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Heroes Community > Library of Enlightenment > Thread: Heroes II Extensions Engine
Thread: Heroes II Extensions Engine
OldLich
OldLich


Hired Hero
posted August 23, 2018 02:06 AM
Edited by OldLich at 05:37, 06 Sep 2018.

Heroes II Extensions Engine

Hi, I made an extension engine for Heroes II to allow users to create modules for the game. It doesn't support a lot of features yet, so far it depends on me creating the modules. There is just one module available at this time.

The extension engine (and all available modules) can be downloaded here.

               MD5                             SHA-1
-------------------------------------------------------------------------
f70fe22c9b60a3f13d5c68f4e200e4ad 247eb4ffb5d0f50bcb828cdc80fe54a2a47a20f7 h2ext.exe
The installer looks like this, there is info there as well:


Modules that are available:

Power Ring (Change name, description and mana for this artifact)
Creatures (Customize gold, hit points, speed, att, def, dmgmin, dmgmax and shots for all creatures in the game)
WarnMoves (Disables warning dialog about still being able to move heroes after end of turn)
Catapult (Change when catapult begins to fire and how often)
Tower (Change when towers begins to fire, arrows per tower, how many bonus arrows, max arrows and how often they shoot)
CombatChance (Increase or decrease chance of AI attacking)
H2AGGReplace (Replace any file in Heroes2.Agg with your own "on the fly")

When modules have been updated, the engine has probably also been updated, so you need to download all modules again + the engine and repatch on the unaltered Heroes2w.exe file (Assume you have a backup of it)

Each module has its own INI file.

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Orzie
Orzie


Responsible
Supreme Hero
posted August 23, 2018 08:23 AM
Edited by Orzie at 08:35, 23 Aug 2018.

This is definitely interesting (will check the actual program later). Please elaborate on some questions bothering me. I am sorry for not trying the engine right now because some questions might have not been appeared, but I am deadly busy for the next few days.

EDIT: Okay, I was so dead curious so I risked my butt at work and read the description.

1. Is there a possibility to support several "modules" at a time? Good to know that yes.

2. Is there a possibility to perform changes on several assets in one "module" simultaneously? I also got the point about separating changes for a more customizable setting.

3. Is there a possibility to not only change, but also add stuff to the game?

4. What kind of assets are currently modifiable? As far as I know, a lot of different things are hard-coded in the exe, so there will be not only text information and numerical values, but also campaign bonuses, creature animation frame order/frame quantity, and other various game mechanics.

5. What about user-friendliness from the modification point? Say, I don't know how to program and barely understand hexadecimal stuff. Is it necessary to learn whatever programming language or reverse engineering to effectively utilize this modification platform?

More questions may come later, thanks in advance.
____________

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OldLich
OldLich


Hired Hero
posted August 23, 2018 08:59 AM

So far the engine is pretty "blank". The only thing that can be done is to change what artifacts are written to the hero (Which could be used to randomize what artifacts you get when picking them up, or maybe ban certain artifacts you don't want) and to change the power ring mana.

But it could easily turn into more. But if you want a customizable Power Ring, at least it's there. hehe.

My goal with it is not really to make other people create modules, it's too far away from that. My goal was really just to get the basics customizable, and I wanted to do something about how castles are defended when only the captain is there.

The castle is too weak with the captain. My thoughts was to let the captain have +1 defense for every turn he is alone in the castle up to maybe +15 defense, but his attack skill won't increase.

And if the castle get attacked and he loses, then he will lose the defense bonus.

That's really the only reason I made this thing, just want to see what happens there. I think that castles are too weak when the captain is alone.

In a war or on a battlefield, the longer people get to stay at one particular point, the better they become at defending that area, because they get familiar with it.

It may just be the same with castles, the longer the captain gets to stay in peace, the better he will be able to defend it.

So if the captain can get a +1 defense bonus for each day that passes and he does not get attacked, maybe up to +15 defense, and his attack skill does not increase.

Ideas are appreciated.


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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 26, 2018 06:12 AM
Edited by AlexSpl at 06:28, 26 Aug 2018.

HEROES2W.EXE (The Price of Loyalty v2.1, GOG, MD5: ea70bf659d0be8156979f31c8021fb3e) fails to launch after patching with "not a valid Win32 application" error.

Does your engine work only for specific versions of Heroes II?

UPD: Managed to patch and launch non-GOG version (MD5: bb0c6e50242e3cf8b14635ea2f49fbad).

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OldLich
OldLich


Hired Hero
posted August 26, 2018 06:27 PM
Edited by OldLich at 19:15, 26 Aug 2018.

AlexSpl said:
HEROES2W.EXE (The Price of Loyalty v2.1, GOG, MD5: ea70bf659d0be8156979f31c8021fb3e) fails to launch after patching with "not a valid Win32 application" error.

Does your engine work only for specific versions of Heroes II?

UPD: Managed to patch and launch non-GOG version (MD5: bb0c6e50242e3cf8b14635ea2f49fbad).


I'm not using GOG but I do have one GOG version.

