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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 ULTIMATE - FULL RELEASE
Thread: Heroes 4 ULTIMATE - FULL RELEASE This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
AlfWithCake
AlfWithCake


Known Hero
posted November 28, 2021 12:02 AM
Edited by AlfWithCake at 21:26, 19 Dec 2021.

Very cool that you changed campaigns, looking forward to try them out

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 01, 2021 05:49 PM

Thanks Alf!

Hey everyone
Vote for Heroes IV - ULTIMATE in the 2021 Mod of the Year Awards
Even if we don't win, by getting in the Top 100 we promote Heroes of Might and Magic 4 modding 🙂
https://www.moddb.com/mods/heroes-iv-ultimate
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 26, 2022 05:43 AM
Edited by NimoStar at 07:35, 26 Jan 2022.

Prepare for trouble...



V5 PRERERELEASE VERSION:
https://www.moddb.com/mods/heroes-iv-ultimate/downloads/h4-ultimate-v5
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weigazod
weigazod

Tavern Dweller
posted February 11, 2022 10:16 AM

I welcome your attempt at interpreting the game into a new light but I must say I am conflicting with some of the changes.

I won't talk about balance since I am no pro but the change in the spells for each school of magic is concerning.

Life focus on healing and protection while opposing Death.
Death raised the dead to do their bidding and cause harmful curses on their enemies while struggling against Life.

Chaos is the school that focus the most on offensive buffs and direct damage.
Order countered Chaos' buff with their dispel while using tricks (spells that bestow extra function to a unit) to handle direct damage. Order trick can be seen with displacement, flight, hypnotize...

Might opposed all form of magic. Their strategy is using brute force and number to vanish their opponents. For this reason, their town can boost Creature growth by 50%. Their heroes are also readily has access to magic resistance.
Nature on the other side of the wheel employs their summoning to match Might's number. Meanwhile, their buffs are powerful to assure their units can match up against Might's creatures who are more melee specilised.

When you spread out the direct damage spell from Chaos to other schools, it feels like a one-dimension change. I don't say it bad but it feels symmetrical. It kills some of the characteristics of each school.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 11, 2022 12:58 PM
Edited by NimoStar at 13:00, 11 Feb 2022.

Hello, I'¿d like to say I understand your concenrs but I have another view.

Chaos being all about direct damage lacked variety in gameplay. In generall all single-purpose schools including Life were one-dimensional and boring to play.

Playing Life Magic was just healing and ressurrecting your heroes for 40+ minutes on big battles.

Distributing types of spells makes tactics in combat more varied, You are not just relying on brtute force but on knowing which spell to cast at each time.

before, like Chaos was mostly damge, you only cared to cast the hioghest damage spell you had available.

By the way, you can still use Direct Damage with Chaos, you can still damage Death and protect your stuff with Lifew, you can still raise the dead and curse your enemies with Death - all that stuff is still there. It's just you also have other choices.

And as I said before, distributing damage spells actually makes CHaos more useful since it gives more use to Sorcery. And it's not just distributing, there are all-new damage spells too: Things like Nature's Fury and Day of Judgement aren't taken from other damage spells.
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weigazod
weigazod

Tavern Dweller
posted February 12, 2022 05:48 AM

NimoStar said:
Hello, I'¿d like to say I understand your concenrs but I have another view.

Chaos being all about direct damage lacked variety in gameplay. In generall all single-purpose schools including Life were one-dimensional and boring to play.

Playing Life Magic was just healing and ressurrecting your heroes for 40+ minutes on big battles.

Distributing types of spells makes tactics in combat more varied, You are not just relying on brtute force but on knowing which spell to cast at each time.

before, like Chaos was mostly damge, you only cared to cast the hioghest damage spell you had available.

By the way, you can still use Direct Damage with Chaos, you can still damage Death and protect your stuff with Lifew, you can still raise the dead and curse your enemies with Death - all that stuff is still there. It's just you also have other choices.

And as I said before, distributing damage spells actually makes CHaos more useful since it gives more use to Sorcery. And it's not just distributing, there are all-new damage spells too: Things like Nature's Fury and Day of Judgement aren't taken from other damage spells.


That's exactly it. Each school of magic only focuses only on one or two categories of magic. None of the school has the answer for all situation.

This is to encourage the player to study other school of magic beside their primary ideology.

Variety in tactic was achieved by combining schools of magic, not by giving each school all the tools.

I won't say it was good or bad since creative decision of an author can not be questioned but I was worried that the schools of magic lost their flavour.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 12, 2022 05:59 AM
Edited by NimoStar at 06:00, 12 Feb 2022.

They don't lose their "flavor". Death still has more Raise spells than all the others combined. Chaos still has more damage spells than all the others. Nature still has most summons.

