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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New Spells
Thread: New Spells
kongsuni
kongsuni


Promising
Hired Hero
posted July 26, 2020 11:13 AM bonus applied by Maurice on 30 Jul 2020.
Edited by kongsuni at 12:47, 12 Jan 2021.

New Spells

As Liso1 suggested, I separated the spell add-on mod from this mod.

9 New Spells!






















Vertical, 4 lvl earth : Allows to move to the hero to a underworld or on a ground 1~4 times.




Mage eye, 2 lvl water : Allows the hero to scan a tiny~large area of adventure map 1~4 times.




Appeal, 4 lvl fire : Allows you to summon units in the nearest/selected town. Consumes mana only once, even if used multiple times in a turn.




Fair wind, 3 lvl air : Increases the movement points of the hero by 5~20%. (From initial)




Blizzard, 5 lvl water : Causes a huge blizzard that damages and slows a wide range of enemies. Decrease -2~4 speed (can be piled up, can not be dispelled). Damage : 30*power + 30~120




Enchant, 3 lvl fire : Increases the damage of selected/all allied troops by 15/30%.




Vampirism, 4 lvl air : Give a ability of drain-life to a selected troop.
Drain Damage*(50~100%) + 10*Power of life.



Dragon Strength, 5 lvl fire : Double the health and damage of the selected unit.



Martyr, 3 lvl air : All damage taken to allies is taken instead by the specified unit. Only one unit can be specified at a time.

4 adventure spells are from LORD (codes and icons, link)

Enchant from Courtyard (Icon, Link)

Blizzard, Martyr from some Russian mod (Icon and effect)

Vampirism, Dragon Strength from New Old Spells (Icon and effect, Link)


More spells will be added soon!


Download 1.3

Now you can use advanced class mod adapted version!

Download New spell 1.3+ACM 1.05

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 26, 2020 05:05 PM

One of the very few mods that actually add new spells to ERA. Very good!

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kongsuni
kongsuni


Promising
Hired Hero
posted July 27, 2020 03:30 AM

RerryR said:
One of the very few mods that actually add new spells to ERA. Very good!


Thank you! Now I'm trying to add vampiric touch, remote interaction between hero, a spell that allows an actioned unit to act again.

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avatar
avatar


Promising
Supreme Hero
posted July 27, 2020 06:45 PM

kongsuni said:

Blizzard from Tides of war (Icon, Link)


Nooo, this icon is not from ToW, it's from russian modders resources. Maybe I forgot to delete this icon from package for alpha version when I used it as placeholder!
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kongsuni
kongsuni


Promising
Hired Hero
posted August 01, 2020 09:36 AM

avatar said:
kongsuni said:

Blizzard from Tides of war (Icon, Link)


Nooo, this icon is not from ToW, it's from russian modders resources. Maybe I forgot to delete this icon from package for alpha version when I used it as placeholder!


Thanks for notice. I fixed.

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Liso1
Liso1


Known Hero
posted August 11, 2020 08:17 AM

The mod works great, I would only have one advice, try to find someone who will prepare a description of the spells for you.
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Heroes 3 Wake of Gods Portal

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kongsuni
kongsuni


Promising
Hired Hero
posted September 15, 2020 08:54 AM
Edited by kongsuni at 09:06, 15 Sep 2020.

Liso1 said:
The mod works great, I would only have one advice, try to find someone who will prepare a description of the spells for you.


I didn't read the descriptions of the adventure spells because I just copied description from english LORD . I changed all the descriptions.

Added Vampirism spell, from New Old Spell for VCMI


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kongsuni
kongsuni


Promising
Hired Hero
posted December 29, 2020 07:04 PM
Edited by kongsuni at 19:05, 29 Dec 2020.

2 more spells are added!




Dragon Strength, 5 lvl fire : Double the health and damage of the selected unit.



Martyr, 3 lvl air : All damage taken to allies is taken instead by the specified unit. Only one unit can be specified at a time.

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kongsuni
kongsuni


Promising
Hired Hero
posted December 30, 2020 04:13 AM

Update full-compatible version with advanced class mod.

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Liso1
Liso1


Known Hero
posted January 08, 2021 02:01 PM

Hi, when casting Dragon Strenght and Martyr spell, I get such an error, probably something with a sound. If I click on it, the game works normally.


