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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 · «PREV / NEXT»
iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 21, 2023 04:12 PM

Lets go H4EM!

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Albyx
Albyx


Known Hero
posted March 14, 2023 07:42 PM
Edited by Albyx at 19:30, 22 Mar 2023.

H4EM 1.2 is in development, this update will focus on adding brand new adventure objects, as well as adventure objects from Equilibris and Karmakeld Object Package.

New Death building is 100% coming with it too

Update won't be ready soon, lots of ideas to check and lots of graphics to do

Here is a showcase of message for new Diamond of Purity magical gem that redistributes all skill points of a hero who picks it. Imagine having this at the end of campaign before final battle to take ideal skills . More interesting map design options!



Edit: Windows 10 started blocking mod installer out of nowhere, so I updated file on ModDB to be a zip archive instead of executable installer. If you couldn't install mod previously because Windows instantly deleted installer, you can do it now with no problems.

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axefighter
axefighter

Tavern Dweller
posted March 23, 2023 04:04 PM
Edited by axefighter at 16:05, 23 Mar 2023.

Can some of the features of this mod be applied to Equlibris? I would really love to play Equi with improved AI and bugfixes to Poison and Town Portal to name a few. Is this possible and if yes, how hard would that be to implement? My modding knowledge is limited to editing tables and main menu.

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Albyx
Albyx


Known Hero
posted March 23, 2023 06:02 PM
Edited by Albyx at 18:04, 23 Mar 2023.

In H4EM discord server I added exe that runs both Equilibris 3.55 and H4EM. There might be some issues, like equilibris blocking creature portal and AI not being able to hire creatures from there like it does in regular H4EM. You also may want to turn some H4EM AI bonuses down because combined with Equilibris buffs AI may become overpowered.

Link to discord: https://discord.com/invite/Vprwaq8pXQ

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LeoAllenHan
LeoAllenHan

Tavern Dweller
posted June 18, 2023 03:46 PM

I think it's better to make the cave lair cost the creatures' price to rise creatures, or the Chaos players can get so many extra creatures free at the game.

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Albyx
Albyx


Known Hero
posted June 19, 2023 08:53 AM

LeoAllenHan said:
I think it's better to make the cave lair cost the creatures' price to rise creatures, or the Chaos players can get so many extra creatures free at the game.

Thank you for the feedback!
I'm looking at cave lair closely as it's the strongest building added in the mod.

Turning it into mini version of Nature creature portal is always an option to balance it, but I'd also like to retain some kind of unique mechanic too.
Another option is retaining hiring creatures for free and reducing creature growth or increasing cost/requirements. Right now its value is equal to average level 2 dwelling growth, but as creatures are free it's much stronger. Compared to creature portal which has power of level 3 dwelling, cave lair available almost from the start with its 2.5 level power looks over the top indeed.

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baronus
baronus


Legendary Hero
posted June 20, 2023 02:38 PM

I think that switching creature portal to barbarians is The best option because Might lack one hero. So 6 creatures + 1 hero is accurate. Nature has skill with additional growth and its enough! But it dont know is it possibile?

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Albyx
Albyx


Known Hero
posted June 21, 2023 12:22 PM

Small patch is out.

Previous versions of Reaver and Witch King advanced classes turned out to work incorrectly and now they are fixed.

Some changes from very early versions of the mod got reverted as they lost their purpose.


Creatures:
Movement changes for most creatures with 20 movement got reverted to original values: 20 -> 18.

Life:
Crossbowman: shots 15 -> 12.
Crusader: movement 18 -> 20.

Nature:
Elf: speed 7 -> 6, shots 36 -> 24.

Order:
Halfling: shots 15 -> 10.
Gold golem: movement 18 -> 20.
Dragon golem: movement 38 -> 36.

Chaos:
Orc: movement 18 -> 22.

Death:
Venom spawn: movement 24 -> 18, shots 15 -> 16.

Might:
Cyclop: shots 7 -> 8.

Fixes:
Fixed broken witch king and reaver class bonuses. Now they give +3% and -5% defense per spell respectively.
Changed icon displayed in Phylactery Forge as Guardian Angel doesn't fit to death themed building.
Diamond of Purity and Onyx of Change messages now display correctly with H4EM turned off

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Albyx
Albyx


Known Hero
posted June 21, 2023 12:37 PM

baronus said:
I think that switching creature portal to barbarians is The best option because Might lack one hero. So 6 creatures + 1 hero is accurate. Nature has skill with additional growth and its enough! But it dont know is it possibile?


