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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
BTB
BTB


Famous Hero
Moist & Creamy
posted February 25, 2023 02:41 AM

NimoStar said:
this seems like a very powerful black dragon buff (isn't Magic Elemental included?), woudn'rt this make them immune to Liches, mages zealots and such?


Not immune, just less damage. The tradeoff is losing the full magic immunity from vanilla, which also included status effects. They can tank damage, but you can still petrify them (whereas Gold Dragons will resist it).

NimoStar said:
I think AH3M  should come with a manual


It does

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 25, 2023 07:06 PM
Edited by BTB at 06:54, 13 Mar 2023.

I got a report of a bug in 1.4 where spells were doing obscene damage. I was never able to replicate it on my end, but after cleaning the code up it seems to have gone away for that user. With that in mind, I went ahead and uploaded it along with my more recent changes as 1.4.1:

• Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

• Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

• Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

• The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

• Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

• Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

• Some minor text corrections to #en.ini (HD Mod's config file)

• Scrolls are no longer allowed to be sold at Artifact Traders

• Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

(UPDATE: the user's problem was definitely not AH3M-related. Enjoy 1.4.1)

Wasn't planning on putting 1.4.2 out so soon, but there were a few critical bugfixes for crashes introduced in 1.4.1 due to moving code around:

• Lethal retaliations no longer consume the defending unit's retaliation(s)

• Fixed crashes with Great Dendroids and Evil Eyes/Beholders/Mummies introduced in previous update

• The Ring of Health now properly grants its health bonus

The big change here is that lethal retaliations no longer consume the defending unit's retaliation, meaning that single-unit stacks can't be used to draw out the retaliation of a larger stack.

UPDATE:

• 1.4.2a - Fixed crashes with multi-target spells introduced in 1.4.2 update

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 28, 2023 08:35 PM
Edited by BTB at 19:22, 25 Jul 2023.

Despite the very long beta process for 1.4, I still ended up pushing it out the door too soon because a lot of stuff started happening near the very end. As such, I've been working on another major release.

For 1.5, my intention was to release two new maps. But I've been sitting on a lot of important changes with this one for awhile and I've just been running out of steam lately, so I went ahead and put it out with just one of the planned maps (Lake Orion)so I can take a break.

• Added new map: Lake Orion (medium, three players, domination, remake of "Beltway" from Heroes 2)

• Removed hack allowing defending units to retaliate again if a retaliation killed the attacking stack

• Reverted Defense damage reduction to 2.5% per point higher than the attacker's Attack value

• Damage modification for attack and defense now caps at 250% and 25% damage, respectively

• Reverted expert and master Offense to their vanilla values of 20% and 30%, respectively

• Simplified the Necromancy formula to a percentage of total slain units, eliminating rounding errors

• Per above, lowered the effects of expert and master Necromancy to 15% and 20%, respectively

• Non-physical projectiles fired by units are now classified as elemental rather than just "magical"

• Per above, damage from elemental projectiles is now lowered by resistance spells instead of Shield

• Also per above, elemental projectiles now respect elemental resistance/weakness instead of O-Magic

• Resistance is now used instead of Armorer to reduce damage from Mind and Magic Spirits

• The external dwelling discount for Diplomacy is now 10% at basic and 30% at expert

• Fixed a bug where units offering to join a full army would not pull up a menu to make room

• Fixed incorrect morale/luck GFX for hero display in combat and in Kingdom Overview screen

• Corrected the description for Tactics specialists (both in-game and in the Printme)

• Changed secondary starting skills for several heroes (Isis, Mephisto, Beleth, Lilith, Korbac, Alkin)

• Fortress heroes now have Fire Magic as a rare skill instead of Air Magic

• Per above, slightly edited the availability of several spells in Fortress's Mage Guild

• Swapped the elements of Dispel (now an Air spell) and Purify (now a Water spell; thank you, Raics!)

