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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted August 16, 2019 12:32 PM

Could you place a version-less file in dropbox, so that we could link it as forever newest version?
[Gameplay] Advanced Classes [LATEST].exe or something like that.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Bersy
Bersy


Honorable
Supreme Hero
posted August 18, 2019 10:59 AM

Quote:
{~Red}Advanced Wisdom{~}

Allows your hero to learn 4th level spells.

Gives chance to deal +50% damage with spells which is equal your Heroes level.


which are equal to your hero level?

I tried a bit automatic mod translation. Too heavy Capital Case usage may be odd sometimes, some descriptions are not clear.

If hero level is 9, spell of 9-th tier is needed?
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 18, 2019 11:21 AM
Edited by RerryR at 11:26, 18 Aug 2019.

Bersy said:
Quote:
{~Red}Advanced Wisdom{~}

Allows your hero to learn 4th level spells.

Gives chance to deal +50% damage with spells which is equal your Heroes level.


which are equal to your hero level?

I tried a bit automatic mod translation. Too heavy Capital Case usage may be odd sometimes, some descriptions are not clear.

If hero level is 9, spell of 9-th tier is needed?


For translation, let me know if theres any help I can provide

In this case I agree with you, not clear. It should mean chance to crit is equal your current hero level.
Sometimes I write capital letters to stress the meaning of the word, which is just wrong, guess that's the influence of the German language or my lacking English skills

For download link I will make a permanent one, just have to find out how to do this.

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VampMarcie
VampMarcie


Hired Hero
posted August 18, 2019 08:47 PM
Edited by VampMarcie at 20:51, 18 Aug 2019.

AlfWithCake said:
 Hello, thank you for this report and sorry for this bug, you can download the fix here, this rar archive will contain 2 scripts, one will fix any future errors, another will fix prayer spell in your game so you can continue playing. Put them in Data/s folder of "Advanced Classes Mod", overwrite file when you're asked to. In game, press F12 to update script and after you enter any battle your Prayer will be fixed, you can delete "Prayer Specialists fix.erm" after this. Should be no problems after this, but let us know if something is wrong or any other spells is broken.


Thank you, it all works just fine now!

RerryR said:
@ portus & xericsin thanks
@ VampMarcie
Seems you are using HD mod, if you change game resolution to a native one you can bring back the colors for skills/spells/artifacts or just play around a bit with the 32 bit options in HD luncher.

Also at which difficulty do you play and do you notice any increased strenght of AI? for the worse, for the better?

How did you get these new hero pictures ?


I usually just play at Hard because I'm not one that enjoys a ridiculous challenge; I like chill games with just enough challenge, and so far in the Jebus Cross I'm playing in those screenshots I'd say the AI definitely fares better in combat. Also, I have a whole bunch of portrait packs (some don't have names unfortunately) and these portraits are the ones I use in all my installations of Heroes 3

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tupaz
tupaz


Adventuring Hero
posted August 19, 2019 09:42 PM

Thanks for this great mod, I'm having fun with it
The difficulty is hard,
don't get me wrong, the challenge is a good thing, but IMHO difficulty should scale better
For example, on the last random map I played I meet a hero with 80+ on all stats, mine had only 25/30, but I had more troops and better artifacts/skills combo, so I managed to win.
So where is the problem? I can have a challenge even on late-game were usually the game become boring, but if I meet one of these OP heroes on the first weeks/months usually there is no way I can win, they outmatch me on everything: stats, artifacts, skills and number of troops.
Usually I play on expert mode but with this mod I have to play "only" on hard mode and even so I have to pray enemies castles to spawn far away from mine or use big maps with fewer enemies so there is less chance to meet enemies heroes at the beginning of the game.


