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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Preliminar changes to V7 of H4 ULTIMATE
Thread: Preliminar changes to V7 of H4 ULTIMATE
NimoStar
NimoStar


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Legendary Hero
Modding the Unmoddable
posted April 28, 2022 03:02 PM

Preliminar changes to V7 of H4 ULTIMATE

I found having Earth Elementals be ranged was not the best gameplay option and also sort of conterintuitive. I ended up making Air Elementals the ranged one to honor Heroes 3 and make people used to that. (Water Elementals is magic casted damage)

V7 preliminary Changelog
Quote:

* Make Earth Elementals back into melee and give Stone Gaze (summoning and ranged attack once/twice isn't necessarily a good combination, since it encourages your summons to die; at least Leprechaun has no melee penalty and is low level). Change stats (reduce damage/atk).
* May modify Earth Elemental portrait (and potentially sprite itself) with more glowy/glare eyes to show stone gaze.
* Change Earth Elemental creature description.
Final abilities:
** Elemental
** Fly (wut, we need a flying elemental)
** Stone Skin
** Stone Gaze
(+** 50% Magic Resistance)

* Make Air Elementals ranged. Use walk anim for fidget and fidget slowed for ranged. Has lots of ammo. Remove First Strike (only immaterial shooter, teleporting shooter along with Leprechaun)
-> Maybe not Teleporting but No Melee Penalty or keep First Strike. Then, may use Melee (there is no melee_up) for ranged anim and keep fidget as is. -> It's also possible to use fidget as a "half damage melee" and keep firing as original Melee, while changing the fidget (for walk).
* May recolor sprite/portrait to show change. (Sprite could be darker/slightly sharper)
* Change Air Elemental creature description.
Final abilities:
** Elemental
** Teleport
** Insubstantial
** Ranged (14 shots)
[Ranged uses original melee, Melee uses fidget, Fidgeting uses walk]

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 28, 2022 03:03 PM

Speculative:

Quote:
* If find where Magic Resistance is defined for creatures (should have numbers like 50% for Earth Elemental, dwarf, and perhaps Goblin Knight and Megadragon, while 75% for Golem), perhaps adding negative Magic Resistance will allow t actually use the "spell vulnerability" trait. These implies signed integers are allowed, though. It would allow to have a creature having "-50% magic resistance" for example, making it take 50% more damage from spells. The ability and icon are already there.

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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted April 29, 2022 10:00 PM

NimoStar said:
I found having Earth Elementals be ranged was not the best gameplay option and also sort of conterintuitive. I ended up making Air Elementals the ranged one to honor Heroes 3 and make people used to that. (Water Elementals is magic casted damage)

V7 preliminary Changelog
Quote:

* Make Earth Elementals back into melee and give Stone Gaze (summoning and ranged attack once/twice isn't necessarily a good combination, since it encourages your summons to die; at least Leprechaun has no melee penalty and is low level). Change stats (reduce damage/atk).
* May modify Earth Elemental portrait (and potentially sprite itself) with more glowy/glare eyes to show stone gaze.
* Change Earth Elemental creature description.
Final abilities:
** Elemental
** Fly (wut, we need a flying elemental)
** Stone Skin
** Stone Gaze
(+** 50% Magic Resistance)

* Make Air Elementals ranged. Use walk anim for fidget and fidget slowed for ranged. Has lots of ammo. Remove First Strike (only immaterial shooter, teleporting shooter along with Leprechaun)
-> Maybe not Teleporting but No Melee Penalty or keep First Strike. Then, may use Melee (there is no melee_up) for ranged anim and keep fidget as is. -> It's also possible to use fidget as a "half damage melee" and keep firing as original Melee, while changing the fidget (for walk).
* May recolor sprite/portrait to show change. (Sprite could be darker/slightly sharper)
* Change Air Elemental creature description.
Final abilities:
** Elemental
** Teleport
** Insubstantial
** Ranged (14 shots)
[Ranged uses original melee, Melee uses fidget, Fidgeting uses walk]



That sounds like a great idea indeed. Now the question is, what type of projectile do you want to give the storm elementals when shooting?
I think the Titan's projectile fits the air elementals quite well.
I can also imagine the sparks spell to look good as a projectile for air elementals.
Or you might use the glittering golden sparks that appear during the holy shout animation as a projectile animation.
Another possibility could be that anti-shooter cloud as an animation for the projectile.
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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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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted April 29, 2022 10:04 PM
Edited by Unknown_dark_g at 22:07, 29 Apr 2022.

