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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 The Restoration of Axeoth
Thread: Heroes 4 The Restoration of Axeoth This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
pyroxene
pyroxene

Tavern Dweller
posted March 02, 2022 06:45 AM

Thanks for the hard work! I had played the original H3 MotE which was in my experience the easiest of the Hero Chronicles episodes, no thanks to OP enchanters.

No enchanters in H4 of course, but I still enjoyed the maps. Fighting water elementals in the second map was quite the challenge though, given how much more powerful they are in H4 relative to H3, and that you cannot use ice bolt on them.

Past the second map, a party of 4 level 20 heroes just curbstomped all opposition into the ground, but that is normal I guess

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 02, 2022 07:24 AM

pyroxene said:
Thanks for the hard work! I had played the original H3 MotE which was in my experience the easiest of the Hero Chronicles episodes, no thanks to OP enchanters.

No enchanters in H4 of course, but I still enjoyed the maps. Fighting water elementals in the second map was quite the challenge though, given how much more powerful they are in H4 relative to H3, and that you cannot use ice bolt on them.

Past the second map, a party of 4 level 20 heroes just curbstomped all opposition into the ground, but that is normal I guess


The current Masters of the Elements is really tough right now, since I've had to use scripting to give the AI their elemental troops and I haven't gotten around to testing the campaign yet to find a reasonable amount to give them each week (or maybe every two weeks).

We've also opted to only go with two carryover heroes, with one of them being Tarnum. For large maps, we're thinking about giving the player an additional predefined hero to help with exploration and whatnot, but having fewer carryover heroes will also up the difficulty a bit

For our updated campaigns, just take a look at the original post of this thread. As we make changes we are uploading them. There are lots of updates at the moment, so I'm not making a new post here each time the campaigns are updated, nor am I keeping a changelog.

Probably should, but too busy

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted March 02, 2022 08:10 AM

Responding to a changelog:

It would be nice to post the changes made to all the campaigns we've been working on, But, that would take pages and pages. (5 or 6 pages for WotW alone I think.) It has nothing to do with inept ability of the team. But rather what works for H4 over H3. Sure, there are the usual 'tree is in the way' or 'this thing is missing' kind of mistakes that are to be expected. We correct all mistakes and keep a record as best as possible. We may eventually put up those pages of changes after the campaigns are completed to show the evolvement from drawing board to final product. But for now, we work on the campaigns, we test them, we solve the problem, we re-release to get the most corrected product out there to play.
For the most part, we always have them updated. (WotW, for all intense and purposes . . . is finished for WoW. CotU is close.) Checking this thread once in a while helps you to know what's been changed due to the diligent testing of those who help us find the problems.
Testing MotE is something we really appreciate as we get ready to move onward.

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pyroxene
pyroxene

Tavern Dweller
posted March 02, 2022 09:25 AM

Yea 2 carry over heroes should up the difficulty significantly. Might even up it too much . In the last map I played before I got stuck, I had to fight 700-800 elementals in a garrison to progress to each new area. This might prove to be a big challenge if I only have 2 heroes and will likely necessitate a lot of waiting time to build a big army. Maybe 3 carry over heroes is the sweet spot?

Fights with the AI were decent thanks to the scripted troops they receive. I remembered however that the first scenario had an AI hero with an incredible army that far outgunned mine, and that I only managed to beat him by sneaking into his castle while his main hero was away, and defeating him thereafter in the following siege.  

Was playing on Expert difficulty btw.

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pyroxene
pyroxene

Tavern Dweller
posted March 02, 2022 12:35 PM

So I downloaded the MotE from the link and fired up the campaign. I skipped levels all the way till I reached the level "The Magic That Binds", which is the one I had gotten stuck at, due to the missing blue keymaster tent.

And... the blue keymaster tent is still missing. And yes, I am playing the latest version because I see that the number of carry over heroes is now updated to be 2 instead of 4.

So yea, might wanna fix that.

I also checked 2 other issues that do not seem to have been fixed. Neither the Tome of Order nor the Wizardry Staff transferred from scenario 2 to 3. I assume the same is true for the other tomes and staffs. The spell learning spots in scenario 6 ("The Magic that Binds") that were previously unreachable are still unreachable in the updated campaign.  

Maybe the problems have been fixed but the updated map has not been uploaded?