My MD5 (Heroes II Gold - Price of Loyalty v2.1, the original windows installer)
BB0C6E50242E3CF8B14635EA2F49FBAD
bb0c6e50242e3cf8b14635ea2f49fbad

They look the same, but beware I added a new module today, and the engine and all modules have been updated just now.

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OldLich
OldLich


Hired Hero
posted August 28, 2018 10:58 PM
Edited by OldLich at 04:50, 29 Aug 2018.

I placed all modules along with the main installer, they will now be extracted as "MODULES.RAR".

It was too much maintenance to have them individually, one module had a small update

EDIT: And one more update.

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Haregar
Haregar


Famous Hero
of destruction
posted August 30, 2018 06:02 PM

Looks very promising. Isn't it something like VCMI, but much more aimed for being based entirely on custom modules?

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OldLich
OldLich


Hired Hero
posted August 30, 2018 10:01 PM
Edited by OldLich at 22:13, 30 Aug 2018.

Haregar said:
Looks very promising. Isn't it something like VCMI, but much more aimed for being based entirely on custom modules?


I'm not familiar with VCMI but according to the wiki page of it, the difference between that one and mine are that VCMI is open source, mine is not open source (not now).

VCMI aims to rewrite the whole Heroes 3 game from scratch, mine only aims to change things as I see them, if you get that. If I see something that "is not how it should be", then that's something for my engine.

It seems like VCMI is aiming to take control of everything, basically "take over" the whole game, but the goal of mine is only to take over what I see should be taken over when and if I see something.

I hold the belief that if you forget to play the game, all meaning has been lost.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 31, 2018 03:52 PM

do you think it would be possible to add new portraits,

I always wanted to have Lord Haart in Heroes 2, so for me it would be very interesting if there is some way to add new portraits like the portrait of Lord Haart lol
____________

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OldLich
OldLich


Hired Hero
posted September 01, 2018 02:58 AM

verriker said:
do you think it would be possible to add new portraits,

I always wanted to have Lord Haart in Heroes 2, so for me it would be very interesting if there is some way to add new portraits like the portrait of Lord Haart lol


I think AggPack/IcnPack/TilPack can do things like that, but I don't recall where you can download it.

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Unknown_Hero
Unknown_Hero

Tavern Dweller
posted September 03, 2018 08:11 PM
Edited by Unknown_Hero at 20:14, 03 Sep 2018.

Hello,

As I think most players, I have always wanted to modify/adjust a lot of things in Heroes 2, and your program interests me a lot.

I tried your Extensions Engine, it works well and is full of promises, well done.

However, I find the installation a little constraining. The fact that files are archived "cascading" is not very user-friendly, each individual module in a .rar archive (Catapult.RAR, Creatures.RAR, PowerRing.RAR, etc. inside MODULES.RAR), this one inside the installer (H2EXT.exe) and this one inside another .rar archive (H2EXT.RAR), it's ok with 1 or 2 extensions, but now imagine that with dozens of extensions, and you have to start over with each new version.

I too find that the castle is too weak when defended by the captain. I plan to do a mod with Project Ironfist tools when it will be possible.
For example, the captain can cast spells of all levels of the mage guild, he also gets bonuses based on buildings built in the city (bonuses to Attack, Defense, Spell Power, Knowledge, etc.), he gains "experience" (bonuses to primary skills) by participing in combats (and even when it's a hero defending the castle), etc.

What is the scope of the changes that can be made with your Extensions Engine?
Is it possible to modify the artifacts in a more complete way? Modify other things?

For example, in the case of the Power Ring, if I want to change its attributes to get this:
Power Ring: +2 Spell Power, +4 spell points per turn on the adventure map, +10 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 30/30)).
If the hero has multiple copies of the artifact, the bonuses are cumulative, but only for Spell Power.
Example, the hero has two artifacts Power Ring, he gets +4 Spell Power (2 x +2 Spell Power), but he gets only 4 spell points per turn on the adventure map (so not 8 spell points), and he gets only 10 spell points at start of combat (so not 20 spell points).

Or, a change so that each recruited peasant generates 1 gold per turn, change a little how the secondary skills work, give bonuses to heroes based on their classes, etc.

Are you open to suggestions?
____________

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OldLich
OldLich


Hired Hero
posted September 06, 2018 05:36 AM

Unknown_Hero said:
Hello,

As I think most players, I have always wanted to modify/adjust a lot of things in Heroes 2, and your program interests me a lot.

I tried your Extensions Engine, it works well and is full of promises, well done.

However, I find the installation a little constraining. The fact that files are archived "cascading" is not very user-friendly, each individual module in a .rar archive (Catapult.RAR, Creatures.RAR, PowerRing.RAR, etc. inside MODULES.RAR), this one inside the installer (H2EXT.exe) and this one inside another .rar archive (H2EXT.RAR), it's ok with 1 or 2 extensions, but now imagine that with dozens of extensions, and you have to start over with each new version.

I too find that the castle is too weak when defended by the captain. I plan to do a mod with Project Ironfist tools when it will be possible.
For example, the captain can cast spells of all levels of the mage guild, he also gets bonuses based on buildings built in the city (bonuses to Attack, Defense, Spell Power, Knowledge, etc.), he gains "experience" (bonuses to primary skills) by participing in combats (and even when it's a hero defending the castle), etc.

