Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Enhancement Mod
Thread: Heroes 4 Enhancement Mod This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Albyx
Albyx


Known Hero
posted July 20, 2022 08:39 AM bonus applied by Galaad on 01 Aug 2022.
Edited by Albyx at 12:52, 15 Jun 2023.

Heroes 4 Enhancement Mod

Enhancement Mod 1.2 includes the latest advancements in modding of Heroes 4. I'm sure it will bring something to every Heroes 4 player, even if they don't want to change balance of the game they know. This mod doesn't enforce its changes, players can choose what parts of it to use.

H4EM introduces:
1. Town conversion by heroes with Grandmaster Nobility skill.
2. New buildings for Might, Nature, Chaos, Order and Death.
3. New creature abilities.
4. Some advanced classes reworks, like Warlord, Guildmaster etc.
5. AI improvements, configured using H4EMAI v0.3.
6. Plugin manager for RoseKavaliers' Modding System.
and more!


This mod doesn't completely reimagine Heroes 4, it builds on original game ideas and mechanics, enhancing them. It's more PvE oriented, but it also takes some changes from Equilibris, for example mass spells for creature spellcasters.

H4EM update 1.2 short overview article:
Read article
Mod is available at ModDB.com:
Download H4EM

Link to H4EM discord server:
https://discord.gg/Vprwaq8pXQ




Plugin management:
H4EM 1.2 comes with Plugin Manager for H4 Modding System. With its help you can combine various plugins and choose which combination to run. H4EM itself is divided into multiple plugins which might be useful not only for this mod enjoyers but for all Heroes 4 players.

Plugins preinstalled with H4EM 1.2:
1. TurnOrderMod. Hold Shift or toggle Caps Lock to see order of turns in combat.
2. H4EM FixPack. It includes only bugfixes and minor changes, if you want to play original Heroes 4 but improved you should, no, you must use this!
3. H4EMAI. Improves AI and gives it some bonuses. It uses configurable "difficulty profile" system so you always can correct AI if you think it's too strong or too weak.
4. EnhancedAdvObjectPack. It includes new adventure objects added in EM 1.2 as well as objects from Equilibris 3.55 and H4ObjectPack. Turning this plugin on will make your game compatible with most maps made for Equilibris even if you are playing original version of the game!

H4EM 1.2.0 FULL CHANGELOG

--- AI changes ---
- AI now hires creatures from creature portal.
- AI now uses immortality potions with heroes.
- AI orientates better around the map.


--- Interface changes ---
- Movement values displayed in combat changed to represent how many tiles (instead of rounded down "yards") creature can pass.

--- Skills ---
Tactics:
- Combat movement bonus (value is given in tiles) 3/4.5/6/7.5/9 -> 4/5/6/8/10.

Nobility:
- Grandmaster Nobility allows to build twice a turn in the governed town.
- Grandmaster Nobility allows to REBUILD governed town to the faction of the lord:
Cost: gold 15000, wood 30, ore 30, crystal 10, sulfur 10, mercury 10, gems 10.
Almost all buildings are demolished. Unhired creatures in dwellings and creature portal are gone. Spells in magic guild are reset.
! Town screen pictures refresh only after you exit the town and enter it again.

Necromancy:
- Master Necromancy: requires Advanced Death Magic -> requires Expert Death Magic.
- Grandmaster Necromancy: requires Expert Death Magic -> requires Master Death Magic.

Sorcery:
- Spell damage bonus 20/40/60/80/100 % -> 30/60/90/120/150 %.
- Master Sorcery: requires Advanced Chaos Magic -> requires Expert Chaos Magic.
- Grandmaster Sorcery: requires Expert Chaos Magic -> requires Master Chaos Magic.

Summoning:
- Summoned experience 10/20/30/40/50 -> 15/30/45/60/80.

