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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] In-Game Creature Info Page (for all H5)
Thread: [MOD] In-Game Creature Info Page (for all H5) This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
strigvir
strigvir


Adventuring Hero
posted December 24, 2016 11:08 PM

I'd say the lag when opening upgrade screen IS noticeable. And it's not like this is a rare window to open.

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thGryphn
thGryphn


Famous Hero
posted December 25, 2016 09:16 AM

strigvir said:
I'd say the lag when opening upgrade screen IS noticeable. And it's not like this is a rare window to open.


Yes, the FIRST TIME when you open it, there is a noticeable lag, but in consecutive times the lag is so minimal as to be arguably unnoticeable. At least in my experience...

Try closing the town screen and open again to see if you agree...


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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 25, 2016 01:26 PM

Thanks for the update it looks great, some things

could you pre-implement the following chnages:

shadow matriarch - swift attack instead of whip strike
shadow mistress - hexing attack instead of whip strike
archmage - energy channel changed back instead of mana feed, now effect = 10%, thanks deflaktor.

also did you include those 2 spelling errors you found? or should i keep them on my list.

we seem to keep working on different base files, note my skillwheel file from h55 has all text separated.

could you really seperate ALL text from the xdb files in separate archive?

also can you keep skillwheel and creaturepedia separated so people with old computers and too much lag can remove one pak file?









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thGryphn
thGryphn


Famous Hero
posted December 25, 2016 03:32 PM

magnomagus said:
Thanks for the update it looks great, some things

could you pre-implement the following chnages:

shadow matriarch - swift attack instead of whip strike
shadow mistress - hexing attack instead of whip strike
archmage - energy channel changed back instead of mana feed, now effect = 10%, thanks deflaktor.



No problem

magnomagus said:

also did you include those 2 spelling errors you found? or should i keep them on my list.



Yeah, I fixed the spelling errors I mentioned before, so you can cross them off your list

magnomagus said:

we seem to keep working on different base files, note my skillwheel file from h55 has all text separated.

could you really seperate ALL text from the xdb files in separate archive?



I can pack the txt files as a separate pak file, no problem.

magnomagus said:

also can you keep skillwheel and creaturepedia separated so people with old computers and too much lag can remove one pak file?



Sure, I will separate the files and send you pak files for both mods...

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thGryphn
thGryphn


Famous Hero
posted December 25, 2016 09:53 PM

@magno:

So, uh, we're effectively removing Whip Strike from the game? I guess it's because of Frenzy spell?

Before you make the changes final on the Shadow snowes, sorry Witches, don't you think Hexing Attack is way more powerful than Swift Attack? Swift Attack will work only in melee (the creature is a Shooter/Caster) and only if the target is under Slow, so... I feel like this change is going to make the Matriarchs under-powered...

Instead of Swift Attack, I think you should really consider either one of Cursing Attack, Sorrow Strike, or Weakening Strike.

Also, are you implementing the -5HP for Red Dragon?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 26, 2016 12:12 AM

whip strike is only a linguistic loss, not a gameplay loss since it is basically hexing attack with less variation.

I have already considered all those alternatives, they cannot be made melee exclusive.

I already playtested swift attack and it works very well, since slow is very popular spell for dungeon.

shadow witches were already buffed alot before even the whip strike issue came up.

and yes red dragons are going to lose at least 5HP
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thGryphn
thGryphn


Famous Hero
posted December 26, 2016 12:20 AM

magnomagus said:

I have already considered all those alternatives, they cannot be made melee exclusive.

and yes red dragons are going to lose at least 5HP


I see, yeah, ranged cursing could be too powerful. Alright

I asked about the Red Dragons because I need to change the HP stat accordingly...

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 27, 2016 04:53 PM

because of deflaktors patch mini artifacts can now be fully balanced, the initiative nerf on gremlin saboteurs can be reverted and hp back to 6
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thGryphn
thGryphn


Famous Hero
posted December 27, 2016 05:35 PM

magnomagus said:
because of deflaktors patch mini artifacts can now be fully balanced, the initiative nerf on gremlin saboteurs can be reverted and hp back to 6


Reverted to what value?

Also Red Dragon hp nerf is 5 or 10, or what exactly?

By the way, I'm changing only the Creaturepedia files. You're doing the changes on the game xdb files like before, right?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 27, 2016 06:51 PM

On second thought, i think it is easier if i just do the stats last minute, both xdb and creaturepedia, you only need to worry about the abilities and descriptions.
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Mario
Mario


Known Hero
posted December 28, 2016 12:01 AM

Polish translation Creaturepedia v.9 for TotE (fitted version):
https://www.dropbox.com/sh/gxm70mjjfw81zru/AAB-F0hzcmCZPL9wdqSlfRsMa?dl=0

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thGryphn
thGryphn


Famous Hero
posted December 28, 2016 06:55 AM

magnomagus said:
On second thought, i think it is easier if i just do the stats last minute, both xdb and creaturepedia, you only need to worry about the abilities and descriptions.