I think most players will be upset if creature portal taken away from Nature.

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LeoAllenHan
LeoAllenHan

Tavern Dweller
posted June 21, 2023 05:19 PM

Well, every week the wild Troglodytes grows 19, but 42 in the Cave Lair; the wild Evil Eyes and Trolls grows 6, but 7 in the Cave Lair. And they are free for players. That will make a big army for not long time.

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Albyx
Albyx


Known Hero
posted June 21, 2023 06:47 PM

Uploaded fix 1.2.1a:
Cave Lair: daily experience spawned 50 -> 30 (troglodytes 49 -> 26, beholders 6.9 -> 4.2, trolls 6.5 -> 3.9).

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LeoAllenHan
LeoAllenHan

Tavern Dweller
posted June 21, 2023 06:57 PM

It feels much better now. Like Shakti comes back to Axeoth.

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brydul
brydul

Tavern Dweller
posted July 04, 2023 11:16 AM
Edited by brydul at 06:59, 07 Jul 2023.

Hi, I've played this mod through some maps and campaigns, and feel very fun. Thank you for the excellent work!

I find an issue with Cave Lair:
When RemoveDwellingRestrictions option is on, and the Chaos town has built 6 dwellings without Cave Lair, Cava Liar building is still available. But if I build Cave Lair, creatures of the last built dwelling will be unavailable.
I haven't tested Nature, not sure the case of creature portal.

Another thing, Armageddon now seems a bit OP after all the changes:
1. Its damage doubled.
2. Effect of Sorcery skill has been improved by 50%. (Which by itself quite reasonable to me since it would be inferior to Pyromancy otherwise)
3. Armageddon is now a fire spell, meaning that efreet (instead of far more costly Dragon) is enough for Armageddon hit&run.
I think setting its damage to ~60 is more than enough to make it a very useful option. (Still ~2x damage compared to vanilla WoW, and making efreet a good choice)
____________

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HiddenGem
HiddenGem

Tavern Dweller
posted July 10, 2023 07:55 PM

From what I've played so far, I think the mod is great. Since I've been thinking of modding H4 myself, I have a few suggestions. These are based on my playthroughs of unmodded H4, so some of these might have already been fixed by your mod.


The mod has this fix: (by H4Zero) Fixed "Magic mirror" effect triggering after stack death.
But I don't think this is a bug. I think Magic Mirror is supposed to trigger even on death, just like an Efreet's Fire Shield does.

The effect of luck is inconsistent. It affects all physical attacks, but only a few spells. I think it should affect all spells as well. That way, it affects all damage in the game, and the Fortune and Misfortune spells would be more useful.

Maybe the Smoke effect should block line of sight rather than applying an obstacle penalty? It would make it more useful.

Terrain Walk as it stands is relatively useless. Instead of a single creature, maybe it should affect all friendly units?

The Aura of Fear spell, and the Bone Dragon's Fear Aura, should break the Mantis' binding. Currently the Fear Aura doesn't seem to trigger if the Mantis binds a creature that has Fear Aura.

The Aura of Fear spell can't be cast on creatures with No Retaliation. This should be fixed, because they could still benefit from it with First Strike on retaliation.

Blind works on Elementals. Should that be the case?

Precision, contrary, to its description, doesn't remove all obstacle penalties. Some still apply.

Dispel should not banish summoned creatures like it currently does, it should only affect illusionary creatures. There already is a dedicated spell for banishing summoned creatures, the Banish spell.

The Banish spell should only affect summoned creatures, not any illusions.

Berserk should remain in effect unless the affected unit is retaliated against.

Barbarians should be immune to Cowardice as well, as they are supposed to be immune to all forms of Fear.

The damage of Spell Shackle should be affected by both Pyromancy and Sorcery.

The damage of Retribution should be affected by both Spirituality and Sorcery.

Magic Resistance should also trigger against any magical effect like Fear Aura and Fire Shield, with thepossibility of blocking it.

Bloodlust should not counter Weakness. They affect different things after all. Bloodlust affects melee damage while Weakness affects all damage.

A Pikeman still receives damage from Fire Shield when attacking an Efreet at range with his pike. This should not be the case.

When a Minotaur blocks an attack, it still is hit by any effects connected to the attack. So if it blocks a Ghost's attack, it still gets hit with Aging. Could this be changed? It would make the Minotaur's Block ability more useful.

