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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: My gameplay changes to Heroes 3
Thread: My gameplay changes to Heroes 3 This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 30, 2017 10:44 PM bonus applied by Maurice on 16 Feb 2018.
Edited by phoenix4ever at 16:16, 10 Nov 2020.

My gameplay changes to Heroes 3

Hello guys

Prepare for a very long post.

This thread is about the changes I made to Heroes 3 and imo it has made the game more interesting, balanced and challenging.

I play Heroes 3 with Horn of The Abyss and HD Mod enabled. (Scouting, Necromancy and Logistics are the way they are in HotA. I don't 100% agree with their changes, but I seem unable to change them again.(?) I do however play with the original version of Resistance, as I don't like HotA's Interference skill.)

So first I will list the changes I made to secondary skills and try to argue reasonably why I made the changes I did.

Improved secondary skills:
Learning: 5/10/15 -> 15/30/45
This might seem like a poor upgrade and Learning is still not the best skill, however Learning will allow you to level up faster, get into Library of Enlightenment faster and in some maps you will encounter Quest Guards requiring you to reach a specific level. (In HotA there is also the hero Kinkeria, who specialise in Learning and doubles the effect of Learning.)
Still if you want Learning, it's best to start with the skill or get it ASAP otherwise you won't benefit much from it.

Eagle Eye: 40% and up to level 2 spells/50% and up to level 3 spells/60% and up to level 4 spells. -> 70% and up to level 3/70% level and up to level 4/70% and up to level 5
Sadly there is no easy way to make Eagle Eye better, I upped the percentage a bit at all levels and made it possible learn level 5 spells at Expert Eagle Eye. The reason it is not 100% is the 7 Eagle Eye specialists and 3 Eagle Eye artifacts, which adds exactly 30%, so 70% seems like the logical maximum for specialists and artifacts to still make some sense.
Note that in HotA AI can use Berserk, so it is possible to learn Berserk from AI. It will however never cast Remove Obstacle, Fire Wall, Quicksand, Land Mine and Force Field so these spells can't be learned from AI.

First Aid: 1-50/1-75/1-100 -> 75/125/175 (yes the tent will now always heal maximum) also gave First Aid Tent 250 HP and 10 defense, like ballista.
First Aid was another bad skill, not only would you need to buy a tent from somewhere, the tent would also get destroyed very easy and heal only few hp. With my changes the tent is surprisingly durable and it heals more than it used to. The First Aid skill is perhaps best used with heroes defending a Rampart, Fortress or Necropolis town so the tent can be easily replaced.
(Remember that you recover 25 hp per turn without First Aid, so what the skill actually does is add 50/100/150 hp per turn.)

Sorcery: 5/10/15 -> 6,67/13,33/20
Sorcery is now a bit better and since I also improved certain damage spells (as you will see later in this thread) and there are also Sorcery specialists, Sorcery is not so bad anymore, especially for a Warlock, Witch or Heretic. It's more comparable to Offense now, but more for magic heroes.

Resistance: 5/10/20 -> 6,67/13,33/20
I thought this skill had a weird progression and was pretty weak at basic and advanced levels. Expert level remains at 20%.

Archery: 10/25/50 -> 16,67/33,33/50
Another skill with weird progression. I made basic and advanced better and kept expert at 50%.  

Estates: 125/250/500 -> 167/333/500
Another skill with weird progression. I made basic and advanced better and kept expert at 500.

Mysticism: 2/3/4 -> 5/9/13
Remember that you always recover 1 mana, so what the skill actually does is add 4/8/12 mana, instead of 1/2/3.

Nerfed secondary skills:
Intelligence: 25/50/100 -> 16,67/33,33/50
Another skill with weird progression and it was far too powerful at expert level.

Minimum movement speed on land:
This was increased from 1500 (speed 3 unit) to 1560 (speed 4 unit), which means slow units like Dendroid Guards and Walking Dead can possibly also be carried along or joined, as you will still have "speed 4 movement" on the map.  

