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Heroes Community > Library of Enlightenment > Thread: Heroes 2 - bug fixes and mod
Thread: Heroes 2 - bug fixes and mod This thread is 3 pages long: 1 2 3 · NEXT»
Ben80
Ben80


Famous Hero
posted August 03, 2021 07:45 PM
Edited by Ben80 at 15:07, 13 May 2023.

Heroes 2 - bug fixes and mod

The mod consists of several DLL files, some of which are bug fixes of the original game, and some of which modifies the original game in order to improve the gameplay and balance.
Technically, the user needs to download the archive (link), unpack it into the game folder. In addition, you need to replace the MSS32.dll file with the file of the same name from Heroes 3.
Download MSS file link
The folder Plugins contains DLL files with the required functionality. They work independently of each other and, if desired, some of them can be removed by the user. However, in my opinion, there is little point in using DLLs to improve gameplay without using bug fixes or AI enhancements.
Supported versions of the game (those versions for which I had an EXE file):
- English version Succession Wars 1.3 (1.3 Eng)
- English version Price of Loyalty 2.1 (2.1 Eng)
- English version Price of Loyalty 2.0 (2.0 Eng)
- Russian version Price of Loyalty 2.1 (2.1 Rus)
- Polish version Price of Loyalty 2.1 (2.1 Pl)
- Czech version Price of Loyalty 2.1 (2.1 Cz)

A set of DLL files:

Main modules:
------------------------------------------------------------------------
1) H2_48_SpellsBugFixes – bug fixes related to spells:
- for the Bloodlust spell (duration is determined by the power of magic, not equal to 3)
- for massive spells (sometimes they did not work even for creatures without immunity, if there were creatures with immunity on the battlefield)
- for Earth Elemental creatures - invulnerability to Meteor Shower spell was removed (additional damage was already in the original code), added invulnerability to Elemental storm (according to NWC guidelines).
- for spellcasting by AI Dragon Slayer(there was a bug)
- for spellcasting by AI Shield/Mass shield(there was a bug)
- for spellcasting by AI Slow/Mass slow(there was a bug)
- for spellcasting by AI Haste/Mass haste(there was a bug)
- for spellcasting by AI Curse/Mass curse(there was a bug)
- in versions 2.0 Eng, 2.1 Rus, 2.1 Pl, 2.1 Cz – for spellcasting by AI Dispel/Cure/Antimagic(there was a bug)

2) H2_49_AI_NecromancyFix – correction of the number of skeletons raised after the battle with neutral monsters by AI heroes (in the original, only 1 skeleton was raised). This plugin should probably not be used if you are playing without a DLL to improve game balance (where the number of skeletons is reduced from 10/20/30% to 5/10/15%), as AI heroes often accumulate very large amounts skeletons.

3)H2_70_AI_Imrovements – AI improvements. The most significant is the increase in “AI thinking radius” for the choice of actions on the adventure map. In the original, this number was very small, and the AI heroes were "blind"because of this. After increasing this number, the AI heroes added great aggression (they became more similar in behavior to the AI heroes from Heroes 3), and the gameplay became more interesting. Also quite significant is the improvement of the algorithm for choosing a spell in battle - the algorithm has become more adequate and adaptive to changing conditions.