Sorry, my reply got doubled somehow. Was not as spam intended, but an accident.
This one is the edited reply
I do not know how to delete this that is why I edited it.
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NimoStar
NimoStar


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Legendary Hero
Modding the Unmoddable
posted April 30, 2022 06:48 AM

Unknown_dark_g said:


That sounds like a great idea indeed. Now the question is, what type of projectile do you want to give the storm elementals when shooting?
I think the Titan's projectile fits the air elementals quite well.
I can also imagine the sparks spell to look good as a projectile for air elementals.
Or you might use the glittering golden sparks that appear during the holy shout animation as a projectile animation.
Another possibility could be that anti-shooter cloud as an animation for the projectile.


Sadly, projectiles are hardcoded probably somewhere in the exe, but we haven't been able to find them.

So, the only way to make something an archer is to manipulate anims and make it projectileless (as medusa doesn't have projectile in the base game)

I am slowing down the anims used as ranged by 20-30% in frame controls so it is clear which creature is shooting

The only non-ranged creature int he base game which I could find has a ranged projectile (and anim) is the mage, which was used as reference to make other anims. It uses the default "magical attack", tho. As I enabled Mage ranged action, this is now used ingame.
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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted April 30, 2022 08:20 PM

NimoStar said:
Unknown_dark_g said:


That sounds like a great idea indeed. Now the question is, what type of projectile do you want to give the storm elementals when shooting?
I think the Titan's projectile fits the air elementals quite well.
I can also imagine the sparks spell to look good as a projectile for air elementals.
Or you might use the glittering golden sparks that appear during the holy shout animation as a projectile animation.
Another possibility could be that anti-shooter cloud as an animation for the projectile.


Sadly, projectiles are hardcoded probably somewhere in the exe, but we haven't been able to find them.

So, the only way to make something an archer is to manipulate anims and make it projectileless (as medusa doesn't have projectile in the base game)

I am slowing down the anims used as ranged by 20-30% in frame controls so it is clear which creature is shooting

The only non-ranged creature int he base game which I could find has a ranged projectile (and anim) is the mage, which was used as reference to make other anims. It uses the default "magical attack", tho. As I enabled Mage ranged action, this is now used ingame.


I remember in your Greatest mod there is a  creature known as Sindarin (lotr reference, wow) who is a powerful Tier3 shooter. The Sindarin in the mod used ice bolts as projectiles. How was that possible, given that those projectiles are actually restricted by the exe?
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 30, 2022 09:18 PM
Edited by NimoStar at 21:19, 30 Apr 2022.

Well, as you might remember, Sindarin were basically elves.

So all I had to do is change the graphic of the elf projectile.

Since Air Elementals don't normally have a projectile, there is no graphic to change.

Ultimate also has a sindar-like unit in the form of the Forest Wardens that replace the Waspwrts, and they use a similar mechanism.
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NimoStar
NimoStar


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Legendary Hero
Modding the Unmoddable
posted May 01, 2022 01:42 PM
Edited by NimoStar at 13:45, 01 May 2022.

V* Changed to Gloom Sorceress from Toxic Sorceress.
Explanation: Toxic Sorceress used a color scheme and ability kinda unfitting for Order (poisoning), which was already being used on numerous other creatures (Rogue, Hydra, Zombie, Frostwight...)
Now uses Hypnotize instead, which is only used by Succubi and Mermaid. Gloom Sorceress due to high movement and teleport and attack and return could hypnotize from anywhere, making it more unique.
Recolored to blue. Changed adventure map stand with fidgeting.
[The other alternative was Freezing Attack, but since Genies are also an order spellcaster which now freezes on melee, I deemed this less unique in context.]
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NimoStar
NimoStar


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Legendary Hero
Modding the Unmoddable
posted May 06, 2022 04:09 PM

Oy vey, I lose rank points. People, help me out here, make comments

Here you can see some of the H4 ULTIMATE modding creature balance process:

Quote:
Elemental stacks fight results:

Air Elementals VS Fire Elementals
* Air Elementals WIN in all cases.
+ 1.00
Air Elementals VS Earth Elementals
* Air Elementals LOSE if they are AI, but a human player will have Air WINning easily due to ranged and escape ability.
+ 0.50
Air Elementals VS Water Elementals
* Air Elementals LOSE in all cases.
- 1.00
Total balance:
+ 0.50
Notes: High speed to escape means high usability against everything but magic damagers and stronger archers.