What is the scope of the changes that can be made with your Extensions Engine?
Is it possible to modify the artifacts in a more complete way? Modify other things?

For example, in the case of the Power Ring, if I want to change its attributes to get this:
Power Ring: +2 Spell Power, +4 spell points per turn on the adventure map, +10 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 30/30)).
If the hero has multiple copies of the artifact, the bonuses are cumulative, but only for Spell Power.
Example, the hero has two artifacts Power Ring, he gets +4 Spell Power (2 x +2 Spell Power), but he gets only 4 spell points per turn on the adventure map (so not 8 spell points), and he gets only 10 spell points at start of combat (so not 20 spell points).

Or, a change so that each recruited peasant generates 1 gold per turn, change a little how the secondary skills work, give bonuses to heroes based on their classes, etc.

Are you open to suggestions?


I read all suggestions, they are appreciated. (The archive cascading will probably change soon).

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Unknown_Hero
Unknown_Hero

Tavern Dweller
posted September 06, 2018 08:05 PM
Edited by Unknown_Hero at 15:40, 11 Sep 2018.

I tried your module "H2AGGReplace", works like a charm.
I like its simplicity, its ability to make changes quickly.

I tried it with the files you can find here:
[url=http://heroes2.forumactif.com/t303-changes-to-the-game-s-graphics]Changes to the game's graphics[/url]
[url=https://drive.google.com/open?id=1-Pb34k4XyXw9E6QOwwhey_ZdwInHti7D]H2180810.zip[/url]
(There is also a change made to a Heroes2X.agg file (Artifact.ICN, fixed shadow of Hand of Martyr), but it can not be integrated into this version of your mod because it is not in the same .agg file.)

I will start with some suggestions. It will take up space...
Proposals in italics are certainly not possible with your Extensions Engine.

It would be nice to add the growth of creatures in your module "Creatures".
I would like to change the growth for the upgraded creatures.

It would be nice to be able to change the growth from the well.
For example +1 growth for Titan, +2 growth for Archmage, +3 growth for Roc, etc.

I would like to change the cost when upgrading base creatures to upgraded creatures, to make it cost only the cost difference instead of double the cost difference.
This restricts the player to not buy base creatures and wait for improved creatures when available. And to upgrade a Giant to a Titan cost more than to buy directly the Titan, it's insane.

A way to replace all the terms used for the number of creatures by real numbers would be nice.
I never remember what is Pack, Lots, Horde, and fight 10-19 Vampire lords is not the same as 50-99.

So replace:
Few by 1-4
Several by 5-9
Pack by 10-19
Lots by 20-49
Horde by 50-99
Throng by 100-249
Swarm by 250-499
Zounds by 500-999
Legion by 1000+

Currently, I'm changing this by hex editing, a simpler way would be welcome.

This is what I would change for spells:

Cure: Removes all negative spells and heals 5x Power in hit points.
Tweaks: Removes all negative spells and heals 10x Power in hit points.
I just find it a bit weak.

Mass Cure: Removes all negative spells and heals 5x Power in hit points.
Tweaks: Removes all negative spells and heals 10x Power in hit points.
Needs adjustment with the Cure boost.

Death Ripple: Inflicts 5x Power in death magic to all non-undead creatures.
Tweaks: Inflicts 10x Power in death magic to all non-undead creatures.
The same, I just find it a bit weak.

Death Wave: Inflicts 10x Power in death magic to all non-undead creatures.
Tweaks: Inflicts 15x Power in death magic to all non-undead creatures.
Needs adjustment with the Death Ripple boost.

Fireball: Inflicts 10x Power in fire damage to the target hex and each adjacent hex.
Tweaks: Inflicts 15x Power in fire damage to the target hex and each adjacent hex.
I rarely use it, too weak. Generally it's better to cast another damage spell.

Fireblast: Inflicts 10x Power in fire damage to the target hex, and to the 18 adjacent hexes.
Tweaks: Inflicts 15x Power in fire damage to the target hex, and to the 18 adjacent hexes.
Needs adjustment with the Fireball boost.

Cold Ring: Inflicts 10x Power in cold damage to the adjacent hexes of the target hex.
Tweaks: Inflicts 15x Power in cold damage to the adjacent hexes of the target hex.
Useful, but needs adjustment with the Fireball boost.

Holy Word: Inflicts 10x Power in holy damage to all undead creatures.
Tweaks: Inflicts 15x Power in holy damage to all undead creatures.
Needs adjustment with the Death Ripple boost.

Holy Shout: Inflicts 20x Power in holy damage to all undead creatures.
Tweaks: Inflicts 25x Power in holy damage to all undead creatures.
Needs adjustment with the Holy Word boost.

Hypnotize: Takes control of the creature if the hit points of the stack are less than 25x Power.
The spell is good on paper, but you can never use it, not enough opportunities.

I would like to make the Hypnotize spell works like the others Mind spells (Blind, Paralyze and Berserk), the hero can cast the spells on an enemy stack no matter the number of creatures in this stack.

