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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Another Heroes 3 Mod
Thread: Another Heroes 3 Mod This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted November 04, 2021 04:58 PM

a lot of really cool ideas in this mod.

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BTB
BTB


Famous Hero
Moist & Creamy
posted November 15, 2021 08:15 PM

fred79 said:
a lot of really cool ideas in this mod.


Glad you're having fun!

We've been quashing bugs left and right lately and I'm pretty sure we're close to a final release at this point. Here's what's in the latest update:

• Black Markets/Artifact Traders now charge the correct rates
• Spell shrines now properly ban BOTH Necromancer spells
• Growth months now correctly only feature first-level units
• Fixed bug where regular Basilisks had 2/3 petrify odds instead of Emperor Basilisks
• Diplomacy formula tweaked; free join offers now require sympathy bonus
• War Machine Factories now charge a premium (+1,000 more gold than Blacksmiths)
• Corrected Wise tree hover text to always properly show "+1 level for 2,000 gold"
• Bartenders no longer comment on player status (see Thieves Guild for this info instead)
• Dispel no longer removes the (currently inactive) landmines from Tower sieges
• Updated installer to detect more common installation directories
• Minor cosmetic changes to several maps

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BTB
BTB


Famous Hero
Moist & Creamy
posted November 26, 2021 06:55 PM
Edited by BTB at 18:56, 26 Nov 2021.

Recent updates:

• Medical tent now manually targetable without First Aid skill
• First Aid skill now allows medical tent to remove status effects (in addition to unit health bonus, but no longer raises tent HP)
• Sunray spell description updated to indicate that it is uncurable
• Anti-Magic no longer removes negative spell effects from target unit(s)
• Glorious Cloak no longer incorrectly prohibits spellcasting
• Pain Reflection nerfed
• Clarified description of Anti-Magic spell
• Cure spell no longer removes Enslave (addresses a bug where it would do so only when single targeted)
• Right-clicking a hero's experience now shows the correct amount required for next level
• Artifact Traders now charge the correct rates when selling artifacts

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BTB
BTB


Famous Hero
Moist & Creamy
posted November 27, 2021 08:16 PM
Edited by BTB at 11:13, 13 Dec 2021.

• First Aid allowing tents to remove statuses now working properly after having been removed from previous patch due to crashes
• Magog fireball AoE effect now correctly completely ineffective against units with fire immunity
• Tower land mines now functioning properly and not doing a trillion damage
• Clairvoyance now reporting correct information when right-clicking on units
• Pain Reflection reverted to single target, back to 100% reflection at master Fire Magic
• Some typo fixes

Kinda hoping this will be the last one for a little while since it addresses the last of the known bugs.

(December 04 Update)

• Updated main menu graphics
• Fixed a potential crash with the arena code
• Digging for the grail now checks if the current player has found every obelisk, not player one
• Magic-resistant units are no longer taking half damage from physical attacks
• Medical tents now heal the correct amount of HP (100)
• Multiple Necro Amplifiers no longer stack
• Cosmetic fix: Catapult now uses the artifact slot off to the left instead of the Ballista, so all three war machines line up

(December 09 Update)

• Fixed crash when casting adventure map spells
• Fear now increases in duration with fire magic expertise rather than magic power
• Per the above, Fear is now back to being a second-level spell; Pain Reflection is now 3rd-level
• Raised the cost of the Undertaker's Amulet in The Last Crusade to twenty Liches
• Growth months are no longer an all-you-can-eat buffet for Necromancers
• Updated the installer to detect if HD Mod has updated HD_SOD.dll prior to installation, will not patch it if it has and warn the player
• Typo

(December 11 Update)

• Actually applied the month fix that was supposed to be in the previous update
• All Castle units and most Rampart units no longer  incorrectly have weakness to Fire spells
• Fixed bug with unit Fear procs only lasting 1 turn instead of 2
• Lowered University costs back down to 2,500 gold
• Capped town market rates at 4 (so external buildings will always offer better rates)
• Added a few SFX edits (Fly, Regeneration, Stoneskin)
• Removed "Campaign" button from main menu until they can be edited

