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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI Faction] Ruins
Thread: [VCMI Faction] Ruins This thread is 28 pages long: 1 2 3 4 5 ... 10 20 ... 24 25 26 27 28 · «PREV / NEXT»
Macron1
Macron1


Supreme Hero
posted November 18, 2023 12:23 PM

And I think that this handling of magic heroes has a right to be.
What about Tower? They are professional mages.
And Ruins are assembling self-learning acolites and hermits. Why they will have wisdom? Their level is of tribal shamans, they know thing or two about spirits, but don't have a contact with high magic in their everyday life.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted November 18, 2023 04:40 PM

@fiorin

You're welcome! And now that I took a proper look at Cove's heroes, there is some semblance of class/town skill: all but like 4 Captains start with Offense, whereas with the Navigators it's fairly vague. Hard for me to tell why this is how the magic class was handled, but oh well.

The newer creature renders do look better, too. Some more tweaks could be made, but I assume you're already handling those.


@Ancientdruids

I agree. It could be a conscious design decision, though, but still, up to Fiorin in the end.


@Macron1

That can be both right and wrong. Fortress magic heroes, for example, do start with Wisdom, despite being quite tribal themselves.
Otherwise, at least if designing something that strictly wants to correspond to NWC's design, there has to be a certain balance, familiarity and streamlining in the design, for the player. It's a more delicate and on a per-case basis matter. For example, if all magic heroes, at least, started with one specific skill instead of Wisdom, that would already have a precedence (Necromancers with their Necromancy) and also be streamlined and easy to grasp as an idea for the player. Then there also comes the gameplay side of things... but I unfortunately don't have the time to dissect this right now, nor there is much need to, I believe.
____________
Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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fiorin
fiorin


Promising
Famous Hero
☠️
posted November 20, 2023 05:35 AM

Pull Request created for the VCMI repo. Soon will be on the launcher, and then I will update this topic head post with the new content.

Since the last update, We made some changes to the heroes but kept wisdom as a priority to learn for the magic class instead of assigning it to all. Let's test that.

I re-exported every creature .def with the changes on the light setup and composite pipeline. They are way better than the previous ones, but we will keep improving. The cockatrice animation is done and pushed.

The animations were done as quickly as possible, so we will tweak that as well.

All the creature's white/cyan pixels were fixed with the new renders.

For the siege junkyard, I was not able to code the behavior I wanted, so for now I added a Ballist yard from Stronghold using the core VCMI const.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted November 24, 2023 09:26 PM

Hello guys,
We received a lot of inputs this week. It is always welcome hear what you have to say and if is possible make real.
We discussed some of them and today was released the first patch.

The most visible change for sure is the Priestess return to the lineup as a lvl5 alternate. The building in town screen was rushed, but is working fine. It is pending the map dwelling.



Lets check the changes...

Changelog:

.: Creatures :.

Wildman
- Ammo reduced from 99 (unlimited) to 2. The ammo cart will be way more useful now.
+ Removed the range limit. That presented as a major drawback for the unit.

Wild Chief
- Ammo reduced from 99 (unlimited) to 4.
+ Added no wall penalty to shot even blocked by melee enemies.

---

Dire Cockatrice
+ Sounds changed from Ogre to Harpy

Cockatrice
- Removed the double damage chance
+ Sounds changed Ogre to Harpy
+ Stone Gaze chance raise from 10% to 20%

---

Huntsman
- Defense reduced from 7 to 6
+ Removed the dwelling Siege Junkyard requirement

---

Kelpie
+ Reduced cost from 260 to 242
- Removed Water Immunity


Eldritch Kelpie
+ Reduced cost from 370 to 340

---

Peryton
- Removed Jousting
+ Added no retaliation
+ Raised move animation speed from 1 to 1.4

Peryton
+ Raised speed from 13 to 14
- Removed Jousting
- Removed 3 head attack
+ Added no retaliation
+ Added return after strike
+ Raised move animation speed from 1 to 1.8

---

Wendigo
- Removed bloodlust chance before attack
+ Added enemie defence reduction 10%

Feral Wendigo
- Removed fear -lvl4 creatures on battle start
+ Added frenzy chance before attack 70%
+ Added enemie defence reduction 20%

---

Colossus
+ Updated block range aura (WIP - testing)

---

.: Heroes :.

