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


Promising
Supreme Hero
Researching Magic
posted September 28, 2017 10:10 AM
Edited by RerryR at 19:06, 02 Oct 2017.

orc said:
Hello,

I liked blood lust. How much attack does it gain for every stack slalin?

I think the other stuff are a bit too OP lol (I play vs ai and he cast implosion all day, and he kill 200 gryphons, if he had double damage sorcery he will kill all 200 gryphon with 1 shot lol, and wisdom, and scholar lol)


On expert, Bloodlust gives you +6 attack on hand to hand damage.
With improved you will ged additional +5 only for the round in which you cast it. And then i think it was +3 attack for you creature if it kills a complete stack.

Sorcery damage buff makes more sense if you have other mods activated which increase the life of creatures.

Edit1:
Updated Improved Spells to V.2.03
- activated Firewall again, i think i found a fix
- some minor code optimizations for offensive spells

Edit2:
Updated Improved Spells to V.2.1
- Reworked Mirth spell. Instead of Fly, now if creatures get moral and mirth was cast the deal extra damage based on your spell power. Only works in the round in which the creature had morale and only for attacking.
- Cleanse now works much smoother (no time delay anymore). Very happy because it was difficult to code.  
- fixed some bugs with wrong arrays. The error with SN:M definitely gone now!!! Because i removed it.
- Some bonuses worked without the spell beeing cast. E.g if the creature or artifact gave the buff. Now spell has to be cast in the battle to get bonus.
-Reworked Fire Shield, now chance to summon Fire Element when attacking a unit with Fire Shield. Chance is 20% +SP from hero. Before it didn't work well.

For next updates i will rework some spells with fresh and better ideas

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AlfWithCake
AlfWithCake


Known Hero
posted October 02, 2017 12:21 AM
Edited by AlfWithCake at 00:24, 02 Oct 2017.

 Is it possible to know level of spell with "spell trainer" mod?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 02, 2017 10:09 AM

AlfWithCake said:
 Is it possible to know level of spell with "spell trainer" mod?


For now only indirectly. When in combat and spell levels up it says in battle log "Spell deals now 104% damage" Every level adds 4%.

For buffs/debuffs it's a bit different. For Shield spell at level up, it will say. "Shield now reduces damage by 31%". So it's kind of logical.

I agree it would be nice if you could rightclick in Spellbook and get the current level. Let's see what i can do.

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AlfWithCake
AlfWithCake


Known Hero
posted October 03, 2017 12:29 AM

I don't know if you know about this, but if you cast slow 2 times with "spells improved" you will reduce enemy speed by 1 twice. After turn ends, enemies speed will be increased only by 1, not by 2. YOu can get any enemy to have 1 speed. Same for blessing and haste and spells with similar effect.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 03, 2017 09:33 AM
Edited by RerryR at 21:21, 11 Oct 2017.

AlfWithCake said:
I don't know if you know about this, but if you cast slow 2 times with "spells improved" you will reduce enemy speed by 1 twice. After turn ends, enemies speed will be increased only by 1, not by 2. YOu can get any enemy to have 1 speed. Same for blessing and haste and spells with similar effect.


Hi thanks for testing,
but i assume this is only possible if you can cast twice per round (with Mod) right? I thought it's very unlikely that someone would da that, because there is no need to cast two blessings in one round
But still, i think i can fix it.

Edit:

Improved Spells Update 2.15:
- better compability with double cast Mod
- fixed Improved Teleport for defender side

Dropbox Link: https://goo.gl/G5dFhK

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 31, 2017 06:56 PM
Edited by RerryR at 19:06, 31 Oct 2017.

Reworked Magic Specialists (Mod in Progress) V.0.8

The idea of the mod is to bring more variety to heroes choices. In WoG right now we clearly have some very strong heroes and some which are quite useless.
Especially creature specialists are very good on big maps while magic heroes are boring or weak.

The mod is not finished yet. In the end, I want to have unique heroes which are all equally strong or at least fun to play.

Suggestions are welcome, I am still in development.


Changes so far:


General changes - All magic heroes gain 1% Spell damage per level

Damage Spell Specialists - Are now able to cast their unique spell in combat more often. They get one free cast for every 10 or 20 levels, depending on the spell. This makes in my opinion much more sense than the auto-cast from WoG.

Sorcery Specialists - They now have a chance to get additional casts in combat. If they get an extra cast they can cast any spell. Chance and casting is dependant on hero level. Below level 20 they can max get one extra cast. Until level 40 they can get 2 and so on...

Mysticism Specialists - They now gain Spell points for every battle won. Also when in combat they can empower their damage spells with Mana, increasing their damage.