4)H2_80_GameplayImprovements – gameplay and balance improvements.
- Well gives +1 growth (instead of +2) for Green Dragons, Red Dragons, Black Dragons, Giants, Titans.
- secondary skill Necromancy gives 5/10/20% of skeletons (instead of 10/20/30%)
- secondary skill Eagle Eye gives a 40/50/60% chance to learn a spell (instead of 20/30/40%)
- secondary skill Archery does not allow you to avoid the penalty when shooting through the fortress walls
- changed the cost of buying Red Dragons (4000 gold instead of 3500), Black Dragons (4500 gold instead of 4000), Ogres (350 gold instead of 300), Crusaders (900 gold instead of 1000), Liches (700 gold instead of 750), Power Liches (800 gold instead of 900).
- changed Ogres (speed 2->3, health 40->45)
- changed Archmages (probability of spec.ability 20%->30%)
- changed the cost of upgrading buildings Armory (1500 gold instead of 2000), Jousting Arena (2500 gold instead of 3000), Cathedral (3000 gold, 5 crystals, 5 wood instead of 5000 gold, 10 crystals, 10 wood), Archery Range (1000 gold instead of 1500), Stonehenge (1000 gold, 5 stones instead of 1500 gold, 5 mercury), Mausoleum (2500 gold instead of 3000), Ivory Tower (3000 gold instead of 4000), Cloud Castle (10000 gold instead of 12500), Adobe (2000 gold instead of 3000)
- changed the cost of building Cloud Castle (8000 gold instead of 12500), Laboratory (12500 gold instead of 10000), Adobe (3000 gold instead of 2000), buildings to increase the growth of the 1st level (750 gold instead of 1000), special building of the Knight (1000 gold instead of 1500), special building of the Sorceress (1000 gold instead of 1500), special building Barbarian (1000 gold) instead of 2000), special building of the Warlock (4000 gold instead of 3000), building of the Left Turret/Right Tower (10 ore, 5 wood instead of 5 ore).
- Hypnotize spell was moved from 5th level to 3, the spell does not end after an attack (as in Heroes 3)
- damage of Cold Ring, Fireball, Fireblast spells increased by one and a half times
- changed the chances of appearing in the Mage Guild of the spells Dragon Slayer (+), Cold Ring (-), Cold Ray (-), Fireball (-), Lightning Bolt (-), Magic Arrow (+), Anti magic (+)
- Shield spell was moved from level 1 to level 2 (this is done in order to “dilute” the 2 level of the Mage Guild, oversaturated with very useful spells)
- changed the cost of the spells Hypnotize (10 instead of 15), Dimension Door (20 instead of 10), Shield (5 instead of 3), Mass Shield (10 instead of 7), Slow (6 instead of 3), Haste (5 instead of 3), Mass Haste (12 instead of 10), Blind (7 instead of 6), Animate Dead (12 instead of 10), Town Gate (12 instead of 10), Town Portal (30 instead of 20), Set Guardian... (12 instead of 15)
- spell Haunt is disabled in Shrines on map
- shooting towers attack parameter was increased by 2, also damage was increased (from 2-3 to 2-4)
- the starting armies of heroes have been changed; the Knight has 20-40 Peasants and 3-5 Archers, the Barbarian has 10-15 Goblins and 3-5 Orcs, the Sorceress has 8-12 Sprites and 2-3 Dwarves, the Warlock has 4-6 Centaurs and 2-3 Gargoyles, and the Wizard 4-6 Halfling and 2-3 Boars, Necromancer 4-6 Skeleton and 2-3 Zombies
- the restoration of movement points for heroes fleeing the battlefield and redeemed on the same day was removed (now as in Heroes 3)
- the starting number of creatures that join free of charge at map objects has been changed; Halflings 15-30 instead of 20-40, Archers 10-20 instead of 20-25, Goblins 15-30 instead of 15-40, Sprites 10-20 instead of 15-25, Dwarves 8-15 instead of 10-20.
- the starting number of creatures that join for charge at map objects has been changed; Trolls (Troll bridge) 4-8 instead of 4-6, Power Liches (Dead City)  4-8 instead of 4-6
- the week growth of creatures that join for charge at map objects has been changed; Trolls (Troll bridge) 2-4 instead of 1-3, Power Liches (Dead City)  2-4 instead of 1-3, Nomads (Desert Tent)  2-4 instead of 1-3, Rogues (Wagon Camp)  4-8 instead of 3-6.
- artifact Statesman's Quill moved from level 1 to level 3
- reduced prices for rare resources for the construction of magic guilds 2-5 (each by 1)

Auxiliary modules:
------------------------------------------------------------------
H2_42_ProperRandomArts - plugin for PoL 2.1 version - denied random appearance of so-called artifacts level 3+
(like PoL 2.0 game mechanics)
The author of the patch is AlexSpl

H2_71_AI_TeleportSpell - plugin that allow AI use Teleport spell in combat. The spell prob. in magic guilds has been increased compared to the original game. Download -

H2_30_BugFixes_Misc
It includes various small fixes (module will be updated as soon as new fixes will be done):
- updating max. movement points of heroes when they go from shore to boat or vice versa (to better know where hero can go tomorrow)
- bugfix of AI interactions with monsters when AI have both Diplomacy SS and Necromancy (thanks to Arstahd)
- fix of Vision spell when hero have Diplomacy (proper number of joined monsters) (thanks to Arstahd)
-some bugfixes of Quick Combat

New modules with gameplay changes:
------------------------------------------------------------------
H2_83_Anti_RedRush:
- The weekly increase in the players' castles occurs only after the corresponding player has been given a turn. That is, if a player on the 1st day of the week captures castle of some player who play later, then he will not get newborn creatures.

