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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 23 pages long: 1 10 ... 13 14 15 16 17 ... 20 23 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 29, 2020 12:22 PM

lolin-lol said:
amazing)


thank you, thank you
if I ever need a written essay I will buy it from you

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 31, 2020 12:59 PM
Edited by RerryR at 13:05, 31 Dec 2020.



Update to restore compatibility with the Third Upgrade Mod

ACM Version 1.056

- Spell Trainer now activated by default (can be disabled)
- fix in the new Luck animation script
- updated the Bonus Table with Spell Upgrade chance
- updated the Spell Trainer table when right-click on spell book
- transferred all text to .json again for easier translation (again)
- fixed a typo in the sptraits which could prevent Town Portal to appear in Mage Guild
- updates to Difficulty Mod 1.031
- fix to restore compatibility with Third Upgrade 2.6 mod (0 exp bug) all previous TUM versions should work fine.



Dif Version 1.031

- Increasing Stack Size option at map start works again
- removed SN from 40 wog - karmic battles.erm
- Mixed Neutrals Mod enable/disable is now saved when restarting the map
- update to include new monsters from TUM up to 291
- some minor adjustments

Dropbox

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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted January 09, 2021 11:07 AM
Edited by anti-victor at 14:33, 16 Sep 2021.

Hello dear heroes, some time time ago I was talking here about picking skills you want so you can get your fav class without game deciding/randomizing about it. Today I woke up, and start thinking and found solution where you don't get multiclass anymore, so Igrik don't have to rewrite his half code^^

Lets get to bussiness, if you have YNewLevelupScreen mod v 1.5 that works in Era 3 and ACM, you have to go to to that mod Data/s and remove option 824 - 28 secondary skills.erm file. Start game.

From now on you will have cap at 8 skills, ofc only if you will be maxing out your choices, you can still cheat more skills if you want by picking new basic ones over 8, thats not a problem and they will be dispalyed. After maxing out your 8 picked class skills(at GM or Master for hybrids, expert for other) you wont get more skills to pick and thats what I was opting for^^ You will get normal level up window with random primary skill.

Cheers, ACM Team



Video:
adv lvlup
____________
Live and Die by the Blade/In WoG we trust

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bloodshade21
bloodshade21

Tavern Dweller
posted February 04, 2021 05:41 PM
Edited by bloodshade21 at 17:45, 04 Feb 2021.

Hello there!

Firstly, let me just say that this is possibly the best, most fun mod I've played for this amazing game. Everything seems so smooth, well done, and the game is overall much more replayable because of all the different and cool directions which you can go to with your heroes, their skills and spells. I really love it!

However, I ran into a problem and can't quite figure out why it happened. Enemy heroes were sooo strong (lvl 72 on a week 3, all enemies but one which I defeated just a little bit earlier). In the beginning of a scenario, I set the AI difficulty to hard, but set the Payday to be day 80. Options that I set were just Easy classes and 10 SS. Map template was Mini-Nostalgia XL+U, with 8 players.

Here's the screenshot of my Mod manager:
http://imgur.com/a/sRHeAoa

And here are the heroes, month 1, week 3 :/
http://imgur.com/a/oGnPvFq

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 04, 2021 06:53 PM

Hi bloodshade21,

thank you for the warm words. Replayability is one of the strengths of this mod, that's true.
The level bug is caused by Third Upgrade Mod. We are aware of this problem but currently, there is no solution I can offer except to go back to an old version of the Third Upgrade Mod. Probably 2.6 will work fine.

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fanofheroes
fanofheroes


Famous Hero
posted February 05, 2021 10:07 PM

edit: this problem is resolved when TUM runs without ACM. So perhaps this issue is here?



I don't know if anyone else is having this issue, but for some reason I cannot form the 'Angelic Alliance' artifact with the set pieces.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 05, 2021 10:41 PM
Edited by RerryR at 22:43, 05 Feb 2021.

It is enough the wear the 6 pieces of the Angelic Alliance to receive the full set bonus. You cannot assemble it further.
The bonus is always written directly in the artifact description.

Now you ask: But why can I assemble some combination artifacts and others not? Answer: Technical limitations I could not overcome at that time.
I really need to put that information in my FAQs.

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Fanofheroes
Fanofheroes


Famous Hero
posted February 07, 2021 12:23 AM

RerryR said:
It is enough the wear the 6 pieces of the Angelic Alliance to receive the full set bonus. You cannot assemble it further.
The bonus is always written directly in the artifact description.

Now you ask: But why can I assemble some combination artifacts and others not? Answer: Technical limitations I could not overcome at that time.
I really need to put that information in my FAQs.