--- Advanced Classes ---
- Ranger: Saves up to 15 movement points for the army after retreating from combat.
- Dark Lord: Evil transformer in town governed by this hero transforms level 1 creatures into skeletons in 1 to 1 ratio.
- Warlord: Attack bonus removed. +50% growth of level 1 creatures in governed town.
- Guildmaster: Stun bonus removed. +50% growth of level 2 creatures in governed town.
- Ninja: Poison bonus removed. Casts random harmful spell on attack.
- Seer: Vision bonus +2 -> +3.
- Prophet: Spiritual armor bonus removed. When casting healing spell on creature, use 25% of excess healing to resurrect dead creatures.
- Beast Lord: now also learns "Summon white tiger" spell. "Summon white tiger" doesn't require Advanced Nature Magic to be used by Beast Lord.
- Shadow Mage: Blur bonus removed. Now evades first hit in battle.
- Witch King: now also gives allies +1 defense for every positive effect on them.
- Reaver: Bloodlust bonus removed. Gives enemies -1 defense for every negative effect on them.
- Pyromancer: Fire shield bonus removed. Learns Summon Fire elementals spell and can cast it without knowledge of Nature magic
(without Expert Chaos or Expert Nature magic skill summoned elementals count is reduced by 50%).


--- Artifacts ---
- Cloak of Distraction: Old useless bonus removed. Gives +1 to Stealth skill (does nothing if hero has GM Stealth).
- Added artifacts from Equilibris 3.55.

--- Creature abilities ---
- Block: creature has 40% to block a hit. It will block at least once every 3 hits, but can't block 3 times in a row (something similar to H5 ghosts).
- Acid: renamed to Corruption because of change in Acid spell name and effect.
- Poison: if effect of poison applied by this attack is stronger than effect on already poisoned target, stronger poison is applied.

- New ability: Positive Morale. This creature's morale can't get lower than +2. It is also immune to Sorrow and Despair spells.
- New ability: Corruption. This creature's attack reduces target HP by 25% and applied healing or resurrecting effects by 75%.
- New ability: Tactical retreat. This creature can retreat from battlefield together with your heroes or on their own.
- New ability: Gate Destroyer. This creature deals full damage to the castle gates.
- New ability: Terrain walk. Creature ignores terrain penalties in combat (including quicksand).
- New ability: Strikes and shoots twice.
- New ability: Invulnerable. Creature resurrects loses at the start of it's turn (power of resurrection = 10% of current stack HP).


--- All towns ---
Creatures:
- Spellcaster creatures can cast mass versions of spells if there are more than 5 weekly growths of them.

Buildings:
- Town hall: wood 10 -> 5, ore 10 -> 5.
- City hall: instead of 5 crystals and 5 gems now requires 5 faction resources.
- Citadel: gold 7500 -> 3000, wood 10 -> 5, ore 10 -> 5.
- Castle: gold 7500 -> 4500, wood 10, ore 10.
- Caravan: gold 4000 -> 3000, wood 10, ore 0 -> 2.
- Magic guild: faction resource cost doubled.
- Libraries: faction resource cost doubled.


--- Life ---
Creatures:
- Crossbowman: movement 18 -> 20, shots 10 -> 15.
- Squire: movement 18 -> 20, growth 21 -> 24.
- Pikeman: defense 14 -> 16, movement 18 -> 20.
- Ballista: defense 16 -> 14, movement 8 -> 11, cost 190 -> 195. Gets "Giant Slayer" ability.
- Crusader: hp 65 -> 75, movement 18 -> 20, growth 5 -> 6.
- Monk: movement 18 -> 20, cost 550 -> 600, loses "Death ward" ability. Can cast "Death ward" and "Chaos ward".
- Champion: movement 30 -> 34, speed 6 -> 7.

Buildings:
- Guardhouse: Doesn't require Tavern.
- Stables: gold 2750 -> 2500, wood 10 -> 12.


--- Order ---
Creatures:
- Dwarf: attack 11 -> 10, defense 11 -> 14.
- Halfling: shots 10 -> 15.
- Mage: spell power 24 -> 32, mana 16 -> 18, movement 18 -> 20, cost 160 -> 170. Gets "Precision" spell.
- Gold golem: damage 8-12 -> 10-12, movement 18 -> 20, cost 240 -> 250.
- Genie: defense 18 -> 16, movement 30 -> 28, spell power 45 -> 38, growth 6 -> 5, cost 550 -> 700, exp 105 -> 120.
- Naga: movement 20 -> 28, exp 157 -> 175, gets "Three headed attack" ability.
- Dragon golem: damage 36-55 -> 42-55, movement 36 -> 38. Gets "Terrain walk" ability.

