|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted July 18, 2018 08:49 PM |
|
|
Updated the first post and made the following changes:
Spells:
Magic Arrow: Power: 10 -> 12 AI Value: 10/10/10/10 -> 12/12/12/12
Slow: Cost: 6/5/5/5 -> 6/5/5/8 Effect: -25%/-25%/-50%/-50% -> -30%/-30%/-50%/-30%
Haste: Cost: 6/5/5/5 -> 6/5/5/8 Effect +3/+3/+5/+5 -> +3/+3/+5/+3
Animate Dead: Effect: Now only permanent at expert Earth Magic.
Resurrection: Effect: Now only permanent at expert Earth Magic.
Town Portal: Magic Schools: Earth AND Fire.
New hero specialties:
Melodia: Fortune -> Air Shield
Inteus: Bloodlust -> Magic Arrow
Ciele: Magic Arrow -> Cure
Changes to town buildings and adventure map objects:
Mana Vortex: +100% mana -> +50% mana
Magic Spring: +100% mana -> +50% mana
For reasons why I made the changes I did, look to the first post.
|
|
Portus
Adventuring Hero
|
posted July 20, 2018 07:26 AM |
|
|
Hi Phoenix.
Since we all kind of agree that Fire magic is the weakest one and Earth the strongest one, why don't you just make Town portal belong to Fire only? maybe that could help iron the differences out a bit.
I like your ideas in general nonetheless. HOPEFULLY I'll end up sharing mine some day in the distant future. But so far, I'm still planning my changes on word and excel. Damn, this takes time (joyfully spent time, but still, a lot of time)
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted July 20, 2018 08:21 AM |
|
|
The answer to that question lies in the first post. But you see the more schools Town Portal belongs to, the harder the AI get. I felt a significant difficulty increase from only Earth Magic to Earth and Fire Magic.
I like challenging games VS AI.
Fire Magic is improved in other ways btw, for example all the damage spells (except Armageddon) and Slayer becoming a mass spell. I also considered making Fire Shield mass, but the truth is I would hate to fight an enemy with mass Fire Shield and I'm not sure if it would be OP.
|
|
shev441
Adventuring Hero
|
posted August 07, 2018 06:51 PM |
|
|
Really interesting changes into game. Is it possible to play with them? I don't know thing about modding, can i download some plugin that will change these secondary skills without much work? I would love to test it out.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted August 07, 2018 08:50 PM |
|
|
Thank you.
Currently my mod is not public, but some people have been asking for it, so I'm still considering it.
The changes to secondary skills are done with hex editor and that can be a bit complicated, unless you know what you are doing. But I will gladly try to help you, if I can.
Most of the other stuff is done with txt edit and MMArchive, which are both pretty simple to use.
It might be helpful if people would list few things about what they like and dislike about my mod, then I might reconsider some things. Of course it can be hard to answer without actually having tried it.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted September 23, 2018 08:44 AM |
|
|
Updated the first post with the following:
* Ammo Cart and First Aid Tent now have 250 HP and 10 defense. (same as Ballista)
* Power modifier of Magic Arrow is back to 10.
* Expert Bless and Curse both cost 5 mana now. (There was no reason to nerf Water and Fire Magic more than neccessary.)
|
|
Djangoo
Adventuring Hero
|
posted October 04, 2018 07:25 PM |
|
Edited by Djangoo at 19:25, 04 Oct 2018.
|
How do you like your tent change?
I considered buffing the HP of tent also, but I refrained from doing so, because I figured, it might be too strong during the first turns.
The ballista can already take quite a beating and is a good bait for neutral fights, if you have 2 or 3 of these units to tank, fights could be too easy?
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted October 04, 2018 08:06 PM |
|
|
I like it very much. I hated when the tent would only heal something like 7 HP, even when you had expert First Aid and specialised in the skill.
I think it's only fair the tent is as durable as the ballista, especially if you choose to invest a skill in it. The skill is mostly for early game and also becomes pretty useless once you have Resurrection/Animate Dead. (except if you have Gold or Black Dragons and no Orb Of Vulnerability)
I would still like it to heal all wounded units though.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted October 04, 2018 08:23 PM |
|
|
Since Djangoo decided to revive my thread, I might as well post the latest changes: (Also updated the first post)
* First Aid Tent now always heals up to it's maximum capacity and slightly changed the amount it heals.
