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Heroes Community > Heroes 5 - Modders Workshop > Thread: Mana feed and mana siphon for every MMH 5.5 faction
Thread: Mana feed and mana siphon for every MMH 5.5 faction
Skeggy
Skeggy


Promising
Famous Hero
posted September 26, 2018 06:39 PM bonus applied by Galaad on 28 Sep 2018.
Edited by Skeggy at 16:18, 11 Oct 2018.

Mana feed and mana siphon for every MMH 5.5 faction

Mana feed and mana siphon for every MMH 5.5 faction mod pack.

This mod pack for Might & Magic Heroes 5.5 addresses certain aspects of the game in a different view. Mods that are in this mod pack are independent of each other, you can use one without the other. In order to use them, you need to place selected pak file in your game Data folder.

To download mana-feed-for-all.zip, click this link:
https://www.mediafire.com/file/659zuv0optthl9c/mana-feed-for-all.zip/file

EDIT 1 (28.9.2018.):
New icon for Colossus (Storm Titan) Stormcaller ability.
Imperial Griffin new Rush Dive ability reduced to 2 times per combat (new-imperial1.pak) and 3 times per combat (new-imperial2.pak).

EDIT 2 (29.9.2018.)
For Haven faction mana siphon changed from Archangel to Seraph, because Divine Vengeance can be resisted and it is casted at advanced level, so Seraph has both mana feed and mana siphon. Archangels are reverted to their RC10 Beta 4 default.

Edit 3 (11.10.2018.)
For Haven faction Lay Hands ability changed from Paladin to Archangel because unlimited zero-cost-anti-magic type of spell was little bit overpowering and reasonless for paladin-like creature. Larger explanation under mana-feed-for-all2.pak title. Paladins in mana-feed-for-all2.pak are same as in RC10 Beta 4 default, just without Lay Hands.

Files in mana-feed-for-all.zip:

mana-feed-for-all1.pak
mana-feed-for-all2.pak
new-imperial1.pak
new-imperial2.pak
new-phoenix.pak
new-phoenix-summon.pak
mana-feed-for-all.pdf




mana-feed-for-all1.pak

Main mods of this mod pack are mana-feed-for-all1.pak and mana-feed-for-all2.pak, which are expansion of melee-penalty-shooters2.pak and melee-taunt-t6.pak from Unofficial Might & Magic Heroes 5.5 mod pack, http://heroescommunity.com/viewthread.php3?TID=44965 . Because they inherit many properties from those two mods you should remove both melee-penalty-shooters1.pak, melee-penalty-shooters2.pak (you should use only one of them to begin with) and melee-taunt-t6.pak from your game data folder before using either mana-feed-for-all1.pak or mana-feed-for-all2.pak.

Mod properties: all ranged creatures (basic creatures included but neutral creatures not included) that DO NOT have NO_MELEE_PENALTY ability, receive maneuver ability. Also, sylvan hunters and master hunters receive double amount of shots because they have Elves Double Shot ability, also all casters (except Necropolis casters) receive expert cleansing. Basic caster creatures do not get cleansing except for academy faction. All stronghold casters (except basic creatures) receive cleansing, but they need to sacrifice goblin in order to cast cleansing because of low mana points. With this mod goblin witch doctors have only 20 spell points for only one casting. This way goblin witch doctors fulfill their new role successfully and stronghold casters can cast cleansing after one or two goblin sacrifice. Also, all tier 6 (basic creatures included but neutral creatures not included) receives taunt ability. In Dungeon faction taunt ability is assigned to tier 5.

This mod also adds mana feed and mana siphon for every faction. All casters have mana feed because it is only natural that casters can give their own mana to hero, however, mana siphon is distributed as an extra feature to specific creatures in such a way as to improve or emphasize their quality.

For Haven faction mana feed for Inquisitor, Zealot and Seraph and mana siphon for Seraph.

For Sylvan faction mana feed for Druid Elder and High Druid, mana siphon for Dryad.

For Academy faction mana feed for Archmage and Battle Mage, and mana siphon for Colossus(Storm Titan). Also, Djinn Sultan now has 6 charges instead of 3 for casting blessings or curses.

For Dungeon faction mana feed for Shadow Matriarch and Shadow Mistress, and mana siphon for Shadow Mistress.

For Necropolis faction mana feed for Archlich and Lich Master and mana siphon for Wraith.

For Inferno faction mana feed for Pit Lord and Arch Devil and mana siphon for Familiar. Mana steal for Vermin and mana destroyer for Imp remains as they are in RC10 Beta 4. Arch Devil receives cleansing instead of Succubus Mistress because Succubus Mistress is valuable range creature so itís unreasonable to be bothered with casting spells. It is natural that Arch Devil becomes tactical caster with expert cleansing and mana feed because Arch Devil has Pit Lord Summoning ability, so early action could possibly weaken his valuable ability and together with cleansing it creates nice tactical pocket both for hero and the creature. Also, Pit Lord Summoning ability can function without any mana points and it has a nice icon. Succubus Mistress and Succubus Seducer are not casters anymore; Seduction remains ability of Succubus Seducer.

For Fortress faction mana feed for Rune Patriarch and Rune Keeper and mana siphon for Rune Keeper.

For Stronghold faction mana feed for Sky and Earth Daughter. They donít need mana siphon because they have Sacrifice Goblin ability.




mana-feed-for-all2.pak
Same as mana-feed-for-all1.pak except now Archangels have Lay Hands ability instead of Paladins. Unlimited zero-cost-anti-magic type of spell was little bit overpowering and reasonless for paladin-like creature. Nature of spell and spell usage (unlimited, costless and instant dispel of all negative effects) fits more to archangel-like creature that draws its reason and design from a grace-like nature, instead of a paladin that is more something between grace and duty.

