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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 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2017 08:48 PM

PyroStock said:
The old WoG Sorcery was bugged causing heroes with Sorcery specialty/talent to have their Sorcery specialty/talent not work at all.  Has that been fixed in this mod or elsewhere?



I was not aware of this neither. Was it before 3.58? Because from 3.58 and up, there are no changes to sorcery regarding spells damage.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 15, 2017 01:46 PM

Yeah. It is probably the script which gives sorcery level outside range 0-3 (to hack percentage) I could fix it probably (by using another script to hack percentage, the one with UN:C )

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PyroStock
PyroStock


Adventuring Hero
posted February 18, 2017 05:16 AM

Salamandre said:
I was not aware of this neither. Was it before 3.58? Because from 3.58 and up, there are no changes to sorcery regarding spells damage.


I'm not sure exactly when and thought it was a well known bug since I read it somewhere months or years ago.  After I read about it I tested it multiple times via 2 WoG games with 1 using WoG Sorcery and the other vanilla sorcery.  Every time the L30+ sorcery specialist hero did/does less spell damage with WoG Sorcery than vanilla Sorcery on any creature I tested.

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RerryR
RerryR


Known Hero
posted February 18, 2017 10:52 AM

PyroStock said:
Salamandre said:
I was not aware of this neither. Was it before 3.58? Because from 3.58 and up, there are no changes to sorcery regarding spells damage.


I'm not sure exactly when and thought it was a well known bug since I read it somewhere months or years ago.  After I read about it I tested it multiple times via 2 WoG games with 1 using WoG Sorcery and the other vanilla sorcery.  Every time the L30+ sorcery specialist hero did/does less spell damage with WoG Sorcery than vanilla Sorcery on any creature I tested.


I did a quick test and it seems that you are right. I bet it has to do with the offset in the secondary skills list which you get when you activate Sorcery 2 in WoG options. Its easy to miss that when scripting, same as i did
In fact this bug is fixed when you use my mod "Sorcery damage buff" (i did a quick test), its pure coincidence because i wasnt even aware that there is a problem. So you can use this mod. But i would suggest someone further tests this and can confirm.

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robizeratul
robizeratul


Known Hero
posted February 21, 2017 06:06 PM

fixed for me, new version works like a charm!

only a few spells left! curious what you will come up with, spells are cool and creative!

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RerryR
RerryR


Known Hero
posted February 21, 2017 06:49 PM

Thanks!
Iam 95% there where i want to be. The last three or four spells left are rarely used or i still have no idea.
I will now focus on balance, visual and sound feedback for the new effects. Ah and ofcourse on this damn AI which still gives me trouble

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 21, 2017 10:01 PM

Could I borrow some of your ideas to my mod? I like the idea that Slayer adds damage to high level creatures, an some of other ideas, but I would use my formulas .

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RerryR
RerryR


Known Hero
posted February 21, 2017 10:32 PM
Edited by RerryR at 22:36, 21 Feb 2017.

majaczek said:
Could I borrow some of your ideas to my mod? I like the idea that Slayer adds damage to high level creatures, an some of other ideas, but I would use my formulas .


Yeah sure nice that you ask. Just wondering what you mean with Slayer exactly? I didnt change it in that regard. It just gives your stack a chance to deal double damage to any stack for one round.
But you just gave me an idea. I will change it to get higher chance the higher the stack is which is attacked

Just out of curiosity what else do you have in mind ?

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AlfWithCake
AlfWithCake


Hired Hero
posted February 23, 2017 01:16 AM

 I had idea for my campaign, which will never be released of course, for blind to make targeted stack miss 25% of the time instead of being blinded, this would stack with itself additively and if you cast 4 times blind on a target it would finally become blinded. Hope you can use this idea.

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RerryR
RerryR


Known Hero
posted February 25, 2017 05:01 PM
Edited by RerryR at 17:23, 25 Feb 2017.