Changes I did to War Machines:
Since I changed the First Aid skill I considered if the War Machines needed some changes as well, it resulted in:
Ballista: 2-3 damage -> 3-4 damage
I considered the ballista pretty weak, even with the strongest Ballista specialist Gurnisson. It's damage is better now, but still not as good as HotA's cannon, which also cost more and is harder to get than a ballista, so I think that's fair. (By hex-editing the game, I have also made it possible to "dismiss" a ballista or cannon, useful when you want to get rid of it when you learn Blind and don't have the Artillery skill.)
Ammo Cart: 100 hp -> 250 hp and defense 5 -> 10
Ammo Cart is just as durable as ballista now.
First Aid Tent: 75 -> 250 hp and defense 0 -> 10
First Aid Tent is just as durable as ballista now. Like mentioned in the skill section First Aid always heals to it's maximum capacity.

So that's it guys, my changes to Secondary Skills and War Machines.

You are welcome to tell me your opinion about the changes and if you like them or not or how you think it should be.  


So now I'll post all the changes I made to spells, I will use this format x/x/x/x meaning from no magic skill to expert magic skill.

Adventure Spells:
Summon Boat:
Chance of succes: 50/50/75/100 -> 100/100/100/100
I guess everyone have tried to summon a boat and kept failing, it's annoying as ****, but that won't happen anymore. This is also a very good change for multiplayer and for the AI, which won't waste mana endlessly trying to summon a boat. The difference between basic and advanced is that if no boats are available a new one is created when cast on advanced level.  

Town Portal:  
The big change of this spell and what will make the game A LOT MORE challenging vs AI is that human players will always Town Portal to nearest town, but the AI can choose town from advanced level like we are used to.
I never played with Town Portal as I thought it made the game way too easy, but this version of Town Portal actually makes it harder. The difference between advanced and expert is that it requires less movement points at expert than advanced.

Dimension Door:
Number of casts: 1/2/3/4 -> 1/1/1/1 Magic School: Air -> Fire
Dimension Door now belongs to Fire Magic instead of Air, meaning every school has at least 1 useful adventure spell. Now Tome of Air and Tome of Fire are also "more balanced".
Yes only 1 cast per day at all levels, but it's still a useful spell. It can be cast into the shroud, from water to water and over mountains, it can also be cast once a day to improve movement range, if you have mana to spare. Now you don't necessarily need Air Magic anymore. The difference between advanced and expert is that it requires less movement points at expert than advanced.

Next up is Mass Spells, note that I will include an AI Value, if I changed it. The AI Value tells how willing the AI is to cast that spell, higher number means higher priority, but in relation to mana cost.

Mass Spells:
Haste:
Cost: 6/5/5/5 -> 7/6/6/6 AI Value: 5/5/10/10 -> 7/7/15/30
Effect: +3/+3/+5/+5 -> +3/+3/+5/+3
Mass Haste is now less overpowered.  

Slow:
Cost: 6/5/5/5 -> 7/6/6/6 AI Value: 5/5/15/15 -> 7/7/15/30
Effect: -25%/-25%/-50%/-50% -> -30%/-30%/-50%(+1)/-38%(+1)  
Expert level might seem like a weird value, but combined with the +1 speed HotA made to Slow at Advanced and Expert levels, it actually makes sense.
Mass Slow is now less overpowered.