(December 13 Update)

• Corrected an error in the installer that was failing to properly identify the user's game install folder
• Armageddon's Blade should now be correctly effective against enemy heroes
• Changed the description of the Magog ability to better indicate that the explosion does not affect fire-immune units at all
• Updated  several pieces of tavern advice
• Lowered the gamma on Tyraxor's portrait

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Pavelow
Pavelow

Tavern Dweller
posted December 21, 2021 09:40 PM

Minimod ideas that I can't stop thinking about

I can't stop thinking about a couple tweaks that I would make to the game but I have no way of asking or making a topic about it. so please take it easy on me if I am a little off topic.

I'd like a mod where special heroes are unlocked for randomly generated maps.

and the other thing I really want to see is when you get the Cloak of the Undead King - I'd like to see Vampire Lords get added to your army instead of Power Liches.

I have no idea how I could make these tweaks or minimods, so any help would be massively appreciated.

and yes I've dabbled with the map editor but I am sick of making a scenario every time i want to play a RGM. and i still haven't found a solution to the Power Lich - Vampire Lords problem.

Thank you if you've read this far!!!

I'm playing Homm3 Complete, nothing else.

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 21, 2021 10:41 PM

Pavelow said:
I can't stop thinking about a couple tweaks that I would make to the game but I have no way of asking or making a topic about it. so please take it easy on me if I am a little off topic.

I'd like a mod where special heroes are unlocked for randomly generated maps.

and the other thing I really want to see is when you get the Cloak of the Undead King - I'd like to see Vampire Lords get added to your army instead of Power Liches.


These are both easily doable. Look here:

http://heroescommunity.com/viewthread.php3?TID=46202

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Pavelow
Pavelow

Tavern Dweller
posted December 22, 2021 12:34 AM
Edited by Pavelow at 01:06, 22 Dec 2021.

BTB said:
Pavelow said:
I can't stop thinking about a couple tweaks that I would make to the game but I have no way of asking or making a topic about it. so please take it easy on me if I am a little off topic.

I'd like a mod where special heroes are unlocked for randomly generated maps.

and the other thing I really want to see is when you get the Cloak of the Undead King - I'd like to see Vampire Lords get added to your army instead of Power Liches.


These are both easily doable. Look here:

http://heroescommunity.com/viewthread.php3?TID=46202


Okay. guess I'll just spend the next month trying to make sense of this. Thanks.

*************** trying to make sense of everything ****************

yeah I have no idea what's going on here. simple probably but my modding experience is exactly zero. I was able to find a section specifying the values for the monsters resurrected by the cloak of the undead king but i have no clue what to do with this information or how to implement it and i fail to see a pattern with the data presented to me. I have the idea that i need to substitute Power Liches hex value with a Vampire Lords hex value but the numbers i found arent interchangeable. not that I even know how to change them.

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 22, 2021 03:39 AM

Pavelow said:
yeah I have no idea what's going on here.


At the very top of the guide I lay out some basics and link to the tools you'll need. Specifically, a hex editor:

https://mh-nexus.de/en/downloads.php?product=HxD20

Using this program, open up your Heroes 3 HD.exe file. I assume that you are at least using HD mod, and the HD .exe file restructures some of the internal code, so some of the addresses I give won't be the same as they would in the vanilla.exe file.

In the hex editor, Ctrl+G will take you to specific addresses. The ID of the base creature resurrected by Necromancy is named at 0E3F3A (38 = Skeleton); the creatures resurrected with the Cloak of the Undead King equipped are specified at 0E3F33 (Basic Necromancy, 3A = Walking Dead), 0E3F2A (Advanced, 3C = Wights), and 0E3F1F (Expert, 40 = Liches).

The ID for Vampires is 3E, so change the above as you see fit.

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Pavelow
Pavelow

Tavern Dweller
posted December 22, 2021 04:36 AM
Edited by Pavelow at 04:37, 22 Dec 2021.

