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


Known Hero
posted February 19, 2018 11:10 PM
Edited by RerryR at 23:11, 19 Feb 2018.

No no you are worth your money
Did you refresh the scripts by pressing f12 ingame?

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 19, 2018 11:13 PM

Oh, right xD completely forgot it. No errors confirmed.

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RerryR
RerryR


Known Hero
posted February 19, 2018 11:22 PM
Edited by RerryR at 00:05, 20 Feb 2018.

Alright, thanks for your help and keep reporting  

One more thing i noticed. If you want to use Magic Specialist Mod and Extra Cast Mod together, the fix i made will only work if Extra Cast Mod is above Magic Specialist in your Mod list. Otherwise it will have no effect.

Update Spell Trainer to version 1.4:
- expanded max levels of buffs for Alf the spammer
- if wearing Ring of Magi it will now say the correct 8% damage increase in battle log
- fixed weakness not leveling up

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 20, 2018 01:27 PM
Edited by AlfWithCake at 19:53, 20 Feb 2018.

It seems I can't get past 16% slow increase, getting 240 casts doesn't increase slow's power.

Edit: more than 100% to cast

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RerryR
RerryR


Known Hero
posted February 20, 2018 10:23 PM
Edited by RerryR at 15:11, 24 Feb 2018.

AlfWithCake said:
It seems I can't get past 16% slow increase, getting 240 casts doesn't increase slow's power.


Yes, i have the same problem. It seems that IF EL only accepts 16 conditions, the ones after that are ignored. I'll have to rewrite it somehow. Until that, 16 is the cap and well, more than 200 casts is already a lot

AlfWithCake said:

Edit: more than 100% to cast

Level 88 yes that's quite a powerful hero  
I'll implement a cap at hundred but that's just a cosmetic thing.


Edit:
Fix to Spell Trainer v.1.41:
- fixed spell increase above 240 casts now possible

Edit2:
Fix to Spell Trainer v.1.42:
- forgot debug line in Stone Skin spell which allowed endless upgrades

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 23, 2018 11:56 AM
Edited by AlfWithCake at 12:00, 23 Feb 2018.

 I was thinking how to make buff/debuff specialties work and spammed bless on Adela -- bless specialist -- and that's damage I achieved with gremlins, and that with tons of gremlins waiting in the base.


 She essentially tranforms low level units into 6th level in terms of damage.

 Edit: it turns out this is some kind of bug, maybe connected with "Remember Spells" this is their real damage:

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RerryR
RerryR


Known Hero
posted February 23, 2018 01:02 PM
Edited by RerryR at 13:07, 23 Feb 2018.

Ok, this seems like we need to take a look at the balance.

Honestly I'm not really sure how the bless speciality from her actually works?! It always says that the bonus is greater for low-level units. But how does that work with blessing. Max damage is max damage. With expert bless the damage is calculated with (+1)damage as far as I understood. I'm sure it's written somewhere here on the forum.

What the mod now does is that with increasing hero level and spell power it writes a (+2),(+3)... instead of (+1) for the damage. So maybe it gets exponentially multiplied with her speciality somehow. In such a case I would have to adjust the requirements for her gaining a new speciality level.

I don't think Remember Spells Mod interferes with spell damage. It does nothing in that regard. It just applies a spell in the first round of combat which was active on that stack in the last combat. I worrie more about Spell Trainer Mod.

On the weekend I have some free time and can do some test.  

Edit: By the way, how big was her speciality bonus in that fight?

 

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zmudziak22
zmudziak22


Famous Hero
posted February 23, 2018 01:40 PM

Her Bless Specialty grow with Level even on SOD.

Check this:
https://www.youtube.com/watch?v=E_t8yK3Yt4M&t=170s

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 23, 2018 03:09 PM

 Yeah, I know, it grows by 3% per level divided by unit level. But in this case it gets even better -- +1 damage per (Spell Power + Level)/15. And even Bless without speciality is strong, up to +15 damage for each unit and exppert bonus provides +2 damage bonus only for current round.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 23, 2018 03:22 PM

You can find general Spell Specialisation stuff in this post that I made a while back. It tells how each of them works in the base game (WoG may have modified this, of course).
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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RerryR
RerryR


Known Hero
posted February 24, 2018 10:14 PM
Edited by RerryR at 15:48, 03 Mar 2018.

New Upload: Eagle Eye Spell Absorb

Additional to learning spells after combat the Eagle Eye skill now allows your hero to directly absorb spells. Absorbed spells can be recast in the current battle round!  



With basic Eagle Eye the chance is 10% for spell level 1-3
With advanced Eagle Eye the chance is 20% for spell level 1-4
With expert Eagle Eye the chance is 30% for spell level 1-5

Eagle Eye artifacts increase the chance!

When spells are absorbed you will hear a little "drain" sound in combat. After that check your spellbook and use the spell in the same battle round otherwise it's gone.

verion: 0.91
- now considers Wisdom level of Hero (cannot cast high lvl spells without appropriate wisdom level)
- and Eagle Eye Level

NOT YET compatible with Double Cast mod and Magic Specialists Mod!


Updated: Magic Weeks

version 1.5:
- removed flags and vars for better compability
- added one new week
- fixed some ERM commands which made false checks



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

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xericsin
xericsin


Known Hero
posted April 02, 2018 11:01 AM

I saw your post in the chinses wog site.