The Hypnotize spell will continue to work the exact same way:

the duration of the spell is egal to the hero's Spell Power (hero's Spell Power 3, spell duration 3 turns),
the spell can be canceled by the Dispel Magic spells, the Cure spells and the Anti-Magic spell,
the spell is canceled if the hypnotized stack performs an attack,
the spell is not canceled when the hypnotized stack is physically attacked (melee attack, ranged attack), and the hypnotized stack doesn't retaliate,
the spell is not canceled when the hypnotized stack takes damage from damage spells.

So, just change the way the hero is allowed to cast the spell, on an "entire stack" instead of "if the hit points of the stack are less than 25x Power".

Secondary Skills tweaks:

Diplomacy:
With Diplomacy skill army camps will sometimes offer to join your army.
Percentage shown is the percentage of monsters in the stack.
Basic: 25% will join, cost 100%.
Advanced: 50% will join, cost 100%.
Expert: 100% will join, cost 100%.
It's always frustrating for me to not be able to recruit all creatures.
Tweaks:
Basic: 100% will join, cost 100%. (also: and reduces the cost of surrender to 80% of the total cost of your army.)
Advanced: 100% will join, cost 75%. (also: and reduces the cost of surrender to 60% of the total cost of your army.)
Expert: 100% will join, cost 50%. (also: and reduces the cost of surrender to 40% of the total cost of your army.)
So all the creatures will always join your army but you pay different cost for each Diplomacy level. (also: and you get a cost reduction when the hero surrenders.)

Eagle Eye:
Your hero gets a chance to learn spells that have been cast against him in combat.
Basic: 20% chance, 2nd level max.
Advanced: 30% chance, 3rd level max.
Expert: 40% chance, 4th level max.
Tweaks:
Your hero gets a chance to learn spells that have been cast against him in combat. (also: and restores spell points each time the opponent hero casts a spell during combat.)
Basic: 100% chance, 2nd level max. (also: your hero restores 1 spell point multiplied by the level of the spell the opponent hero casts, each time the opponent hero casts a spell during combat.)
Advanced: 100% chance, 3rd level max. (also: hero restores 2 spell points multiplied by the level of the spell the opponent hero casts, each time the opponent hero casts a spell during combat.)
Expert: 100% chance, 4th level max. (also: your hero restores 3 spell points multiplied by the level of the spell the opponent hero casts, each time the opponent hero casts a spell during combat.)
(also: The hero can restore spell points above his max spell points (ex: 22/20).
The hero can use the learned spells during the current combat and he can learn several spells during the same combat (a window is displayed during combat each time the hero learn a spell and he can use the learned spells during current combat).
On the adventure map, the hero also gets a chance to learn spells that have been cast by opponents heroes located in his viewable area.
So your hero has Expert Eagle Eye. If a opponent hero is located in your hero viewable area and casts Town Gate spell, there are 100% change your hero learns Town Gate spell (a window is displayed at the beginning of the turn to inform the player).)


Pathfinding:
Reduces the movement penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert).
Basic: -25% movement penalty.
Advanced: -50% movement penalty.
Expert: -100% movement penalty.
If the map has no rough terrains, the skill is useless.
Tweaks:
Reduces the movement penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert), and adds additional land movement.
Basic: -25% movement penalty, +1 Movement (100 points).
Advanced: -50% movement penalty, +2 Movement (200 points).
Expert: -100% movement penalty, +3 Movement (300 points).

Scouting:
Increases hero's viewable area on adventure map.
Basic: +1 square.
Advanced: +2 squares.
Expert: +3 squares.
Very useful in the early game, skill becomes less useful endgame.
Tweaks:
Increases hero's viewable area on adventure map, and adds additional land movement.
Basic: +1 square, +1 Movement (100 points).
Advanced: +2 squares, +2 Movement (200 points).
Expert: +3 squares, +3 Movement (300 points).

Mysticism:
Increases rate per turn in which hero regenerates magic points.
Basic: 1 magic point per day (2 with the hero magic point restored every day).
Advanced: 2 magic points per day (3 with the hero magic point restored every day).
Expert: 3 magic points per day (4 with the hero magic point restored every day).
Useful on some maps, useless on other.
Tweaks:
Basic: your hero regenerates 2 magic point per day on the adventure map (3 with the hero magic point restored every day). (also: your hero regenerates up to 5 magic points at start of combat.)
Advanced: your hero regenerates 4 magic points per day on the adventure map (5 with the hero magic point restored every day). (also: your hero regenerates up to 10 magic points at start of combat.)
Expert: your hero regenerates 6 magic points per day on the adventure map (7 with the hero magic point restored every day). (also: your hero regenerates up to 15 magic points at start of combat.)
The hero should not restore magic points above his max magic points (ex: max 20/20).

Navigation:
Hero gets an extra movement on sea.
Basic: +50% movement.
Advanced: +100% movement.
Expert: +150% movement.
If map has no sea, the skill is useless.
Tweaks:
Hero gets an extra movement on sea and generates gold each turn.
Basic: +50% movement on sea, +100 gold per day. (also: and protects troops from whirlpools.)
Advanced: +100% movement on sea, +200 gold per day. (also: and protects troops from whirlpools.)
Expert: +150% movement on sea, +300 gold per day. (also: and protects troops from whirlpools.)

