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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [VCMI Faction] Ruins
Thread: [VCMI Faction] Ruins This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV
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.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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fiorin
fiorin


Promising
Known 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
Known 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
Known 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
Known 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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