Bless:
Cost: 5/4/4/4 -> 6/5/5/5 AI Value: 10/10/11/11 -> 7/7/15/30

Curse:
AI Value: 10/10/11/11 -> 7/7/15/30

Bloodlust:
AI Value: 7/7/15/15 -> 7/7/15/30

Precision:
Cost: 8/6/6/6 -> 7/5/5/5 AI Value: 7/7/15/15 -> 7/7/15/30

Stone Skin:
Cost: 5/4/4/4 -> 6/5/5/5 AI Value: 7/7/15/15 -> 7/7/15/30

Weakness:
Cost: 8/6/6/6 -> 7/5/5/5 AI Value: 7/7/15/15 -> 7/7/15/30

Shield:
Cost: 5/4/4/4 -> 6/5/5/5 AI Value: 10/10/20/20 -> 7/7/15/30

Cure:
AI Value: 4/4/4/4 -> 7/7/15/30

Dispel:
AI Value: 3/3/3/3 -> 6/6/12/24

Protection from Water:
AI Value: 2/2/4/4 -> 2/2/4/8

Protection from Fire:
AI Value: 2/2/4/4 -> 2/2/4/8

Protection from Air:
AI Value: 2/2/4/4 -> 2/2/4/8

Protection from Earth:
AI Value: 2/2/4/4 -> 2/2/4/8

Fortune:
AI Value: 1/1/2/2 -> 7/7/15/30

Misfortune:
AI Value: 1/1/2/2 -> 7/7/15/30

Mirth:
AI Value: 1/1/2/2 -> 7/7/15/30

Sorrow:
AI Value: 1/1/2/2 -> 7/7/15/30

Air Shield:
AI Value: 20/20/50/50 -> 12/12/25/50

Forgetfulness:
AI Value: 1/1/1/1 -> 7/7/15/30

Counterstrike:
AI Value: 20/20/30/30 -> 20/20/30/60

Slayer:
Effect: Becomes a mass spell at Expert Fire Magic! AI Value: 1/1/1/1 -> 7/7/15/30

Prayer:
AI Value: 8/8/16/16 -> 12/12/16/32
Effect: +2/+2/+4/+4 -> +3/+3/+4/+4

Magic Mirror:
Effect: Becomes a mass spell at Expert Air Magic! AI Value: 12/12/18/24 -> 12/12/18/48

Damaging spells:
Death Ripple:
Power: 5 -> 6 AI Value: 20/20/20/20 -> 24/24/24/24

Fire Wall:
Power: 10 -> 13 AI will NEVER cast this spell.  

Land Mine:
Cost: 18/15/15/15 -> 12/9/9/9 Power: 10 -> 16 Effect: Always 8 Land Mines are created with or without Fire Magic. AI will NEVER cast this spell.
Lowered the cost of Land Mine, to match that of Fireball.

Fireball:
Cost: 15/12/12/12 -> 12/9/9/9 Power 10 -> 15 AI Value: 15/15/15/15 -> 30/30/30/30
Fireball now costs the same as Frost Ring.

Frost Ring:
Power: 10 -> 15 AI Value: 12/12/12/12 -> 30/30/30/30

Inferno:
Cost 16/12/12/12 -> 20/16/16/16 Power: 10 -> 18 AI Value: 20/20/20/20 -> 75/75/75/75
At almost double the power Inferno is now just as good as Meteor Shower or Chain Lighting, if not better and it costs only 4 more mana than it used to.

Meteor Shower:
Cost: 16/12/12/12 -> 20/16/16/16 AI Value: 37/37/37/37 -> 75/75/75/75
Same cost as Inferno.

Armageddon:
Power: 50 -> 20
I made this spell much weaker, it can still do much more damage than Implosion though!

*Titan's Lightning Bolt:*
Power: 600 damage/600 damage/600 damage/600 damage -> 25 x spell power + 10/10/30/50 damage
Titan's Lightning Bolt used to do 600 damage, now it is affected by spell power, Air Magic and can be affected by sorcery. (It works exactly like a normal Lightning Bolt, except it's free and it can penetrate Pendant of Negativity.)

Other spells:
Disrupting Ray:
Cost: 10/8/8/8 -> 7/5/5/5 AI Value: 7/7/15/15 -> 7/7/15/22
Disrupting Ray was too expensive, since it only affects one unit compared to the many cheap mass spells.

Remove Obstacle:
Cost: 7/5/5/5 -> 6/4/4/4 AI will NEVER cast this spell.

Hypnotize:
Cost: 18/15/15/15 -> 10/8/8/8 AI Value: 37/37/75/100 -> 18/18/37/50
I actually wanted to give this spell more power, but it's dangerous, as it also buffs HotA's Fangarms. Therefore I decided to leave the power modifier alone, but instead make the spell as cheap as Lightning Bolt, which follows the same formula. The spell could have been moved down to level 2, but then it will affect spell probabalities in towns, so I decided to leave it alone.
AI Value for Hypnotize is halved at all levels, as AI is usually only able to hypnotize some low level stacks and it does'nt use hypnotized targets very well.
Blind actually seems to be better for AI, since it targets high level stacks with it.