Intelligence Specialists - They are now able to add their current spell points to their magic damage.

Eagle Eye Specialists - Instead of learning the Spell from enemies they are now able to freely cast spells which the enemy uses in combat. Chance is dependant on hero level. (not ready yet)

Buff/Debuff Spell Specialists - These spells will now stack in effect, making them much more useful (not ready yet). What this means for every spell I have to see. But I have some ideas.


Some other unique changes:

Ulands Cure spell now can resurrect creatures if enough points healed. Making it a little mass resurrect with expert water

Luck Specialists will have increased luck damage with hits (not ready yet)

and more to come...



Known Bugs for now:
-When you are able to cast again you might have to turn the page from your spell book once so that the spell becomes visible
-Spells gained from scrolls or books can become permanent after combat
-All descriptions are missing
-Not sure how good it works together with "Script 39" Hero Specialization Boost (the auto-cast and stuff)"

But most of the things should already work pretty well.


Dropbox Link: https://goo.gl/G5dFhK
 

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted November 01, 2017 10:23 AM
Edited by FfuzzyLogik at 10:24, 01 Nov 2017.

Good morning RerryR,

Just few thoughts about your mod :

Global modification : Just an idea, I suggest you add 1% damage for spells for all heroes. Its for sure stronger for magic heroes because 1% of high amount of damage is more powerful. But that's not logical to me that only mages heroes have this bonus and not might ones.

For damage spell specialist, you mean one cast per turn ? So they have a "high" bonus for this spell and one more cast. If its without mana cost anymore, maybe its too strong ?

For logic of "sorcery specialist" I suggest more a "chance to doble damage" for example than a chance to cast one other spell. For me they are specialist of damage spell, not "fast casters" no ? So maybe a probability of doble damage or some increase of damage of a random percentage of damage (depending on level) may be more fun ?

For mysticism, I suggest they got a probability to recover few mana points for every spell cast and may drain a few spell points for ennemy high cost spell (like familiar but as "probability").

The speciality you added to mysticism look to me more logical with some intelligence hero. They have good mana pool and can use it to empower the spells...

Quite fun for eagle eye. I suggest you let the old ability too...

For spell specialits, care of not making mistake if you buff sorcery and mages and spell speciality, they may be too strong at start, making insane damage and with no counterpart...

For Uland's speciality, care of not making this spell too strong...

Thanks for modding,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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phe
phe


Famous Hero
Life and Freedom
posted November 01, 2017 10:47 AM
Edited by phe at 11:36, 01 Nov 2017.

FfuzzyLogik/RerryR said:

Global modification


as magic heroes are weaker it seems that it fits perfect to give them 1% more spell damage and 1 point of mana regeneration daily for every level
that make might and magic heroes more different than just primary skills differences and balanced...
why these rarely using magic warriors should get this bonus? sometimes their spell power increases anyway...many usefull spells don't rely on spell power...

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 01, 2017 07:34 PM
Edited by RerryR at 19:48, 01 Nov 2017.

Good evening!

FfuzzyLogik said:

Global modification : Just an idea, I suggest you add 1% damage for spells for all heroes. Its for sure stronger for magic heroes because 1% of high amount of damage is more powerful. But that's not logical to me that only mages heroes have this bonus and not might ones.



Well I'm using WoG Heroes Specialisation Boost and their Creature specialists are really strong so I think they don't need to be any stronger. And I want to archive that they play differently. If i buff their magic damage too, why would i pick a mage hero than if the other is the same but has a very strong creature?

FfuzzyLogik said:

For damage spell specialist, you mean one cast per turn ? So they have a "high" bonus for this spell and one more cast. If its without mana cost anymore, maybe its too strong ?


Little example: Frost Bolt specialist with level 15 will be able to cast 1 extra Frost Bolt per combat at any time(not per turn). With level 25 they will be able to cast two extra Frost Bolts. They do cost Mana.
Ofc it has to be a bit different for Solomyr he will have to reach a higher level to get extra cast.


FfuzzyLogik said:

For logic of "sorcery specialist" I suggest more a "chance to doble damage" for example than a chance to cast one other spell. For me they are specialist of damage spell, not "fast casters" no ? So maybe a probability of doble damage or some increase of damage of a random percentage of damage (depending on level) may be more fun ?


Yes, crit magic damage is also a good idea for sorcery specialist. But I already have the "Critical Sorcery Mod" which rewards magic heroes with high levels. I also want to archive that they have something unique and that would be an extra cast. Don't worry. You won't be able to cast like crazy, it will only be a little chance for 1 or 2 extra cast for the whole combat. They also have a natural spell damage scaling with %5 Sorcery increase per level. Edit: Maybe i will limit that extra cast to damage spells...