Buildings:
- NEW BUILDING Order Library:
Adds 1 extra order spell on every level of magic guild,
Requires level 1 magic guild,
Cost: gold 2500, wood 2, ore 2, gems 4.

- Golem factory: gold 3000, ore 6 -> 8.
- Mage tower: requires Order Library.
- Golden pavilion: gold 6250 -> 6500, crystal 4 -> 6, doesn't require Treasury.
- Altar of wishes: crystal 0 -> 6.
- Dragon factory: gold 14000, ore 30 -> 26, crystal 4 -> 3, sulfur 4 -> 3, mercury 4 -> 3, gems 4 -> 3.
- Treasury: gold 6000 -> 1500, wood 5 -> 2, ore 10 -> 2, crystal 0 -> 1, sulfur 0 -> 1, mercury 0 -> 1, gems 0 -> 1.


--- Death ---
Creatures:
- Imp: damage 1-2 -> 1-3, defense 10 -> 9.
- Skeleton: hp 8 -> 10, movement 18 -> 20.
- Cerberus: damage 4-6 -> 4-8, movement 22 -> 26, speed 6 -> 7.
- Ghost: damage 2-4 -> 2-5, exp 33 -> 35.
- Vampire: attack 30 -> 25, defense 30 -> 25, movement 38 -> 36, exp 205 -> 260.
- Venom spawn: attack 26 -> 24, movement 18 -> 24, now is immune to "Poison" spell. Gets "Corruption" ability.
- Devil: damage 34-50 -> 35-60, experience 614 -> 621.

- Zombie: gets "Invulnerable" ability.
- Mummy: hp 30 -> 40, movement 18 -> 20, exp 39 -> 32.
- Ice demon: movement 18 -> 20.
- Dark champion: exp 1000 -> 900.

Buildings:
- NEW BUILDING Phylactery Forge:
Grants visiting heroes Immortality,
Requires Armory,
Cost: 6000 gold, 10 ore, 10 sulfur.

- Kennels: sulfur 1 -> 2.
- Barrow mound: gold 3250, crystal 3 -> 4.
- Mansion: gold 6250 -> 6500, wood 8 -> 10, crystal 8 -> 12, doesn't require Tavern.
- Dragon graveyard: also requires Magic guild level 2.
- Temple of the damned: also requires Magic guild level 2.

- Undead transformer:
Renamed to Evil transformer. Now transforms creatures into undead or demons:
1. Level 1-2 - transform into skeletons,
2. Level 3 - transform into ghosts or cerberi (depends on level 2 dwelling in this town),
3. Level 4 - transform into vampires or venom spawns (depends on level 3 dwelling in this town).
4. If there is no dwelling, transform into undead.
5. Dragons still transform into bone dragons.


--- Chaos ---
Creatures:
- Orc: hp 12 -> 14, damage 1-3 -> 2-3, movement 18 -> 22, gets "Ranged Stun" ability.
- Minotaur: attack 16 -> 19, defense 15 -> 18, movement 18 -> 22, growth 6 -> 7, cost 230 -> 210, gets "Positive morale" ability.
- Medusa: movement 18 -> 20.
- Efreet: cost 850 -> 800.
- Nightmare: mana 6 -> 10.
- Hydra: movement 22 -> 28.


- Troglodyte: hp 14 -> 15, damage 2-3 -> 2-4, attack 11 -> 12, movement 18 -> 20.
- Evil eye: movement 18 -> 20.
- Troll: hp 45 -> 50, attack 16 -> 14, defense 15 -> 20.
- Pirate: attack 11 -> 12, defense 9 -> 8, movement 18 -> 20.
- Goblin knight: exp 157 -> 180.

Buildings:
- NEW BUILDING Cave lair:
Allows to recruit Trolls, Evil Eyes and Troglodytes for free (works like weaker creature portal but creatures cost 0 gold),
Requires Den of Thieves or Orc Towers,
Cost: gold 4000, ore 8, crystal 2.

- Statuary garden: mercury 0 -> 1.
- Labytinth: requires Thieves gauntlet -> Requires Battle academy.
- Black wood: wood 14 -> 12, mercury 5 -> 6.
- Hydra pond: wood 16 -> 12.
- Dragon cave: also requires Magic guild level 2.
- Thieves gauntlet: replaced with Cave lair.