The Ogre Mage's Bloodlust spell should be Bloodfrenzy. The Bloodlust spell is simply too weak for a level 3 creature. You need only look at other level 3 creatures, like the Nightmare, Genie and Water Elemental, which have far more powerful spells. Making it the Bloodfrenzy spell that would immediately power up the entire army would make the Ogre Mage a more useful unit.

There is Fire and Cold Resistance in the game, but not any Lightning Resistance. The Air Elemental and Thunderbird should have Lightning Resistance, making them immune to Lightning Bolt and Chain Lightning and taking only half damage from lightning-based physical attacks.
The Air Elemental and Titan attack with lightning, so their physical attacks should be qualified as lightning-based. There's no need to do this for the Thunderbird, since they have a regular physical attack followed with a Lightning Bolt.

Have you given any thought to restoring unimplemented content? I believe there are some spells that were never fully implemented in the game.

____________

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Albyx
Albyx


Known Hero
posted September 21, 2023 12:48 PM

Next update is in development, and I'd like to share and discuss some ideas for it.


There is possibility to add Aura effects for artifacts or abilities.
These are effects that work on targets around creature who has aura.

Current ideas are:
1. Zombie aura that decreases attack and defense of living targets in 8 tile radius by 15% (Choking gas effect). Zombies lose "Invulnerable" as exchange.
2. Nightmare aura that decreases magic resistance of enemies in 10 tile radius by 20% (MR also can be negative and will increase damage of spells this way).
3. Unicorn aura that increases magic resistance of allies in 10 tile radius by 25%.
4. Waspwort aura - no effect idea, but may make waspworts more interesting, they are the slowest creature and player will have to plan combat around their position to make use of new aura.

Need to be careful with Nature creatures because such effects will make summoning even stronger. On other hand, strong auras may inspire players to summon different creatures in one battle instead of building one power stack.

If you have more ideas you are welcome! Auras can give both spells and abilities, and can be attached to anything (creatures, artifacts, advanced classes etc.)

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted September 21, 2023 05:37 PM

Damaging auras would be fun to experiment with as well!

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Albyx
Albyx


Known Hero
posted September 21, 2023 06:20 PM

iliveinabox05 said:
Damaging auras would be fun to experiment with as well!


Definitely! Now I can make only passive auras, but later I'll try ticking auras that activate on creature turn. This will enable not only damaging auras, but also stunning, dispelling and more!

Who knows, maybe there will be Heroes 4 version of Azure Dragon Fear ability that terrifies troops around him with a chance.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted September 21, 2023 06:29 PM

Albyx said:
Definitely! Now I can make only passive auras, but later I'll try ticking auras that activate on creature turn. This will enable not only damaging auras, but also stunning, dispelling and more!

Who knows, maybe there will be Heroes 4 version of Azure Dragon Fear ability that terrifies troops around him with a chance.


That would be very cool! Instead of just freezing and losing their turn, fear could actually have them run away, haha

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 22, 2023 03:00 PM

Those abilities seem very interesting, but not really balanced at those values.

For example, H3 unicorn area magic resistance is 10%, if this is 25% it is 250% as strong.

On the other hand, for fun it may be fine.

It would be very exciting to be able to configure these,.
____________
Never changing = never improving

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Albyx
Albyx


Known Hero
posted September 22, 2023 04:11 PM
Edited by Albyx at 16:31, 22 Sep 2023.

NimoStar said:
Those abilities seem very interesting, but not really balanced at those values.

For example, H3 unicorn area magic resistance is 10%, if this is 25% it is 250% as strong.



It's actually 20% in H3, so my version is only 25% stronger. Obviously unicorns and nightmares will be tweaked to remain on relatively same power level.

I find Unicorn/Griffin choise boring, it's 2 fast melee fighters who also die fast without buffs. In Equilibris they gave unicorns extra hp: this made them better, but didn't change fundamentaly unoriginal choise of Nature level 3. In Ultimate you weakened griffins for unknown reason, making unicorns simply superior Nature level 3 who you want to have in 99% of cases with their new abilities.

With MR aura unicorns become counter to offensive spellcasters, that's something new.

Nightmares fit as antiunicorns (they even expanded this in H5 making them look like evil unicorns), and they are painfully plain and useless after usage of 1 terror cast. High stats, sure, but nothing interesting! With aura their positioning will matter if you want to deal more damage, also good combo with AOE Chaos spells!

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