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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 20, 2019 07:49 AM

tupaz said:
Thanks for this great mod, I'm having fun with it


Thanks

tupaz said:
Thanks for this great mod, I'm having fun with it
The difficulty is hard,
don't get me wrong, the challenge is a good thing, but IMHO difficulty should scale better
For example, on the last random map I played I meet a hero with 80+ on all stats, mine had only 25/30, but I had more troops and better artifacts/skills combo, so I managed to win.
So where is the problem? I can have a challenge even on late-game were usually the game become boring, but if I meet one of these OP heroes on the first weeks/months usually there is no way I can win, they outmatch me on everything: stats, artifacts, skills and number of troops.
Usually I play on expert mode but with this mod I have to play "only" on hard mode and even so I have to pray enemies castles to spawn far away from mine or use big maps with fewer enemies so there is less chance to meet enemies heroes at the beginning of the game.



Tupaz, if you haven't already, you can take a look in the readme files and check the difficulty settings to see what happens on each difficulty, for AI as well as for neutrals.
I myself only play on "hard/tower", the challenge is enough for me. Depending on how the AI hero skills, he can also reach M or GM.

You brought up a valid point with the scaling and I'am already working on a solution. Maybe the next version will have an option which is called "progressive difficulty".

For now I could offer a little fix which lets you set the day at which the AI starts to cheat so you could write like "14" in the ini file and after two weeks the AI will get bonuses. That should be exactly what you need to keep the challenge alive later in the game but makes it easier in the beginning, if it starts near you. If interested just write here or wait for new version, but new version most likely still 3-4 weeks away because of holidays
   

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tupaz
tupaz


Adventuring Hero
posted August 20, 2019 02:30 PM

Yea that will definitely fix the problem, but I think I'll wait for a new version, I don't have much time to play anyway

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 14, 2019 01:12 PM
Edited by RerryR at 20:55, 22 Sep 2019.

Version 1.021 is ready

we have new difficulty options, better balance, changes to heroes starting skills, a new Nobility picture and several fixes!


The newest version of the mod can be found in the dropbox link and has the name Advanced Classes Mod [latest] older versions can be found in the backup folder.

It is now possible to bring back the classic tactic skill, just look in the mod folder for Advanced Classes Mod.ini @xericsin

Further customizing of the game difficulty now possible with two options:
AI-Payday lets you set the gameday at which the AI player receives bonuses, this can be useful on very small maps or if the computer player starts very close to your location and could possibly rush you. @tupaz

The second option is Progressive Difficulty this lets you set the gameday at which the game difficulty, from my AI mod, is increased. The reason is that you often start to outscale the computer opponent after several month  and lose the challenge. With this option you can, for example, say that after 4 month game sets the difficulty from Hard to Expert, this will result in more bonuses to the AI player, making the game harder, keeping the challenge alive!

Together with Neutral difficulty mod, we now have all options to customize the game difficulty to your playstyle, enjoy!
I will also release these new options later in my Increased Neutral Difficulty Mod together with AI mod.

Anti-victor wielded the virtual brush and created a fantastic new secondary skill picture for the new Nobility skill, which fits much better than the old H4 icon. See the picture below.

AlfWithCake sat down and reworked many heroes starting skills, armies and specialties. Some heroes now start with extra class points which makes it possible for them to reach hybrid classes. Believe me, these are changes you always wanted in your heroes game but never had there are no more useless heroes now. We will continue this process and make heroes 3 even better. All changes can be found in a separate help file.

I would also like to point out changes to Xarfax and Coronius magic specialities, they are now even more unique, skill and play accordingly    