--- Nature ---
Creatures:
- Sprite: exp 7 -> 8.
- Wolf: movement 22 -> 26, growth 15 -> 18, exp 11 -> 9.
- Elf: damage 3-4 -> 3-5, movement 18 -> 24, speed 6 -> 7, shots 24 -> 36.
- White tiger: damage 6-8 -> 6-10, attack 19 -> 20, defense 19 -> 20.
- Griffin: attack 19 -> 20, defense 19 -> 20, cost 800 -> 760.
- Unicorn: hp 80 -> 85, speed 6 -> 7.
- Faerie dragon: exp 612 -> 621.


- Leprechaun: movement 18 -> 20.
- Air elemental: exp 74 -> 77, gets "ignore first strike" ability.
- Earth elemental: damage 9-14 -> 10-15, hp 50 -> 60, exp 77 -> 74. Gets "stone skin" ability.
- Water elemental: hp 38 -> 30, speed 5 -> 3, movement 18 -> 20, exp 73 -> 77.
- Fire elemental: movement 20 -> 24.
- Waspwort: movement 8 -> 12.
- Gargantuan: damage 28-40 -> 16-28, attack 32 -> 26, defense 32 -> 26, speed 4 -> 3, shots 16 -> 10, exp 800 -> 614,
cost 2 crystals -> 2 mercury. Gets "Two melee attacks" in addition to "Shoots twice" (United in one "Strikes and shoots twice" ability).


Buildings:
- NEW BUILDING Adventurer's Guild:
Allows to hire Order and Death heroes in the tavern,
Requires Tavern,
Cost: gold 1000, wood 15.

- Unicorn glade: gold 6500 -> 6250.
- Blacksmith: gold 3500 -> 3000, wood 20 -> 10, ore 0 -> 4.
- Creature portal: Gargantuans are available (1.1 per week).
- Sacred grove: wood 4 -> 0, crystal 1 -> 3, gems 0 -> 3, mana +3 -> +12.


--- Might ---
Creatures:
- Centaur: growth 9 -> 10, cost 40 -> 35.
- Harpie: attack 16 -> 17, growth 8 -> 9, cost 110 -> 95.
- Nomad: attack 16 -> 18, defense 13 -> 14, gets "Can retreat from combat" ability.
- Cyclop: attack 30 -> 28, shots 8 -> 7.
- Ogre mage: attack 18 -> 20, defense 16 -> 18, movement 18 -> 24, mana 6 -> 8, exp 101 -> 120, gets "Sparks", "Speed" and "Snake strike" spells.
- Behemoth: movement 22 -> 28, gets "Gate destroyer" ability.
- Gnasher: gets "Charge" ability.

Buildings:
- NEW BUILDING War Institute:
University with Tactics, Combat, Scouting and Nobility skills,
Requires Fort,
Cost: gold 4500, wood 5, ore 5, crystal 1, sulfur 1, mercury 1, gems 1.

- Ogre fort: Doesn't require Tavern.
- Cyclops cave: ore 4 -> 6.
- Arena: wood 0 -> 3, ore 6 -> 3.
- Blacksmith: gold 5000 -> 3000, wood 12 -> 8, ore 12 -> 8.
- Breeding pit: wood 10 -> 15, ore 30 -> 25.


--- Spells ---
Life magic:
- Retribution: level 2 -> 1, now gets bonus damage from Sorcery.

Order magic:
- Town gate: level 3 -> 5.

Chaos magic:
- Fire aura: now gets bonus damage from Sorcery.
- Armageddon: damage 40 -> 80, damage increase per level 4 -> 8. Now is a fire spell.
- Acid: now reduces max HP by 25% and received healing or resurrection by 75%. Renamed to "Corruption".

Nature magic:
- Summoning creatures to existing stack also restores shots.
- All summoning level 1 spells: increase per level 3 -> 4.
- Quicksand: length 20 -> 15.
- Summon imps: summoned imps can't be dispelled like illusions.

- New spell: Summon gargantuans (level 5).