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Heroes 3 Wake of Gods Portal

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Lisa1812
Lisa1812

Bad-mannered
Tavern Dweller
posted January 08, 2021 02:34 PM

Relax with the game

If you are bored with the black and white color of the old Dino Run version, coming to Dinorun.co you will experience with much more eye-catching vivid colors. Inspired by Chorme's offline game we have improved it with more colors for a more enjoyable experience. Let's play and experience them t rex games

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kongsuni
kongsuni


Promising
Hired Hero
posted January 10, 2021 11:03 AM

Liso1 said:
Hi, when casting Dragon Strenght and Martyr spell, I get such an error, probably something with a sound. If I click on it, the game works normally.




I fixed the bug. Thanks for the report

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 10, 2021 12:18 PM

Hello, very nice new spells !

I fear some of them could be really overpowered.
First "vampirism". Even 50% is verrrry strong. Here it is 60%+10% per spell power... It means it could be (for a hero with 19 spell power) 250% vampirism. If you just get a strong unit, it will be "totally" indestructible quite easily... I'd suggest something "less strong" (25%+5% per spell power maybe) ?

The second is the protection. In a way it shall be cool to have some use foz zombies or golems (units are very sloooow and quite useless on battlefield) to tank for other troops. But I suggest a protection from one unit to some other... Not "this unit takes all damages for all other on battlefield".

I like "wizard's eye" spell ! Intresting but maybe "too strong" if you know the map, you can see "precisely" what your opponent does...
Maybe a "distance from caster" could be added to not let you see "everywhere" too soon ?

Appeal is very cool stuff but why it does not cost new times mana points if you "re-cast" it ? Its a very strong spell, you don't have to moove to bring troops from your town to you right ?

For dragon strengh, it makes alot no ? Doble life & damage is extremely powerful and it adds some "attack and defense" ? Basically the unit is 2 (life) x 2 (damage) * X% (bonuses to attack and defense) = 4 x X% more strong... For one spell that's maybe a bit strong ?
If you add let's say 50% life, 50% damage and some bonuses to attack and defense its quite cool... 1,5 x 1,5 x X% = 2,25 x X% more strong, its quite powerful...

Those are just suggestions, I'm not a pro player and haven't seen those spells in play.
Anyways, thanks for improving the game potential !
Have fun in modding !

____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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kongsuni
kongsuni


Promising
Hired Hero
posted January 10, 2021 12:29 PM

FfuzzyLogik said:
Hello, very nice new spells !

I fear some of them could be really overpowered.
First "vampirism". Even 50% is verrrry strong. Here it is 60%+10% per spell power... It means it could be (for a hero with 19 spell power) 250% vampirism. If you just get a strong unit, it will be "totally" indestructible quite easily... I'd suggest something "less strong" (25%+5% per spell power maybe) ?

The second is the protection. In a way it shall be cool to have some use foz zombies or golems (units are very sloooow and quite useless on battlefield) to tank for other troops. But I suggest a protection from one unit to some other... Not "this unit takes all damages for all other on battlefield".

I like "wizard's eye" spell ! Intresting but maybe "too strong" if you know the map, you can see "precisely" what your opponent does...
Maybe a "distance from caster" could be added to not let you see "everywhere" too soon ?

Appeal is very cool stuff but why it does not cost new times mana points if you "re-cast" it ? Its a very strong spell, you don't have to moove to bring troops from your town to you right ?

For dragon strengh, it makes alot no ? Doble life & damage is extremely powerful and it adds some "attack and defense" ? Basically the unit is 2 (life) x 2 (damage) * X% (bonuses to attack and defense) = 4 x X% more strong... For one spell that's maybe a bit strong ?
If you add let's say 50% life, 50% damage and some bonuses to attack and defense its quite cool... 1,5 x 1,5 x X% = 2,25 x X% more strong, its quite powerful...

Those are just suggestions, I'm not a pro player and haven't seen those spells in play.
Anyways, thanks for improving the game potential !
Have fun in modding !




I really appreciate for your sincere feedback.

Currently, the balance part is not largely considered, so I will refer to what you said and reflect it soon.

Thank you again!

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 10, 2021 04:36 PM
Edited by FfuzzyLogik at 16:37, 10 Jan 2021.

You're welcome !
I'm happy if my feedbacks can be of use.
Being far to be just a decent modder, my contributions are modest but I'm always glad if I can help.
I was just thinking about vamprirism during I eat and I thought the power of the spell shall depend on creature's level ? Having a "good life drain" on level 9 creature for example will probably be gamebreaker" I think.
Just as sample :
Drain(%) = 30-10x(creature level)+5x(spellpower)
Using this formula, I still fear at "end level" this spell too OP.


So I thought about :
Drain(%) = [20+5*(spellpower)]/(1+creature level)
Here, I find the "progression" more cool but its a bit complecate formula to "explain" the drain power to the playerz. I made a table but hard to copy paste here that's quite "unreadable".

Have a good day!
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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