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Heroes Community > Heroes 5 - Modders Workshop > Thread: [TOOL] Open-source Skill wheel!
Thread: [TOOL] Open-source Skill wheel! This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
thGryphn
thGryphn


Famous Hero
posted April 02, 2016 09:57 PM

^ A skill wheel, in this context, is nothing but a visual representation of the dynamics built in the game. It will not change anything, other than potentially help the player make more informed skill/perk selection decisions.

I read your comment on MMH5.5 on the other thread too. Man, you really gotta try it. Most of your concerns on how skills picking themselves and having limited number of viable builds, etc. are solved. You can pretty much play any faction with any feel: from Crag Hack to Zehir This is naturally excluding Stronghold, but even they have some internal variability now...


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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted April 03, 2016 12:08 PM

@Gidoza: you reject H55 in the other thread and then you write down in this one all fundamental flaws of H5 that were the reason to make H55

3. is by the way good example of how a balance issue can only be solved properly with a big new feature: might and magic classes.
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Gidoza
Gidoza


Known Hero
posted April 03, 2016 04:12 PM

magnomagus said:
@Gidoza: you reject H55 in the other thread and then you write down in this one all fundamental flaws of H5 that were the reason to make H55

3. is by the way good example of how a balance issue can only be solved properly with a big new feature: might and magic classes.



Okay, I'm starting to be intrigued.  I'm not aiming to be oppositional - I'm often just very skeptical of mods whereby a whole pile of stuff gets changed, the graphics are different, and it doesn't feel like the same game anymore.  In the past I've developed mods for games specifically to undo stuff modders did in a mod that went too far.

However, if you haven't done this, and I happen to like what I see, then you have at your disposal a feverous tester and observational critic.

As for the new feature of might and magic heroes...it existed in heroes 3, so I guess I can accept this change.  (No, really...I will criticize every last thing that I see if I enter in to this.  )


Thanks!
-Gidoza

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted April 03, 2016 05:27 PM

This ought to be interesting
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted April 04, 2016 04:37 PM
Edited by dredknight at 16:38, 04 Apr 2016.

NEW VERSION RELEASED: v0.40

- Added: Hero box and buttons in the skillwheel.
- Added: Visual presentation and hover element for the Hero box
- Added: RC6 heroes names and specializations
- Added: Value to present the % to get each skill tree when hero levels up.

- Changed: Pop up window design
- Changed: Pop up window now dynamically rezises based on the length of the text
- Changed: Icon pixeling was improved a bit.

- Fixed: Now all restricted perks are presented only to heroes who meet skill reqiurements
- Fixed: Names for alternative skills trees are now as in the game (For example, Normal Leadership and Necro Leadership are both called Leadership)

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thGryphn
thGryphn


Famous Hero
posted April 04, 2016 11:08 PM

Looking great! Two bug reports for you

1) Death Knight's Leadership skill perks seem to be messed up.

2) Stronghold Heroes' skill acquisition probabilities are wrong. You used the same probabilities as other factions, but they're different for Stronghold.


By the way, nice touch deleting the three perks unobtainable by Stronghold heroes! Doing the same for the in-game skill wheel

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strigvir
strigvir


Adventuring Hero
posted April 05, 2016 03:12 AM

Seers are still shown as eligible for Arcane Omniscience.

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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted April 05, 2016 08:54 AM

Thanks for the feedback both of you .

thGryphn said:
1)Death Knight's Leadership skill perks seem to be messed up.


No, it is not messed up. This is how it is for Necros by design.
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thGryphn
thGryphn


Famous Hero
posted April 05, 2016 10:13 AM

dredknight said:
Thanks for the feedback both of you .

thGryphn said:
1)Death Knight's Leadership skill perks seem to be messed up.


No, it is not messed up. This is how it is for Necros by design.



How come? Necros cannot learn "Encourage"? I don't mind, but I don't see that written anywhere... Not even in the Appendix.