--- Adventure Movement ---
- Adventure movement formula changed. It's "20 + 0.25 * base_movement" instead of "12 + 0.44 * base_movement".

--- Optional changes (turned off by default) ---
- Undead transformer transforms creatures 1 to 1 (without exp restriction). For example, 1 imp turns into 1 skeleton.
- Dwellings of the same level can be built in one town without restrictions.


--- Fixes ---
- Fixed incorrectly rounded attack and defense stats on creature recruitment screen.
- Fixed ranged attack value shown for non-ranged creatures in "Buy all creatures" screen (now displays 'N/A').
- Fixed "Buy all creatures" screen crash if 6 types of creatures can be purchased in non-nature town.
- Fixed descriptions of "Greatsword", "Dragonscale Shield", "Logbook of the Master Sailor" artifacts.
- Rephrased descriptions of "Demonary" and "Ring of the Elementals" artifacts to represent additive nature of their bonuses.
- Changed descriptions of spells and artifacts to represent area or movement effects in tiles instead of yards.
- Fixed effects of Dragonscale Shield and all warding shields disappearing after movement of creatures.
- Fixed crash when Nomad Blackbow, Horned Bow or one of GTS artifacts are generated on the map.

- Fixed free cast of "Armageddon" spell.
- Fixed "Armageddon" spell not triggering "Spell shackles" and "Mana leech" effects.
- Fixed "First strike" spells so they can't be applied on creatures with "First strike" ability.
- Fixed "Weakness" ability not working on Undead, Elemental or Mechanical enemies, although "Weakness" spell can be cast on them.
- Fixed collecting stat-boosting gems with dead hero.

--- H4EM Campaign Editor ---
- Added options to build/block new buildings added in mod.
- Added an option to block town conversion in specific town by ticking or blocking "Convert Town" in "Buildings" tab (blocking recommended).
- Added "Skills" tab for Might town to choose skills available in War Institute.

- New adventure object: Diamond of Purity. Allows to redistribute all skill points of hero who picks this gem.
- New adventure object: Onyx of Change. Allows to redistribute all skill points of hero who picks this gem, but hero retains basic levels of primary skills.
- New adventure object: Phylactery Forge. Grants visiting heroes Immortality.
- New adventure object: Fountain of Venom. Grants visiting heroes Poison Attack for one battle.
- New adventure object: Fountain of Bless. Grants visiting heroes Bless for one battle.
- New adventure object: Sparkling Fountain. Reduces cost of visiting heroes spells by 2 for one battle.

- Added support of H4 Object Package by Karmakeld.
- Added support of all Equilibris 3.55 adventure objects by Equilibris team, including artifacts.

- Added possibility to give heroes all unteachable spells (Terror, Choking gas, demon summoning spells etc).
Note: Adding this spells to magic shrines or guilds doesn't work, they are available only as starting spells or with scripts

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 22, 2022 07:08 AM

I will never get tired of telling people that genies and life are already pretty OP genies don't need any more help...

But, good work with the coding.

I see you also made a way to make Undead and Demons in death more symmetric with the transformer. I did some similar adjustements on my own to make demons appear more (for example making succubi the GM necromancy creature instead of vampires, and enabling all demon summons)
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted July 22, 2022 07:58 AM
Edited by Albyx at 08:04, 22 Jul 2022.

NimoStar said:
I will never get tired of telling people that genies and life are already pretty OP genies don't need any more help...


Yes, life and order are OP, but their strength is in OP magic.
Buff of ballista will have no effect on OP part of life. Monks... maybe New champions still require a ton of investments, and they are still dying a lot while clearing the map. To have early champs, you must stop getting magic guild, and it means you'll get to the most OP life part, for example regeneration, later.

Genies didn't really get buffed, if you think about it. It's just for convenience. If your hero learns death magic, you don't have to build useless life library, you can build death one instead.

P.S: life got huge nerf with max attack/defense bonus changed in Equilibris++. It means that all small creatures in fact deat x2 damage than before.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 22, 2022 08:10 AM

Quote:
Genies didn't really get buffed, if you think about it. It's just for convenience. If your hero learns death magic, you don't have to build useless life library, you can build death one instead.


Still a sort of buff.

Genies require life for a reason.