Rhea
+ changed specialty from sorcery to force field
+ added force field as initial spell
- removed magic arrow as initial spell

Woden
+ added interference as secondary skill
- removed resistance as secondary skill

---

.: Buildings :.

Mage Guild
+ Fixed names
- Removed custom background inside building

Mage Guild
+ Fixed health bonus to 30% instead fixed 30

Kelpie
- Reduced cost from 2500 to 1000

Eldritch Kelpie
- Reduced cost from 2500 to 1000

Peryton
- Reduced cost from 2000 to 1000

Grand Peryton
- Reduced cost from 2000 to 1000

Forest Sorceress
- Added alternate dwelling

Priestess
- Added alternate dwelling

And a lot of fixes on creature, buildings and map .def files.

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3fr337
3fr337

Tavern Dweller
posted November 25, 2023 03:53 PM
Edited by 3fr337 at 15:54, 25 Nov 2023.

Im lovin this town so far but noticed somwthing strange and not sure if its a bug or overlooked


if i choose lvl5 pyrton dwelling i can purchase the lvl7 dwelling

If i decide to go for the witch, the lvl7 will be locked simply because the only requirement it has is "pyrton dwelling"


Is this known?

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fiorin
fiorin


Promising
Famous Hero
☠️
posted November 25, 2023 06:49 PM

3fr337 said:
Im lovin this town so far but noticed somwthing strange and not sure if its a bug or overlooked


if i choose lvl5 pyrton dwelling i can purchase the lvl7 dwelling

If i decide to go for the witch, the lvl7 will be locked simply because the only requirement it has is "pyrton dwelling"


Is this known?


Not intended. Missed that requirement. Fixing now

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mitsche91
mitsche91


Hired Hero
posted November 28, 2023 11:21 PM

Hey Fiorin,

I don't know if this was already mentioned, but I saw that Horae's secondary skills are two slots of Learning. I don't think this was the intention

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fiorin
fiorin


Promising
Famous Hero
☠️
posted November 29, 2023 02:25 PM

mitsche91 said:
Hey Fiorin,

I don't know if this was already mentioned, but I saw that Horae's secondary skills are two slots of Learning. I don't think this was the intention


Thanks for pointing. Fixed yesterday
If you find something else, or have any suggestion, let me know

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Macron1
Macron1


Supreme Hero
posted November 29, 2023 06:20 PM

mitsche91 said:
Hey Fiorin,

I don't know if this was already mentioned, but I saw that Horae's secondary skills are two slots of Learning. I don't think this was the intention


Hm. Interesting. What about creating hero with 2 Offence or Necromancy skills

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3fr337
3fr337

Tavern Dweller
posted December 07, 2023 11:56 AM

Hello Everyone !


I wanted to give my opinion on Ruins Town units but first let me
say good job!

i used to hate how the town looks but now everything is amazing from models to town music and over all theme!

However, cant help but point few things out i noticed and hopefully get a response as to why there were made that way regarding units, so lets go:


lv1: nice primitive looking unit, but why not give it 24 shots when upgraded? i mean its already lv1 and dies quickly so make the upgrade worth it


lv2: good unit with speed and flying to block archers, i see the idea and usage, no complaints here


lv3: awesome looking archer! love it, no complaints


lv4: unit looks cool but i dont understand the idea here, it has 40hp with speed of 8 but seems to be defensive and not used for attacking with its seaweed ability, it feels like a smaller version of treant druid which is fine, why not make seaweed always activates instead of 50% chance? just a thought


lv5 pyreton: strong unit with amazing utility, good stats and overall very helpful, its simply a mobile archer like harpy

lv5 witch: i love the design and the option to have another lv5 unit but she is is overshadowed by pyreton, why would anyone pick her over pyreton? magic mirror is nice but doesnt trigger that often, force field is good but she needs some kind of mass spell like stone skin or something