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thGryphn
thGryphn


Famous Hero
posted April 05, 2016 10:21 AM

strigvir said:
Seers are still shown as eligible for Arcane Omniscience.


Oh, so we're doing that now: Removing the perks with prereqs that cannot be satisfied by design.

I totally support this, but you guys (magno and dredknight) should really be more vocal about these implementations. I mean, I'm trying to design a skill wheel too...


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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted April 05, 2016 10:29 AM

TheGryphn there are so many things we have covered the last 100 pages before you join the here. We cant remember them all. However I am try to make the online almanah on facebook as full as possible.

Unfortunately I have still not covered skills.


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strigvir
strigvir


Adventuring Hero
posted April 05, 2016 12:25 PM

thGryphn said:

How come? Necros cannot learn "Encourage"? I don't mind, but I don't see that written anywhere... Not even in the Appendix.


Appendix doesn't say anything, but Leadership page does.



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thGryphn
thGryphn


Famous Hero
posted April 05, 2016 01:41 PM

strigvir said:
thGryphn said:

How come? Necros cannot learn "Encourage"? I don't mind, but I don't see that written anywhere... Not even in the Appendix.


Appendix doesn't say anything, but Leadership page does.




I missed that. I was assuming the Appendix special-cases were all of it...


dredknight said:
TheGryphn there are so many things we have covered the last 100 pages before you join the here. We cant remember them all. However I am try to make the online almanah on facebook as full as possible.

Unfortunately I have still not covered skills.




No, I know, I'm learning as I go, but the situation about learning skills outside the 12 and what happens to non-satiable prereqs hasn't been clear. I mean, it's not possible to understand what the running assumption/intention is by just looking at the current documentation (in-game manual, etc).

For example, as you know from the main thread, I had first assumed that it was OK to learn other skills (than the 12) and I was considering not including the relevant ones on the skill wheel a "bug" but it turns out the fact that any other skill can be learnt is the "bug"...

Anyway, as I said, I'm learning the detailed design intentions as I go, and sometimes I'm blind-sided with new discoveries

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lemba
lemba

Tavern Dweller
posted April 24, 2016 07:05 PM

I like the skillwheel. Thx alot for your efforts!
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted April 24, 2016 08:52 PM
Edited by dredknight at 13:49, 16 May 2016.

Your are welcome

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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted May 16, 2016 01:49 PM

NEW VERSION RELEASED: v0.50

- Added: Hero builder functionality including:
-  Skills database for all heroes.
-  Skills dependency
   -  Selectable skills - by selecting a skills it is toggled active or passive(grey).
-  Smart skill selection - perks that cannot be picked disappear
-  active images have shadow.
-  Added Random hero template that has all class skills.

- Changed: hover effect visibility (darker)
- Fixed: Various code performance improvements.

Still not fixed:
- Chieftain and Vetaran skilltrees. Not yet implemented the 13th skill.
- Ultimate perks dependencies
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted May 16, 2016 02:40 PM

Thanks, excellent work again!

Let me know if you think it is time for extra link on moddb or if you want to wait and work on it further.
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted May 16, 2016 03:25 PM

Thanks

Yes, you can add a link there.

Regarding development there are some ideas on new features in my head so you can consider it still work in progress.
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strigvir
strigvir


Adventuring Hero
posted May 16, 2016 09:29 PM
Edited by strigvir at 21:29, 16 May 2016.

How are you gonna solve the Renegade problem? They can get Twilight while other Knights can't.

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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted May 16, 2016 11:17 PM

strigvir said:
How are you gonna solve the Renegade problem? They can get Twilight while other Knights can't.

It was solved in version 40 but from the latest talk in the mod thread magno will remove the requirement for the next release so I added twilight back to all classes that has Light magic.

Anyways, the special Knights has the similar problem as barbarians of having 13 skills. If I solve the 13 skills issue everything else will fit easily.

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