Wondering how you managed to find the site.

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RerryR
RerryR


Known Hero
posted April 02, 2018 11:32 AM
Edited by RerryR at 11:43, 02 Apr 2018.


Someone posted a community account here to visit this site and published some scripts.

Here: http://heroescommunity.com/viewthread.php3?TID=39774
Here: http://heroescommunity.com/viewthread.php3?TID=39761  

So i sometimes drive by and take a look

I also wondered why a lot more people accessed my dropbox link lately from all around the world. So now i figure it could be because the Chinese people have to use a VPN to access it?!
https://goo.gl/#analytics/goo.gl/G5dFhK/all_time

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RerryR
RerryR


Known Hero
posted April 12, 2018 11:29 PM

Scaling Magic

You ever felt that it made no sense that a level 5 hero can cast Stoneskin with the same effect than a mighty level 50 wizard?
This Mod gives nearly all spells a scaling with spell power which hadn't one before! The effect of the spell is now based on your heroes total "Magic Strength" [MS]
MS is a combination of the hero spell power and his magic based secondary skills.
If you now pick Sorcery as a secondary skill it will give you +10 MS at expert level for example. +10 to MS will most likely result in one extra level for most of your spells. So no more buffing damage spells only.
A lot of other magic skills as wisdom, scholar or the magic schools will give you a certain amount to you MS. This system prevents strong might heroes, which happen to have high spell power,
from gaining the same strong spells as a pure magic hero will get!

To keep balance all spells start at a lower level. At around 20 to 30 MS factor you will get the same values as original H3 spells. But after that value, your spells will become stronger the more spell power you have.

To check the current power of your spell you can right click on your heroes spell bock.


Version 1.0

Ideas for future versions:
-Better spells will cost more mana
-Scaling of spells depend on map size
-Balance the Magic Strength factor

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

Please test and report. Hope you like it.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted April 13, 2018 03:14 PM

 Looking forward to test it. Adela will strike again to turn level 1 units into killing machines.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted April 13, 2018 05:43 PM
Edited by AlfWithCake at 17:43, 13 Apr 2018.

 So what are priorities for your mods now? Should ReMagic be first, next Scaling Magic, next Extra Cast and everything else after it?

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RerryR
RerryR


Known Hero
posted April 13, 2018 07:56 PM

AlfWithCake said:
 So what are priorities for your mods now? Should ReMagic be first, next Scaling Magic, next Extra Cast and everything else after it?


Good point, i was about to explain it anyway.

So this mod comes with an altered SPTRAITS.txt file where I lowered the power of some spell to compensate for their scaling.
This file is not mandatory for the mod to work. So if you delete this file from the mod data folder, the mod will fall back to the next SPTRAITS.txt file it finds and takes its values from there. If you use no other mods this will be the vanilla file. The same will happen if you give a mod with SPTRAITS file priority over this mod. Then it takes the values from there. In case of my mods, this can only be "Improved Spells" where the file is used for new spell description but has original values and "Remagic" (which is strictly speaking not a mod from me but has greatly improved spells value).
So in brief just set it on top of the mod order. But you are free to change your starting values if you want. And if you are not sure what is currently active just right-click your hero spell bock and it will give you all the current spell values For example, Haste spell usually starts at speed bonus 3. With this mod, it should start at 2.
Hope it is clear now.

For all the other mods like the double cast, it doesn't matter. It should be compatible with everything except "Spell Trainer" I will do some tests and see what happens if both mods activated at same time.

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tiche3
tiche3

Tavern Dweller
posted April 16, 2018 04:56 PM

RerryR,

These mods are very great and interesting, I'm happy you're still making and improving them. Keep up the good work.

All the best!

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RerryR
RerryR


Known Hero
posted April 16, 2018 11:35 PM
Edited by RerryR at 18:31, 14 Jun 2018.

Thanks tiche3, keeps me motivated
Currently, I have one more bigger mod in development which will focus on hero development after level 30 and will add a "Master" and "Grandmaster" level to most secondary skills. But before that, I think some minor improvements to my other mods should be made.



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RerryR
RerryR


Known Hero
posted June 14, 2018 07:23 PM
Edited by RerryR at 19:27, 14 Jun 2018.

Scaling Magic



Update Version 1.1:
- Added scaling of spells depend on map size
- Higher level spells now cost more spell points
- Mysticism and Intelligence now add to your MS
- Right Click on Spell Book now shows current MS factor

When playing games on big maps you will get a small malus to your Magic Strength factor to compensate for a lot of primary skill points. En contraire you will get a little bonus when playing on S size maps.

Also higher level spells now cost more spell points. The better the more expensive. This makes secondary skills like mysticism and intelligence slightly more important.


Magic Weeks

Update Version 1.6:
- Added 5 new weeks
and some more ideas to come


Magic Specialists

Update Version 1.3:
To prevent spell spamming with high-level heroes in the first round of combat, specialty spells cast several times in the same battle round will increase in spell points cost. So now casting the same spell three times in a row is expensive, better wait for the new battle round to save spell points if needed.
To be more precise: If Lightning Strike costs 10SP the first cast cost 10SP, the second cast costs 20SP and the third cast is 40SP. So it always doubles. This applies only to Spell Specialists and not to Sorcery Specialists.



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