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 02, 2022 03:30 PM
Edited by iliveinabox05 at 15:51, 02 Mar 2022.

Edit. Went ahead and fixed all of these issues and uploaded the fixed Master of the Elements.

Not sure what was going on with the missing carryover stuff. I'm positive I did all that.. more than once even, lol. Must just be an issue with overwriting our work when we both are making updates to the maps.

--------------------------------------------

pyroxene said:
So I downloaded the MotE from the link and fired up the campaign. I skipped levels all the way till I reached the level "The Magic That Binds", which is the one I had gotten stuck at, due to the missing blue keymaster tent.

And... the blue keymaster tent is still missing. And yes, I am playing the latest version because I see that the number of carry over heroes is now updated to be 2 instead of 4.



Well that's a major "derp" moment, haha! I didn't have a lot of time after work yesterday, but I'll make it a priority for today.

pyroxene said:
I also checked 2 other issues that do not seem to have been fixed. Neither the Tome of Order nor the Wizardry Staff transferred from scenario 2 to 3. I assume the same is true for the other tomes and staffs. The spell learning spots in scenario 6 ("The Magic that Binds") that were previously unreachable are still unreachable in the updated campaign.  

Maybe the problems have been fixed but the updated map has not been uploaded?


It's possible we just didn't upload the latest, but more likely is it was just missed and the issue was caught during your testing.

I should have a little time in an hour or so, and will plan to get these fixed and uploaded. Thanks so much for the help with testing!

pyroxene said:
Yea 2 carry over heroes should up the difficulty significantly. Might even up it too much . In the last map I played before I got stuck, I had to fight 700-800 elementals in a garrison to progress to each new area. This might prove to be a big challenge if I only have 2 heroes and will likely necessitate a lot of waiting time to build a big army. Maybe 3 carry over heroes is the sweet spot?

Fights with the AI were decent thanks to the scripted troops they receive. I remembered however that the first scenario had an AI hero with an incredible army that far outgunned mine, and that I only managed to beat him by sneaking into his castle while his main hero was away, and defeating him thereafter in the following siege.  

Was playing on Expert difficulty btw.


Possibly, but as I mentioned for those larger maps we will likely add another predefined hero (not carryover) just for those maps. They'll start at a level close to what your carryover heroes are and have some decent skills.

I think we fixed the problem with that overpowered AI hero in the first map, haha. I was a little overzealous with the gifting of units to the AI, so he spiraled out of control!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 02, 2022 10:14 PM

What I believe is still a joke is neutrals.

In Bird of Fire, of Elements, you will have two level 33 heroes at start.

The fire elementals are still a single stack.

Of course this is laughtable, any lvl 33 hero can dispatch them with no difficulty and no army.

I have turned these stacks into 4x Fire Elementals for my version (but gave Tarnum+2 heroes instead of +1), but a definitive overhaul of neutrals for all maps I believe is in order.

H4 default campaign maps have powerful neutrals at start to compensate hero leveling.
____________
Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 03, 2022 02:00 AM

NimoStar said:
What I believe is still a joke is neutrals.

In Bird of Fire, of Elements, you will have two level 33 heroes at start.

The fire elementals are still a single stack.

Of course this is laughtable, any lvl 33 hero can dispatch them with no difficulty and no army.

I have turned these stacks into 4x Fire Elementals for my version (but gave Tarnum+2 heroes instead of +1), but a definitive overhaul of neutrals for all maps I believe is in order.

H4 default campaign maps have powerful neutrals at start to compensate hero leveling.


I agree, but I haven't got to Masters just yet, so the neutrals are unchanged there.

Warlords of the Wasteland and Conquest of the Underworld have gotten the initial boosts for neutral stacks, which feel pretty good on normal difficulty.

They don't all need to be able to potentially defeat the player, just enough that the player should need to recruit creatures, especially with the AI lurking and not taking many losses.

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pyroxene
pyroxene

Tavern Dweller
posted March 03, 2022 05:08 AM

iliveinabox05 said:
Edit. Went ahead and fixed all of these issues and uploaded the fixed Master of the Elements.

Not sure what was going on with the missing carryover stuff. I'm positive I did all that.. more than once even, lol. Must just be an issue with overwriting our work when we both are making updates to the maps.