Hi,

i will release probably last version of this mod because motivation is fading. During scripting a little frustration got me because i could not overcome some problems and can not implement all the ideas i have. So mod has to stay at beta level. Maybe thats the reason why there is only very few mods out there changing spells around (except changing values )
Still the mod is 95% finished and iam quite satisfied with what i have. I could not add things to all spells, but nearly all


New Version of Improved Spells











Complete changes:

Fire spells:
Bloodlust: +5 Attack for this round; +3 attack for your stack for every enemy stack slain
Slayer: Chance for Death Blow attack this round
Frenzy: Chance for Attack and Return for one round
Fire Shield: summons fire elements when hit (will be changed maybe)
Protection from Fire: Chance to cast magic arrow before attack for one round
Summoning Elemental: Summoned creatures grow each battle round. Grows is 10% +1% for every point in SP.
Landmine: creature loses speed for the batlle; + deploys a big deadly landmine on the field. Speed loss is monster level dependant +random value. The big mine will kill a percentag of complete stack, depending on SP.
Curse: Cursed enemies deal 5% less damage for ever debuff affecting the stack (except curse)
Blind: Blind withstands heal or cleanse 1 time, but vanishes next round.
Misfortune: Chance that attack will deal less damage. Chance is fix 20% but damage reduction scales with SP
Sacrifice: The sacrificed stack gets revived as a deadly martyr. Can only happend once per combat. The martyr inherits a percentage of damage and HP of the compelte sacrificed stack (looks very funny )

Earth spells:
Slow: -1 extra speed for this round for your enemies
Stoneskin: +5 Defense this round
Shield: first creature in stack gets a shield which absorbs damage worth 100HP +10*SP from Hero. Can only happen once per battle. This spell does not work correct when playing vs a AI caster hero :/ it will alawys proc every shield of your creatures. But still my favorite spell now. I hope i can fix it someday.  
Counterspell: Dispell ability for one round
Protection from Earth: Chance to cast magic arrow before attack for one round
Summoning Elemental: Summoned creatures grow each battle round
Sorrow: stack deals less damage to bigger creatures (5% less damage per level difference)
Ressurect: casting Ressurect gives random buff for ressurected stack
Death Rippel: -1 morale for all living creatures for current battle round

Water spells:
Bless: +2 Damage in this round
Heal: +10 Health Points for your creatures in this round
Mirth: Your creatures can fly this round (mechanik will maybe change). And i hope i can fix the bug, that fly is permanent sometime.
Protection from Water: Chance to cast magic arrow before attack for one round
Summoning Elemental: Summoned creatures grow each battle round
Clone: All clones grow in numbers (25%) when spell is cast
Prayer: extra "holy" damage to undead creatures (damage depends on SP of hero 5% more damage per 10SP).  
Weakness: Creatures which suffer from weakness will deal less damage for every battleround after weakness was cast. (5% less damage per round max20%)
Forgetfulness: Your enemies are so lost that they sometimes forget who is enemie or friend. Chance to attack neighbouring stack is 20% +5% per 10 Spellpower
Dispel:You can keep alls buffs for the current battle round. This one was tricky to implement. You will probably get a freeze screen for 1 or 2 seconds when casting dispel. Sry i'am also not happy but cant change it now

Air spells:
Haste: +1 extra speed for this round
Air Shield: chance to block extra damage  
Accuracy: Shoot when adjacent for one round
Magic Mirror: Chance to cast spell before attack
Luck: Chance that with attack you steal stats value from your enemy. Chance to steal is 30% you can steal attack, defense, speed or damage. You will hear a drain sound and see notice in battle log.
Counterstrike: No retaliation for one round
Protection from Air: Chance to cast magic arrow before attack for one round
Summoning Elemental: Summoned creatures grow each battle round
Disrupting Ray: stack gets +2 damage from every unit attacking the stack
Destroy Undead: +1 morale for all living creatures for current battle round


How to use this mod:
just install in your heroes 3 mods folder. it can have lowest priority.
there is a changed SPTRAITS.TXT file now which will override yours if you have any in use. Its just for spell descriptions, all spell values are still original. So you can delete it if you dont mind missing descriptions or you could even copy all your changed values over to my file with Text table Editor + copy paste. easy.