Genies use Life magic spells (IE Mirth, Song of Peace) and no death magic spells so for "lore" reasons they require Life library.

anyways, my greatest concern is already genies being buffed by equilibris... specifically the mass spells, when there were already arguably best creature; equi++ with defense/atk change is also indirect buff to magic over might.
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted July 22, 2022 08:51 AM
Edited by Albyx at 09:01, 22 Jul 2022.

NimoStar said:
Quote:
Genies didn't really get buffed, if you think about it. It's just for convenience. If your hero learns death magic, you don't have to build useless life library, you can build death one instead.


Still a sort of buff.

Genies require life for a reason.

Genies use Life magic spells (IE Mirth, Song of Peace) and no death magic spells so for "lore" reasons they require Life library.

anyways, my greatest concern is already genies being buffed by equilibris... specifically the mass spells, when there were already arguably best creature; equi++ with defense/atk change is also indirect buff to magic over might.


In equilibris they also made nagas require nothing. I think choise between nagas and genies isn't no-brainer, but maybe I should return golden pavilion to its' previous state.

In Equi++ magic resistance also grows faster, H4Zer0 tried to balance it. Also attack/defense change make casters weaker against lvl 1 and 2 creatures, because they get more damage.

I should think about reversing order level 3 changes. I'd like to get more such feedback on my changes (I hope you tried Enhancement Mod, not just looked in changelogs )

Edit: I made some calculations. Equi++ atk/def change doesn't affect creatures at all. It works if attacker has 9 attack and defender 90 defense etc. It's not even a nerf to combat skill.

It means all our previous statements about life getting a nerf and casters getting a buff are just not true

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted July 22, 2022 11:16 AM
Edited by Albyx at 21:42, 22 Jul 2022.

Thought about Genies a bit...

In Enhancement Mod magic guild and libraries have their cost increased. It means that genies are more expensive to build (if we assume lvl 1 mage guild is prebuilt, they cost +2 wood and +2 ore. If town is empty, they cost +3 wood and ore, + 1 sulfur, +1 gem compared to equilibris).

It also means level 2 in order is a bit more expensive if there is no magic guild in town.
So making it possible to choose which library to build compensates that cost increase and slower start on some maps.

Genies should have their cost increased to match other lvl 3 units(in equilibris they reduced growth, but cost remained the same as far as I remember)

Nagas dwelling should be reversed to 6250 gold.

!!! Crash in castle window fixed, check it out !!!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 23, 2022 07:11 AM
Edited by NimoStar at 07:12, 23 Jul 2022.

+2 wood and ore is not significant, plus you probably need the mage guild anyways even if no genies, Order is very dependent on magid as you said yourself.

And anyways, mhm to the "only affects very large numbers" ok, my original point still stands, it was more about the mass spells as I mentioned. These are significantly more powerful (mass Mirth is no laughing matter, H4 morale gives not only act first but also +20% damage afaik?).

Seeing that you still buff life, any nerfs on that frontĄ?

At least, agree to making genies more expensive.
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted July 23, 2022 09:07 AM
Edited by Albyx at 09:11, 23 Jul 2022.

NimoStar said:
+2 wood and ore is not significant, plus you probably need the mage guild anyways even if no genies, Order is very dependent on magid as you said yourself.

And anyways, mhm to the "only affects very large numbers" ok, my original point still stands, it was more about the mass spells as I mentioned. These are significantly more powerful (mass Mirth is no laughing matter, H4 morale gives not only act first but also +20% damage afaik?).

Seeing that you still buff life, any nerfs on that frontĄ?

At least, agree to making genies more expensive.


I think mass spells are a good change, they are available at mid/late game and make casters to scale like other creatures.
Plus you should keep in mind, that all factions are getting a buff at some point, so no one is OP when everyone is OP

For Life I think about banning or reworking sanctuary, but it won't be done soon. Maybe revert stables or champs dwelling gold cost (need more feedback on that).


Right now I'm focused on chaos.
Thieves gauntlet should get a rework (maybe increase growth of bandits? or give next level of Melee/Combat skill?).
Stealth should give +0/1/1/2/3 speed to hero.

