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In general, all of this is easily countered by Darkness.
^ I'm afraid this is the main problem with such guardians. With a sufficient number of creatures, any magic is roughly equivalent. With hundreds of level 7 creatures, any hero with Darkness and Sandro's Cloak will crush everything and reach the opponent (who doesn't have Darkness) while they are still barely out of the starting zone.
I agree. Berserk has been practically removed (it only affects allies now), but mind control is still effective. And with its cost increased to 80 mana (even if it's significantly strengthened), it will be difficult to pull off such maneuvers. This is where a lot of knowledge will be required. For 20 mana (2 knowledge points), controlling a stack of 50 hypothetical titans/dragons is a bargain.
Regarding the 50/100 titans and 200/400 rakshasa, I still don't understand if this is one guard or two? That is, 50 titans + 200 rakshasa in one army, or one army of 50 titans, and another of 200 rakshasa?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
1) How strong is the guard that separates 2 players? Give an approximate number of creatures. 2) How strong is the largest guard on the map in the early stages? Has the weekly % increase in guards changed?
Border guards can be one of the following combinations (week 1 strength): - Lots T6 - around 35-35 first week - Lots T6 (lower end), Pack T5; Second week they become Lots T6; Lots T5 - pack T6, Pack T5, lots T4; - Lots T5 + Horde T4 - Pack T6, Pack T5, Lots T4; Second week they become: Lots T6, Lots T5, Lots T4 - Pack T5, Pack T4, Lots T3, