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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 [url=http://heroescommunity.com/viewthread.php3?TID=46398]this mod[/url].

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, [url=http://wforum.heroes35.net/showthread.php?tid=3129]link[/url])

Enchant from Courtyard (Icon, [url=http://heroescommunity.com/viewthread.php3?TID=46393]Link[/url])

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

Vampirism, Dragon Strength from New Old Spells (Icon and effect, [url=http://heroes3wog.net/new-old-spells-plus-v0-9-5/]Link[/url])


More spells will be added soon!


[url=https://drive.google.com/file/d/1yXe5IfIHwlrqIIBOAWCFPiXI5wDNB4C-/view?usp=sharing]Download 1.3[/url]

Now you can use advanced class mod adapted version!

[url=https://drive.google.com/file/d/13UBdhpSCPBV68V5YfSaKetTGCb2QRqAY/view?usp=sharing]Download New spell 1.3+ACM 1.05[/url]

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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, [url=http://heroes3wog.net/the-tides-of-war-download-vcmi/]Link[/url])


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 [url=http://heroes3wog.net/new-old-spells-plus-v0-9-5/]New Old Spell for VCMI[/url]


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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

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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.

[url=https://ibb.co/64Hg6F7][/url]


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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