Also my concept on nobility:
Grandmaster Nobility: you can build twice a turn in city governed by this hero.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
baronus
baronus


Legendary Hero
posted July 28, 2022 06:14 PM

Fantastic new H4 era! Gdy another mod! Very good you build your own H4 enhancement! This game for years was abandoned by modders. Now we have really restoration!
In future I think you sholud made H4Zero version of your mod because its now base mod so is no sense making something on nie mod but with cancelling nhis Mmain content. The best is full compability and second your unique version.
And better to have one thread about your mod. Very good work!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 29, 2022 12:26 PM
Edited by NimoStar at 12:28, 29 Jul 2022.

Quote:
I think mass spells are a good change, they are available at mid/late game and make casters to scale like other creatures.


They aready scale by default. Casting Mirth on 100 halflings insn't the same as in 100 titans. Mass spells make exponential power instead of linear.

Quote:
Maybe revert stables or champs dwelling gold cost (need more feedback on that).


Stables is already one of the best buildings in the game. +movement is crucial and this works like master pathfinding basically.

Quote:
Grandmaster Nobility: you can build twice a turn in city governed by this hero.


By the time you get GM nobility your town will be fully built and/or buildings will be so expensive that you can't afford two in a turn.

Rather would like to see a rework of Minin/estates as they aren't much worth it to upgrade.

eq360 made this better but changez werent included by h4zer0
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted July 29, 2022 11:24 PM

NimoStar said:
Quote:
I think mass spells are a good change, they are available at mid/late game and make casters to scale like other creatures.


They aready scale by default. Casting Mirth on 100 halflings insn't the same as in 100 titans. Mass spells make exponential power instead of linear.

Quote:
Maybe revert stables or champs dwelling gold cost (need more feedback on that).


Stables is already one of the best buildings in the game. +movement is crucial and this works like master pathfinding basically.

Quote:
Grandmaster Nobility: you can build twice a turn in city governed by this hero.


By the time you get GM nobility your town will be fully built and/or buildings will be so expensive that you can't afford two in a turn.

Rather would like to see a rework of Minin/estates as they aren't much worth it to upgrade.

eq360 made this better but changez werent included by h4zer0


That was my idea with GM nobility. You can change governer to new town, if you want to build it faster. But you'll loose bonus growth in main town.
I'm thinking about mining rework. It doesn't work in Equi 3.55, it's bonus is already in estates skill. So it can be changed to anything. I think about "Education" skill, because lords are hard to level up.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted July 29, 2022 11:57 PM

baronus said:

And better to have one thread about your mod. Very good work!

Is there a way to change thread name? For example if new version of mod comes out?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dD_ShockTroop
dD_ShockTroop


Hired Hero
posted August 01, 2022 11:55 AM

Very cool to see H4 getting some love again. "Transforms creatures 1 to 1 (without exp restriction). For example, 1 imp turns into 1 skeleton." RIP imps lol. Guess they're back to 1-stack duty and skeletons for the rest. Not complaining though; I'll take whatever necro earlygame buffs I can get.

Btw, are you making this mod with PvP or PvE in mind? Some of the changes you've made are buffing already OP units vs AI to even further heights while nerfing the weak vs AI choice. (Ogre Magi was a no-brainer vs AI in Equilibris due to the truly massive knee-jerk buffs it got while Cyclops got mega-nerfed. Having access to mass snake strike on top is an incredibly huge deal) That said, if this is a PvP focused mod you're probably correct with these balance changes; cyclops AoE is a lot more debilitating than mass snake strike on your melee brawlers.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted August 01, 2022 12:07 PM
Edited by Galaad at 12:08, 01 Aug 2022.

Albyx said:
baronus said:

And better to have one thread about your mod. Very good work!

Is there a way to change thread name? For example if new version of mod comes out?


Yes, I can do it for you, just tell me how to rename it (you can send me an HCM).
I've also marked your thread as "project" so that you can keep editing the OP as long as you want.
Keep up the good work!

Ps. Might throw a picture or two in the OP, so that your mod is more noticeable.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted August 01, 2022 10:37 PM
Edited by Albyx at 08:39, 02 Aug 2022.

dD_ShockTroop said:
Btw, are you making this mod with PvP or PvE in mind?