Estates:
Hero generates gold each turn.
Basic: produces 100 gold per turn.
Advanced: produces 250 gold per turn.
Expert: produces 500 gold per turn.
Tweaks:
Small adjustment, to stay better than Navigation at same level.
Basic: produces 125 gold per turn.
Advanced: produces 250 gold per turn.
Expert: produces 500 gold per turn.

Ballistics:
In a siege, the catapult’s shots, damage, and accuracy are increased.
Basic: 1 shot + extra dam.
Advanced: 2 shots + extra dam.
Expert: 2 shots + max dam.
Tweaks:
In a siege, the catapult’s shots, damage, and accuracy are increased. When the Hero is the attacker during a siege, he gets a temporary additional bonus to Attack.
Basic: 1 shot + extra dam, +1 Attack (temporary during the siege when the hero is the attacker).
Advanced: 2 shots + extra dam, +2 Attack (temporary during the siege when the hero is the attacker).
Expert: 2 shots + max dam, +3 Attack (temporary during the siege when the hero is the attacker).

Artifacts tweaks:

Power Ring
Effects: +2 Spell Power, +4 spell points per turn on the adventure map, +10 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 30/30)).
If the hero has multiple copies of the artifact, the bonuses are cumulative, but only for Spell Power.
Example, the hero has two artifacts Power Ring, he gets +4 Spell Power (2 x +2 Spell Power), but he gets only 4 spell points per turn on the adventure map (so not 8 spell points), and he gets only 10 spell points at start of combat (so not 20 spell points).

Telescope
Effects: +1 Viewing Range (1 square), +1 Move (100 points). The bonuses are not cumulative if the hero has several times the same artifact.

Sailor's Astrolabe of Mobility
Effects: +10 Move at sea (1000 points), +200 Gold per day, and protects troops from whirlpools. Only the bonus of +200 Gold per day is cumulative if the hero has several times the same artifact.

Statesman's Quill
Effects: reduces the cost of surrender to 10% of the total cost of the army, reduces the cost by 10% when wandering creatures will join the hero (with Diplomacy skill), counts as one level when the hero visits Xanadu. The bonuses are not cumulative if the hero has several times the same artifact.

Ammo Cart
Effects: provides endless ammunition for allied shooters, +10% damage for ranged attack, and +10% damage for turrets and ballista during siege (when it's the hero who defends the castle that owns the artifact). The bonuses are not cumulative if the hero has several times the same artifact.

Golden Bow
Effects: eliminates the 50% penalty for allied shooters shooting past obstacles during siege, +25% damage for ranged attack, and +25% damage for turrets and ballista during siege (when it's the hero who defends the castle that owns the artifact). The bonuses are not cumulative if the hero has several times the same artifact.

Ballista of Quickness
Effects: 1 extra catapult shot per combat turn (when it's the hero who attacks the castle that owns the artifact), +15% damage for ranged attack, 1 extra ballista and turrets shot (for each turret) per combat turn (when it's the hero who defends the castle that owns the artifact), +15% damage for turrets and ballista during siege (when it's the hero who defends the castle that owns the artifact). The bonuses are not cumulative if the hero has several times the same artifact.

Evil Eye
Effects: reduces to 50% the cost of casting Curse spells, +1 Spell Power. Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Snake Ring
Effects: reduces to 50% the cost of casting Bless spells, +1 Spell Power. Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Skullcap
Effects: reduces to 50% the cost of casting Mind spells, +1 Spell Power. Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Elemental Ring
Effects: reduces to 50% the cost of casting Summoning Elemental spells, +1 Spell Power (cost reduction is also applied to elemental spells on the adventure map (Set Air, Earth, Fire, Water Guardian spells)). Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Book of Elements
Effects: doubles the effectiveness of all Summoning Elemental spells, +1 Knowledge (increase in efficiency is also applied to elemental spells on the adventure map (Set Air, Earth, Fire, Water Guardian spells)). Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Gold Watch
Effects: the duration of the Hypnotize spell is doubled (ex: hero's Spell Power 3, spell duration 6 turns), the Hypnotize spell is canceled only when the hypnotized stack performs the second attack (contrary to the first attack normally), +1 Knowledge. Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Ankh
Effects: doubles the effectiveness of all Resurrection and Animate Dead spells, +1 Knowledge. Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Lighting Rod
Effects: +50% damage to Lightning spells, +1 Spell Power. (also: currently this bonus is not applied to the Chain Lightning spell, maybe it can be changed?). Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Everhot Lava Rock
Effects: +50% damage to Fire spells, +1 Spell Power. Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Evercold Icicle
Effects: +50% damage to Cold spells, +1 Spell Power. Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Pendant of Life
Effects: all allied troops are immune to Death spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Serenity Pendant
Effects: all allied troops are immune to Berserk spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Seeing-eye Pendant
Effects: all allied troops are immune to Blindness spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Kinetic Pendant
Effects: all allied troops are immune to Paralyze spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Wand of Negation
Effects: all allied troops are immune to Dispel Magic spells from enemy hero only, +1 Knowledge. (also: currently, the hero who owns this artifact can not cast the Dispel Magic and Mass Dispel spells on his own troops, the bonus becomes a penalty, maybe it can be changed?). The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Pendant of Death
Effects: all allied troops are immune to Holy spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Pendant of Free Will
Effects: all allied troops are immune to Hypnotize spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Holy Pendant
Effects: all allied troops are immune to Death spells, +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Lightning Helm
Effects: -50% damage from Lightning spells, +1 Knowledge. (also: currently this bonus is not applied to the Chain Lightning spell, maybe it can be changed?). Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Fire Cloak
Effects: -50% damage from Fire spells, +1 Knowledge. Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Ice Cloak
Effects: -50% damage from Cold spells, +1 Knowledge. Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Enchanted Hourglass
Effects: extends duration of all spells by 5 turns, +1 Spell Power. Only the bonus of +1 Spell Power is cumulative if the hero has several times the same artifact.