Full Changelog

Version 1.0 -> 1.021

- added new icon for the secondary skill Nobility
- improved Coronius and Xarfax speciality, to make them even more unique
- changed Pathfinding speciality to reduce movement on rough terrain even more
- added Settings file (.ini) which lets players bring back tactics phase, disabled by default
- added Settings file (.ini) which lets players set AI Payday, default starts from day 1
- added an new option called progressive difficulty
- several Heroes have improved starting skills to better match their specialty, no more weak heroes! see special readme for changes
- getting monsters event from scouting is now a better chance to match your town creatures
- on early levels, Diplomacy is now a bit more useful (will offer slightly more monsters to purchase)
- Mana artifacts now regenerate +2/4/6 spell points
- all lvl 4 creature specialists now start with 2-4 additional lvl4 creatures
- defeating battle commander now gives slightly better exp and resources reward
- casting with commander costs the Hero 1 Spell Point for each Magic-Level of the commander
- Brute Magic Arrow damage increased, Temple Guardian Lightning Bolt damage reduced
- increased Soul Eaters necro ability (from 10->20%), now also works when shooting
- Paladin and Brute "active" commander abilities are now only 50% effective when shooting (100% in Melee)
- the chance to gain gold instead of resources from Estate after the fight is doubled (22%) and new 11% chance to get nothing
- Plunder ability no longer works when attacking neutral stacks on the map
- in creature banks, only one battle commander will spawn (not two ^^)
- reduced First Aid tent heal slightly and now is not a fixed value anymore
- Necromancy Amplifiers and Artifacts effectiveness halved (thanks to Igrik for patch)
- Oger Leader and  Artillery specialist damage to ballista cut in half, still very strong and fun to play
- reduced Ingissas starting army to compensate for her Firebird start
- Learning specialists chance to receive a second stat point when level up halved
- updated all Hero speciality descriptions for Random Maps Hero selection

- fix Hunters couldn't learn Nobility at Master rank
- fix Luck Battle Bonus was always Health
- fix Plunder ability now restores movement correct in all situations
- fix a bug in the option to grow beyond 4000, which could lead to stacks grew which should not, or it wasnt working at all
- fix monster would always fight and never join, even if set to join in map editor
- fix Wizards Well regeneration together with M/GM Intelligence
- fix Xyron and Inteus speciality picture (Now Inferno and Fireball)
- fix the right-click defend button
- fix Warfare picture
- fix bug when spells could have negative values
- fix frenzy description

1.021
- fix little bug in Payday setting

Download Link (Dropbox):
http://bit.ly/2Ixe3fX



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Bersy
Bersy


Honorable
Supreme Hero
posted September 14, 2019 02:46 PM

Thank you very much for update!
Updated link
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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portus
portus


Adventuring Hero
posted September 14, 2019 04:58 PM

Great! My lord, so much excitement about this mod since you released it....and I haven't been able to sit down to enjoy it yet. Really looking forward to playing it!
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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tupaz
tupaz


Adventuring Hero
posted September 17, 2019 01:55 AM

Thank you for this update, I will try it as soon as I have some spare time
and the new nobility picture looks awesome! well done

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Diacris
Diacris

Tavern Dweller
posted September 23, 2019 04:23 PM

Bug: When you check how many resources per day you generate by clicking the castle icon from the right panel the game breaks.

PS: I'd like to know how could I give a small movement speed bonus to Grandmaster Adventurer using ERM Scripter.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 23, 2019 07:42 PM

Diacris said:
Bug: When you check how many resources per day you generate by clicking the castle icon from the right panel the game breaks.

PS: I'd like to know how could I give a small movement speed bonus to Grandmaster Adventurer using ERM Scripter.


Hi Diacris,

thanks for reporting.
For me right-clicking works fine and a window shows up how many Mithril I have. Also we did nothing there. Can you send me the save-game and a list of the mods you use (you find it in the Mod folder at the bottom list.txt) Are you using HD-Mod?

For Adventurer movement I actually nerfed the Plunder Ability with 1.02. Attacking monsters doesn't restore movement anymore, because it could easily give/restore 400-600 movement per turn, depending on how many attacks you make. If you want I can restore that ability only for Grandmaster Adventurer, sounds fair. So hybrid classes and Master Adv. would not get the improved Plunder Ability.
Guess this would be a bit more strategical than straight than flat movement bonus, What do you think?


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Diacris
Diacris

Tavern Dweller
posted September 23, 2019 11:53 PM
Edited by Diacris at 00:57, 24 Sep 2019.

RerryR said:
Diacris said:
Bug: When you check how many resources per day you generate by clicking the castle icon from the right panel the game breaks.

PS: I'd like to know how could I give a small movement speed bonus to Grandmaster Adventurer using ERM Scripter.


Hi Diacris,

thanks for reporting.
For me right-clicking works fine and a window shows up how many Mithril I have. Also we did nothing there. Can you send me the save-game and a list of the mods you use (you find it in the Mod folder at the bottom list.txt) Are you using HD-Mod?