lv6: i understand this unit is supposed to be your damage dealer and offensive unit with its growth dwelling, its decent and no complaints


lv7: my fav design but with the most problems i have, why give a unit 30% damage reduction while it already has a huge 300hp and 32 def? seems like an overkill and wasted ability, the perfect ability to give this unit utility for the town is attack siege walls like cyclops because it fits it so well and provides huge help to the siege wars where town struggles to get in, a little buff in speed from 6 to 8 is decent also



just wanna hear some thoughts from the devs if they are around here as to why some of these decisions where made

finally i  wanted to share my thoughts and say thank you again for this amazing project and hope the best for all of you!

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fiorin
fiorin


Promising
Famous Hero
☠️
posted December 08, 2023 04:44 AM

3fr337 said:
Hello Everyone !


I wanted to give my opinion on Ruins Town units but first let me
say good job!

i used to hate how the town looks but now everything is amazing from models to town music and over all theme!



Thanks for that

3fr337 said:

lv1: nice primitive looking unit, but why not give it 24 shots when upgraded? i mean its already lv1 and dies quickly so make the upgrade worth it



Lets try that. So 12 shot for the non, and 24 for the upgraded one.

3fr337 said:

lv2: good unit with speed and flying to block archers, i see the idea and usage, no complaints here

lv3: awesome looking archer! love it, no complaints



cheers!

3fr337 said:

lv4: unit looks cool but i dont understand the idea here, it has 40hp with speed of 8 but seems to be defensive and not used for attacking with its seaweed ability, it feels like a smaller version of treant druid which is fine, why not make seaweed always activates instead of 50% chance? just a thought



So, moving the speed from 7 to 5 for the non, and from 8 to 6 to the upgraded one. The idea is a bulk unit, to protect the squish ones.
The seaweed is more than a paralyze. It paralyzes the other for 1 turn and applies a heavy slow for another one, like vines grabbing foot... so it is cool if the enemy has a chance to escape slowly.

3fr337 said:

lv5 pyreton: strong unit with amazing utility, good stats and overall very helpful, its simply a mobile archer like harpy



Peryton is a precise one!

3fr337 said:

lv5 witch: i love the design and the option to have another lv5 unit but she is is overshadowed by pyreton, why would anyone pick her over pyreton? magic mirror is nice but doesnt trigger that often, force field is good but she needs some kind of mass spell like stone skin or something



I thought having 3 shooters and 2 fliers would too strong (tower?), so I wanted the player choose strategically 2 shooters 2 fliers, or 3 shooter 1 flier. Peryton is a virtual shooter, so we have "3" shooters, 1 flier. Lets try change the priestess to something more defensive

3fr337 said:

lv6: i understand this unit is supposed to be your damage dealer and offensive unit with its growth dwelling, its decent and no complaints

lv7: my fav design but with the most problems i have, why give a unit 30% damage reduction while it already has a huge 300hp and 32 def? seems like an overkill and wasted ability, the perfect ability to give this unit utility for the town is attack siege walls like cyclops because it fits it so well and provides huge help to the siege wars where town struggles to get in, a little buff in speed from 6 to 8 is decent also



We don have available the wall attack for melee guys right now, but it is a ongoing request for vcmi devs. For now, I have lowered the resistance (resistance for ranged attacks) and added an earthquake after each attack for the upgraded one.
The upgraded has an opening earthquake spell on sieges as well. It is working?!

3fr337 said:

just wanna hear some thoughts from the devs if they are around here as to why some of these decisions where made

finally i  wanted to share my thoughts and say thank you again for this amazing project and hope the best for all of you!



I will be pushing your considerations or variants. Thank very much your input. You were really helpful

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joemomma
joemomma

Tavern Dweller
posted January 04, 2024 11:15 AM

great work, Fiorin. when will the newest content be available?

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fiorin
fiorin


Promising
Famous Hero
☠️
posted January 04, 2024 03:04 PM

joemomma said:
great work, Fiorin. when will the newest content be available?


Thanks. I'm doing often updates on the repository as the suggestions/bugs come to me.

What part is missing from the updates?