Fire Elementals VS Air Elementals
* LOSE; - 1.00
Fire Elementals VS Earth Elementals
* WIN most of the time, but Earth could win if they don't split or if they carefully avoid breath attack.
+ 0.50
Fire Elementals VS Water Elementals
* LOSE in all cases.
- 1.00
Total balance:
- 1.50
Notes: Fire Elementals may actually be the weakest ones, since nothing "nerfs" them Vs other elementals yet they still perform mediocrely to bad. It should be noted that both range and magic counters them while in melee they are a match for Earth while being 93% faster, but considering they are immune to Stone Gaze while Earth still takes 50% damage from Fire Shield, this isn't that much of a compliment.

Earth Elementals VS Air Elementals
* LOSE vs human players; - 0.50
Earth Elementals VS Fire Elementals
* LOSE most of the time considering Fire Breath; - 0.50
Earth Elementals VS Water Elementals
* WIN unless water; + 0.75
Total balance:
- 0.25
Notes: Considering other elementals are immune to Stone Gaze, the growth-enhanced Earth Elementals perform just fine. Nobody can defeat Water Elementals on water and both other elementals actually lose outside of water too, so Earth is fine if we consider that and the only (partial) "counter" to them amongst the elementals, disregarding Ice Demons.

Water Elementals VS Air Elementals
* WIN all cases; +1.00
Water Elementals VS Fire Elementals
* WIN all cases; +1.00
Water Elementals VS Earth Elementals
* LOSE unless on water; -0.75
Total balance:
+ 1.25
Notes: It must be noted that Water Elementals still inflict near 70% losses on Earth Elementals even on land. Nothing can defeat Water Elementals on shipboard (water) fights due to their bonuses.

BONUS Ice Demons
Ice Demons VS Air Elementals
* LOSE in all cases
- 1.00
Ice Demons VS Fire Elementals
* WIN
+ 1.00
Ice Demons VS Earth Elementals
* LOSE in all cases
- 1.00
Ice Demons VS Water Elementals
* WIN for the Demons on land, Ice Bolt immunity is key here, though the Demons still have a tough fight.
+ 0.75
Notes: These scores aren't counted on the other elementals since Ice Demons have another faction and are stronger and more expensive per-unit.
Total balance:
- 0.25
Ice Demons are balanced save for Water Elementals on ships. The weakness of Fire Elementals is once again evident, though again they are faster than Ice Demons (+55%).

V* Fire Elemental +4 HP, +1 Min DMG

V* Power of Elemental summons was slightly adjusted.


It is clear original H4 makers didn't think a lot of balance since Water Elementals were absolutely OP, easily beating all other elementals on equal growth, and even many earnest level 3 creatures, as well as having much higher support value than other elementals due to casting weakness, quicksand and fatigue.
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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted May 06, 2022 06:54 PM
Edited by Unknown_dark_g at 19:07, 06 May 2022.

NimoStar said:


Air Elementals VS Fire Elementals
* Air Elementals WIN in all cases.
+ 1.00
Air Elementals VS Earth Elementals
* Air Elementals LOSE if they are AI, but a human player will have Air WINning easily due to ranged and escape ability.
+ 0.50
Air Elementals VS Water Elementals
* Air Elementals LOSE in all cases.
- 1.00
Total balance:
+ 0.50
Notes: High speed to escape means high usability against everything but magic damagers and stronger archers.