Now there are two new clear choices between two very viable options. Paladin with 8 speed, immunity to frenzy and Jousting, perfect candidate for early precision strike, and Champion with speed 7, jousting and champion charge, perhaps better suited for might heroes with tactics.

Also two high-level, high-spell T7 tank-casters, Archangel with one-time resurrection that doesnít lower hit points and unlimited and costless Lay Hands ability, and Seraph with regeneration, divine vengeance, mana siphon and mana feed. Both Haven T7 new abilities can be used successfully in both might and magic tactics. Seraph can become Divine vengeance self-charging caster for a might hero that doesnít like to invest in magic, or a tactical siphon-feed mechanism both for might and magic heroes, while Archangel fly ability together with Lay Hands can also be used in tactics suitable for both might and magic, thusly empowering both playstyles.
Place only one pak file in your game Data folder, either mana-feed-for-all1.pak or mana-feed-for-all2.pak.




new-imperial1.pak
new-imperial1.pak replaces Imperial Griffin Battle Dive ability with Battle Griffin Rush Dive ability because Battle Dive can select only one square, selection usually falls on range creatures and Imperial Griffins returns on randomly selected location after using Battle Dive. Rush dive is better in all aspects, it even has delayed timing so Armageddon can be casted while griffins are airborne. Battle Griffins can use Rush Dive once per combat and new-imperial1.pak redefines Imperial Griffins to use Rush Dive 2 times per combat.

It is good to know that Battle Dive ability has a bug when used with MMH55.exe or MMH55_64.exe. When Imperial Griffins try to use Battle Dive under Chain attack, the game will crush immediately. Bug does not appear when MMH55_Utility.exe or MMH55_Utility_64.exe is used instead, but then player can use only 6 skills instead of 8.




new-imperial2.pak
Same as new-imperial1.pak except now Imperial Griffins can use Rush Dive 3 times per combat.
Place only one pak file in your game Data folder, either new-imperial1.pak or new-imperial2.pak




new-phoenix.pak
new-phoenix.pak adds another resurrection cycle to standard RC10 Beta 4 phoenix stats. Now new elemental phoenix (non-summoned one) can resurrect twice and has in total 450 hit points.




new-phoenix-summon.pak
new-phoenix-summon.pak does not change the way Conjure Phoenix spell works (spell math remains the same as in RC10 Beta 4), but adds abilities according to hero levels. It uses same mechanism as Avatar of Death spell, but with different abilities.

Level 0 - ABILITY_ELEMENTAL
Level 10 - ABILITY_FIRE_SHIELD
Level 20 - ABILITY_IMMUNITY_TO_FIRE
Level 30 - ABILITY_FAST_ATTACK
Level 40 - ABILITY_ENERGY_CHANNEL



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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted September 28, 2018 02:27 AM

Mana feed to every creature?

Woudn't tht let you divide all casters in stacks of 1 to essentially have unlimited spell points for your hero?
____________
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https://www.moddb.com/mods/greatest-mod/downloads
(Also biggest of only two 2 mods for HOMM IV)

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Skeggy
Skeggy


Promising
Famous Hero
posted September 28, 2018 03:47 AM

NimoStar said:
Mana feed to every creature?


Where did you get that?
Please read the description above, this mod adds mana feed to casters only.

NimoStar said:
Woudn't tht let you divide all casters in stacks of 1 to essentially have unlimited spell points for your hero?


RC10 Beta redefines pretty much all spell prices, especially for destructive magic and all spell math so things arenít that easy as they were in vanilla HOMM 5. Casters usually have like 20 mana points, and all important spell prices are above 20 mana points, also every slot you give to casters, you take away from some other creature, so you are more than welcome to try that kind of a gameplay in RC10 Beta, please share the result.

Do you even care for all possible new game tactics?
Do you even play MMH 5.5?

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted September 29, 2018 02:21 AM
Edited by NimoStar at 02:22, 29 Sep 2018.

Well yeah (duh), creatures which aren't casters don't have mana ;=)

Many words to not admit it is unbalanced... you should not get +20 hero spell points just for dividing 1 creature into another slot.

Also, as far as I know, creatures always start combats with max mana.

So you can essentially replenish your hero's spell points in every combat anywhere with this tactic...

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Skeggy
Skeggy


Promising
Famous Hero
posted September 29, 2018 10:06 AM

NimoStar said:

Many words to not admit it is unbalanced... you should not get +20 hero spell points just for dividing 1 creature into another slot.

So you can essentially replenish your hero's spell points in every combat anywhere with this tactic...

That kind of strategy was already possible even without this mod. You see, Mana Feed is default vanilla behavior of Sylvan Druid Elder. Funny how after all this time no one thought of that as something ďunbalancedĒ. I suppose you could roam the wilderness with one heavy hitter and six Sylvan Druid Elders for mana replenish. Even better if you take Treants and Dryads instead of dragons (back then Dryads had Symbiosis) so you could even have free resurrection plus ď+20 hero spell points just for dividing 1 creature into another slotĒ.
Really funny how no one noticed that as some sort of illegal behavior. Perhaps the reason is that even back then it wasnít so simple and so easy to actually make that a viable strategy.

Anyhow, as for my mod for MMH 5.5, I felt that every faction should have some sort of standardization of that what Sylvan faction already had from the beginning, and the fact that I NEVER thought of that as a source of mana replenishing says a lot. Itís more about enhancing combat gameplay and differentiating of might vs magic even more, especially because of combination of Mana Feed and Mana Syphon.
So, you know, if you think that kind of behavior is possible, especially on hard levels, feel free to try that, because, as Iíve said,
That was already possible even before this mod.

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