It is possible that not all maps from the original game will be compatible with these changes (in the sense of an interesting game and the possibility of winning), although the vast majority will be compatible. Personally, I tested many maps and I can say that the game has become more thoughtful and interesting.







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Baronus
Baronus


Legendary Hero
posted August 04, 2021 05:33 PM

Very good work. Is it possible to have it as txt file to easy modding?!
And can be added other possibilities?
Eg. horde growth rate. Its the sane for peasantas and for centaurs even thought that centaurs are few times more powerfull?!
Well growth rate can be another for all creature.
And dwellings building order can be changed?! I need another dependencies.

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Ben80
Ben80


Famous Hero
posted August 04, 2021 06:24 PM
Edited by Ben80 at 18:34, 04 Aug 2021.

Thank you. I understand that many H2 fans have their own opinion about the correct game balance. I'll try to think about how to enable modding using TXT file. However, as my modding experience tells me, every modder rarely stops when he starts making changes. Gradually new needs arise,  more and more sophisticated. If one understands a little in assembler, then one can make any changes.

Yes, horde building will be useless for the Knight and the Barbarian,
even with my gameplay changes. When making changes, I tried to keep a certain aesthetic around numbers,  for example, and I decided to leave the horde growth as it is (and for Well growth, I make an exception only for warlock Dragons, Giants and Titans).

***

When I have a little rest from work, I will try to write you PM about what you would like to change in the game.
By the way, I found an interesting H2-related link from you on another forum (http://faqs.org.ru/games/strat/hmm2.htm) - thank you.

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Baronus
Baronus


Legendary Hero
posted August 06, 2021 06:32 PM

Rather i give you txt file because pm are only for a while.
For this day I played maybe only 40-50 Heroes 2 maps. I want play all game maps but I saw that imbalancing is so much that wasting gameplay. Knight faction is unplayable because is too weak warlock because is too powerfull. Titans are overpowered too like dragons. Peasants are completly useless. Goblins too weak.
This game needs rebalancing and Im wainting to modding possibility. I want play with full playable possibilities.
I know some exe adresses to mod major questions like unit or building costs. But more things are welcome. I see you know more than only units and buildings. So maybe my ideas can be realised. Im still before great heroes 2 exploration.

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Ben80
Ben80


Famous Hero
posted August 06, 2021 07:14 PM

I understand that the conclusions of different players depend on the strength and style of their play.
I did not see the old days when many strong online players played Heroes 2, but I read the old Russian-language forum  where they exchanged information.
My way of playing original Heroes 2 is to quickly capture  one castle after another. At the same time, I almost did not feel the difference when  playing for various factions. I have successfully played both
Knight and Warlock. At the same time, I ignore riches and artifacts in some parts of the map.
It became clear to me that I was losing part of the game's
capabilities and specific maps's capabilities. So I decided to tweak the gameplay
BTW, I like the peasant. I find it quite useful early in the game,
although of course I rarely buy peasants on purpose. The peasants have a very good hit. They rarely become the object of enemy attack.
Entering the battle with a detachment of peasants, you need to either inflict a fatal blow, or hit the enemy with a retaliation removed.

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Ben80
Ben80


Famous Hero
posted August 06, 2021 07:28 PM
Edited by Ben80 at 19:29, 06 Aug 2021.

Baronus said:
I see you know more than only units and buildings.


At this moment we have almost source code of Heroes 2. I mean that there is English version 2.0 with debugged info, which can be decompiled. Also there is game code of English 2.1 by Project Ironfist. I took the game structures from Ironfist Project (thanks to this Project).
Having this data, it was easy for me to adapt the mod for other versions of the game.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 06, 2021 09:35 PM

Quote:
I know some exe adresses to mod major questions like unit or building costs.

If you play PoL 2.1 (Win) you can save some time using Universal Balance Patcher

It's for the GoG version of the game, but you can use it for the original PoL 2.1 EN as well, just ignore the warning about exe size.