Fire Elementals VS Air Elementals
* LOSE; - 1.00
Fire Elementals VS Earth Elementals
* WIN most of the time, but Earth could win if they don't split or if they carefully avoid breath attack.
+ 0.50
Fire Elementals VS Water Elementals
* LOSE in all cases.
- 1.00
Total balance:
- 1.50
Notes: Fire Elementals may actually be the weakest ones, since nothing "nerfs" them Vs other elementals yet they still perform mediocrely to bad. It should be noted that both range and magic counters them while in melee they are a match for Earth while being 93% faster, but considering they are immune to Stone Gaze while Earth still takes 50% damage from Fire Shield, this isn't that much of a compliment.

Earth Elementals VS Air Elementals
* LOSE vs human players; - 0.50
Earth Elementals VS Fire Elementals
* LOSE most of the time considering Fire Breath; - 0.50
Earth Elementals VS Water Elementals
* WIN unless water; + 0.75
Total balance:
- 0.25
Notes: Considering other elementals are immune to Stone Gaze, the growth-enhanced Earth Elementals perform just fine. Nobody can defeat Water Elementals on water and both other elementals actually lose outside of water too, so Earth is fine if we consider that and the only (partial) "counter" to them amongst the elementals, disregarding Ice Demons.

Water Elementals VS Air Elementals
* WIN all cases; +1.00
Water Elementals VS Fire Elementals
* WIN all cases; +1.00
Water Elementals VS Earth Elementals
* LOSE unless on water; -0.75
Total balance:
+ 1.25
Notes: It must be noted that Water Elementals still inflict near 70% losses on Earth Elementals even on land. Nothing can defeat Water Elementals on shipboard (water) fights due to their bonuses.

BONUS Ice Demons
Ice Demons VS Air Elementals
* LOSE in all cases
- 1.00
Ice Demons VS Fire Elementals
* WIN
+ 1.00
Ice Demons VS Earth Elementals
* LOSE in all cases
- 1.00
Ice Demons VS Water Elementals
* WIN for the Demons on land, Ice Bolt immunity is key here, though the Demons still have a tough fight.
+ 0.75
Notes: These scores aren't counted on the other elementals since Ice Demons have another faction and are stronger and more expensive per-unit.
Total balance:
- 0.25
Ice Demons are balanced save for Water Elementals on ships. The weakness of Fire Elementals is once again evident, though again they are faster than Ice Demons (+55%).

V* Fire Elemental +4 HP, +1 Min DMG

V* Power of Elemental summons was slightly adjusted.


It is clear original H4 makers didn't think a lot of balance since Water Elementals were absolutely OP, easily beating all other elementals on equal growth, and even many earnest level 3 creatures, as well as having much higher support value than other elementals due to casting weakness, quicksand and fatigue.


Keep in mind though, that tactics or artifacts like warlord's rings are least effective on waterelementals.
Still I agree that waters are the op elementals.
They are maybe not perfect against earths in a direct fight however they have the best hardcounter spell against earths: Quicksand. That is why in many battles a druid would summon waters against earths.
I guess of all creatureportal creatures I just prefer good old mantises because theyre so fast.
You might actually consider giving fires the flight ability like in H3 or the fire shield like in H5 and H6.

You might also think about giving each elemental spells based on the element:
earths gain stoneskin and quicksand.
Fires have firebolt and fire-resistance.
Waters Ice-bolt, Ice-ring, fatigue and weakness.
Airs get flight, blurr and that spell where a hand appears that moves units.
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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


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Legendary Hero
Modding the Unmoddable
posted May 06, 2022 08:08 PM
Edited by NimoStar at 20:10, 06 May 2022.

It's true that things such as +% melee attack doesn't benefit Water Elementals that much. But on the other hand, they do have some minor benefits such as the artifacts that negate magic resistance (Ring of Lesser and Greater Vulnerability). The Weakness also takes into account enemy bonuses to attack. But I agree that other elementals could be more benefitted, on average, from artifacts... yet there is also another caveat. Little to no artifact provide your creatures with resistance. So even if shield upgrades your creatures +30% defense, Water Elemental Ice Bolt will just ignore that.

I did make elementals immune to Fatigue and made Earth Elementals fly, so they are not so weak. Now they do counter Water Elementals on land (though with 70% losses), like their 50% magic resistance ability insinuates they should.