It's somewhere in between. My idea is to speed up the game by giving every faction some kind of early game and making low level creatures stronger (good for PvP), but also to make factions "feel" more unique (I guess it's more for PvE). I'm also improving AI: in full release it will purchase creatures from creature portal, use undead transformer etc. And giving AI access to mantises really boosts them I must say

Lots of things changed since my alpha release. Enhancement mod will be the first to use full potential of RoseKavalier Modding System. It's completely modular and you'll be able to toggle most of changes. It also means that other modders will be able to use components of my mod in their projects, or to add their own plugins to my mod!

Right now I'm working on adding customisation options for AI using creature portal. If you wish, you'll be able to make them buy 10 mantises a day with no restrictions

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted August 02, 2022 10:44 AM

You're welcome.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted August 02, 2022 10:57 AM

Galaad said:
You're welcome.

You changed release in title to be capsed? Thanks

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted August 03, 2022 01:17 PM
Edited by NimoStar at 13:19, 03 Aug 2022.

Quote:
Very cool to see H4 getting some love again. "Transforms creatures 1 to 1 (without exp restriction). For example, 1 imp turns into 1 skeleton." RIP imps lol. Guess they're back to 1-stack duty and skeletons for the rest. Not complaining though; I'll take whatever necro earlygame buffs I can get.


I did say this is incredibly unbalanced for infinite skeleton hordes from things like peasants, squires sprites and halflings but oh well


Quote:
That was my idea with GM nobility. You can change governer to new town, if you want to build it faster. But you'll loose bonus growth in main town.
I'm thinking about mining rework. It doesn't work in Equi 3.55, it's bonus is already in estates skill. So it can be changed to anything. I think about "Education" skill, because lords are hard to level up.


People can change the nobility from a town to another, build, then change it back for growth...

my dear, think of the exploits ;=
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Albyx
Albyx


Known Hero
posted August 04, 2022 10:09 PM
Edited by Albyx at 22:28, 04 Aug 2022.

NimoStar said:

People can change the nobility from a town to another, build, then change it back for growth...

my dear, think of the exploits ;=


Double building bonus is set at the start of the turn if lord has Nobility GM. You can't manipulate with it just reassigning governor.

Imps need some buff because of new transformer.
My current idea:
+2 movement (38 -> 40). Grants them +1 movement in battle.
+2 attack (10 -> 12). Means they have the same damage with skeletons.

Doable idea for chaos:
Change Thieves Gauntlet to Refugees Camp:
Spawns random neutral chaos creatures in town every week. Their level depends on max level of dwellings in town.

Thieves Gauntlet is useless, so at first I tried making it to increase bandits growth by 20%. But this is boring and bandits are still bad, even when there are 20% more of them.
So I got inspired by the name of Chaos town: Asylum. Refugees camp fits in really well.
Chaos have a TON of neutral creatures, so why can't they get them?

Also idea for might:
Increasing bonus from arena and wrestling pits up to 12 (maybe 15), but making player to choose one of them.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted August 04, 2022 11:48 PM
Edited by NimoStar at 23:49, 04 Aug 2022.

Quote:
Double building bonus is set at the start of the turn if lord has Nobility GM. You can't manipulate with it just reassigning governor.


I see. Anyways, the objections I said before still stand:
* GM nobility requires lots of levels and you won't have that fast necessity to build.
* Just change back to main town after a double bout of double-building or too.
* Nobility isn't a bad skill.

I mean go ahead but I don't think it's the most necessary change ever, however it woudn't do much damage, unlike...

Quote:
Imps need some buff because of new transformer.
My current idea:
+2 movement (38 -> 40). Grants them +1 movement in battle.
+2 attack (10 -> 12). Means they have the same damage with skeletons.



That's just even more death op. But won't be enough for anyone to use imps still:
* People still converted ULTIMATE imps to skeletons, even if imps had Long Weapon and unfavorable XP rate.
* Imps, specially without long weapons are vulnerable to archers. What the hell they are vulnerable to everything, and die like flies. So either skeletons live (with skeletal ability and undead protection, higher HP and defense) or imps die, not much of a choice.

***

I really like refugee camp idea

Could it be done calculating XP cost like portal? I don't mean recruit screen, just the spawning. I don't think it should be tied to creature level since if so only Pirates would spam every week as base.
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1298 seconds