Wizard's Hat
Effects: extends duration of all spells by 10 turns, +2 Spell Power. Only the bonus of +2 Spell Power is cumulative if the hero has several times the same artifact.

PoL Artifacts:

Crystal Ball
Effects: the hero gets more specific information about monsters, enemy heroes and castles located in the hero's viewing area (Scouting secondary skill, artefacts and bonuses are taken into account), +1 Knowledge. The bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Masthead
Effects: +1 Morale at sea, +1 Luck at sea, +200 Gold per day, and protects troops from whirlpools. Only the bonus of +200 Gold per day is cumulative if the hero has several times the same artifact.

Sphere of Negation
Effects: disables all spell casting for both heroes during combat, +2 Knowledge (useful on the adventure map). The bonus of +2 Knowledge is cumulative if the hero has several times the same artifact.

Spade of Necromancy
Effects: +1 to Necromancy secondary skill, +1 Knowledge. Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact. (also: +4 to the growth of Skeleton in all Necromancer towns/castles (the values displayed for the growth of creatures are updated in the Recruit Screens for the towns/castles). The bonus of +4 to the growth of Skeleton in all Necromancer towns/castles is cumulative if the hero has several times the same artifact.)

Broach of Shielding
Effects: -50% damage from Armageddon and Elemental Storm spells, -2 Spell Power, +1 Knowledge. Only the bonus of +1 Knowledge is cumulative if the hero has several times the same artifact.

Heart of Fire
Effects: -50% damage from Fire spells, +100% damage from Cold spells, +2 Knowledge. Only the bonus of +2 Knowledge is cumulative if the hero has several times the same artifact.

Heart of Ice
Effects: -50% damage from Cold spells, +100% damage from Fire spells, +2 Knowledge. Only the bonus of +2 Knowledge is cumulative if the hero has several times the same artifact.

Creatures tweaks:

Peasant: generates 1 gold per turn when recruited.
Nomad: gives 1 additional movement point (100 points) to the hero on the adventure map (no matter how many).
Rogue: increases the hero's viewable area by 1 square on the adventure map (no matter how many).

Changes to the Heroes.

The heroes bonuses are intended to that each hero, depending his class, has always a different bonus throughout the game.

Knight Hero:
The Knight Hero has +1 to Morale.
The Knight Hero has +2 to Attack and +2 to Defense during siege when attacking or when defending every types of Towns/Castles.

Barbarian Hero:
The Barbarian Hero has +1 to Movement (100 points).

Sorceress Hero:
The Sorceress Hero has +10 to Movement on sea (1000 points).
The Sorceress Hero recovers up to 15 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 20/20)).

Necromancer Hero:
The Necromancer Hero recovers up to 5 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 20/20)).
The Necromancer Hero recovers 1 extra spell point multiplied by the level of the spell the opponent hero casts, each time the opponent hero casts a spell during combat (the hero can restore spell points above his max spell points (ex: 22/20)).
The Necromancer Hero generates +3 to the growth of Skeleton in all Necromancer towns/castles (cumulative for each Necromancer Hero). (The values displayed for the growth of creatures are updated in the Recruit Screens for the towns/castles.)

Wizard Hero:
The Wizard Hero recovers 2 extra spell points per day on the adventure map.
The Wizard Hero recovers up to 20 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 20/20)).

Warlock Hero:
The Warlock Hero has 1 extra square of viewable area on the adventure map.
The Warlock Hero recovers up to 10 spell points at start of combat (the hero doesn't restore spell points above his max spell points (ex: max 20/20)).


I think that's enough for today.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted September 06, 2018 09:44 PM

Quote:
It would be nice to add the growth of creatures in your module "Creatures".
I would like to change the growth for the upgraded creatures.

Just for that you can use Universal Balance Patcher.

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Unknown_Hero
Unknown_Hero

Tavern Dweller
posted September 08, 2018 03:32 PM
Edited by Unknown_Hero at 12:09, 09 Sep 2018.

Thanks for the link to the Universal Balance Patcher AlexSpl, it works fine.

Edited 09 Sep 2018 - Start:
[url=http://heroes2.forumactif.com/f17-heroes-of-might-and-magic-ii-project-ironfist]Project Ironfist (heroes2.forumactif)[/url] also allows creatures changes.
Other links:
[url=http://projectironfist.pbworks.com/w/page/53996790/FrontPage]Project Ironfist (pbworks)[/url]
[url=https://github.com/jkoppel/project-ironfist]Project Ironfist (github)[/url]
Edited 09 Sep 2018 - End.