Variety in tactics in magic before was not achieved at all since it was much more profitable to get one magic to Grandmaster than two to Expert. You need like a level 20 hero to get grandmaster in a single magic alone. Compare this to H3 where you can get max proficiency in a magic school in level 3/4. Higher levels outside very long campaigns are unrealistic.
So at last is was either "Disintegrate" all the time, or "Summon Faerie Dragon" all the time. Now, there are more options.

Besides, spells are more expensive in mana now, and creatures have generally become stronger. The extra versatility of magic is meant tocompensate these disadvantages.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 27, 2022 05:50 AM
Edited by NimoStar at 23:39, 03 May 2022.

Heroes 4 ULTIMATE v6 has been released

https://www.moddb.com/mods/heroes-iv-ultimate/downloads/h4-ultimate-v6

Full changelog:

_____________________________________________________________________

H4 ULTIMATE V6 CHANGES
_____________________________________________________________________

BUGFIX:
- Fixed pseudo-crash when exiting the game. Caused probably by sound file.
+ Readded sound in main menu.
_____________________________________________________________________

CREATURES:
* Change switched creatures in cheat menu

LIFE CREATURES::

Champion:
- Diminished min and max DMG around 15-20%
- Minus 10 HP
(It was OP due to long weapon without nerfs.)

DEATH CREATURES::

Cerberi:
+ Plus 2 HP

Poltergeist:
+ Plus 1 HP
+ Plus 1 XP
- Minus 1 growth

Succubi:
* No longer scratch head since it was considered annoying (probably rightly so)
* Changed colors slightly
* Map object is now edited to match

Bone Dragon:
- Minus 40 health (now same as Fading Dragon)
+ Plus two attack and defense.

ORDER CREATURES::

Copper Golem:
- Minus 1 growth

Mage:
+ Plus 1 spell power
- Plus 1 gold cost

Genie:
D* Recolored to show it freezes. Now matches better with new Titans.

Nagas:
- Minus 5 HP
- Minus 1 max dmg
- Minus 3 drive
(Nagas were OP due to triple attack and block plus reduced footprint.)

Mechanical Dragon:
- Minus two minimum damage

CHAOS CREATURES::

Goblin Knights:
- Minus two maximum damage

Rogues (ex Bandits):
+ Gains single poisonous Ranged Attack
- Melee Penalty
+ Extra attack, damage, DEF and HP to compensate penalty
- Growth reduced
- Cost increased
* New combat graphic
** Changed portrait (quasi-female)

Orcs:
- Minus 2 defense
+ Plus 3 HP

Evil Eyes (Beholders)
- No longer No melee Penalty.
+ Replaced by "three headed attack"
(This goes better with the new attack anim.)

Pirates:
* Recolored to not be crimson-reddish like Life humans.

NATURE CREATURES::

Leprechaun:
+ No melee penalty
- Minus 1 HP
- Minus 1 max damage (1-2 from 1-3)

Mantis:
+ Plus 1 ATK and DEF
+ Plus 1 minimum damage
- Minus 20 HP

Water Elemental:
+ Plus 1 max dmg
- Minus 1 mov

Satyr:
- Minus 1 minimum damage

White Tiger:
+ Gains Binding (no longer in ex-waspwort) [Which is what tigers do when they hunt]
- Stats weakened to compensate

Forest Guardian (ex Waspwort):
* Ranged
* No range penalty
* Ranged First Strike.
* First Strike.
(Only creature which is both melee and ranged first striker. Only creature which is a single-shot ranged first striker. Etc.)
* Image is a recolored, shuffled anims Erutan Revol
* Change summon spell
* Change Portal desc
* Change sounds

MIGHT CREATURES::

Harpies upgraded into Harpy Shamans:
- Growth significantly reduced
- Cost increased
+ Gained Insubstantial ability
+ Damage increased
* New combat graphic
** Change portrait

Thunderbird:
+ Can now Stun enemies.
(Goes with flashy colors and lightning. Only flyer stunner.)

Mermaid:
* Recolored to illustrate new abilities

_____________________________________________________________________

SPELLS:

* Level 3 spells will cost 7 mana
* Level 4 spells will cost 12 mana
* Level 5 spell will cost 18 mana
(Test last if it doesn't break wands, since they were made for 4 mana. If breaks, return to 16. See: Hand of death. That or downgrade it to level 4.)

Modifications:
Reduced the power of:
- Summon Satyr (spellcaster)
- Summon White Tiger (now binds, high utility)

- Downgraded Hand of Death to a level 4 spell. Now has mass version in level 5.

