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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 03:18, 28 Oct 2019.

Mana feed, mana siphon and power feed for every MMH 5.5 faction

Mana feed, mana siphon, power feed, elemental immunities and weaknesses for every MMH 5.5 faction adjusted for RC12b.

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.

Files in power-feed-iw.zip:


power-feed-iw.pak
new-imperial1.pak
new-imperial1-iw.pak
new-imperial2.pak
new-imperial2-iw.pak
new-phoenix.pak
new-phoenix-iw.pak
new-phoenix-summon-iw.pak
power-feed-iw.pdf


To download  power-feed-iw.zip , click this link:
https://www.mediafire.com/file/edbt7a468njjym1/power-feed-iw.zip/file


Main mod of this mod pack is power-feed-iw.pak. It is expansion of
melee-penalty-shooters1.pak, 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 it inherits 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) and melee-taunt-t6.pak from your game data folder before using power-feed-iw.pak.


power-feed-iw.pak:
All ranged creatures (basic and neutral creatures included) that DO NOT have NO_MELEE_PENALTY ability, receive maneuver ability, all tier 6 (basic and neutral creatures included) receives taunt ability. In Dungeon faction taunt ability is assigned to tier 5.

All casters (including necropolis) receive either anti-magic or vampirism spells on level NONE (below basic), respectfully of their alignments, instead of cleansing. Basic casters do not receive either, except academy faction (they receive anti-magic). Also all casters receive spell Magic Fist on advanced level.

The effects of vampirism and anti-magic have been changed, but only for level NONE for vampirism, so it could act like one-time, instant cleansing like spell.
Anti-magic has also been changed to give immunity for all spells levels (1-5) for all light magic levels, but only level NONE is available to certain creatures so it could act as a 100% remover of all spells with 0 duration.

New duration configuration:
<duration>
<Item>
<Base>0.0001</Base>
<PerPower>0.0001</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>0.05</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>0.1</PerPower>
</Item>

Anti-magic also works on dead (to prevent any kind of rising of dead, including pristine unicorns, without the need to place another creature or arcane crystal over dead stock).
All casters have enough mana points for at least one casting of either anti-magic or vampirism, except for Sky and Earth Daughters of stronghold faction, their mana points remain the same as in RC12b. Goblin witch doctors receive 24 spell points for one casting of anti-magic on level NONE.
Spell settings from these pak files will override every other spell setting for anti-magic and vampirism as long as they are in the game Data folder.

All creatures of every faction, (neutral creatures included) receive combination of elemental immunity and elemental weakness in following order:


ACADEMY AND DUNGEON receive combination of
<Item>ABILITY_IMMUNITY_TO_AIR</Item>
<Item>ABILITY_AURA_OF_EARTH_VULNERABILITY</Item>

Academy:
mana feed and anti-magic for Archmages and Mages
mana feed and vampirism for Battle Mage
Djinn Sultan receive 6 charges instead of 3 for casting blessings or curses
Titan receives mana syphon and storm call
Colossus receive power feed and lose storm call

Dungeon:
Shadow Matriarch receives mana feed, anti-magic and vampirism plus enough mana points for three anti-magic castings (72 mana points)
Shadow Mistress receives mana feed, syphon mana and power feed



FORTRESS AND INFERNO receive combination of
<Item>ABILITY_IMMUNITY_TO_FIRE</Item>
<Item>ABILITY_AURA_OF_ICE_VULNERABILITY</Item>

Fortress:
Rune Patriarch receives mana feed, mana syphon and anti-magic
Rune Keeper receives mana feed, power feed and vampirism

Inferno:
Pit Lord and Pit Fiend receive mana feed
Arch Devil receives mana feed and anti-magic
Arch Demon receives mana feed and vampirism
Familiar receives mana stealer ability (now it has both mana syphon and mana steal)
Vermin lose mana stealer ability but receives power feed
Imp remains with mana destroyer ability
Seduction remains ability of Succubus Seducer
Succubus Mistress receives 2 casts of wheel of fortune



NECROPOLIS AND STRONGHOLD receive combination of
<Item>ABILITY_IMMUNITY_TO_EARTH</Item>
<Item>ABILITY_AURA_OF_LIGHTNING_VULNERABILITY</Item>

Necropolis:
mana feed and vampirism for Archlich and Lich Master
Banshee receives siphon mana
Wraith receives power feed
Black Knight receives power feed and harm touch

Stronghold:
mana feed and power feed for both Sky and Earth Daughter
Vampirism for Earth Daughter and anti-magic for Sky
Goblin witch doctors receives 24 spell points for one casting of anti-magic



HAVEN AND SYLVAN receive combination of
<Item>ABILITY_IMMUNITY_TO_WATER</Item>
<Item>ABILITY_AURA_OF_FIRE_VULNERABILITY</Item>

Haven:
Inquisitor and Zealot receive mana feed, anti-magic and vampirism respectfully
Archangel receive lay hands and syphon mana
Seraph receive power feed and mana feed

Sylvan:

Druid Elders receives mana feed and anti-magic
High Druids receives mana feed and vampirism
Ancient Treant receives syphon mana and Savage Treant receives power feed
Dryad loses mana syphon and receives 2 cast of wheel of fortune


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.

new-imperial1-iw.pak
Same as new-imperial1.pak, except now griffins like all other Haven creatures have combination of elemental immunity and weakness.
<Item>ABILITY_IMMUNITY_TO_WATER</Item>
<Item>ABILITY_AURA_OF_FIRE_VULNERABILITY</Item>


new-imperial2.pak
Same as new-imperial1.pak except now Imperial Griffins can use Rush Dive 3 times per combat.

new-imperial2-iw.pak
Same as new-imperial2.pak, except now griffins like all other Haven creatures have combination of elemental immunity and weakness.

Place only one new-imperial pak file in your game Data folder.



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-iw.pak
Same as new-phoenix.pak, except now Phoenix has combination of elemental immunity and weakness.
<Item>ABILITY_IMMUNITY_TO_FIRE</Item>
<Item>ABILITY_AURA_OF_ICE_VULNERABILITY</Item>


new-phoenix-summon-iw.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
<Item>ABILITY_ELEMENTAL</Item>
<Item>ABILITY_IMMUNITY_TO_FIRE</Item>
<Item>ABILITY_AURA_OF_ICE_VULNERABILITY</Item>

LEVEL 10
<Item>ABILITY_IMMUNITY_TO_AIR</Item>
<Item>ABILITY_AURA_OF_EARTH_VULNERABILITY</Item>

LEVEL 20
<Item>ABILITY_IMMUNITY_TO_WATER</Item>
<Item>ABILITY_AURA_OF_FIRE_VULNERABILITY</Item>

LEVEL 30
<Item>ABILITY_IMMUNITY_TO_EARTH</Item>
<Item>ABILITY_AURA_OF_LIGHTNING_VULNERABILITY</Item>

LEVEL 40
<Item>ABILITY_ENERGY_CHANNEL</Item>

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NimoStar
NimoStar


Responsible
Legendary 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?
____________
Never changing = never improving

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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 aren’t 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


Responsible
Legendary 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 “unbalanced”. 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 “+20 hero spell points just for dividing 1 creature into another slot”.
Really funny how no one noticed that as some sort of illegal behavior. Perhaps the reason is that even back then it wasn’t 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. It’s 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 I’ve said,
That was already possible even before this mod.

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