For Adventurer movement I actually nerfed the Plunder Ability with 1.02. Attacking monsters doesn't restore movement anymore, because it could easily give/restore 400-600 movement per turn, depending on how many attacks you make. If you want I can restore that ability only for Grandmaster Adventurer, sounds fair. So hybrid classes and Master Adv. would not get the improved Plunder Ability.
Guess this would be a bit more strategical than straight than flat movement bonus, What do you think?




Regarding the bug I was talking about, it occurs when I check the production of resources such as wood, gems and gold from mines; At first check (also the second, and probably the third) it works pretty well, but eventually the game crashes and this is the message I receive "Game crashed. All debug information is inside DebugEra subfolder"

The mods that I use are the followings:
-WoG
-Fast Battle Animation
-Advanced Classes Mod

Furthermore, I suspect that the issue might have something to do heroes that have Estate specialisation. In my tests, I chosen to play with Lord Haart (usually, the game doesn't crashes at first check unless there's a second hero besides the one with Estate specialisation).

This is what I found:

Minor EDIT: No, I don't use HD. I tested using HD right now and the problem is still there (check 3rd bullet point below). If I disable the Advanced Class Gameplay the problem disappears.

-The game begins, I have Lord Haart, I check the daily production of resources (left click on castle). The game doesn't crash
-Restart the game, I don't click on the castle icon, I buy 2-3 heroes, then check the production of resources. The game still doesn't crash
-I restart the game (again), I click on the castle icon - nothing strange happens - then, I buy 2 or 3 heroes from Tavern, I recheck the resources production. The game crashes


As for the Grandmaster Adventurer, the Plunder ability is extremely beneficial and handy when there are many resources on the map, thus this type of hero gets an edge in the early mid-game by gaining more experience, resources, it moves farther and it does all that at a low cost, however it also becomes pointless once you're out of resources on the map - you won't be able to keep on jumping from here to there like Spiderman using piles of resources.

What I thought would be a good idea is, to provide a bit more balance and dynamism to that particular skill. And I was considering to somehow remove - or nerf - the bonus movement speed after collecting a resource off the map (I've noticed that if am standing right next to a pile of woods and I collect it, the movement speed is 100 more than before), while slightly buffing the overall movement speed of the hero (as with Logistic skill) by +10% or +15% - Something meaningful enough, yet powerful in order to make the character sustainable throughout the mid-game but also into the late-game where the map remains empty in most cases.

Removing/reducing the bonus movement speed when collecting a resource, and including a small flat/percentage movement speed. I know that Grandmaster Adventurer has access to Master and GM Logistics, but that is usually obtainable after 20 or so levels.

PS: I tried to achieve this by increasing the flat movement speed bonus of Logistics at Master and GM level that's available to Adventurer. Although it's still not what I initially wanted.

That was my input.

If you could make Plunder offer a flat/percentage bonus movement speed, I think that would fine-tune the character more into its role and receive a significant map advantage over the other classes.

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Diacris
Diacris

Tavern Dweller
posted September 24, 2019 12:37 AM
Edited by Diacris at 00:56, 24 Sep 2019.

Although I am not a big fan of Infero, I just realized that Succubus has the weakest spell - which has an almost inexistent effect. The fire shield is a great idea for her, but it has no scaling and choosing Magic Power over the other skills seems rather senseless currently. Grandmaster Magic Power grants no improvement over the spell. Whenever a unit attacks another unit of mine that was just buffed by Succubus, the fire shield does a meager 5 dmg back.

Could you please implement the bonus of the fire shield you created (the one that scales with SP) to Succubus but with Magic Power?

Something like:

Damage formula: 1.5 * Magic Power + (5 + Magic Power)%

Which, in the end would look like this:

No skill: 6%  + 1.5 flat
Basic:    7%  + 3 flat
Advanced: 9%  + 6 flat
Expert:   12% + 10 flat
Master:   20% + 23 flat
GM:       35% + 45 flat

Could you boost both Commander's passive Fire shield (the one obtainable after reaching GM Defense and GM Magic Power) and Commander's Fire shield spell cast?