BTB said:
Pavelow said:
yeah I have no idea what's going on here.


At the very top of the guide I lay out some basics and link to the tools you'll need. Specifically, a hex editor:

https://mh-nexus.de/en/downloads.php?product=HxD20

Using this program, open up your Heroes 3 HD.exe file. I assume that you are at least using HD mod, and the HD .exe file restructures some of the internal code, so some of the addresses I give won't be the same as they would in the vanilla.exe file.

In the hex editor, Ctrl+G will take you to specific addresses. The ID of the base creature resurrected by Necromancy is named at 0E3F3A (38 = Skeleton); the creatures resurrected with the Cloak of the Undead King equipped are specified at 0E3F33 (Basic Necromancy, 3A = Walking Dead), 0E3F2A (Advanced, 3C = Wights), and 0E3F1F (Expert, 40 = Liches).

The ID for Vampires is 3E, so change the above as you see fit.


when you give me a code for, example, Wights; 0E3F2A and say (Advanced, 3C = Wights). does that mean 0E3F2A3C? and a proper edit for what I want to see the Cloak do would be 0E3F1F3E? and if I did just learn a thing, then how the snow do I make it so????

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 22, 2021 04:51 AM

0E3F2A is an address. 3C is the value at the address.

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Pavelow
Pavelow

Tavern Dweller
posted December 22, 2021 05:39 AM

BTB said:
0E3F2A is an address. 3C is the value at the address.


no idea what you're talking about

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 22, 2021 03:43 PM

Pavelow said:
BTB said:
0E3F2A is an address. 3C is the value at the address.


no idea what you're talking about


Open the executable file in the hex editor. It will show you rows and rows of hex code, starting at 000000 (the first byte) and counting upwards. Press ctrl+G to go to a specific address.

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Pavelow
Pavelow

Tavern Dweller
posted December 22, 2021 07:29 PM

BTB said:
Pavelow said:
BTB said:
0E3F2A is an address. 3C is the value at the address.


no idea what you're talking about


Open the executable file in the hex editor. It will show you rows and rows of hex code, starting at 000000 (the first byte) and counting upwards. Press ctrl+G to go to a specific address.


I did the thing with the open the exe. then i did the thing where I press ctrl+g and searched for 0E3F1F with full intentions of finding 40 and changing it to 3C but I didnt find 40 in that line of code.

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 22, 2021 07:32 PM

It looks like this:

https://cdn.discordapp.com/attachments/692895170722660434/923281857011912734/unknown.png

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Pavelow
Pavelow

Tavern Dweller
posted December 22, 2021 07:42 PM

BTB said:
It looks like this:

https://cdn.discordapp.com/attachments/692895170722660434/923281857011912734/unknown.png


ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

I'm modding homm3 complete yo - you've used hommHD for your guide. I wanna kill myself.

Pavelow#6306

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 23, 2021 06:54 PM
Edited by BTB at 19:08, 28 Dec 2021.

December 23 update:

• Re-instated rule preventing early hero rush strats
• Lowered the effects of Estates (100/250/500) and Mysticism (4/7/10)
• Right-clicking a siege turret now displays the correct damage, followed by some buggy extra text that I can't get rid of
• Turret damage is now properly reduced by the Armorer skill and the Shield spell
• Tweaked the math used for determining odds of which hero classes appear in your taverns
• Adjusted the contrast on Rotham's portrait
• A few more SFX updates (just Water Walk for now)
• The Last Crusade: the path leading to the grail is no longer visible/accessible from the sea

December 24 update:

• External taverns now have separate heroes (can't guarantee this will work correctly with existing saves)
• Undid edit to Wise Tree random prices (due to AI "sticking")
• Removed the tree from the road in The Last Crusade
• Typo fixes

December 25 update:

• External tavern update no longer prevents retreated/surrendered heroes from re-appearing
• Lowered the AI value for unskilled and basic Fear, which it does not understand how to cast strategically
• Adjusted the contrast on Galthran's portrait
• Several typo fixes
• Some small adjustments to The Last Crusade (taverns, stables, wells, etc.)