Earth Elementals still get completely destroyed by Air, tho.

Quote:
You might actually consider giving fires the flight ability like in H3 or the fire shield like in H5 and H6.



I did give them Fire Shield and Breath Attack

However they are a melee unit (like H3) in my mod.

Quote:
You might also think about giving each elemental spells based on the element:
earths gain stoneskin and quicksand.
Fires have firebolt and fire-resistance.
Waters Ice-bolt, Ice-ring, fatigue and weakness.
Airs get flight, blurr and that spell where a hand appears that moves units.


I did that in Greatest Mod (you can check out there the spellcasting of Earth Elementals https://www.moddb.com/mods/greatest-mod), but since it was dependent on an Equilibris piece of code, and creature ability plugin for H4 API is not compatible with Equilibris, I cannot currently do such changes in Ultimate.

* * *

However, if nobody does more H4 plugins with the system, I may opt to just edit Equi 3.51 code and put Ultimate "all up to four creature abilities" into that with a relatively simple hex jumping system (wherein, in theory, I can substitue the exe's whole creature ability table with one of my own put into a blank space, with 4 slots pre-implemented in every creature). The greatest disadvantage in this approach are twofold:
1- If someday more plugins are developed, they will still be incompatible.
2- Many antivirus give false positive on equilibris dll since they are a literal hack of the game's assembly code.
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BrucknerHun
BrucknerHun


Hired Hero
posted May 07, 2022 08:00 AM
Edited by BrucknerHun at 08:09, 07 May 2022.

However, if nobody does more H4 plugins with the system, I may opt to just edit Equi 3.51 code and put Ultimate "all up to four creature abilities" into that with a relatively simple hex jumping system (wherein, in theory, I can substitue the exe's whole creature ability table with one of my own put into a blank space, with 4 slots pre-implemented in every creature). The greatest disadvantage in this approach are twofold:
1- If someday more plugins are developed, they will still be incompatible.
2- Many antivirus give false positive on equilibris dll since they are a literal hack of the game's assembly code.


Wow, so do you think, it is possible for the Ultimate mod  to move back to Equi system, and enable all previously mentioned Equi features,artifacts, and even adding new castles/creatures to the pool!

OMG!

Then the sky would be the limit!


PS: I know the disadvantage you have mentioned, but I know this isnt a virus LOL

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 08, 2022 12:31 AM
Edited by NimoStar at 00:42, 08 May 2022.

Quote:
and enable all previously mentioned Equi features,artifacts,


At least the ones in 3.51 as further versions are less stable, but still having the map objects as it does now

Quote:
and even adding new castles/creatures to the pool!


Well, we (as in all H4 modders) don't have the technical capability of doing that just yet

Quote:
PS: I know the disadvantage you have mentioned, but I know this isnt a virus LOL


Yes, you know, but when I distributed Greaest Mod based on equi dll system, I got called a scammer/virus distributor/hacker in the comments due to the false positives, so that damages not only user experience but also my reputation :/ false positives can be ignored by me and people who know equi, but would not be ignored by the public at large, especially new people. Which is the only reason I'm not moving back to equi given the sad lack of interest in developing H4 plugins.

I do think equi system has advantages (besides the three artifacts, which are very minor) such as the leveling system improvements (I'm ambivalent on the skill menues on the other hand) and, as discussed, the ability to add more spells to creatures (and have them progress according to number), which for me would be the biggest plus by far. But the disavantages aren't trivial enough to just ignore.

Additionally, adding spells to more creatures (up to 14 if I remember correctly) would require yet a whole new creature rebalance pass, which is something I would rather not undertake without publishing the current version. So at least, V7 would be built with default H4 engine + API. And then I would like to see someone developing more plugins...
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BrucknerHun
BrucknerHun


Hired Hero
posted May 26, 2022 11:32 AM
Edited by BrucknerHun at 11:35, 26 May 2022.

Ok, I am back, I am back!!

Soo lets start over, I have good news! First, one of my modding friends, called Xuxo, is eager to help with anything by modding, and also to play  and try out this mod. (especially with the graphical state of the game)

He is in our DC server now, pls contact him, if you have a time!