Wait are you sure you uploaded the correct map version? I just downloaded and checked it, and the blue keymaster continues to be AWOL

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 03, 2022 05:43 AM

pyroxene said:
iliveinabox05 said:
Edit. Went ahead and fixed all of these issues and uploaded the fixed Master of the Elements.

Not sure what was going on with the missing carryover stuff. I'm positive I did all that.. more than once even, lol. Must just be an issue with overwriting our work when we both are making updates to the maps.


Wait are you sure you uploaded the correct map version? I just downloaded and checked it, and the blue keymaster continues to be AWOL


We're talking about The Magic that Binds scenario, correct? I just downloaded what is currently at the link in the original post of this thread, and the blue tent is in the water element area, and the teal tent is in the air element area.

If it's missing for you when you download it, then something very strange is going on indeed!

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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted March 03, 2022 06:36 AM
Edited by Bytebandit at 06:40, 03 Mar 2022.

I just checked for the Blue Tent today to double check to make sure. It's there. Especially in the current upload we did today. All tents for that scenario are where they should be according to the original H3 version. Also, I corrected a ton of blocked objects for MotE too. And ILiveInABox05 did a lot of new changes to the campaign as well.

Also: PoL has been updated to play in WoW. It had been playable with either WoW or Equilibrus along with Karmakelds Object package. But now can be played with just WoW.

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pyroxene
pyroxene

Tavern Dweller
posted March 03, 2022 08:34 AM

Well this is most peculiar. The link I'm supposed to use is the one provided in the first page of this thread, right? I've tried a couple of times deleting the old file and then placing the newly-downloaded one into the folder, and running it. Still no dice (keymaster tent still missing).

I tried to open the file using the editor and it wouldn't open. The editor works fine on other custom campaigns. No idea what the problem is.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 03, 2022 05:11 PM

pyroxene said:
Well this is most peculiar. The link I'm supposed to use is the one provided in the first page of this thread, right? I've tried a couple of times deleting the old file and then placing the newly-downloaded one into the folder, and running it. Still no dice (keymaster tent still missing).

I tried to open the file using the editor and it wouldn't open. The editor works fine on other custom campaigns. No idea what the problem is.


That's correct, the link to it is on the first page of this thread. I wonder if maybe CelestialHeavens or your browser is caching an old version for some users.

How are you checking for the tent if the campaign can't be opened by the editor? Are you starting the scenario by reloading a save, or by starting completely over via the new game menu?

The fact that the editor can't open it is even stranger. Are you using the WoW editor or the Equi editor? The campaigns, unless I accidentally uploaded one of the modded versions, should be completely compatible with WoW.

When I get home I'll make sure what's uploaded is for sure the WoW version of things, and I'll also give you a google drive link in case there's something screwy with the upload at CelestialHeavens.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 03, 2022 05:24 PM
Edited by NimoStar at 17:25, 03 Mar 2022.

iliveinabox05 said:
pyroxene said:
Well this is most peculiar. The link I'm supposed to use is the one provided in the first page of this thread, right? I've tried a couple of times deleting the old file and then placing the newly-downloaded one into the folder, and running it. Still no dice (keymaster tent still missing).

I tried to open the file using the editor and it wouldn't open. The editor works fine on other custom campaigns. No idea what the problem is.


That's correct, the link to it is on the first page of this thread. I wonder if maybe CelestialHeavens or your browser is caching an old version for some users.

How are you checking for the tent if the campaign can't be opened by the editor? Are you starting the scenario by reloading a save, or by starting completely over via the new game menu?

The fact that the editor can't open it is even stranger. Are you using the WoW editor or the Equi editor? The campaigns, unless I accidentally uploaded one of the modded versions, should be completely compatible with WoW.

When I get home I'll make sure what's uploaded is for sure the WoW version of things, and I'll also give you a google drive link in case there's something screwy with the upload at CelestialHeavens.


Again, he's probably using my version of the editor.

I strongly reccomend you cange the "bloodfrenzy" spell for "bloodlust". This is used in "placed event number 3" in the MotE campaign. There is no "bloodfrenzy" in regular H3 but only level 1 bloodlust so this is actually closer to the original!

But perhaps most importantly, you will stop receiving and dealing with these reports
(and I will too...)