FfuzzyLogik said:

For mysticism, I suggest they got a probability to recover few mana points for every spell cast and may drain a few spell points for ennemy high cost spell (like familiar but as "probability").

The speciality you added to mysticism look to me more logical with some intelligence hero. They have good mana pool and can use it to empower the spells...


The tower commander already recovers Spell Points from combat, i didn't want to just clone that ability.
The drain from the enemy is a good idea, I will think about it. But with endless spell points, the heroes would still not be interesting to play in my opinion. So i decided for the possibility to "empower" spells during combat with Mana.



FfuzzyLogik said:

Quite fun for eagle eye. I suggest you let the old ability too...


Yes i will let the old ability. Don't know how to remove it anyway

FfuzzyLogik said:

For spell specialits, care of not making mistake if you buff sorcery and mages and spell speciality, they may be too strong at start, making insane damage and with no counterpart...


Yes, I will take care of that. The aim is that they are also good in late game. It will be something which scales with level and it should feel unique to play with that hero. Like Ulands Cure Spell.
E.g: Heroes with Fortune specialty: "Casts Fortune with increased effect, based on hero level compared to the level of the target unit..."
Well, this is barely useful or fun to play with. It could be changed to Heroes with that Fortune specialty will deal 1% more damage per level when doing a luck hit.

@phe the 1 point more mana per day sounds reasonable, i will see what i can do.

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AlfWithCake
AlfWithCake


Known Hero
posted November 21, 2017 09:10 PM

I would propose something like chain lightning immunity for Solmyr, so he can actually depend on casting chain lightning often enough, as you can easily kill your own creatures.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 22, 2017 12:11 AM

AlfWithCake said:
I would propose something like chain lightning immunity for Solmyr, so he can actually depend on casting chain lightning often enough, as you can easily kill your own creatures.


Currently, he is one of the favorable magic heroes and I don't think he needs to be any stronger. But killing your own units can indeed be sometimes a problem  

Next version of the mod will come on the weekend but I'm not finished yet, still struggling with the whole concept. Needs to be better.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 03, 2017 03:37 PM
Edited by RerryR at 22:07, 16 Jan 2018.

Remember Spells

Additional to teaching spells to other heroes, Scholar now gives your troops a chance to transfer their active spell buffs to the next combat making it a bit more useful for fights

Transferred spells last only for the first round in the new combat (duration 1), but they keep their cast power.
With Expert Scholar up to three stacks can take spells to the next combat. Chance is higher if you have 7 stacks in your army.

If spells were transferred you will hear a little prayer sound at the beginning of the battle.




Version 1.0 (Name:"Scholar Bonus 2" for Download)
I haven't tested it too much, I will do that with my next playthrough, so feel free to report if something is not working correctly.


Magic Specialists

The Mod Magic Specialists replaces the Mod "Reworked Magic Specialists". While the idea to rework ALL magic heroes is nice and intriguing I'm under the impression this work would be wasted. No matter how good it would be, you would never play an Eagle Eye or Stone Skin specialist as the main hero. So I just finished all spell and all sorcery specialists and removed the rest.



General changes - All magic heroes gain 1% Spell damage per level. For example, Death Knights are considered warrior heroes while Necromancers are considered as magic class heroes.

Damage Spell Specialists - Are now able to cast their unique spell in combat more often. They get one free cast for every "few" levels, depending on the spell. Check hero specialty description. Unique spells also have a chance to deal 50% more damage which is equal hero's level.

Sorcery Specialists - They now have a chance to get additional casts in combat. If they get an extra cast they can cast an additional damage spell (only damage, no buff/debuff spells) from their spellbook. Chance and casting is dependant on hero level. Check hero specialty description in-game.

Download Version 1.0





Empowered Spells

This is basically what I removed from the Magic Specialists mod and is now stand alone. But it works a little bit different now.

Activating this Mod gives you a chance to boost the damage of your spells by spending extra spell points while in combat.
The chance to empower your spells is dependant on your total "Magic Knowledge". Each magic secondary skill adds 10% chance to boost your spells.
The following SS are considered as magic skills: Wisdom, Sorcery, Intelligence, Scholar, Mysticism, Eagle Eye and Fire Water Air Earth Magic.
With secret and hidden skills you can reach 100% chance of success. When reaching 100% you will activate additional bonus! To check how much Magic Knowledge you have in total, just right click the knowledge symboly in the hero screen.



The damage increase can go from 10% to 100% of spell damage and is chosen randomly every time.
The Mana cost of boosting the damage will increase significantly over time but mostly is around 10% of your total spell points.