December 26th update:

• Fixes bug(s) with the new tavern code that was causing heroes to not be properly unflagged as "in tavern" when removed on weekly refills and crashes with improper setting of empty slots in taverns. Can be applied to an existing save, but any hero that has been erroneously removed from the pool will be lost forever unless you start a new game.

December 28th update:

• Retreated heroes should now re-appear properly in taverns 100% of the time as well as properly unflagging the hero that is being replaced.

The December 28th update is a final release candidate. The plan is for a proper 0.1 release on January 1st, and this is expected to be that version (pending any OTHER bugs we find in the next week).

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 29, 2021 09:11 PM

Think about moving your code to the plugin. It alreasy has a lot of gameplay changes which can't be easily managed and stay bug-free without a high-level programming language. It's almost impossible to control all those registers and code-flows just with a hex-editor. Your mod is already big enough for you to try to use tools that help you debug it. I have a tiny experience writing a code with pure machine commands, this is fun, but until it's less than 10 kilobytes.

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 29, 2021 10:45 PM
Edited by BTB at 22:46, 29 Dec 2021.

AlexSpl said:
Think about moving your code to the plugin. It alreasy has a lot of gameplay changes which can't be easily managed and stay bug-free without a high-level programming language. It's almost impossible to control all those registers and code-flows just with a hex-editor. Your mod is already big enough for you to try to use tools that help you debug it. I have a tiny experience writing a code with pure machine commands, this is fun, but until it's less than 10 kilobytes.


The problem is that would be a lot more work from what I already have now, which is an effectively complete product. My understanding is that the primary benefits of using plugins are that it's more customizeable from the players end - something that I'm not focusing on - and that free space is no longer an issue - which it isn't for me because I remove more things than I add.

My mod's installer is as simple as it gets - literally one click and play, with the batch file doing all of the work for you. And I've got a lot of players who would have a much harder time with the mod if the process were any more complicated than that, which it would be if I were to ship my hack as a plugin, instead.

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BTB
BTB


Famous Hero
Moist & Creamy
posted July 01, 2022 07:16 AM

Not even going to try listing everything that went into this last update, suffice it to say that I have now accomplished everything I set forth to do. All future development will focus on additional content (i.e. more maps), or at least that's the plan until someone finds a bug or twelve.

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BTB
BTB


Famous Hero
Moist & Creamy
posted September 11, 2022 09:13 PM
Edited by BTB at 22:49, 17 Oct 2022.

My plan was to release version 1.1 with two new maps, but a recent HD Mod update that totally broke everything (thanks, Baratorch) has forced me to put it out ahead of schedule with only one.

The 1.1 changelog is as follows:

• New map: Ocean Saga

• Guardians now have Logistics as a major class skill instead of Scouting

• Fortress and Stronghold class availability is now mostly good/evil (respectively)

• Fixed a major bug with Necromancy reviving the wrong number of units

• Krellion, Shiva, and Yog now have the correct specialties

• Gold and Diamond Golems are now treated as Tower units

• Trolls now treat Swamp as native terrain

• Added a new spell which warps a hero to their capital town

• Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

• Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

• Spell shrines now sell spell scrolls instead of teaching them for free

• Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

• Whirlpools are now linked by pairs instead of being connected to the entire network

• Mr. Bones now gives 2,000 gold instead of 1,500

• Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

• Fixed a bug where AI players would sometimes get "stuck" on Teachers

• Medical Tents can now heal undamaged units (this allows them to remove status effects)

• Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

• Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

• Chokepoint Island - both secondary towns now start out with forts built

• Dark Alliance - there is now only one set of two-way portals linking the surface and underground

• Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

• The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

• World of Ruin - significantly redesigned the underground due to the whirlpool change

• Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

• Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

• Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

• The "Activate Object" button can no longer pull up a window for a hero to trade with themself

• The Dig button statusbar hover text and Quest Logs screen header are now correct

• The Kingdom Overview screen now has the correct statusbar hover text for artifacts