This is the latest with that change done.
https://filebin.net/4mrl6o0j9yeosoaj#

Only 6 days storage
____________
Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 04, 2022 05:17 AM

NimoStar said:
Again, he's probably using my version of the editor.

I strongly reccomend you cange the "bloodfrenzy" spell for "bloodlust". This is used in "placed event number 3" in the MotE campaign. There is no "bloodfrenzy" in regular H3 but only level 1 bloodlust so this is actually closer to the original!

But perhaps most importantly, you will stop receiving and dealing with these reports
(and I will too...)

This is the latest with that change done.
https://filebin.net/4mrl6o0j9yeosoaj#

Only 6 days storage


The problem with using Bloodlust is that it's a level 1 spell and it's supposed to be replacing a level 4 spell. The tomes don't carry over to the next map (from what it shows in the campaign file), so it's kind of silly to offer a level 1 spell that you have to pay for. A level 3 spell that applies to all of your troops is definitely something more useful than a spell you wouldn't even consider using over everything else you might have at that point in the campaign.

There might not be a Bloodfrenzy spell in H3, but there is a Frenzy spell, which is what is being replaced here. Frenzy -> Bloodfrenzy, both increasing attack and similar level spells, does sound like a very good replacement to me.

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pyroxene
pyroxene

Tavern Dweller
posted March 04, 2022 09:22 AM

Yea I do have Nimo's Ultimate mod so it is likely the editor cannot open the file due to the issue with Bloodfrenzy. I check for the presence of the blue keymaster tent by using the nwcvalhalla cheat to skip to scenario 6 (plus nwcprometheus for map reveal).

Anyway I downloaded the map using the link as provided by Nimo, and this time the tent finally showed up.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 04, 2022 06:15 PM

pyroxene said:
I check for the presence of the blue keymaster tent by using the nwcvalhalla cheat to skip to scenario 6 (plus nwcprometheus for map reveal).


That's definitely the way to do it! No clue why it doesn't seem to be there for you. I literally downloaded the campaign from the link in the original post and opened it up, lol

Either way, at least you have that darn tent now!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 05, 2022 12:35 AM
Edited by NimoStar at 00:36, 05 Mar 2022.

Quote:
The problem with using Bloodlust is that it's a level 1 spell and it's supposed to be replacing a level 4 spell. The tomes don't carry over to the next map (from what it shows in the campaign file), so it's kind of silly to offer a level 1 spell that you have to pay for. A level 3 spell that applies to all of your troops is definitely something more useful than a spell you wouldn't even consider using over everything else you might have at that point in the campaign.

There might not be a Bloodfrenzy spell in H3, but there is a Frenzy spell, which is what is being replaced here. Frenzy -> Bloodfrenzy, both increasing attack and similar level spells, does sound like a very good replacement to me.


it's after six scenarios with all kind of mage guilds and level 3 shrines anyways, in which your heroes pass from scenarios before, 95%+ chances are the event is just "-200 gold"...

Also, bloodfrenzy is more like H4 Cat Reflexes, since it's a single target ultra-offense booster and doesn't have mass effect. Also, being Level 4, there are less chances that you have it.

Glad my file could help Pyroxene.
____________
Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 09, 2022 05:01 AM
Edited by iliveinabox05 at 05:01, 09 Mar 2022.

I was reminded that in Masters of the Elements, Tarnum can upgrade Magi to Enchanters for a price (thanks Ehlesgens!).

So, I've scripted a questhut and placed one next to the starting town in each map where the player can visit at any time to upgrade Magi to Evil Sorceresses.

Additionally, if the player has any Magi in an army with Tarnum and has the funds necessary to upgrade them, the player will be prompted on each 7th day if they would like to upgrade their Magi (for times when you aren't right next to your starting town).

Currently I'm just using the difference between the cost of an Evil Sorceress and that of a Mage as the price to upgrade for each Mage, but this will likely change based on chosen difficulty.

The questhut can only be accessed by Tarnum, since it's a special ability of his.

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Baronus
Baronus


Legendary Hero
posted March 09, 2022 06:35 AM
Edited by Baronus at 06:38, 09 Mar 2022.

Baronus

How to uprgade Elves and Crossbowmens? Maybe to Waspwort? Fire Elemental rather worst?
Alternative is big  bonus to all stats to have the same look. Because may be weird convert to other look.

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