• Lowered the cost of Stoneskin and Weakness from 8 to 6 (swapped with Heroism and Despair)

• The effects of the Clairvoyance spell are no longer limited to the hero's current map layer

• Raised the Attack, Damage, & Health of Energy Spirits and Defense & Health of Magma Spirits

• Earth Spirits are now weak against water elemental spells and attacks

• Fixed a bug where the Catapult was incorrectly dealing maximum damage regardless of skill

• Revised turret damage formula to now scale with the Attack power of the defending hero

• The status bar hover text now displays the correct damage when aiming turrets

• The Archery skill no longer increases the damage of the Ballista

• The Medical Tent now only heals 25 HP instead of 100

• The Dazzling Ring no longer incorrectly provides 1 gem per day

• Artifacts which boost skills (excepting the Necromancer artifacts) no longer require the skill

• Abandoned Mines (previously unused) now act as a creature bank instead of a random actual mine

• Dwarven Treasuries now contain only gold instead of both ore and gold (which Abandoned Mines now do)

• Rebalanced the settings for creature banks to narrow the disparity between high and low rolls

• The Leprechaun map object now allows heroes to forget skills (excepting starting ones)

• Campfires now contain 4~6 wood and 4~6 ore (instead of 4~6 wood and the same amount of gold * 100)

• Lean-To's now contain 4~6 wood and 400~600 gold (instead of a random rare resource)

• Wagons now contain 3~5 of two random resources instead of 4~6 of just one (or maybe an artifact)

• Gold from Mr. Bones is now a random value (1,000, 1,500, or 2,000 instead of always 2,000)

• Warrior Tombs now contain either 4,000~5,000 gold (80% chance) or a lv. 2~3 artifact (20% chance)

• Flotsam contents are now more randomized and may contain a small amount (1~3) of a rare resource

• Castaways now raise a random stat by 1 (80% chance) with a 20% chance of a lv. 1~2 artifact

• Pyramids now offer 25,000 gold instead of 10,000 and have less guards (100 Mummies & 40 Gold Golems)

• Added more of most the above objects as well as magic plains/cursed ground to several maps

• Added loose resources near mines of their type to most maps that did not already have them

• Heroes on dry maps who normally have Sailing now instead start with their other major class skill

• Breakout Island is now classified as an "easy" map (Divided Lands is the only other such map)

• Removed roads and adjusted improper random unit placement near garrisons in Desert Storm

• Added more resources to the starting zones in No Man's Land

• Added Ghost Ships to the water and more external dwellings in Divided Lands

• Renamed the "subterranean" terrain type to "cavern"

• Completely recategorized and sorted all objects in the map editor

• Added red obelisks (previously unused graphic in the original game)

• Fixed layering and passability issues with several map objects

• Removed the "default settings" button in the combat options menu

• The "Show Map Messages" option now properly displays right-click information

• The above option now properly affects messages from Flotsam and Castaways

• Improved the behavior of the sorting and display functions in the map selection menu

• The installer will now remember your colorblind assistance preference

----

• 1.5.1 - Fixed a crash when AI heroes would re-visit Mr. Bones

• 1.5.1 - Fixed a bug where Dungeon's Void Portal sold Gold Golems instead of Air Spirits beyond month 1

• 1.5.1 - The Purify and Dispel spell descriptions now indicate the correct element

• 1.5.1 - Added the missing ownership flag to external Cemeteries

• 1.5.1 - Fixed a transparency issue with Galthran's portrait

• 1.5.1 - Fixed passability issues with map objects in Ocean Saga

• 1.5.1 - Moved the two-way portal in the cavern section of Lake Orion

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 15, 2024 10:25 AM
Edited by BTB at 15:21, 18 Mar 2024.