It would be nice to have all the changes in an "all in one" program.

The following...

Changes to the Castles.

Common changes to all castles types:

Damage added for all the upgraded structures in a castle during combat (+1 Archer), and +1 to the Archers attack skill for the Captain's Quarters.

How it works currently:

Each structure built adds 1 Archer to the strength of the Ballista and each Mage Guild level built adds +1 bonus to the Archers attack skill.

Ex. with standard Knight Castle:

Captain's Quarters, +1 Archer.
Mage Guild level 1, +1 Archer.
Tatched Hut, +1 Archer.
Etc.

Mage Guild level 1, +1 to the Archers attack skill.
Mage Guild level 2, +2 to the Archers attack skill.
Etc.

So, 20 Archers with all the base structures built (with Shipyard), and +5 to the Archers attack skill with Mage Guild level 5 built.
"The Ballista fires with a strength of 20 Archers, each with a +5 bonus to their attack skill. etc."

Now, with adding Archers for all upgraded structures and +1 to the Archers attack skill for the Captain's Quarters:

Ex. with changed Knight Castle:

Captain's Quarters, +1 Archer.
Mage Guild level 1, +1 Archer.
Mage Guild level 2, +1 Archer.
Mage Guild level 3, +1 Archer.
Mage Guild level 4, +1 Archer.
Mage Guild level 5, +1 Archer.

Tatched Hut, +1 Archer.
Archery Range, + 1 Archer.
Archery Range Upgrade, + 1 Archer.
Etc.

Captain's Quarters, +1 to the Archers attack skill.
Mage Guild level 1, +1 to the Archers attack skill.
Mage Guild level 2, +2 to the Archers attack skill.
Etc.

So, 29 Archers with all the base structures and the upgraded structures built (with Shipyard), and +6 bonus to the Archers attack skill with Mage Guild level 5 and Captain's Quarters built.

Bonus added to Attack skill for hero/captain during siege.
The dwellings level 4, 5 and 6 each give +1 Attack to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Bonus added to Defense skill for hero/captain during siege.
The Left Turret, the Right Turret and the Moat each give +1 Defense to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Bonus added to Spell Power and Knowledge skills for hero/captain during siege.
The different levels of the Mage Guild each give bonus to the defending hero/captain during siege, this is temporary for the hero and permanent for the captain.

Mage Guild level 1: +1 Knowledge.
Mage Guild level 2: +1 Spell Power.
Mage Guild level 3: +1 Knowledge.
Mage Guild level 4: +1 Spell Power.
Mage Guild level 5: +1 Knowledge and +1 Spell Power.

Special: the Captain can cast all the spells present in the Mage Guild, no matter the level, during a siege, only the Captain, not the hero if he is the Defender, and this even if the Captain's Quarters is built when the hero fights.

The spell points given by the temporary Knowledge (for the visiting hero) are automatically assigned at the beginning of the combat(s), even if the hero does not spend the night in the castle (to get the extra spell points), during the combat(s) the extra spell points are used first, and the extra spell points not used during combat(s) are removed at the end of the combat(s), and only the extra spell points not used are removed at the end of the combat(s).

Ex:

Say the hero has to fight two combats.

The Hero has 30 spell points for his regular Knowledge skill (3 points), and he gets 20 extra spell points with the bonus of the Mage Guild (Mage Guild level 3, +2 Knowledge) at the beginning of the first combat,
he has now 50 spell points at the start of the first combat,
he uses 10 spell points during this combat, and he wins the combat,
he has now 40 spell points at the end of the first combat,
the second combat begins,
he gets again the extra spell points for this new combat, and the regular spell points are not restored (as usual),
so, he has again 50 spell points at the start of the second combat (and not 60 spell points),
he uses 5 spell points during this combat, and he wins the combat,
he has now 45 spell points at the end of the second combat,
there is no more combat, and the extra spell points given by the temporary Knowledge and not used during combat(s) must be removed,
the remaining extra spell points over his regular limit of 30 spell points are removed,
the hero has 30 spell points at start of the new turn.

The Captain gains "experience" (bonuses to primary skills) by participing in combats (and even when it's a hero defending the castle).
The Primary Skill advancement for the Captain is the same as for heroes types, so, every time the Captain takes part in a combat (even if he loses and even if a hero defends the castle), he gains a Primary Skill point depending of his town type (Captain in Castle town, Captain in Wizard town, etc.).

Bonus added to the growth of creatures for different level of creatures by any building (examples).
The Captain's Quarters gives supplementary creatures to recruit each week, +4 to the growth of creature level 1, and +2 to the growth of creature level 2 (base and upgraded creatures (if possible, depending the castle type)).
The Fortifications, in the Knight castle, give differents bonuses and add +4 to the growth of Peasant, +3 to the growth of Archer/Ranger, +2 to the growth of Pikeman/Veteran Pikeman, etc.