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

 

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robizeratul
robizeratul


Known Hero
posted March 02, 2017 01:30 PM

What about the other files there ? Like the sorcery bonus or the wisdom bonus. How to get those ?

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RerryR
RerryR


Known Hero
posted March 02, 2017 09:24 PM

robizeratul said:
What about the other files there ? Like the sorcery bonus or the wisdom bonus. How to get those ?


I think you mean the "critical sorcery mod". I took the idea from "ERA Mods" and developed it further. When your hero learns wisdom you get 1% chance per lvl of hero that your spells do more damage. So you get some scaling in late game. I also changed some artifacts to give you some additional bonus.
Also when you use "Improved Spells" Mod and hit your enemy with lightning spells they have an increased chance that the next spell cast on them is critical and will do more damage. So you can do some nice combinations in battle.

Most of the files on the dropbox link have a readme file which explains the changes.


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robizeratul
robizeratul


Known Hero
posted March 02, 2017 09:59 PM

Reasing the file now!

Is it possible to have every mod in one place ? Something like RerryR mod pack? And then simply give the option to activate/deactivate what you like, similar to any other Wog scripts.

Maybe its a lot of work, but it would make your mod more popular and usable I think

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AlfWithCake
AlfWithCake


Hired Hero
posted March 03, 2017 12:10 AM
Edited by AlfWithCake at 00:15, 03 Mar 2017.

Same for me, I find it inconvenient to have many mods to turn off or on and they really mess mod list when you try to find some exact mod to turn off. And unlike other mods, these mods are much alike and, furthemore, synergies with each other. I understand, that some would like to enable only a part of them, but having something like wogification options would be very convenient for everyone.

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NimoStar
NimoStar


Promising
Famous Hero
Modding the Unmoddable
posted March 03, 2017 01:14 AM
Edited by NimoStar at 01:15, 03 Mar 2017.

So, Mysticism, the most useless joke skill, instead of being improved above to match others, now also has the most useless joke bonus... while already good skills like magic schools and wisdown have the best bonuses...

What a cosmic joke...

:v
____________
CLICK on the image to discover H4 Greatest Mod!

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RerryR
RerryR


Known Hero
posted March 03, 2017 07:45 AM

Maybe i could do some kind of WoG options but i iam not sure how to do this.
You can ofc pack all ERM files you like/want to play constantly in one folder and call it "Enhanced Magic Skills" or somethink. Then you just have to activate one Mod.


NimoStar said:
So, Mysticism, the most useless joke skill, instead of being improved above to match others, now also has the most useless joke bonus... while already good skills like magic schools and wisdown have the best bonuses...

What a cosmic joke...

:v


You think the bonus is not a good idea or to weak?
Have to tried Magic Weeks which you get when you have Mysticism? Its the same as Monster Weeks just for magic heroes. Together this makes a strong combo.
What would you like to have from Mysticism?


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fester
fester


Adventuring Hero
posted March 03, 2017 12:53 PM

Absolutly brilliant RerryR!

Excactly what had me tired of the game cuz I too liked the idea of late game with magic heroes.

lets not carve things into stone about balance of things yet ... Better just keep it as u say "for fun" "brainstorming" ideas ... the balance can always be worked on later

recoloured armageddon ? ( waterdamage or alike? )

bestow hit n run aka harpy-ability (singleunit) ( duration i dunno 1-2 turn? )



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NimoStar
NimoStar


Promising
Famous Hero
Modding the Unmoddable
posted March 03, 2017 02:34 PM

Quote:
You think the bonus is not a good idea or to weak?
Have to tried Magic Weeks which you get when you have Mysticism? Its the same as Monster Weeks just for magic heroes. Together this makes a strong combo.
What would you like to have from Mysticism?