Hey, all... been a hot minute. I started working on a small update a little while back that has since turned into a very large one. This is what I've got:

Version 1.6 (???, 2024)

• ~~~to be completed: new map(s) and Ocean Saga rebalance

--> Dragon Quest & Ocean Saga: made several significant design revisions and improvements

--> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

--> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

--> Monster Hunters: removed obstacles blocking several town/mine ownership flags

--> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

• War machines which are destroyed in combat must now be repaired before they can be used again

--> Blacksmiths (in town or on the map) will repair war machines free of charge

--> Heroes can repair war machines with the Engineering skill (renamed from Ballistics)

--> Repairing war machines requires 3 wood with basic Engineering, 2 at expert, and 1 at master

• Added a new spell (replaces Clairvoyance) which fixes destroyed war machines (only) in combat

--> Like with Resurrection/Reanimate, basic Earth Magic is required for the effect to be permanent

--> Lowered the HP of Ammo Carts and Medic Tents from 100 to 75 and 50, respectively

--> The Cure spell is no longer effective on war machines

--> The "Visions" effect is now exclusive to Thief Dens on the map

• Learning now boosts maximum spell points by hero level * (1.0/1.5/2.0) in addition to experience gain

--> Learning skill specialists now also recieve an additional 1 maximum spell point per level

--> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

--> Doubled experience requirements beyond level 22 (25,000 -> 50,000 per level)

• Scouting now allows carryover of unspent movement points instead of boosting native terrain bonuses

--> The carryover limit is dependent on skill level: 200 at basic, 400 at expert, 600 at master

--> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

• Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

• Random unit stacks will now only join for free when flagged as "compliant" in the editor

• Edited the weekly random unit growth formula to include map size as a factor

• All statuses set on units which have already moved will now last an extra combat round

• The Enslave spell now has a standard duration (based on Magic power) instead of never wearing off

• Fear, Berserk, and Anti-Magic now last longer (2 turns at unskilled/basic, 3 at expert, 4 at master)

• Swapped the levels of the Purify (now level 2) and Water Walk (now level 3) spells

--> Slightly reworked the Mage Guild odds of each town type (mostly) due to the above two changes

--> Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

• Fire Wall now creates a larger fire at basic Fire Magic instead of expert

• Renamed the Magic Arrow spell to Harm and changed the graphic to better show it as Earth magic

• The Earthquake spell now targets specific fort sections depending on skill rather than random ones

• Reworked fortification defense values; drawbridges are now much more durable than walls are

• ~~~to be completed: Tower/Inferno/Necropolis/Conflux turrets now deal magical/elemental damage

• Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

• Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

• Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

--> All unique grail bonuses are now substantial bonuses to town defenders rather than global effects

• Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

--> Made minor adjustments to the gold costs of several other buildings

• Renamed all Elemental units from "Spirit" to "Avatar"

• Fire Avatars now correctly possess the "flying" property

• Resistance spells now also defend against melee attacks from upgraded elemental avatars

--> As the upgraded avatars are considered to be dual-elemental, the reduction will be halved

• Slightly adjusted the values/growth rates of several units

--> Wraiths and Harpy Hags are more expensive

--> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

--> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

• Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

• Increased the gold and/or resource rewards from most creature banks (including Pyramids)

• External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

• Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 and 5 -> 2, respectively)

• Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

--> This nulifies the benefit of delaying visiting them in order to maximize the experience gain

• Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

--> Refugee (now "Rebel") Camps now act as the artifact equivalent of Altars of Sacrifice

• All skill-boosting artifacts except Resistance now require the skill (as in the original game)

• Magebane now correctly affects the opposing hero instead of the wearer

• The Elixir of Life no longer incorrectly restores spell points each turn

--> Also cleaned up the Elixir of Life (formerly Wizard's Well) GFX

• Spell point overflow (possible only through artifact manipulation) is now removed on turn rollover

• Wagons, Mr. Bones, and Warrior Tombs now provide correct "visited" info on right-click

• External Shipyards are no longer flagged with ownership (this provided no benefit)

• Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

• Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

Current release candidate:

https://cdn.discordapp.com/attachments/692895170722660434/1219184648786280509/ah3m_1.6_RC1.rar?ex=660a612f&is=65f7ec2f&hm=2895649ac255ad4900f0218518d58e71e967713b2d02b84756eeaac24f37e1c4&

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