Teleport:
Cost: 15/12/6/3 -> 12/9/6/6
This spell was the only spell that became cheaper at advanced and expert levels, which is weird.
I did'nt like how it became so cheap at expert, so now it's cost is more reasonable.

Animate Dead:
Effect: Does not become permanent until Advanced Earth Magic. (Just like Resurrection.)  
AI Value: 60/60/60/120 -> 60/60/120/120

Resurrection:
AI Value: 50/50/60/120 -> 60/60/120/120

New feature: To provide more tactical options, spellcasting creatures are now able to cast spells on themselves. This includes Ogre Mages, Master Genies, upgraded elementals, (though Ice Elementals are already immune to ice damage spells and Energy Elementals are already immune to fire damage spells) Archangels plus Satyrs and Leprechauns. (This feature does not work for AI.)

New advanced bonus from damage spells and similar spells:
(I use the format X/X/X/X depending on which level of magic school you have)
Lightning Bolt: 10/10/20/50 -> 10/10/30/50
Fire Wall: 10/10/20/50 -> 10/10/30/50
Ice Bolt: 10/10/20/50 -> 10/10/30/50
Destroy Undead: 10/10/20/50 -> 10/10/30/50
Fireball: 15/15/30/60 -> 15/15/37/60
Land Mine: 25/25/50/100 -> 25/25/62/100
Frost Ring: 15/15/30/60 -> 15/15/37/60
Chain Lightning: 25/25/50/100 -> 25/25/62/100
Meteor Shower: 25/25/50/100 -> 25/25/62/100
Armageddon: 30/30/60/120 -> 30/30/75/120
Inferno: 20/20/40/80 -> 20/20/50/80
Titan's Lightning Bolt: 0/0/0/0 -> 10/10/30/50
Hypnotize: 10/10/20/50 -> 10/10/30/50
Animate Dead: 30/30/60/160 -> 30/30/95/160
Resurrection: 40/40/80/160 -> 40/40/100/160

Note that there are 6 combat spells AI will NEVER cast: (It's programmed to never cast these spells.)
Remove Obstacle, Fire Wall, Quicksand, Force Field, Land Mine and Berserk. (In HotA AI can actually cast Berserk.)
It can also not cast Scuttle Boat.

With all the new AI Values, AI will cast mass spells much more often and will use a lot of different spells, this makes it a much better and interesting opponent! AI will cast Mass Slow and Mass Haste often btw.

Okay guys now I will list the changes I did to artifacts. There were some clear unbalance in this department, which I have tried to make up for.

Artifacts disabled:
I don't like Angel Wings, cause they ruin Pathfinding and kinda ruins Navigation.
The HotA artifact Horn of the Abyss is disabled. (It is extremely overpowered.)

Artifacts enabled:
I have added the Campaign relic Vial of Dragon Blood.
Armageddon's Blade is also enabled, but in a less overpowered version. I removed the Armageddon resistance and it only gives Armageddon at "unskilled" level.
It's nice with a little variation among the relics.

Changes to artifacts:
Titan's Gladius: +12 attack & -3 defense -> +9 attack
Sentinel's Shield: -3 attack & +12 defense -> +9 defense
Titan's Cuirass: +10 power & -2 knowledge -> +8 power (Now you don't have to take it off all the time.)
Thunder Helmet: -2 power & +10 knowledge -> +8 knowledge (Now you don't have to take it off all the time.)
Sword of Judgement: +5 -> +4 (Still the sword with the best stat bonuses.)
Helm of Heavenly Enlightenment: +6 -> +4 (Still the helm with the best stat bonuses.)
Wizard's Well is enabled, but it only gives 10% maximum mana back. It was way too easy to assemble and made Mysticism and Intelligence obsolete.
Cloak of the Undead King now only produces Skeleton Warriors at all levels of Necromancy. (The benefit is that it produces warriors at the same rate it would normally produce ordinary skeletons.)  
Note also that AI never assembles any combo artifacts, for example if it has all the component's for Wizard's Well it won't assemble it. (The only exception is if it get the artifacts in the exact order and place them into the heroes artifact slots.)

