase Heal Power, Ressurect during Battle and have more HP for Tent if we learn this skill
Artillery - Increase Attack, Defence, Damage and HP of ballista basing on mastery
Balllistics - Increase HP for Ammo Cart, Increase A, D, DMG and HP to Catapult.


Well i already increased heal power and ressurect after battle.(see post above). Tent HP can be upgraded at the city. Maybe an arifact which gives some kind of synergy with first aid skill...

I already changed the skill for artillery. So if you learn the skill you get a scaling with your attack for more damage.

Changes for Ballistics are interesting! This skill certainly could use some buffs. I will think about it.Thx

*Edit
I just realised that the original H3 Skills are realy weak. They certainly could need the buffs you mentioned. But together with WOG addons it gets very strong. I played WOG for so long now that i almost forgot about it

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zmudziak22
zmudziak22


Famous Hero
posted April 03, 2016 02:08 PM

Good, I like a H5 Idea that War Machines get upgrades basing on Mastery. Well if we could do Skill Chains in H3 i would like do it like in H5

Attack(base skill) - Archery + Tactics (Perks/subskills)
Armorer - Magic Resistance
Wisdom - All Magic Schools
Logistics - Pathfinding + Navigation
etc.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 09, 2016 04:05 PM

We can.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 16, 2016 05:41 PM

sorry that Knightmare Heroes part related to magic was miscalculated but I fixed it. thanks for pointing that I can also do something with  Inteligence and Eagle Eye

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RerryR
RerryR


Known Hero
posted October 16, 2016 07:52 PM

I cant update main post


While reading in the forums a lot of people complainig about Might vs Magic and that they are weaker. I thought i can do something about it. I started a project where a lot of spells will get improvements. Here is what i did so far, hope someone likes it. Feedback i hoped-for

Uploaded "Improved Spells"
- If you learn scholar as SS and the corresponding Magic schools some damage spells get new effects in combat. Fire Spells causes "incincerate" burning enemies in next round of combat, Earth Spells can reduce defence, Water Spells cause "freeze" slowing enemies and Air spells causes "electrical shock"which makes them more sensitive to critical magic.
Electrical shock only works if you use my Critical Sorcery mod.
Maybe i will change numbers or strengh of the effects is to strong or to weak. Status inflictions can not be "cured" for now.


Uploaded "New or improved artifacts"
- a small collection of artifacts i made, thought someone might want to use it.
{Blessed Helm of Fortune}
When equipped, this Helm gives +2 bonus to all primary skills, and gives +1 Morale and Luck.
And also gives you the "{Prayer}" spell.^;


{Surcoat of the Defender}
When equipped, this Surcoat gives +3 bonus to defense skill, and gives +1 Morale.
Also casts the "{Shield}" spell on all your troops for the duration of the battle.^;


{Horn of Magic Energy}
When equipped, this magic Horn gives +3 spell power and +3 to wisdom.
Increase your chance for a critical spell by {10}%.
Increases you critical spell damage by {20}%.^;


{Boots of Quicksand}
These boots reduce the speed of all enemys by 2.


{Sword of Doom}
Held with the right hand, Sword of Doom reduces all your primary skills by -15 but allows double attack for all your troops.


{Flashing Necklace of Sorcery}
When worn, this flashing necklace increases your spell power and wisdom by 4 and gives you 10% crit chance for your spells.^;


{Ring of Quicksand}
This shiny ring reduces the speed of all enemys by 1 and gives you +1 to all primary skills.^;


{Dragon Scale Chain Mail}
This magical chain mail is made from a mixture of Dragon scales, and when combined, they provide a {10}% boost to all your troops health during battle and increases Attack and Defense by +{4} but reduces Spell Power and Wisdom by -4^;


{Ring of Unbalance}
When in battle, it increases your Morale and Luck of allied troops by {1} and lowers Morale and Luck of enemy troops by -{1} point. Also increases your attack by +4 but reduces spell power and wisdom by -5^;


{Amulet of Frenzy} Not working for now! sry
This Amulet reduces the health points of your commander but doubles his damage.^;


{Cloak of heavy Protection} Not working for now! sry
This Cloak increases the life of your commander but reduces his speed in combat.^;


{Commanders's Boots} Not working for now! sry
This Boots increases the life of your commander by {3000}. Also lowers the Luck of your opponents by {2} in combat.^;


{Improved Celestial Necklace of Bliss}
The Improved Celestial Necklace of Bliss increases all primary attributes by 3. Also lowers the Luck and Moral of your opponents by {1} in combat.^;


{Improved Sandals of the Saints}
The Improved Sandals of the Saints increases all primary attributes by 2. Also lowers the Luck and Moral of your opponents by {1} in combat.^;


{Boots of Polarity}
When worn, the Boots of Polarity give 15% magic resist and expert {Pathfinding}.^;


I will soon upload "Wizard Commander"

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