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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Map Revival!
Thread: Duel Map Revival! This thread is 6 pages long: 1 2 3 4 5 6 · «PREV
lokiseto
lokiseto

Tavern Dweller
posted September 04, 2019 11:11 AM

Who is this Marco you're refering to?

As long as there is someone willing to share information about the
game I'm willing to provide support.
As for the hex editing, I'd gladly turn some information about the .exe into an experimental setup or just for fiddling and trial and error.

Not sure what I could provide, my gaming buddy is fixed on the modd bc. of the skill system - I think the ultimates had its benefits but the new system is fine with me.

Have you tested your balancing in 5.5? I'd be interested to give it a try.

Well - if by any means I can help out, contact me here.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 04, 2019 02:33 PM

To prevent any people from doing unnecessary work moving stuff between game versions, I should reveal that a random generated user-configurable duel map template is currently WIP for next H55 release.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 04, 2019 03:04 PM

Oh? Curious what that will look like. Can't be better than the original of course

Marko is my invisible friend. Just kidding, he hasn't joined hc yet so his brilliance can only be felt indirectly. He just made chain lightning receive a dmg bonus when passing through arcane crystals


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 04, 2019 03:55 PM

The force is strong in Marko!

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 05, 2019 10:33 AM

Since I'll be away for the next few days, I'm uploading the latest map and exe for anyone who wants to give it a try

Notable changes:

- Empowered armageddon fixed so now it applies fire effects, it does not ignore warmachines and its meteor does physical damage in the center like the regular spell.

- Armageddon cost significantly lowered so you can throw 2-3 empowered ones if you have arcane training.

- Chain lightning that strikes an arcane crystal will not have its next jump reduced but instead boosted by 50%.

- Matriarchs(but not mistresses) get arcane crystal instead of RM. This will allow for more tactical play but also help setup chain lightning combo with the hero.

- High druids have channeling again, this time at +4 bonus.

- Offensive/defensive formation now available for all factions. Used to work for dwarves only.

- Runic machines is now in rulelore but will only appear if you have warmachines.

- Similarly, haven's retaliation strike(counterstrike racial) will unlock weakening strike but only if you have dark.

- Mountain guards have 'reinforcements'. When they attack an enemy stack, they will spawn a friendly guard stack of equal strength. Of course, the mountain guards are weaker than shieldguards to make up for the extra stack.

- Ghost dragon / death knight population slightly increased.

- Death knights lose vorpal blade as it was a bit too powerful. They now have rider charge to reduce enemy defense and a chance to apply slow, curse or frenzy! Hope to tweak that last one

- Ghosts are.. no longer incorporeal! An emblematic ability to be sure but one that messes up with tactical play. They gain +14 defense which translates into 50% damage reduction.

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