Changes to buildings costs in towns:
I changed all HotA's changes back to that of the original game, I did however find the cost for Cyclops absurd, so this is the cost of the cyclops buildings:
Cyclops Cave: 20 Ore, 10 Crystal and 3500 Gold.
Upg. Cyclops Cave: 5 Wood and Ore, 10 Crystal and 3000 Gold.
(Basically I moved 10 crystals from Cyclops Cave to Upgraded Cyclops Cave, making it a lot more reasonable to build cyclops in the first place.)  

Changes to town buildings and adventure map objects:
Dungeon's Mana Vortex: +100% mana -> +50% mana.
There are many reasons for this this change, for example Intelligence was nerfed, AI never builds Mana Vortex, it costs only 1000 gold and it makes Mysticism pretty useless. I find it more balanced this way.
(I also wanted to make Magic Springs +50% mana, but it caused a bug that left AI in a loop with it visiting Magic Springs over and over, so I left it at +100%. I dont use Magic Springs in my maps though, as I think they are too powerful and ruin Mysticism.)  

Banned map objects:
Magic Springs and HotA's Altar of Mana gave way too much mana and are now banned.

Restricted map objects:
Seafaring Academy is allowed, but a Quest Gate requirering a level 16 hero is always present in front of it.  
Warlock's lab is allowed, but a Quest Gate requirering a level 23 hero is always present in front of it.

Banned heroes:
Galthran and Sir Mullich are always banned. (HotA's Ranloo the Death Knight and Lord Haart the Knight are available instead.)
HotA witch Kinkeria is disabled. She get's too big a Learning bonus, now that the Learning skill is improved. (Voy is available instead.)

Changes to heroes starting skills:
Coronius: Fire Magic Scholar (Fire Magic was too hard to learn)
Torosar: Mysticism Artillery (He needs Artillery for ballista specialty)  
Olema: Ballistics Water Magic (Water Magic was too hard to learn)
Elmore: (HotA hero) Advanced Navigation -> Navigation & Estates (Elmore was too good a scout on water, he now has Leenas Estates instead)
Leena: (HotA hero) Estates & Pathfinding -> Advanced Pathfinding (Like mentioned above Elmore got Leena's Estates and Leena gained Advanced Pathfinding instead, she also had the issue that she earned too much money, having both Estates and +350 gold specialty)

Changes to heroes starting spells:
Ranloo: Starts with Shield instead of Haste. (He was supposed to replace Galthran and Galthran had Shield, therefore Ranloo must also have Shield.)

Changes to heroes specialities:
All Planeswalkers: All Planeswalkers had a static bonus to an elemental, I changed that so they get +1 speed and attack and defense per level like other creature specialists.
Luna: Fire Wall damage bonus is changed from double to +3% per level, like other damage spell specialities. With the buffed Fire Wall Luna simply became too powerful, when she doubled the damage. (Note that AI never casts Fire Wall, so Luna's starting spell and speciality is useless to AI.)

Changes to skill specialists:
All skill specialists now gain +3% per level instead of +5%. It should make heroes like Gunnar, Crag Hack, Tazar and Elleshar a bit more reasonable.

Changes to heroes' starting armies:
All starting armies are the way they are in SoD, except:
Inferno:
Imps: 15-25 -> 20-30

Dungeon:
Troglodytes: 30-40 -> 20-30 (Shakti started with too many trogs.)

Changes to creature banks:
Crypt:
Option 1: One of the Skeleton stacks might be upgraded now.
Option 2: 25 -> 30 Skeletons and one of the Skeleton stacks might be upgraded now.
Option 3: 20 -> 30 Skeletons and 2500 -> 3500 Gold.
Option 4: 20 -> 30 Skeletons and 10 -> 15 Wights.

Shipwreck:
Option 1: 10 -> 20 Wights and one of the stacks might be upgraded now.
Option 2: 15 -> 30 Wights and one of the stacks might be upgraded now.
Option 3: 25 -> 40 Wights and one of the stacks might be upgraded now.
Option 4: 50 -> 60 Wights and one of the stacks might be upgraded now.

Derelict Ship:
In all 4 options one of the stacks might be upgraded now.

