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Heroes Community > Heroes 5 - Modders Workshop > Thread: Light and Dark Magic revamp for Might & Magic Heroes 5.5
Thread: Light and Dark Magic revamp for Might & Magic Heroes 5.5
Skeggy
Skeggy


Promising
Famous Hero
posted April 17, 2017 10:21 PM bonus applied by Galaad on 10 Sep 2017.
Edited by Skeggy at 23:03, 23 May 2017.

Light and Dark Magic revamp for Might & Magic Heroes 5.5

This is unofficial mod for Might & Magic Heroes 5.5

light-and-dark.zip contains two files, one is light-and-dark-pak.pdf, and the other is light-and-dark.pak file.

To install the mod, just put the light-and-dark.pak file from the light-and-dark.zip in HoMM5data folder. I suppose this mod can work without Might & Magic Heroes 5.5.

light-and-dark.zip can be downloaded from this link:
http://www.mediafire.com/file/xaxhjtfil3kbrse/light-and-dark.zip
(new long description of the frenzy in the spellbook)


To download Might & Magic Heroes 5.5, visit this link:
http://www.moddb.com/mods/might-magic-heroes-55/downloads

To compare spells and effects, visit this link:
https://www.facebook.com/mightandmagicheroes5.5/

The main purpose of light-and-dark.pak is to address the issue of frenzy.
In HOMM 5 TOTE frenzy is too powerful and in latest Might & Magic Heroes 5.5 RC9b, frenzy is target friendly. I suppose frenzy being target friendly is good thing if you use MMH 5.5 for LAN multiplayer, but if you use it in a more usual way, sooner or later you’ll find out that AI has big problems with that spell. Dark magic AI wielders use frenzy without considering creature surrounding context and that just takes the edge off what otherwise would have been excellent battle.
Besides addressing the frenzy, light-and-dark.pak revamps inner structure of some light and dark magic spells and leveling in general.

Teleportation and confusion are now L2 spell, these spells are excellent tactical spells even on basic level and they should be available to all.
Regeneration is L4 spell, sorrow is L3 because they have real effect only on those levels.
This is complete change in leveling that this mod brings:

Dark Magic
l5: frenzy, puppet master
l4: blind, vamp
l3: curse of the netherworld, sorrow
l2: confusion, decay, suffering
l1: weakness, slow, vulnerability

Light Magic:
l5: resurrection, divine vengeance
l4: magical immunity, regeneration
l3: deflect missile, word of light
l2: cleansing, teleportation, righteous might
l1: divine strength, haste, endurance

Files in the mod:
In DarkMagic folder:
Sorrow.xdb, Vampirism.xdb, Berserk.xdb, Blind.xdb, Disrupting_Ray.xdb, Forgetfulness.xdb, Hypnotize.xdb, Mass_Disrupting_Ray.xdb, Mass_Forgetfulness.xdb, Mass_Weakness.xdb, Unholy_Word.xdb, Weakness.xdb

In LightMagic folder:
AntiMagic.xdb, Bloodlust.xdb, Holy_Word.xdb, Mass_Bloodlast.xdb, Mass_Stoneskin.xdb, Regeneration.xdb, StoneSkin.xdb, Teleport.xdb


Dark Magic

Vampirism is level 4.
Since Life Drain is half the damage inflicted, induced ability should not be much more powerful.

       <Level>4</Level>
<MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>20</TrainedCost>
<damage>
<Item>
<Base>20</Base>
<PerPower>0.1</PerPower>
</Item>
<Item>
<Base>30</Base>
<PerPower>0.2</PerPower>
</Item>
<Item>
<Base>40</Base>
<PerPower>0.3</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>0.3</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>2</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0.02</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>3</Base>
<PerPower>0.03</PerPower>
</Item>
</duration>



Frenzy is back being target hostile, but this time level 5 spell with interesting anomaly. It reduces damage of the affected creature to 0 because it can be casted many times on multiple targets at the same time. Name suggests that frenzy is a temporary madness, a violent mental or emotional agitation, a state of great excitement, so it is reasonable to assume that damage cannot be great since affected creature lacks focus.

       <Level>5</Level>
<MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>25</TrainedCost>
<damage>
<Item>
<Base>-1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>-1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>-1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>-1</Base>
<PerPower>0</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0</PerPower>
</Item>
</duration>





Hypnotize - I wanted to make hypnotize into spell like Heroes 6 Time Stasis by lowering base damage to 0 and per power damage to 0.0001, and it worked, but, some creatures have extra initiative triggers, like savage treants or barbarians on rage levels, so that wouldn't work, therefore I limited its duration to maximum 1 turn. This, together with frenzy as level 5 is something that balances dark magic and makes it intuitively more viable.





<Level>5</Level>
<MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>30</TrainedCost>
<damage>
<Item>
<Base>0.3</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>0.4</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>0.5</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>0.6</Base>
<PerPower>0.01</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>0.5</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>0.6</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>0.7</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>0</PerPower>
</Item>
</duration>





Blind:

<Level>4</Level>
<MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>18</TrainedCost>
<damage/>
<duration>
<Item>
<Base>1</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>3</Base>
<PerPower>0.03</PerPower>
</Item>
</duration>

Rest of the changes in Dark Magic is only about levels:

Dark Magic
l5: frenzy, puppet master
l4: blind, vamp
l3: curse of the netherworld, sorrow
l2: confusion, decay, suffering
l1: weakness, slow, vulnerability







Light Magic


Besides levels, only difference in spell structure is in anti-magic.

Magical Immunity

<Level>4</Level>
<MagicSchool>MAGIC_SCHOOL_LIGHT</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>16</TrainedCost>
<damage>
<Item>
<Base>2</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>3</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>4</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>5</Base>
<PerPower>0</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>1</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>2</Base>
<PerPower>0.03</PerPower>
</Item>
<Item>
<Base>3</Base>
<PerPower>0.03</PerPower>
</Item>
</duration>


Light Magic:
l5: resurrection, divine vengeance
l4: magical immunity, regeneration
l3: deflect missile, word of light
l2: cleansing, teleportation, righteous might
l1: divine strength, haste, endurance



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saamohod
saamohod

Tavern Dweller
posted April 18, 2017 01:06 AM

>It reduces damage of the affected creature to 0

Is this spell cast on friendly units? If so, what is the point of it?

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Skeggy
Skeggy


Promising
Famous Hero
posted April 18, 2017 09:22 AM

saamohod said:
>It reduces damage of the affected creature to 0

Is this spell cast on friendly units? If so, what is the point of it?


“Frenzy is back being target hostile” -> that means spell cannot be casted on friendly units. Only on hostile units, unfriendly units.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 18, 2017 04:28 PM

To avoid future confusions I've added new long description of the frenzy in the spellbook of the light-and-dark.pak.

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saamohod
saamohod

Tavern Dweller
posted April 18, 2017 07:41 PM

Skeggy said:
saamohod said:
>It reduces damage of the affected creature to 0

Is this spell cast on friendly units? If so, what is the point of it?


“Frenzy is back being target hostile” -> that means spell cannot be casted on friendly units. Only on hostile units, unfriendly units.


I should've read better. I got it now.
I might try it out. In my latest game AI did use Frenzy once and with the same ridiculous outcome you've described.

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