• The Pegasus Boots no longer prevent casting Water Walk when equipped

• Made minor formatting adjustments to various textboxes

• Updated the .dll patch for the current version of HD Mod

• Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

---

• 1.1p - Fixed a potential crash when casting the Cure spell

• 1.1p - Corrected an error in the Clairvoyance formula from the previous update

• 1.1o - The Clairvoyance spell should no longer crash the game with HD+ mode enabled

• 1.1o - The installer now defaults "Quick Combat", "Skip Map Messages", and "HD+" mode to disabled

• 1.1n - Corrected a division error that caused unit specialists to get a Diplomacy bonus for the wrong units

• 1.1n - Unskilled Dispel now correctly ignores physical statuses

• 1.1n - Cleaned up some code for the Cure and Dispel changes

• 1.1m - Buffed the effectiveness of the Summon Elemental spells

• 1.1m - Increased artifact experience values at Sacrifice Altars

• 1.1m - Altars of Sacrifice now allow sacrificing artifacts or units regardless of hero alignment

• 1.1m - Fixed a bug where the Clairvoyance spell occasionally reported incorrect flee/fight results

• 1.1m - The Last Crusade - added Stables to Romania (near Kiev)

• 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

• 1.1j - Updated the .dll patch for the current version of HD Mod

• 1.1i - Ocean Saga - buffed all of the major boss fights

• 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

• 1.1h - Updated the .dll patch for the current version of HD Mod

• 1.1g - The Cloak of the Lich King should work properly now

• 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

• 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

• 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

• 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

• 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

• 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

• 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

• 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

• 1.1f - Minor help text corrections/updates

• 1.1f - Updated the .dll patch for the current version of HD Mod

• 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

• 1.1e - Disease now lowers speed in addition to attack and defense

• 1.1e - Rebalanced hero starting units

• 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

• 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

• 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

• 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

• 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

• 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

• 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

• 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

• 1.1b - Monks and Zealots now attack without triggering enemy retaliation

• 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

• 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

• 1.1b - Updated the .dll patch for the current version of HD Mod (a-snowing-GAIN...)

• 1.1a - updated the .dll patch for the current version of HD Mod (again)


--------------------------------------

Version 1.2 (October 12, 2022)

• Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

• Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

• Fixed occasional crashes when removing negative statuses

• Fixed occasional crashes when using whirlpools

• Warlocks now have Earth Magic as a common skill and Archery as a rare skill

• Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

• Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

• Raven now starts with Pathfinding instead of Diplomacy

• Gem and Melodia now start with Luck instead of Earth Magic

• Dace now correctly starts with Leadership instead of Wisdom

• Removed the morale/luck effects from Angels, Devils, and Bone Dragons

• Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

• Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

• Non-upgraded Griffins can now retaliate twice per round (as in the original game)

• Naga Queens can now retaliate twice per round instead of no enemy retaliation

• Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

• Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

• Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

• Djinni now correctly lower target unit's defense by 3 instead of 5

• Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

• Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

• Ogre Magi can now cast Frenzy twice per battle instead of only once

• Disease now lowers speed by 3 instead of 1

• Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

• The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

• The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

• The Resistance-boosting artifacts now combine to increase the cost of enemy spells

• The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

• Renamed several artifacts, particularly combos to avoid referencing their individual components

• Dragon Hordes now give more money, but one fewer relic-level artifact

• Every map except for small ones now contains at least one Town Portal scroll

• Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

• Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

• Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

• Old World - significantly reworked several areas and reduced the number of random artifacts

• Monster Hunters - added two sets of two-way teleporters to the underground waterways

• Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

• Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

--------------------------------------

Version 1.2a (October 16, 2022)

• The player no longer starts with any rare resources on "Very Hard" difficulty

• Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

• Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

• Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

• Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

• Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

• Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

• Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

• Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

• Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

• Base negative morale (without Despair) is now properly capped at -4 instead of -3

• Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

• Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

• Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

• Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

• Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

• Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

• Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

• Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

• Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

• Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

• Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

• The installer should now properly disable Quick Combat when HD+ mode is enabled

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

• 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

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