Ah makes sense. Thank you! 😊

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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted February 07, 2021 02:47 AM

I finally got the mod to work! I'm excited to try it out!
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 08, 2021 07:50 PM

RerryR said:
It is enough the wear the 6 pieces of the Angelic Alliance to receive the full set bonus. You cannot assemble it further.
The bonus is always written directly in the artifact description.

Now you ask: But why can I assemble some combination artifacts and others not? Answer: Technical limitations I could not overcome at that time.
I really need to put that information in my FAQs.


new Emerald can have more and wider range of combo artifacts

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TaoWarrior
TaoWarrior

Tavern Dweller
posted March 01, 2021 05:01 PM

Great mod. Any chance on porting this to VMCI?
____________

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted March 01, 2021 05:21 PM

AfaIk, VCMI could be the last one to get a port kek.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 01, 2021 07:14 PM

TaoWarrior said:
Great mod. Any chance on porting this to VMCI?


Given the possibilities VCMI offers, it should be possible, but the work would be huge. So I think the chances are very small, unless someone is really motivated.

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TaoWarrior
TaoWarrior

Tavern Dweller
posted March 01, 2021 10:39 PM
Edited by TaoWarrior at 22:28, 02 Mar 2021.

RerryR said:
TaoWarrior said:
Great mod. Any chance on porting this to VMCI?


Given the possibilities VCMI offers, it should be possible, but the work would be huge. So I think the chances are very small, unless someone is really motivated.


Thank you for the answers. I might have a look (I do have some programming skills), but considering that VMCI is written in C++, it might be too complex on top of the complexity of the porting work itself.

anti-victor said:


Lets get to bussiness, if you have YNewLevelupScreen mod v 1.5 that works in Era 3 and ACM, you have to go to to that mod Data/s and remove option 824 - 28 secondary skills.erm file. Start game.




Got a little more into game and the skills. Still don't understand of why with the version 1.5 of YNewLevelUp mod and the instructions above, I get the list of the secondary skills during upgrade and not the wheel?


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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted March 03, 2021 01:24 PM

Welcome my frend. This pic is just a pic to just showcase that you can now pick your desire skills and limit them. If h3 ever get to the point where you get perks from main skills than you could consider sth like that pic.
Cheers.
____________
Live and Die by the Blade/In WoG we trust

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 19, 2021 09:22 AM
Edited by RerryR at 10:11, 19 Mar 2021.




Advanced Classes Mod 1.06

The new version is ready. I have not much to say, initially I wanted to stop the development of the mod after the 1.05 version but I still receive very positive feedback that keeps me motivated:

Frozenstein said:
Haven't played WOG since 2010 and even though i felt a bit conservative at first (i thought these changes would be too "abrupt" and would destroy the game for what it is) - i actually love it in whole!

Thanks to everyone who helps in keeping the HOMM spirit alive!

__________________________________________
EDIT (update after +50 hours of gameplay):
__________________________________________

LOVING IT MORE AND MORE!

The new leveling up system both for the skills and the spells is awesome and makes the grind feel very rewarding.
I have to admit, the old-style gameplay got pretty boring especially on XL maps, but with this mod, you can still grind 8 hours on the same map and still feel like you want more. AWESOMELY done!

The AI is A-M-A-Z-I-N-G because of the numerous difficulty options. It always felt either too easy or too hard for me with the "default" options, but now there is sooooo much versatility that it finally satisfies me in full!



ACM now also found a home on: ModDB

Download: Dropbox

Changelog
**********************************************************************
Version 1.06 (18.März 2021)

When updating from 1.056 please delete the old version before installing 1.06

New:
+ Reworked Wizards Fortune Set, it is now called The Adventurer's Fidelity
(Full Set Bonus: Increases the chance to perform {Luck-strikes} in combat by removing the Luck cap at 15% (endless scaling). Allows finding all Class Sets, regardless of your current class)
+ Reworked Champions Honor Set
(Full Set: 50% chance to get a random Warmachine upgrade for free at level up, no secondary skill requirements)
+ Reworked the three EE artifacts and set "Vision of the Eagle"
(Full Set: Learn spells from your opponent in combat without the skill Eagle Eye)
+ New window for Goblin Support WM-upgrade
+ Emblem of Cognissance now grants immunity vs Artillery and Eagle Eye damage prior to fights
+ Learning spells with Eagle Eye now also gives +1 Spell Power
+ Watchmen grants +10% MR
+ Replaced three (useless) Wog artifacts: Magic Wand +20 Magic Strength, Summoning Scroll +1000HP for summons, Ballista Arrow +1 additional shot for ballista
+ Crest of Valor: Increased Henchman and Commander Power +15%
+ Game options are now saved when starting a new game
+ made a little window that shows your resources income/comparison to the previous day, when clicking on Kingdom Overview
+ Expansion heroes have a new and better specialty description
+ Added new advanced classes hero portraits and replaced some old ones
+ when right-clicking on war machines in hero window you now see bought/available upgrades for your WMs