Medusa Stores:
Option 1: 5 -> 4 Sulfur

Dwarven Treasury:
Option 1: 2 -> 3 Crystal
Option 2: 3 -> 5 Crystal and 4000 -> 3750 Gold.
Option 3: 5 -> 7 Crystal

Dragon Utopia:
Option 1: 30% -> 50% Encounter rate.
Option 2: 30% -> 50% Encounter rate.
Option 3: 30% -> 0% Encounter rate.
Option 4: 10% -> 0% Encounter rate.
I did'nt like how you could get up to 4 relics at Dragon Utopias, now you can get max. 2, like HotA's Temple of the Sea.

Changes to creatures growth on the adventure map:
Earth Elemental: 16-30 -> 10-20 (Like Fire Elemental)
Magma Elemental: 16-25 -> 10-16 (Like Energy Elemental)
Sharpshooter: 5-12 -> 10-16 (Like Steel Golem in HotA)
Troll: 8-12 -> 8-16 (Like Fangarm in HotA)
Enchanter: 5-12 -> 8-12 (Like Diamond Golem)

Changes to creatures:
Green Dragon:
AI Value: 4872 -> 4702 (Green Dragons had higher AI Value, than Red Dragons even though Red Dragons are more powerful.)

Gold Dragon:
Gold Dragons are now immune to Mind spells + Lightning Bolt, Chain Lightning and Armageddon, which means Coronius, Melodia and Uland can use their specials on them and that they can be resurrected.

Efreet Sultan:
Are no longer immune to Fire Magic, but are now immune to Mind spells + Lightning Bolt, Chain Lightning and Armageddon, which means you can actually use positive Fire spells on them.  

Red Dragon:
AI Value: 4702 -> 4872 (Red Dragons had lower AI Value, than Green Dragons even though Red Dragons are more powerful.)

Black Dragon:
Black Dragons are now immune to Mind spells + Lightning Bolt, Chain Lightning and Armageddon, which means Alamar, Darkstorn and Jeddite can use their specials on them and that they can be resurrected.

Energy Elemental:
Are no longer immune to Fire Magic, but are now immune to Mind spells + Lightning Bolt, Chain Lightning and Armageddon, which means you can actually use positive Fire spells on them.  

Phychic Elemental:
Cost: 950 -> 750
Returned to their SoD cost.

Magic Elemental:
Cost: 1200 -> 950
Closer to their cost in SoD.

Firebird:
Is now immune to Mind spells, since it was supposed to be immune to Blind, Berserk and Frenzy.

Phoenix:
Is no longer immune to Fire Magic, but is now immune to Mind spells + Lightning Bolt, Chain Lightning and Armageddon, which means you can actually use positive Fire spells on them.  

I completely reinvented the peasants, since they we're so incredibly bad that I would not even count them as a level 1 unit.
This is the new Peasant:
Cost: 10 -> 50
Fight Value: 15 -> 75
AI Value: 15 -> 75
Growth: 25 -> 20 (Highest growth, tied with Pixies.)
HP: 1 -> 6
Speed: 3 -> 4
Attack: 1 -> 4
Defense: 1 -> 4
Damage: 1 -> 1-3
The above changes to peasants, makes them comparable to a normal skeleton, but lacking a native terrain and not being undead of course.

Boar:
Damage 2-3 -> 2-4 (Makes it more comparable to a Wolf Rider)

Mummy:
Cost: 300 -> 250
Fight Value: 270 -> 320
AI Value: 270 -> 320
Attack: 7 -> 9
Defense: 7 -> 9
Damage: 3-5 -> 3-6

Gold Golem:
Speed: 5 -> 6 (They should not be slower than Iron Golems on native terrain or Steel Golems imo.)

Diamond Golem:
Speed: 5 -> 6 (They should not be slower than Iron Golems on native terrain or Steel Golems imo.)

Faerie Dragon:
AI Value changed from 19580 in SoD and 30501 in HotA to 25041. (The average between SoD and HotA)

Rust Dragon:
Cost: 15000 gold and 14 sulfur -> 15000 gold and 12 sulfur.

Azure Dragon:
Cost: 30000 gold and 20 mercury -> 25000 gold and 20 mercury.

All the above reflects most of the changes I have made to the game. I am constantly thinking about improving and balancing the game, so this post may be updated occasionally.