Bonus added to some buildings to increase the town's income per day (examples).
The Tavern, the Thieves Guild, the Marketplace and the Shipyard give some Gold every day (except in the Necromancer's Castle where there is no Tavern).
Tavern: +100 Gold per day.
Thieves Guild: +150 Gold per day.
Marketplace: +100 Gold per day.
Shipyard: +400 Gold per day.

Changes for buildings in the Knight's Castle only (examples):
Farm: +8 to the growth of Peasant each week and generates 100 Gold per day.
Fortifications: increase the toughness of the walls, give +2 Defense to the defender during siege, temporary for a hero and permanently for the captain, and add +4 to the growth of Peasant, +2 to the growth of Archer/Ranger, +1 to the growth of Pikeman/Veteran Pikeman, etc.
Captain's Quarters: +1 to the Archers attack skill during siege, +6 to the growth of Peasant, and +3 to the growth of Archer/Ranger (base and upgraded creatures).

Changes for buildings in the Barbarian's Castle only (examples):
Coliseum: +2 Morale during combat, +2 Attack to the defender during siege temporary for a hero and permanently for the captain, +4 to the growth of Goblin, +3 to the growth of Orc/Orc Chief (base and upgraded creatures), and +1 to the growth of Ogre/Ogre Lord (base and upgraded creatures).
Captain's Quarters: +1 to the Archers attack skill during siege, +5 to the growth of Goblin, +3 to the growth of Orc/Orc Chief (base and upgraded creatures), and +2 to the growth of Wolf.

Changes for buildings in the Sorceress' Castle only (examples):
Rainbow: +2 Luck during combat, generates from 2 to 5 different random resources each week (ex: 50% for 2 resources, 30% for 3, 15% for 4, 5% for 5), +5 to the growth of Sprite, and +4 to the growth of Dwarf/Battle Dwarf (base and upgraded creatures).
Captain's Quarters: +1 to the Archers attack skill during siege, +4 to the growth of Sprite, and +2 to the growth of Dwarf/Battle Dwarf (base and upgraded creatures).

Changes for buildings in the Necromancer's Castle only (examples):
Storm: +2 Spell Power during combat, +2 to the growth of Lich/Power Lich (base and upgraded creatures).
Shrine (PoL): gives supplementary Skeletons and Zombies/Mutant Zombies to recruit each week in the local town, +2 to the growth of Skeleton, and +1 to the growth of Zombie/Mutant Zombie (base and upgraded creatures).
The Shrine also gives supplementary Skeletons and Zombies/Mutant Zombies to recruit each week in every town where a Shrine is built (local town included), +2 to the growth of Skeleton, and +1 to the growth of Zombie/Mutant Zombie (base and upgraded creatures)(example: with 3 Shrines built, the bonus becomes +6 to the growth of Skeleton, and +3 to the growth of Zombie/Mutant Zombie in every town where a Shrine is built).
Captain's Quarters: +1 to the Archers attack skill during siege, +4 to the growth of Skeleton, and +2 to the growth of Zombie/Mutant Zombie (base and upgraded creatures).

Changes for buildings in the Wizard's Castle only (examples):
Library: increases the number of spells, +2 to the growth of Mage/Archmage (base and upgraded creatures).
Captain's Quarters: +1 to the Archers attack skill during siege, +4 to the growth of Halfling, and +2 to the growth of Boar.

Changes for buildings in the Warlock's Castle only (example):
Captain's Quarters: +1 to the Archers attack skill during siege, +4 to the growth of Centaur, and +2 to the growth of Gargoyle.

It should also be possible for already built buildings to add extra shots to the ballista and turrets, as it's possible in your module "Tower".
For example, the Captain's Quarters add 1 extra shot for the ballista and turrets per combat turn once built.

Well, it's already a good start.

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Unknown_Hero
Unknown_Hero

Tavern Dweller
posted September 08, 2018 06:25 PM
Edited by Unknown_Hero at 18:28, 08 Sep 2018.

I made some tests with your module "Tower".

With:
[Tower]
Start = 1
Arrows = 1
Interval = 1
Bonus = 1
Max = 4
I get:
First turn: 1 shot
Second turn: 1 shot
Third turn: 2 shots
Fourth turn: 3 shots
Fifth turn: 4 shots
Sixth turn: 4 shots

With:
[Tower]
Start = 1
Arrows = 1
Interval = 2
Bonus = 1
Max = 4
I get:
First turn: 1 shot
Second turn: 0 shot
Third turn: 1 shot
Fourth turn: 0 shot
Fifth turn: 2 shots
Sixth turn: 0 shot
Seventh turn: 3 shots
Eighth turn: 0 shot
Ninth turn: 4 shots

With:
[Tower]
Start = 1
Arrows = 1
Interval = 1
Bonus = 2
Max = 4
I get:
First turn: 1 shot
Second turn: 1 shot
Third turn: 3 shots
Fourth turn: 4 shots
Fifth turn: 4 shots
Sixth turn: 4 shots

It does not seem possible to have:
First turn: 1 shot
Second turn: 2 shots
Third turn: 3 shots
Fourth turn: 4 shots
Fifth turn: 4 shots
Sixth turn: 4 shots

Is this normal?

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