In that case, and if ability changes are only the three you mentioned above, I'm ready to send you the final version, separated as text vs nontext and core mod vs other, for both Creaturepedia and SkillWheel...

Let me know

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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 28, 2016 10:35 AM
Edited by dredknight at 10:36, 28 Dec 2016.

magnomagus said:
because of deflaktors patch mini artifacts can now be fully balanced, the initiative nerf on gremlin saboteurs can be reverted and hp back to 6


Are you going to remove Titan initiative nerf as well?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 29, 2016 08:48 PM

@Dredknight: I'm considering it, but then their damage has te be nerfed a little.

@ThGryphn: I have discovered something else painful, you decided to show the experience values, but i don't want to give the impression on uninformed players that the upgrades are not equal, so these numbers have to be the same (I never cared before making that change in the gamefiles since it wasn't shown).

What would you prefer, removing this stat entirely or adjusting all the numbers?


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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 29, 2016 09:47 PM
Edited by dredknight at 21:47, 29 Dec 2016.

magnomagus said:
@Dredknight: I'm considering it, but then their damage has te be nerfed a little.



IMO, leave it as it is now. Titans should hit hard but slow when they act due to their size and golem nimbleness.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 29, 2016 10:14 PM

true, but you need to realize if i don't change them they become practically slower then they are now, while if i do increase to 10 they become practically equally fast as they are now.
and a dmg of 40-65 is still the highest after blackies, that's why nival made them so overpowered to begin with.
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 29, 2016 11:07 PM
Edited by dredknight at 23:08, 29 Dec 2016.

magnomagus said:
true, but you need to realize if i don't change them they become practically slower then they are now, while if i do increase to 10 they become practically equally fast as they are now.
and a dmg of 40-65 is still the highest after blackies, that's why nival made them so overpowered to begin with.


From what I see the titans are currently the same as ToTe with the following changes:
- melee upgrade has + 20 HP
- initiative reduced by 1

How they become slower if you dont change them and how they become as fast as they are now if you increase initiative with 1 is something I dont cognitively assimilate . I assume there are  other things in mind behind this decision so I will go with whatever you choose.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 29, 2016 11:17 PM

Taking into account new truly balanced mini artifacts
# ----------------------------------------------------
# ---------------- Mini Artifacts V2.1 ---------------
# ----------------------------------------------------
# Changes the calculation for the values of the mini artifacts
#
# The routine for calculating the mini artifacts has been
# completely rewritten. For all mini artifacts (except
# for Magic Defense) the method is now as following:
#
#  value = (wisdom * miniArtifact_per_mille) / 1000
#  value++
#  if(value > miniArtifact_max)
#    value = miniArtifact_max
#
# miniArtifact_per_mille and miniArtifact_max can be set for each
# artifact seperately.
#
# -------------- Things you may want to modify -----------------
definitions:
 - &attack_per_mille            150
 - &attack_max                   20
 
 - &shatter_per_mille           100
 - &shatter_max                  10
 
 - &health_per_mille            167
 - &health_max                   15
 
 - &defense_per_mille           150
 - &defense_max                  20
 
 - &magicProof_max_percent     40.0
 
 - &luck_per_mille               50
 - &luck_max                     10
 
 - &moral_per_mille              50
 - &moral_max                    10
 
 - &speed_per_mille              25
 - &speed_max                     5
 
 - &initiative_per_mille        500
 - &initiative_max               50
 
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 29, 2016 11:33 PM
Edited by dredknight at 23:35, 29 Dec 2016.

I got what you mean for the titans. Taking those values in easy to get numbers:

1 attack per 6.66 (change at levels 7, 14, 20, 27, 34, 40, 47, 54 ) Knowledge
1 shatter defense per 10 knowledge
1 HP per ~ 6 knowledge.
1 Defense per 6.66 (change at levels 7, 14, 20, 27, 34, 40, 47, 54 ) knowledge
1 Luck per 20 Knowledge
1 morale per 20 Knowledge
1 SP per 40 knowledge
1% init per 2 knowledge

One question though. is there a default begining value of 1 for each stat? For example if I set a speed artifact with hero that has 20 Knowledge will the unit gain 1 speed? and another +1 (for a total of +2) at 40 kn mark?
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 29, 2016 11:44 PM

yes in most cases +1 is added so luck +2 at lvl20
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