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Baronus
Baronus


Promising
Supreme Hero
posted January 30, 2017 11:26 PM

Learnig I think 100% is minimum. The same sorcery.
Estates 1000 g. City is 2000-4000.
500 was in HII where city 1250-1750.
...
Eagle eye is so weak that 100% is to small :-) Dont care artifacts who use it :-) Complete all three is long. And luck and morale level max is 3 and artifacts are too. It gives 200% :-):-):-) It mustnt be 100%:-) So 70, 85, 100%. Too small:-)
Ballista 6-8 is not to much :-)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 30, 2017 11:30 PM
Edited by phoenix4ever at 23:35, 30 Jan 2017.

I think you are exaggarating quite a bit Baronus, especially with Sorcery, but to each their own.
Guess you did'nt understand what I said about Eagle Eye and ballista, Eagle Eye at 100% would make the 7 specialists useless and ballista at 6-8 damage would make it better than cannon at only half the cost...

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Baronus
Baronus


Promising
Supreme Hero
posted January 31, 2017 12:32 AM
Edited by Baronus at 00:36, 31 Jan 2017.

No its not too big. Sorcery gives 15% to spell damages only! If 100 it will be 115. Funny. 200 its minimum. Wisdom is still better a lot. It must be compared with it. Wisdom gives ALL spells 3-5 lvl! Not only missiles.

Ballista can cost more ofcourse. 6- 8 is still small. Hero lvl 10 gives 70 - 90 dmg. And with skill 210- 270. 2 - 3 angels maybe in middle game! ... Weak.

Yes I lost eagle eye specialist but who want to win game using skill like eagle eye? Its great mistake. But still you can give 70, 80, 90%. 10% for ,,speciallist" gives 100%. Its only theoretical question because this skill is still that we dont want get it.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted January 31, 2017 12:35 AM

phoenix4ever said:
Eagle Eye: 40% and up to level 2 spells/50% and up to level 3 spells/60% and up to level 4 spells. -> 70% level 2/70% level 3/70% level 4
Sadly the only way to immediately improve Eagle Eye is to increase the chance of it actually working, you might wonder why I did'nt choose 100% chance then. The reason is the 3 artifacts giving 5, 10 and 15% for a total of 30%, so for these artifacts to still have some value 70% seems to be the logical maximum, also there are 7 heroes that specialise in Eagle Eye incresing their chance of succes per level, so with 100% these heroes speciality would be completely useless. Eagle Eye is still not the best skill, but there is a good chance of it actually working now. Eagle Eye is probably not worth taking for your main hero.


There's another issue with Eagle Eye, that I don't see mentioned very often: it kills itself with its own succes. With that I mean that the more spells your Hero "steals" through this skill, the less spells remain to be stolen. Once your Hero knows just about all spells (in whatever way they're obtained), the skill becomes completely, utterly useless.

Couple that with the fact that most low level spells are easily acquired through other means and the skill only becomes marginally good for higher tier spells.

As long as this niche remains, I don't see Eagle Eye ever being a good contender for a skill slot at all.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 31, 2017 12:38 AM

Great job, but also you should include the names of those who did most of the work allowing your modification, I recall in particular Maurice spending time finding the needed addresses.

Unless I miss something and you did all the work by yourself.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 31, 2017 12:49 AM

I agree Maurice.
Sadly the only thing I know how to change is the % and even at 100% it would be a bad skill. Ideally it should learn adventure spells, level 5 spells, spells from creatures and maybe even have a way of being deleted, when learning all/most of the spells.

Salamandre thank you and you are absolutely right, Maurice did some amazing work helping me out with this, also OxFEA and others.
So thank you for that guys!

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted January 31, 2017 12:54 PM

Imagine if EE could steal last used adv. map spells or spells last used in previous battle.
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Living time backwards

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elaf
elaf


Adventuring Hero
viajeinterminable.com
posted January 31, 2017 02:32 PM

I mostly agree, i've my own differences but
it is true that the most urgent and unbalanced are secondary skills.
Magic heroes too!