Balance:
- changed Magic Pierce I/II from 20/30% to 15/25%
- increased effectiveness of Magic Resistance artifacts all by +5% to compensate for the Magic Pierce from Mage-Class
- All Mana Artifacts increased by +2 reg  (4,6,8)
- Mysticism now regenerates (6,10,15,20,30) spell points per day
- changed value for M/GM Resistance from 23/25 to 25/30, to compensate for Magic Pierce
- Luck skill now gives only +30%damage at GM instead of +50%
- the amount of creatures the Grandmaster Adventurer gets is now limited/capped
- slightly increased the chance for Spell Power instead of Knowledge at level up from mage class
- Ballistics increased max damage of shooters now by +1/1/2/2/3 instead of +1/1/1/1/2

Fixes:
- fixed slightly wrong calculation for M/GM Armorer and Resistance in battle between two heroes
- fixed Battle-mage can now learn M Artillery
- fixed wacky calculation of negative morale
- fix Added Darzogs Set name to Dead Mans Boots
- fix in class points screen mixed Artillery/Ballistic icon

Misc:
- New script for Necromancy that limits the number of skeletons you can raise after combat (put in disabled folder)
- banned WoG option for 2 secret skills
- Scouting event to get spells now considers Wisdom level
- Scouting event that gives creatures made more effective
- Changed name of Elemental set to Elemental Unity
- Changed name of Magic set to The Wizard's Knowledge
- Removed the tag "Set Piece" from the description of all artifacts which are part of a set (looks cleaner, don't know why I did it in the first place...)

Difficulty Mod:
- enabled the Dif option to add extra abilities to enemies stacks (experimental)
- improved the AI artifact equipment mod, now AI will not equip double items
- improved reward chance for Battle reward, if the chance is bigger 55% you have a small chance to learn a spell if the chance is bigger 65% you have a small chance to find an artifact
- Monster now will not be set to aggressive automatically, instead, the aggression of all monsters on the map start will be increased by 2 or 3 points, making it less likely to get joiners
- added a check to prevent AI heroes' primary stats overflow. Now AI heroes will never have more than 99 of any skill point
- lowered the chance for the Battle Commander to appear by 4%
- the Battle Commander will no longer spawn in creature banks
- lowered the creature growth in creature banks for Hard/Extreme/Insane setting
- changed triggers for Battle Replay to !?FU(OnBattleReplay) (requires newest Battle Replay Plugin)
- some more small corrections in Dif Mod
**********************************************************************

Dropbox



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Belax
Belax

Tavern Dweller
posted March 20, 2021 10:59 PM

Clavius specialty

In the game i have played, the specialty for Clavius is showing as Offence instead of estate. Any way i can fix this?

____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 21, 2021 09:32 AM
Edited by RerryR at 09:33, 21 Mar 2021.

Belax said:
In the game i have played, the specialty for Clavius is showing as Offence instead of estate. Any way i can fix this?



You can revert that change by deleting line 23018 in Advanced Classes Skills.erm file. (!#HE70:X0/22;  [Clavius Offense specialist])
All hero changes are made in that section.

For more information about hero changes you can see the help files:
Heroes starting changes.txt
Heroes Specialitites changes.txt

Resources and Gold heroes have little use in a single player game. Sure you take them for some extra cash in the beginning and that is nice, but there is no reason to "main" such a hero, that's why the number of resource heroes got reduced in ACM.

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Quique30
Quique30


Adventuring Hero
posted March 21, 2021 12:56 PM

Amazing Perry! Thank you!

I'm finishing a Baldur's Gate playthrough, and when that is done I'll happily play it.

I take it it's still compatible with TUM, right? I can't play without either of these mods.

Cheers!

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Penguincha
Penguincha

Tavern Dweller
posted June 06, 2021 09:21 AM

Is there any way to modify the erm to be able to carry over master/grandmaster skills, spell upgrades, commander stacks (astral spirit and shaman) and/or warmachine upgrades to the next scenario in campaigns? I thought I saw a component that resets spell upgrades at the beginning of the map, but I don't really want to mess with something I don't know; I am very new to erm scripting.

I thank you for making this mod. This mod single-handedly made me interested in HOMM3 again, after so many years. The way that this mod reworks elements of this game appeals to me so much.

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