While the town, creatures and abilities are been tested and come closer to a stable version I'm working on a new secondary skill mechanic and some spells. Also, adding some new content on the Extras mod.

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joemomma
joemomma

Tavern Dweller
posted January 04, 2024 03:39 PM
Edited by joemomma at 16:24, 04 Jan 2024.

fiorin said:
What part is missing from the updates?


i didn't see the link on the previous page; as i was looking at the op.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted January 04, 2024 05:20 PM

joemomma said:
fiorin said:
What part is missing from the updates?


i didn't see the link on the previous page; as i was looking at the op.


You can download directly from the VCMI launcher. The Google drive file is already outdated.

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joemomma
joemomma

Tavern Dweller
posted January 04, 2024 05:35 PM

fiorin said:
You can download directly from the VCMI launcher. The Google drive file is already outdated.


will do, thanks.

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fiorin
fiorin


Promising
Famous Hero
☠️
posted January 16, 2024 05:47 AM
Edited by fiorin at 05:53, 16 Jan 2024.

Hello guys,
We have decided to release the faction ASAP to gather feedback and so far it has been wonderful. We made a lot of changes to the creature's stats, abilities, and even the lineup.

So almost coming to the stable point, before the graphical rework: classes, townscreen, and adventure objects. I also pushed a lot of updates on the Extras mod IF you missed >> tok |  Extras

The last huge feedback was about the heroes. They needed something to spice up, and that will be a new secondary skill: Evasion!

Evasion is a chance to dodge attacks or a chance for your enemy to miss attacks against you, or their foes (berserk).

The dodge is a damage reduction, increasing progressively along the skill level, and is doubled against ranged attacks.





Also, some heroes will be getting the Evasion as a starting secondary:

Grimm: logistics & evasion
Herian: archery & evasion
Hughes: evasion & tactics
Neit: offence & evasion
Nodens: armorer & evasion

Evasion should be available on the 2.0.8v along with some changes, mainly on heroes and minor fixes.

How cool is that? All the feedback is welcome.

And, of course, I need some help to balance and improve animations, sounds...  
See you guys!

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3fr337
3fr337

Tavern Dweller
posted January 17, 2024 02:33 PM

fiorin said:
Hello guys,
We have decided to release the faction ASAP to gather feedback and so far it has been wonderful. We made a lot of changes to the creature's stats, abilities, and even the lineup.

So almost coming to the stable point, before the graphical rework: classes, townscreen, and adventure objects. I also pushed a lot of updates on the Extras mod IF you missed >> [url=http://heroescommunity.com/viewthread.php3?TID=46024]tok |  Extras[/url]

The last huge feedback was about the heroes. They needed something to spice up, and that will be a new secondary skill: Evasion!

Evasion is a chance to dodge attacks or a chance for your enemy to miss attacks against you, or their foes (berserk).

The dodge is a damage reduction, increasing progressively along the skill level, and is doubled against ranged attacks.





Also, some heroes will be getting the Evasion as a starting secondary:

Grimm: logistics & evasion
Herian: archery & evasion
Hughes: evasion & tactics
Neit: offence & evasion
Nodens: armorer & evasion

Evasion should be available on the 2.0.8v along with some changes, mainly on heroes and minor fixes.

How cool is that? All the feedback is welcome.

And, of course, I need some help to balance and improve animations, sounds...  
See you guys!



awesome ! congrats!

ever thought of making earth magic their school? like for magic heroes to specialize in earth since it fits them, elementalist can get expert earth by level 4 or 5, why not make ruins adept in earth?

just like its weird for inferno to suck at fire magic


____________

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Majster
Majster

Tavern Dweller
posted January 19, 2024 09:22 PM

I absolutely love Evasion. I think it's fresh to add new secondary skills to this pretty old game.

Announcement of graphical updates is also nice to hear. I will keep waiting for next releases.

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yogdush
yogdush

Tavern Dweller
posted March 06, 2024 11:16 PM

Hey man, great work! Did you make the town screen in blender or is it made in photoshop? I feel like there is a lack of shadows on most of the buildings thats why I am wondering.

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