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Ben80
Ben80


Famous Hero
posted August 07, 2021 09:47 AM

Baronus, it seems that UBP could be used for your needs.
Though, it will not solve issue with growth of warlock Dragons and Titans, because of setting growth to zero (then Well will give +2) - very unaesthetic solution (NWC would never do that).
If you want, I could send you DLL which set Well growth bonus to +1
instead of +2 for all creatures.

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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted August 08, 2021 01:21 AM

@Ben80

I think a better balancing approach would be to make the well give +100% creature growth and then balance the game from there. Another option would be to make 2 well buildings, each of them giving +50% base creature growth.  

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Ben80
Ben80


Famous Hero
posted August 08, 2021 06:20 AM
Edited by Ben80 at 06:47, 08 Aug 2021.

I chose among those solutions that are closest to the original game (ideologically, aesthetically, and so on). The main alternative to the resulting implementation was to set the Well bonus to +1 instead of +2 and add +1 to the main growth for all creatures (except warlock Dragons, Giants, Titans).

***

If someone interested in balance issues, I would recommend
analytical posts from legendary Qwerty:
- https://forum.heroesworld.ru/showthread.php?t=728
- https://handbookhmm.ru/forum/viewtopic.php?f=39&t=131

Besides, if someone wants to change some main characteristics of creatures, he need to adjust addtional characteristics of creatures (fight value and "profitability").
For these people, I suggest my excel spreadsheet which uses various formulas (https://disk.yandex.ru/i/d_RY7qlzCjVQag).
Compare the value in the "Rating" column before and after.
This way you can get the updated fight value and "profitability" by proportioning.


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Baronus
Baronus


Legendary Hero
posted August 09, 2021 09:43 PM
Edited by Baronus at 21:47, 09 Aug 2021.

Baronus

Thanks for recall UBP. Unfortunetly not compatibile with my exe. As I see its only 6 adreses 3 names and 3 values. What I should mod in UBP to write my values?!
...
Yes % growth is the best solution. The best well growth is 0 :0))). In this case ballance is nearly the best. Well is greatest unballncing problem because all creature has 2 growth. Peasants and dragons too.
But of course its absurd.
My solution is more equlibristic. We have nearly useless buildings. We can use it.
Well + 1 to all 1-5 lvl units
Moat + 1 to all 1-4 lvl units
l turret + 1 to all 1-3 lvl units + 1 to all 1-2 lvl units
r turret + 1 to all 1-3 lvl units + 1 to all 1-2 lvl units
horde various values.
6 lvl no need bost and can be ballanced by dwelling growth.
...
In this case we have
+1 for 5 lvl
+2 for 4 lvl
+4 for 3 lvl
+6 for 2 lvl
various values for 1 lvl
Its elegant and compatibile with early NWC heroes game spirit.
And some unattractive buildings are more precious now.
City development is more interesting and has bigger depth now.

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Ben80
Ben80


Famous Hero
posted August 10, 2021 06:19 AM
Edited by Ben80 at 08:39, 10 Aug 2021.

UBP is a thing with very large capabilities, although for your own mod you usually also need some tweaks, which are not available in UBP.

One of the problems with games of this kind like Heroes is the big difference between the gameplay that the developers envisioned and the actual gameplay.
Buildings like Moat and Turret can be useful, but with some gameplay. In my mod, the emphasis is placed on changing the gameplay (this change is provided, among other things, by AI improvements).

***

I think, the game lacks spells (in two versions - single and mass)
"Protection of the elements" - reduces damage from elemental spells by 50%.
That is, what we see in some form in Heroes 3 (in Heroes 3 there are a number of things that are missing in Heroes 2).

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 10, 2021 04:53 PM
Edited by AlexSpl at 16:59, 10 Aug 2021.

Quote:
Thanks for recall UBP. Unfortunetly not compatibile with my exe.

Probably you play the DOS version of the game, or SW, or PoL 2.0. I recommend to switch to the latest PoL 2.1 (Win).

If you have troubles running the game on modern PCs, try this amazing wrapper: https://verokster.blogspot.com/2018/10/heroes-of-might-and-magic-i-iv-gl.html

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Baronus
Baronus


Legendary Hero
posted August 13, 2021 09:31 AM

Im playing local exe!
h2.exe pl
In H2 all local exe must be another because all textes are there.