Edit: Also, If Brute has Magic Power it will cast Magic Arrows and won't receive any gold unless the damage dealt is physical

Second Edit: The Battlemage is one class that I enjoy a lot, however I find the initial spell cast very annoying when battling weak monsters that usually group in 1 piece wherein 1 spell kills them and the battle ends - From a point, the whole process of fighting weak creatures just drains mana - especially if the spell cast is of high mana cost (or armagghedon which would also kill my army - that spell must be excluded). The precast spell has to be mana-free.

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NimoStar
NimoStar


Responsible
Supreme Hero
Modding the Unmoddable
posted September 24, 2019 12:57 AM

Quote:

For download link I will make a permanent one, just have to find out how to do this.


Upload on ModDb, it is a permanent platform.
____________
Discover H4 Greatest Mod!
https://www.moddb.com/mods/greatest-mod/downloads
(Also biggest of only two 2 mods for HOMM IV)

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 24, 2019 08:29 AM

Diacris said:

-The game begins, I have Lord Haart, I check the daily production of resources (left click on castle). The game doesn't crash
-Restart the game, I don't click on the castle icon, I buy 2-3 heroes, then check the production of resources. The game still doesn't crash
-I restart the game (again), I click on the castle icon - nothing strange happens - then, I buy 2 or 3 heroes from Tavern, I recheck the resources production. The game crashes



Thanks with that description I can work, might take a while to figure it out though.

Diacris said:

As for the Grandmaster Adventurer, the Plunder ability is extremely beneficial and handy when there are many resources on the map, thus this type of hero gets an edge in the early mid-game by gaining more experience, resources, it moves farther and it does all that at a low cost, however it also becomes pointless once you're out of resources on the map - you won't be able to keep on jumping from here to there like Spiderman using piles of resources.


Good that it works out for you, that was exactly the point with that class gain an early advantage until the creature growth bonus from Grandmaster kicks in.

Diacris said:

What I thought would be a good idea is, to provide a bit more balance and dynamism to that particular skill. And I was considering to somehow remove - or nerf - the bonus movement speed after collecting a resource off the map (I've noticed that if am standing right next to a pile of woods and I collect it, the movement speed is 100 more than before), while slightly buffing the overall movement speed of the hero (as with Logistic skill) by +10% or +15% - Something meaningful enough, yet powerful in order to make the character sustainable throughout the mid-game but also into the late-game where the map remains empty in most cases.
Removing/reducing the bonus movement speed when collecting a resource, and including a small flat/percentage movement speed.


Okay I get the point. Actually you shouldn't gain movement points when collection something that is directly next to you, it only should cost you no movement. Anyway, I will think about your suggestion. Recovering only half the movement points when fighting + additional 10% flat movement on Grandmaster - this direction, I'll make something for you.

About your thoughts on Fire Shield, I'll write later, need to go now


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Diacris
Diacris

Tavern Dweller
posted September 24, 2019 10:25 AM

RerryR said:
Diacris said:

-The game begins, I have Lord Haart, I check the daily production of resources (left click on castle). The game doesn't crash
-Restart the game, I don't click on the castle icon, I buy 2-3 heroes, then check the production of resources. The game still doesn't crash
-I restart the game (again), I click on the castle icon - nothing strange happens - then, I buy 2 or 3 heroes from Tavern, I recheck the resources production. The game crashes



Thanks with that description I can work, might take a while to figure it out though.

Diacris said:

As for the Grandmaster Adventurer, the Plunder ability is extremely beneficial and handy when there are many resources on the map, thus this type of hero gets an edge in the early mid-game by gaining more experience, resources, it moves farther and it does all that at a low cost, however it also becomes pointless once you're out of resources on the map - you won't be able to keep on jumping from here to there like Spiderman using piles of resources.


Good that it works out for you, that was exactly the point with that class gain an early advantage until the creature growth bonus from Grandmaster kicks in.