Don't get me wrong, your mod is still very nice and creatuve, and I like the Luck thing soecially, as Rampart heroes had always luck skill, and already good luck, luck artifacts, luck grail, it was all pretty redundant since it would never go over +3 (and Luck is weaker than Morale anyways, also there is no "Negative luck" to counter).

But woudn't enemy heroes also benefit from these "magic weeks"?

Also random spell can get you a bonus is a school you are not proficient... like getting Ice Bolt when you are Expert Air Magic, thus Lighting Bolt is still better.

Mysticism has been getting the short end since ever... I was waiting for WoG to make it better before, but then I just got the stuff like "You are able to predict next week will be Week of the Mongoose". Really useful? lol

What would I like... well, I am not very inspired right now for H3
let me think...

But, maybe, Mysticism randomly (or steadily) replenishing some of your your spell points during/after/before battle? (10/20/30+level points?)

Or reducing the cost of all spells in 1/2/3 points?

You have not done much with spell costs, only damage power, and I think spell points are an important part of H3 - and mysticism was originally all about that (even if extremely, extremely weak, considering mage guild and wells would already restore to max). By increasing the usefulness (recharging points better) it can be considered a useful skill on the matter,. much like Intelligence, which is also about spell points but considered good.
____________
CLICK on the image to discover H4 Greatest Mod!

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RerryR
RerryR


Known Hero
posted March 03, 2017 06:05 PM
Edited by RerryR at 18:16, 03 Mar 2017.

fester said:
Absolutly brilliant RerryR!

Excactly what had me tired of the game cuz I too liked the idea of late game with magic heroes.

lets not carve things into stone about balance of things yet ... Better just keep it as u say "for fun" "brainstorming" ideas ... the balance can always be worked on later

recoloured armageddon ? ( waterdamage or alike? )

bestow hit n run aka harpy-ability (singleunit) ( duration i dunno 1-2 turn? )



Hi,
of course we can always discuss balance. But keep in mind that there are a lot of different ways people play that game. Some play small maps, some only XL maps. Things can be totaly different there.

I dont understand exactly what you mean with recoloured armageddon ? ( waterdamage or alike? ... to which mod are you refering?
You want to change spells?

NimoStar said:

But woudn't enemy heroes also benefit from these "magic weeks"?



Yes every hero with mysticism gets the bonus


NimoStar said:

Also random spell can get you a bonus is a school you are not proficient... like getting Ice Bolt when you are Expert Air Magic, thus Lighting Bolt is still better.



True, if you roll ice bolt before combat and you dont have that spell you gain nothing.
But if you are lucky and you can cast that spell the damage should in most cases be higher even if you are expert at for example lightning strike. You profit more the more spells you know.

NimoStar said:

But, maybe, Mysticism randomly (or steadily) replenishing some of your your spell points during/after/before battle? (10/20/30+level points?)

Or reducing the cost of all spells in 1/2/3 points?

You have not done much with spell costs, only damage power, and I think spell points are an important part of H3 - and mysticism was originally all about that (even if extremely, extremely weak, considering mage guild and wells would already restore to max). By increasing the usefulness (recharging points better) it can be considered a useful skill on the matter,. much like Intelligence, which is also about spell points but considered good.



Replenish some points for every combat is an idea, i will think about it.

Yes spell points are important. I for myself have changed SP for every spell. But i think thats a topic i leave for everybody self to decide. You can easily change that by manipulating the SPTRAITS.TXT file.

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fester
fester


Adventuring Hero
posted March 03, 2017 09:24 PM

I dont understand exactly what you mean with recoloured armageddon ? ( waterdamage or alike? ... to which mod are you refering?
You want to change spells?

nono ... very much like th orignal armageddedon but with ice damage instead of fire , this time the hail of fire is hail of snow/ice leaving ice/snow creatures instead.

I thought i whould be a somewhat doable "new" spell as people have recoloured goloms and thus not having to do a whole new animation. recolouring the fire blizzard into a snow blizzard seems a quick fix. then again thinking a new colour pallate and if/how much effort code/thingy i dunno

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