In complicated games creators cannot calculate all! They didnt know his own game! They are begginers too. A lot of strategies was discovered after years of playing. This game is very complicated. Additionaly it was in fact Heroes I upscaling.  All stats and others are the same. First game is extremly unballanced and still the same in Heroes II.

Knight faction is really a mistake. In fact only rather slow melee units without special abilities and very weak to addon. In h1 its especially horrible if you capture city. In h2 is much better because archers has great boost and all other units too. You have ballistics skill so you can be inside walls in 2 tourn. But in H1 often after 5 turns its only one hole. Your army has gigantic casualties. Especially archers.
But at the beginnig of map playing h2 its the same like H1.
...
Ive play at highest lvl with 0 resources so always AI has big army before me so in case knights its very hard to play. Best solutin is capture other city and recruiting other faction units. Its a nonsence.
...
There is no reason have overpowered factions and underpowered. To have strong enemy is higher gameplay lvl. More resources to AI.
...
And all other corrections not only units and buildins are welcome.

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Ben80
Ben80


Famous Hero
posted August 13, 2021 11:13 AM
Edited by Ben80 at 16:17, 13 Aug 2021.

Baronus,

Try my AI improvements. Previously, I used to play at 140% (Expert), and now (after the AI improvements) at 120% (Hard).

The Knight's game is based on the fact that he gets a strong army before others. This can be used to either collect artifacts from the map or to conquer cities. Yes, in some cases he has to develop a city of a different type.

In terms of balance, my biggest concern is the vulnerability of Paladins to direct damage spells. Therefore, I wrote that it would be nice in Heroes 2 to have additional spells that protect  against spells of direct damage.

***

Some factions give a faster start, others give a stronger endgame
this is one of the ideas of the developers of Heroes 2, which I think I have no right to change.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 13, 2021 07:28 PM
Edited by AlexSpl at 02:51, 14 Aug 2021.

Quote:
Im playing local exe!
h2.exe pl
In H2 all local exe must be another because all textes are there.

See if this version works for you (supports PoL 2.1 EN/PL/RU). Updated to show some local characters correctly.

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Baronus
Baronus


Legendary Hero
posted August 16, 2021 10:41 AM
Edited by Baronus at 10:42, 16 Aug 2021.

Baronus

Thank you very much! :0))) It saves a lot of time! I very fast was made mod not only balancing patch. Im testing it now!

I know very good about Undead halforc and Stevenaus mods. I was started modding h1 and heroes 2 from it.
0 dragon growth is the best solution. Alternative is all other unit + 50% growth. It wasting gameplay completly. You must reduce units costs because its only 1000-1250 income. And you must add high growth for rest units  if you want to ballance; for castle eg. +100%. And in this case all neutrals are too weak. All H1 H2 maps are unplayable. If you reduce dragon/titan to 0 all other things works fine and ballance is much much better. Dragons 0 gr. is my first change in H1,2 mods. Im finishig now H1 all original maps. Nearly all of it Ive played using modded exe eg. +100 peasant +2 dragons by week and it was very challenig experience. In all case AI has strong army not only warlocks. Im very satisfied maybe better than H3 first playing! AI is much much better than H3. So I was practically checked that ballancing is important and its no sense wasting gameplay using unballanced based version.

I dont see knights army is strong in any moment. On the start you have peasants and archers worst ,combo' in the game; slowest units. In middle game you have pikemans and swordsmans weakest middle units. At the end of the game you have cavaliers and paladins weakest high lvl units. Only plus is thats the cheapest army byt has no power! If you captured some cities you have a lot of gold but no units to buy. Dame spells waste your army in few turns. So its unattractive and need ballance.

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Marianaa
Marianaa

Tavern Dweller
posted September 08, 2021 06:55 PM

wow
very good work
thanks a lot

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Ben80
Ben80


Famous Hero
posted December 03, 2021 12:28 PM
Edited by Ben80 at 12:31, 03 Dec 2021.

H2_71_AI_TeleportSpell Plugin that allows the AI use the Teleport spell in combat. The spell prob. in magic guilds has been increased compared to the original game. Download - link

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 11, 2021 06:29 AM

Well, Knight faction has 6 upgrades for creatures while Sorceress only has three...

I think this kind of assymetries would be best corrected by giving all creatures upgrades as in H3. Recoloring sprites isn't that hard.
____________
Never changing = never improving

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