Spell roadmap:
* Turn Mass Order Ward INTO ¿?
* Change icon
-> Move Prayer to level 3, only works in "Pure" armies anyways
-> Move Resurrection to level 4 and nerf.
--> Upgrade Archangel spell power to compensate, by equivalent %.

vñ* Turn Mass Nature Ward into Mass Resistance and make level 4
* Change icon

vñ* Turn Mass Chaos Ward into Mass Flight (Angel's Wings)
* Change icon

* Turn Mass Death Ward -> Wild Mana Surge
* Change icon

* Turned Holy Vengeance into Holy Crusade (two extra attacks)

* Turned Massive Exile into

v* Turned Animate Dead more powerful and back to level 2

v* Turned Raise Skeleton into Raise Zombie and back to level 1 (?)
* Changed icon

* Turned Arachnid Venom into Zombie Apocalypse (mass Raise Zombie)
* Sent to Chaos
* Changed icon

* Check/add "potion" spell parameters, made explicit

REPLACE/ADD NEXT ICONS:
DEATH:
Raise Skeletons -> Raise Zombies
+ mass precision -> Reaper's Harvest

LIFE:
* mass protection from nature -> Massed Resistance
* mass protection from chaos (?) -> Angel's Wings
* divine retribution -> Holy Crusade (two extra attacks)

CHAOS:
v+ mass protection from death -> Wild Mana Surge

NATURE:
v+ mass protection from order -> Collective Regeneration

ORDER:
v+ Cat Reflexes (Ordered Assault)
v+ Sorrow (Pessimism)
v* greater forgetfullness (Massive Exile) -> Mind's Flurry
v* Change Fire Resistance for a ward-like one, since can't work in adventure map

SCORECARDS FOR SPELL BALANCE AMOUNT:
LIFE = 35 w 5 max
NATURE = 35 w 5 max
DEATH = 35 w 5 max
ORDER = 35 w 5 max
CHAOS = 35 w 5 max

_______________________________________________

Heroes:

Thieves were in a weird spot.
They shared Scouting with their nature allies, and they also shared melee with their Death might allies.
This is all about to change.
By giving Chaos (one of the weaker armies) access to Nobility (with the secondary effect of Nature also getting it by hiring Chaos heroes), this is also a balance act.
Now all factions can get Nobility heroes, though the Order ones are the only ones that also start with Diplomacy and Estates (thus giving basic income unlike Chaos ones)

* Impostors (formerly Thieves):
- Loses Basic Melee
+ Gains Basic Nobility.
* Changed skill level-up weight.
** Retains Basic Scouting and Basic Stealth.
Notes: Impostors impersonate nobles and other royalty. They are also able criminal ringleaders. Now they are the only scout-based class.
* Modified images in combat (look like Chaos Nobles.)

* Outlaws (formerly Travelers):
- Loses Basic Scouting.
+ Gains Basic Melee.
* Changed skill level-up weight.
** Retains Basic Pathfinding.
Notes: This also keeps the wheel more balanced by not having the two Might Melee heroes be in "allied factions".

This change may be sus to some, but I'm confident it will lead towards a more balanced game.

_______________________________________________

Objects:

- Added EQ 360 objects for map compatibility with EQ360 maps and campaigns.
(Not all of these objects have been added to object brushes, but those that have are on the "Omod" campaign editor folder)

_______________________________________________

Maps:

- Added more maps.

- Added more campaigns.

- Refreshed Chronicles campaigns.
- Divided in Original and Ultimate version.
- Fixed crash in Masters of the Elements mission 6

_______________________________________________

Download here
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Never changing = never improving

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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted March 29, 2022 09:47 PM

NimoStar said:
Heroes 4 ULTIMATE v6 has been released

Maps:

- Added more maps.

- Added more campaigns.

- Refreshed Chronicles campaigns.
- Divided in Original and Ultimate version.
- Fixed crash in Masters of the Elements mission 6

_______________________________________________

[url=https://www.moddb.com/mods/heroes-iv-ultimate/downloads/h4-ultimate-v6]Download here[/url]


Nimostar I found something on the first map of warlords of the wasteland: There was a moment when a message says, you got ambushed by Gargoyles. Well since the mod changed Gargoyles to Werewolves, it should be saying werewolves instead of Gargoyles, however in game it says Gargoyles.
It is in the first scenatio on an event between 2 mountains
____________
If death is worse then life then birth is is of all deeds the darkest. If life is inevitable then what is the purpose of the preverse?

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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted April 05, 2022 01:44 PM
Edited by Unknown_dark_g at 13:45, 05 Apr 2022.

I also realized that there is another interesting thing happening: You can not cast Hand of the Reaper on Titans. I do not know whether that is intentional or not, I say it here just in case.