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted January 31, 2017 03:16 PM

Imo you can keep the buff on Eagle eye but also merge it with Scouting and double the power of Scouting. One could also ponder making it work like scouting in H4 with numbers, extra details etc about creatures and heroes.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 31, 2017 03:26 PM
Edited by phoenix4ever at 15:29, 31 Jan 2017.

Ebonheart sadly I can't merge skills, the part about giving extra information could be interesting, but I don't know how either.
Scouting was improved in HotA from 1/2/3 -> 1/3/5 which I think is reasonable, also they have 2 heroes specialising in Scouting.

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PandaTar
PandaTar


Responsible
Supreme Hero
Celestial Heavens Mascot
posted January 31, 2017 03:28 PM

I think it could have an effect upon battling. 'Paying attention to details', improving attack or defense against enemies each time one attacks/defend in battle, starting with 5% and capping at 30%, or something. Keen eyes help finding weak points and improving defenses somehow. Just an idea.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS Portal 2

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phe
phe


Famous Hero
Life and Freedom
posted January 31, 2017 04:18 PM
Edited by phe at 16:25, 31 Jan 2017.

Mysticism can regenerate mana in battle 2/3/4 per round...

War Machines could have ability to be respawned every 10 rounds...

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 31, 2017 04:28 PM
Edited by phoenix4ever at 16:30, 31 Jan 2017.

Can't do any of those.
With Mysticism it is only possible to specify a certain amount of mana per day.
Other ideas might be possible with reverse-engineering or scripts, but that's not what I'm doing here.

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phe
phe


Famous Hero
Life and Freedom
posted January 31, 2017 04:39 PM
Edited by phe at 16:44, 31 Jan 2017.

phoenix4ever said:
Can't do any of those.
With Mysticism it is only possible to specify a certain amount of mana per day.
Other ideas might be possible with reverse-engineering or scripts, but that's not what I'm doing here.

maybe it's possible to give mana regeneration in battle to other magic skill Sorcery, Scholar, Intelligence, Wisdom???
or every of these magic skills at expert will give 1 mana per round...

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 31, 2017 04:41 PM

Maybe it's possible, but I don't know how.

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Baronus
Baronus


Promising
Supreme Hero
posted January 31, 2017 06:04 PM
Edited by Baronus at 18:05, 31 Jan 2017.

What is possible I wroted here:
http://heroescommunity.com/viewthread.php3?TID=42152&PID=1388730#focus

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Serp
Serp


Known Hero
posted February 06, 2017 03:38 PM

aahh, thank you very much

I agree to most of these changes, except townportal and dimension door being weaker. But this is only because I normally play big maps and without those spells it takes years to hunt the enemies...

I guess with this limited modding, it is not possible to make the first aid tnet resurrect? I think this would be much more fair when playing non-magic against magic, since the resurrection guy always has all creatures, while the non-magic looses a few createures every battle...

I think some of your changes, like needed spellpoints can easily be done in the hota exe by just changing numbers in those included txt files, right? But to change skills is more complicated and described here http://heroescommunity.com/viewthread.php3?TID=42152 , right ?
I fear the addresses mentioned there will change with new hota release?

Anyway, let's see if hota 1.5 is also changing some of those values

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 06, 2017 03:50 PM
Edited by phoenix4ever at 15:52, 06 Feb 2017.

Thanks Serp.
No unfortunately I can't get the First Aid Tent to resurrect, only heal more, I guess it's nice if you wanna save an Azure Dragon or Gold Dragon, but otherwise it does'nt help much.
Yeah the nerfs to TP and DD is probably not for everybody, but I like them since it makes the game more challenging also I don't feel so forced to get Air Magic anymore. I still pick Earth Magic always, because of Slow, Resurrection/Animate Dead and many great spells really. And Fire Magic is much better than before, Inferno spell rox my sox off.

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markmasters
markmasters


Famous Hero
Dragon of justice
posted March 21, 2017 11:13 AM

Is there a package I can download these changes from? I'd like to try them out some time especially because of different AI patterns (which would be nice for a change, I can read the AI like a book now often

Theres one problem though: I like to play maps that are time based because it actualy forces you to act quick, take risks etc (thus make the game harder) but nerfing town portal makes some of these (harder) maps impossible because you need to be able to collect your creatures quickly...

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