* Sorcery buffed to 10/20/30. (Offense is also 30%, so it seems only fair.)
* The 4 elemental orbs changed from +50% -> +30%.
* All skill specialists now only gain +3% per level instead of +5%.
* Daremyth now has specialty Precision instead of Fortune.
* Advanced and Expert Mirth and Misfortune costs only 6 mana instead of 9.
* Changed the starting skills of 4 captains. (HotA heroes)
* Slightly decreased growth of Air and Storm Elementals on the adventure map. There were too many before, making them very tough in the beginning of the game.
|
|
NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
|
posted October 05, 2018 12:16 PM |
|
|
Poor orbs, they didn't deserve that :'(
Anyways, dont you have a way of downloading your "Mod"?
____________
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted October 05, 2018 12:37 PM |
|
|
With the Sorcery buff, I think the orbs did deserve that.
Hehe, still no, actually I'm afraid some people might not like it, mainly because of Town Portal only going to nearest town for human players and Dimension Door being only once per day, that might be a game breaker for some people
I hope most other changes sounds reasonable though.
|
|
NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
|
posted October 05, 2018 02:52 PM |
|
Edited by NimoStar at 14:55, 05 Oct 2018.
|
But orbs are independent of sorcery, and can be used by heroes without sorcery.
Also, see this:
Before:
15%+50% = +65% max spell damage
Now:
30%+30% = +60% max spell damage
So even with sorcery buff, you are actually nerfing max damage achiavable from spells (except for specialty heroes, but you also nerfed specialty increase to 3% per level)
I would say keep the orbs are is since they are relics and already the weakest ones probably (you need to be specialist in that magic and have good spells for them to be of use), or at very least increase them to 35% so max dmg is still the same.
Also, personally I don't mind about the town portal and dimension door nerf. We can still play the old version anyways.
____________
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted October 05, 2018 03:19 PM |
|
|
The orbs are major artifacts, not relics. Besides I'm pretty satisfied with Sorcery and orbs now, but nothing is of course set in stone, if you know what I mean.
I'm glad you dont mind the TP and DD nerfs.
|
|
Otuken
Famous Hero
|
posted October 05, 2018 04:39 PM |
|
|
You really know how to improve the game. I wish I was be able to play your mod. Lets get started.
Learning, Eagle Eye, First Aid, Mysticism, Sorcery= Very great improvements. I liked all of them.
Resistance= Expert resistance should provide %30 I think.
Estates= You can do it like 200/350/500
Archery= You can do it like 20/35/50
Intelligence= Downgrading it sounds wise.
Town Portal= I thin mana requirement of Town portal should be depends on distance of towns. Also maybe better to make it 5.th level spell.
Dimension Door= I have mixed feeling. Really I have no idea.
Slow/Haste= Great improvements
Bless= I think bless should require slighly more mana than curse
Mass Shield= Better to downgrade it to %25 from %30.
SLayer= Great!
Magic Mirror= Again mixed feelings since nobody would be ever dare to cast spell againt enemy creatures and unlike anti-magic you will be able to resurrect your creatures. A bit overpowered tech but it is 5.th level spell and can be taken as compromise in school of air magic because dimension door is now less powerful.
Blind definitely should be depends on your spell power and creatrure HP's like hypnotize. In this game even lvl 1 hero can blind 1000 enemy Archangel at it really does not make sense!
Animate dead= I would prefer the current Animate dead.
Berserk= Make it lvl 5 spell and more expensive.
----------------------------
My other suggestions
Castle: -1 speed from Angel-Archangel
Rampart: Remove mage guild reqirements for dragons
Tower: 250 HP for Titans and 50 Maximum damage.
Inferno: +1 HP for Imps/Familiars or decrease these costs to 40/50
+1 Growth to gog/magog. Decrease the cost of Pit lords. Narrow damage range of hellhounds/cerberi
New Archdevil= 27 at 27 def 250 HP 40 fixed damage cost 5000 gold 2 mercury.
Necropolis= Necromancy Amplifier increases Necromancy skill by %10 again.