____________
If death is worse then life then birth is is of all deeds the darkest. If life is inevitable then what is the purpose of the preverse?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 03, 2022 08:34 PM
Edited by NimoStar at 20:35, 03 May 2022.

Quote:
Nimostar I found something on the first map of warlords of the wasteland: There was a moment when a message says, you got ambushed by Gargoyles. Well since the mod changed Gargoyles to Werewolves, it should be saying werewolves instead of Gargoyles, however in game it says Gargoyles.
It is in the first scenatio on an event between 2 mountains


Actually gargoyles got changed to Frostwights so I don't know. Trolls were changed to werewolves.

** *** **

I have been adding even more objects and terrain overlays as well as other changes for next version



Objects added: Middle eastern lookout tower, Middle eastern Sorceress ward, Middle eastern colisseum of might, Middle eastern colisseum of magic (2 versions),  Middle eastern Temple of Order (Unsure if it works correctly), Middle eastern Power fountain...

Desert ruins and snow ruins



Overgrown ruins


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Roman2211
Roman2211


Adventuring Hero
posted May 04, 2022 11:53 AM

It is "Heroes of Empires" or "Age of Might and Magic")))

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baronus
baronus


Legendary Hero
posted May 04, 2022 12:10 PM

Yes its a ripped content problem. Look like other games... Maybe better to use unknown content.


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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 04, 2022 12:20 PM

I recommend a few. You can do Tavern, Prison, Quest, Witch's Hut, etc Don't creature dwellings, etc Uses a list of the adventure map structures.. Different Taverns are fun..
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 04, 2022 04:06 PM
Edited by NimoStar at 16:28, 04 May 2022.

I didn't do any more taverns yet because Equilibris already created 6 more of them. And an astonishing quantity of quest huts. Generally I like to mix up a few of every type of building. But it is true that quests (and garrisons and quest gates) can be anything.

Such criticisms!

Only about a third of the mod's new structures are from Age of Empires II - Even then, they are heavily edited versions, not the originals.


Some of the buildings not from Age of Empires II

But anyways, if you don't like, I will not show the new eastern Pirate Islands, Treasure Island and Shipyard, or the blacksmith, dragon golem and copper golem dwellings.

In this cases It's better to have something pretty that wasn't in the game before than just something "new"...

Maybe next is Russian buildings (kremlin walls & towers) ripped from Red Alert 2.
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Never changing = never improving

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 04, 2022 05:35 PM

Btw, which API modders of H4 use? It seems like great modifications that require rewriting the code. But I've never heard of any API for H4.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 06, 2022 12:07 PM
Edited by NimoStar at 20:34, 07 May 2022.

Since we already spoke aout that elsewhere, let me introduce to people my new creature looks... the Red Genie and the Cyan Efreet!



Red genie will be used to illustrate some female Efreet heroes Conversely, the cyan afret will be used for some male Genie heroes. So they don't need to be "crossdressers" by using the Genie sprite.

This also has the positive side effects to making it obvious they aren't creatures since no creature uses such sprite.
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Never changing = never improving

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BrucknerHun
BrucknerHun


Hired Hero
posted May 07, 2022 09:05 AM

NimoStar said:
Since we already soke aout that elsewhere, let me ntroduce to people my new creature looks... the Red Genie and the Cyan Efreet!

This is what we are waiting for!

Now you can tell the difference between the new heroes and the creatures!

Nice,very nice!

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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted May 07, 2022 06:51 PM

NimoStar said:
Since we already soke aout that elsewhere, let me ntroduce to people my new creature looks... the Red Genie and the Cyan Efreet!

[url=https://abload.de/image.php?img=2022-05-0607_03_20-unr6j05.png][/url]

Red genie will be used to illustrate some female Efreet heroes Conversely, the cyan afret will be used for some male Genie heroes. So they don't need to be "crossdressers" by using the Genie sprite.

This also has the positive side effects to making it obvious they aren't creatures since no creature uses such sprite.


I can also imagine a dark-red/ purple efreet to suggest that is a very old, almost ancient efreet, whose flames darkened and became more smokey.
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If death is worse then life then birth is is of all deeds the darkest. If life is inevitable then what is the purpose of the preverse?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 07, 2022 09:12 PM
Edited by NimoStar at 21:14, 07 May 2022.

Quote:
I can also imagine a dark-red/ purple efreet to suggest that is a very old, almost ancient efreet, whose flames darkened and became more smokey.


It's a possibility. Could be used for a hero of the base game (https://mightandmagic.fandom.com/wiki/Nefafareen). But even with all the shortcuts doing and implementing one of this recolors takes some time and effort which may not be justified for a single hero.
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