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MMH5.5 - Heroes of Might and Magic 5.5

#452
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Nargott
With strong magic of level 4-5, this might not even be necessary. The Reinforce Destruction damage will then come from increasing mana and using higher-level and more powerful spells.
In my opinion, it's wrong to make such powerful artifacts cheap and accessible. It's like lowering the Unicorn Bow to that price range.

P.S. I won't repeat myself about increasing the cost of magic anymore; I don't want to be annoying. The idea has been suggested – it's up to you to implement/test it or not (I provided a complete breakdown of the spells for Light). Theoretically, you can argue endlessly, but only tests can be truly conclusive (if they are done).

I saw it, and some of the changes (Haste, endurance) will make Might heroes overpowered because their mana cost is affordable, and the flat boost is high.
We were very precise when adjusting slow and haste, ensuring that Might heroes will use it with limited efficiency, while magic heroes will benefit from optimized potential. These spells stack much better with creatures that have high stats (Might heroes) than with creatures that will have low stats (the Knowledge hero).
This way, a Magic hero with Light will compensate for the stat difference when fighting against Might classes.
Nargott
Just like before – what's the problem? Increasing the cost of magic is a buff to heroes, not a nerf. You can still use a 20-mana Fireball, which will work no worse than the old Meteor Shower (because as the price increases, the power also increases, i.e., increased cost + increased power). And Meteor Shower – like any high-level spell – is for those who have not 10-15% Knowledge, but normal or high Knowledge (reflecting the Knowledge stat).
By the way, Meteor Shower is a level 4 spell, so its price is 40, not 80. With 10 Knowledge, 40 mana is restored in 2 days. Exactly the same as the mana restoration for Meteor in your version.

Let Might heroes cast these "powerful" spells if they gain enough Knowledge and invest in it (and they will have to invest a lot – with their native 10%). The point is to make the "Knowledge" parameter meaningful, not just a burden. I highly doubt this will break anything, as truly powerful spells also require SP.

Let's assume what you say is true. How are you going to cope with shatter perks that increase the mana requirement by a factor of 2?
How much damage will "Meteor Shower" have as a base, and how much will the spell power increase?
If you go for high static damage and a minor increase per point of spell power, the spell will either lose value very quickly or it will be overpowered.
This discussion is doomed from the beginning because literally every single change in this mod revolves around the hero class, how they gain levels, and how they power up.
All that can be done is to make small adjustments to further improve the model.
Nargott
But is it possible to adjust this in the exe file? Scripts can only provide bonuses like +1 to initiative (not in percentage), and even then, only if there is a hero.
If this artifact stat is in the exe file, then we cannot do it. Probably some other negative effect will be added.
JonnyP
1. There is a mod that allows you to change the animation speed in combat. I tried to install it, but it seems to conflict with your mod – the game gives an error when launched. Maybe I did something wrong, or other files need to be changed.
In the modified version, the values in the 'combat_animation_time_factor' line are 1/2/3/6/100 (original – 1/1.2/1.5/2/3). File '/UI/uiconsts.(UIGameConstsH5).xdb'.
Thank you, JonnyP!
I will put it on the to-do list for the next release. I hope we can make the slider have animation speeds for all players' preferences.