I totally agree with, that you have problem with false positives, and this is really bad for your reputation.

Okey, soo I am currently finishing the GAthering Storm Campaign, and I have full of positive vibes right here, no bugs found there (all campaigns are able to complete, but hard as hell- this is an especially good sign)

But right nwo, we have plenty of original bugs present in the game:

Such as:


1. All Ward Shields and breastplate are not working, they are giving wards to the creatures, but when they move, they lost their wards forever- applies for any ward related artifact. (almost totally useless)- This is fixed in Equi


2. It seems every moved spell, ability cancels the immunity: eg: Titans still can be affected by lighting and berserker spell (even thought they have lighting immunity and berserker)

3. Most of the chaos magic spells are not affected by luck by any means!


And what features, I would like to see in the Ultimate mod: (I know, that some of them is currently impossible)

1. Experience popup after battle

2. Necromancy and Sumoning got new menu??? (this isnt necessary I think, but this is up to personal taste, it makes necromancy and summoning a bit too easy)

3. AI attempts to choose battle formation depending on player's army


4. On higher difficulty setting AI heroes start battles with immortality potion cast on them.

5. Charm and diplomacy change as like in Equi.

6. When 2 stacks of same units with different movement bonuses combine into 1 stack, movement bonuses do not disappear. The resulting stack now has the average movement bonus. This rule applies to resurrected and summoned creatures too (they are treated as new creatures without any movement bonuses).

Sooo I know, that they are currently impossible to implement, whitout actually making exe hacks, etc..


But I think, we need the most:

1. A full overhaul to the Advanced Classes Table!!

I am not saying, that every advanced class is useless (except a few one), but we have buff all of them significantly!

Yes, right now the only ones, that are useful, are Archmage (+20% to all spells), Quildmaster and maybe wizard all the others are baaad.





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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 26, 2022 10:46 PM
Edited by NimoStar at 22:05, 28 May 2022.

Quote:

3. AI attempts to choose battle formation depending on player's army



This cannot be done but I want to stress that currently Ultimate creatures match the number of player's stacks unlike Equilibris creatures that always split to three no matter what.

If I use this equi base in V8 for "experience popup" and "necro and sumonning menues" (I actually don't like them, as they are off-game GUI menues and that breaks immersion for me) there will be the "always splits into three" which is worse IMO (battles with three stacks with only one yours tend to be easier due to retaliations and area damage). However I do like some of equi features such as generally the better levelup and the scaling of Summoning, more spells for Ogre Magi (which would allow to restore Bloodlust and end incompatibilities with maps that give Bloodfrenzy as an event spell)

In any case, V7 is 95% done and there won't be great changes in it any more, and it won't be "equified".

The newest changes are some artifact rebalances as some of the default descriptions were wrong, and thus some artifacts were overvalued (Angel's Blade only gives +50% damage to undead to your own hero, not to all creatures, for example - otherwise is a normal longsword, and as such should only be Minor, not Major (plus this extra damage doesn0t apply to magic). There is only six undead creatures in the game and not even all of Death is undead since it includes demons and dark knights - which are not undead in my mod, but there is frostwrights as neutral undeads to compensate, and ability to raise zombies.)

Basically, V7 is packed and only awaiting upload.
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tqFan
tqFan

Tavern Dweller
posted May 28, 2022 02:32 PM
Edited by tqFan at 14:34, 28 May 2022.

NimoStar said:
Basically, V7 is packed and only awaiting upload.


Thanks for the mod. H4 is my favorite in the series.
I remember using DXWnd and forcing single core usage
last time I played (with Equilibris). Not needed now.

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BrucknerHun
BrucknerHun


Hired Hero
posted June 08, 2022 06:37 PM

I am here, and waiting for your newest mod update to try it out!

1. First I have great news, you should visit our DC server more often, because one of our players made a polish translation for the remastered campaign, and he would like to include this translation for the future updates, if possible!

2. Secondly, I am in the end of the last Campaign with the Gathering Storm expansion (remastered of course).  Congratulations, you've done a really good job and the campaign maps are really cool. They are really really hard and I just had fun playing through them. Although, we did find a bug or two, but you can find that under bugreports...

Looking forward to the new update!

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