Dungeon= Remove mage guild requirements for Dragons. Their native terrain should be available in surface. Need slighly cost reductions of some dwellings.
Conflux= Need buff.
I will cont. to write somethings more.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted October 05, 2018 05:03 PM |
|
|
Thank you Otuken
Okay I'll try to respond to everything:
Learning, Eagle Eye, First Aid, Mysticism, Sorcery: Happy to hear it.
Resistance: I think 20% is fine, itīs enough to resist some mass slows and maybe resist that nasty Implosion. There are also artifacts (and combo artifact in HotA) and Thorgrim to further improve Resistance.
Estates and Archery: Yeah I know they are pretty uneven values, but they are devided at exactly 1/3, 2/3 and 3/3, so I'll probably keep them.
Intelligence: Yeah it was just too much before, especially for specialists. It's still great at +75%.
Town Portal: I can't really do anything else about Town Portal, I would probably make it's radius depend on heroes' Spell Power if I could. Moving it to level 5 is not a good idea, means Castle (and Cove in HotA) can't learn it.
Dimension Door: Yeah it's quite a nerf, it's at least not overpowered anymore. I have considered 2 casts at expert Air Magic, but even that I think would be overpowered.
Slow/Haste: Thanks
Bless/Curse: Actually Bless used to be cheaper than Curse, now they cost the same, which makes sense since they are each others opposites.
Mass Shield: I think it's fine, even though it is a very strong spell.
Slayer:
Magic Mirror: Magic Mirror is not OP at all, it's an expensive level 5 spell, which few towns are able to learn. Also it does'nt protect against mass spells or area effect spells.
Blind: Can't really do anything about Blind, I wish it somehow became better with Fire Magic, but it's already very strong.
Animate Dead: I think it's fair Animate Dead and Resurrection works the same way. You also tend to spam these spells once you have learned them, now you at least need expert Earth Magic first.
Berserk: Will stay at level 4, for the same reason as Town Portal.
All town suggestions: I won't mess too much with this, probably not at all.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted October 27, 2018 05:51 PM |
|
|
Updated the first post with the following changes:
* Added a new table describing new damage bonusses from damage spells plus Hypnotize, Animate Dead and Resurrection.
* Daremyth has Fortune special again. (It feels more right this way and at least she can use it, unlike Melodia)
* Necropolis can now have Mirth and Frenzy in their Mage Guild again, like in original game.
EDIT:
I forgot two things last time, so I'll add them here:
* Expert Ballistics now has double the chance to hit arrow towers and keep.
* Town Portal only belongs to Earth Magic, like in original game.
|
|
Djangoo
Adventuring Hero
|
posted November 03, 2018 10:52 AM |
|
Edited by Djangoo at 10:54, 03 Nov 2018.
|
Quote: Magic Spring: +100% mana -> +50% mana.
This change unfortunately resulted in bug for me where AI sometimes would endlessly run back and forth at the magic spring for weeks.
It maybe checks if it already has double mana or sth and therefore is stuck in loop, you might want to test it.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted November 03, 2018 10:59 AM |
|
|
Hmm yeah I actually noticed something similar. You think that changing the percentage got something to do with that?
In that case I might just remove all Magic Springs...
|
|
Djangoo
Adventuring Hero
|
posted November 03, 2018 11:11 AM |
|
Edited by Djangoo at 11:11, 03 Nov 2018.
|
A friend speculated that it works like this:
AI checks if it has a potential double mana pool (eg.200/100)
if yes: dont run to magic spring, do sth else
if no: run to magic spring
But with this mod it only has 50% mana pool 150/100 and therefore never reaches the point where it says: "oh cool I already have a potential double mana pool" and endlessly runs towards the spring.
So yes, only changing it to something more than 100% would potentially fix the bug, but that was not my goal.
|
|
phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
|
posted November 03, 2018 11:23 AM |
|
|
Probably not a good idea to set the percentage lower than 100 then.
Have you noticed if there is a similar bug with Dungeon's Mana Vortex?, if you have changed that. (AI can't build Mana Vortex, so only if you have build it and the AI has taken your town, you could test it)
I only think Magic Springs causes a bug though.
|
|
|