Diacris said:

What I thought would be a good idea is, to provide a bit more balance and dynamism to that particular skill. And I was considering to somehow remove - or nerf - the bonus movement speed after collecting a resource off the map (I've noticed that if am standing right next to a pile of woods and I collect it, the movement speed is 100 more than before), while slightly buffing the overall movement speed of the hero (as with Logistic skill) by +10% or +15% - Something meaningful enough, yet powerful in order to make the character sustainable throughout the mid-game but also into the late-game where the map remains empty in most cases.
Removing/reducing the bonus movement speed when collecting a resource, and including a small flat/percentage movement speed.


Okay I get the point. Actually you shouldn't gain movement points when collection something that is directly next to you, it only should cost you no movement. Anyway, I will think about your suggestion. Recovering only half the movement points when fighting + additional 10% flat movement on Grandmaster - this direction, I'll make something for you.

About your thoughts on Fire Shield, I'll write later, need to go now




Awesome! I'm very grateful of this heroes 3 mode and it truly makes the game much more interesting and enjoyable to play now that every hero can have a different mastery.


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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 24, 2019 07:08 PM
Edited by RerryR at 19:09, 24 Sep 2019.

Diacris said:
Although I am not a big fan of Infero, I just realized that Succubus has the weakest spell - which has an almost inexistent effect. The fire shield is a great idea for her, but it has no scaling and choosing Magic Power over the other skills seems rather senseless currently.

The problem that spell power of commanders has nearly no effect at all is a general issue in WoG. I wonder why the implemented it in that form, they even made an artifact for it, which is basically useless. But fortunately, times are changing and we have AC mod now.

Diacris said:

Could you please implement the bonus of the fire shield you created (the one that scales with SP) to Succubus but with Magic Power?


I'll do something about it, I like your idea that it adds a flat damage bonus, together with a percentage scaling it could even keep its usefulness later in the game. For example, you could cast it on a bait stack, walk towards the enemy, where it kinds of explodes when attacked.

Btw. how do you like the new Succubus charming ability?

Diacris said:

Edit: Also, If Brute has Magic Power it will cast Magic Arrows and won't receive any gold unless the damage dealt is physical.

Yes, I wanted to encourage you to go in active combat with the commander. Ever tried the "Strikes all Enemies Around" with Brute?
I can make a 50% conversion from magic damage to gold, just like shooting.

Diacris said:

Second Edit: The Battlemage is one class that I enjoy a lot, however I find the initial spell cast very annoying when battling weak monsters that usually group in 1 piece wherein 1 spell kills them and the battle ends - From a point, the whole process of fighting weak creatures just drains mana - especially if the spell cast is of high mana cost (or armageddon which would also kill my army - that spell must be excluded). The precast spell has to be mana-free.

That's a good point I didn't think of. In the next version, that pre-cast spell will cost no or less spell points. For the Armageddon issue, I will remove it from the spell pool, if available.

The class I enjoy most is the Druid, while not the strongest, the heal after combat and the flat damage absorb just feels very nice and makes for a relaxed game
Thanks for your feedback and appreciation, I'll try to make new version until weekend.


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tupaz
tupaz


Adventuring Hero
posted September 24, 2019 08:21 PM

Played the mod a little seems to work fine except for 2 things:

1)Played on expert mode with these settings:
Tactics=0
AIPayday=30
Difficulty=80

With these settings, the AI should start to cheat after 1 month and will get an increased difficulty LVL (champion) after 2 months and 2 weeks
I'm wrong?
but here it is what happened in my game:
Around 2 months and 2 weeks, I meet an enemy hero with 90+ on all stats,
he was impossible to beat so I avoided him but after just 1 more week he got his stats "resetted" like 0 Atk, 0 Def, 0 Power and 99 knowledge, defeating him was not even a challenge.
Some other enemies heroes was getting stats like 0,0,99,99 or 0,0,0,1 or 0,0,1,1
that made the game difficulty not as planned.

2)probably a known issue: When you right-click on a hero portrait on starting heroes screen some heroes will get wrong specialty description.
for example, Melodia specialty on heroes starting list it says her specialty is fortune (wrong)
but after the game start her specialty is diplomacy (correct)



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