Version: 1.0 Dropbox Link: https://goo.gl/G5dFhK

Happy New Year all!


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 06, 2018 04:45 PM

Nice work, let me know when there is some final version, so I should permanently host it at wakeofgods.org/mods, where all Era mods are uploaded. Also advertise it on first page of era mods.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 06, 2018 05:08 PM
Edited by RerryR at 17:08, 06 Jan 2018.

Salamandre said:
Nice work, let me know when there is some final version, so I should permanently host it at wakeofgods.org/mods, where all Era mods are uploaded. Also advertise it on first page of era mods.


That would be great

The version 1.0 is only a couple of days away. So far only a problem with equipped Spell Scrolls remains, but fixing this is just a brain exercise.  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 06, 2018 05:31 PM

ok, pm me with the final version link, also it needs 4-6 screens to put  in folder, an icon (optional) and a readme.txt with features proposed, then I upload all this, thanks.

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xericsin
xericsin


Famous Hero
posted January 18, 2018 05:01 PM
Edited by xericsin at 17:02, 18 Jan 2018.

RerryR, looks like you forgot to check this &y2>-1 for this line 2 times:

!!HEy2:X?y5/?y6/?y7/?y8/?y9/?y10/?y11;                                          [Check Hero Speciality]


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 19, 2018 08:27 AM

@xericsin thanks for the hint. I assume you got an ERM error? I tried to reproduce it but couldn't get it. Anyway, better safe than sorry.
Updated to V.1.01 with fix

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xericsin
xericsin


Famous Hero
posted January 19, 2018 07:18 PM
Edited by xericsin at 16:19, 20 Jan 2018.

RerryR said:
@xericsin thanks for the hint. I assume you got an ERM error? I tried to reproduce it but couldn't get it. Anyway, better safe than sorry.
Updated to V.1.01 with fix

Attacking monster on day 1, I got an error saying cannot find hero when monster units begin moving. With this extra check, no more error.

Edit£º
I was referring to the Magic Specialist Mod.
I was also wondering why your script was so short and a lot of content was missing, and now I realise the Magic Specialist Mod I downloaded is only a small part of all your mods.

Adelaide's specialty hint has wrong picture. Spell num is 20, not 13.

And you are using hero ID to determine the specialty hint. This could lead to wrong hints if hero specialty is modified by other mods. Anyway, doesn't really hurt.

More Edit:
This line has a problem as well. BA:H will return -2 if no hero. So y4=-1 should be y4<0 or y4=-2.
!!BA:Hy4/?y4;
!!FU&y4=-1:E;

Why do you use HE-1 in battle?
I think HE-1 will not be set as the hero who has just cast a spell.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 20, 2018 03:41 PM
Edited by RerryR at 17:31, 20 Jan 2018.

Yes it's just one part.
The aim of the whole project is to make heroes which only take magic oriented secondary skills somehow more interesting and fun to play.
But taste and playstyle are very different in heroes 3 and so I continued to release separated mods so everybody can pick what he likes and i will continue to do so in the future.

xericsin said:

Adelaide's specialty hint has wrong picture. Spell num is 20, not 13.

And you are using hero ID to determine the specialty hint. This could lead to wrong hints if hero specialty is modified by other mods. Anyway, not a serious problem though.


 
I'm aware of the problem with mods changing hero specialty but in fact, the mechanic would still work only the hero specialty description would be wrong because only there I use the hero ID. I plan to change that in the future. So it's more compatible.

pictures will get changed, thanks! it's hard to get some testers/feedback here ^^

I also noticed the Magic specialists Mods is not perfectly compatible with Master of the Elements(double cast)Mod. I see if that can be changed later.

xericsin said:

More Edit:
This line has a problem as well. BA:H will return -2 if no hero. So y4=-1 should be y4<0 or y4=-2.
!!BA:Hy4/?y4;
!!FU&y4=-1:E;

Why do you use HE-1 in battle?
I think HE-1 will not be set as the hero who has just cast a spell.



Both correct and corrected. I re-uploaded the file.
I now also understand why i didn't get the error with Hero out of range. I only tested against creatures which didn't cast. As soon as i fought against Santa Gremlins i got the same error. thx

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xericsin
xericsin


Famous Hero
posted January 22, 2018 06:27 AM

Improved Landmine is not working.
I checked the erm, and I found these 2 lines.

!!VRy85&y85><0/v7198=1:+4;
!!FU&y81<3|y85<1:E;

Is >< same as <>?
What does &a|b mean? Did you mean &a/b or |a/b?

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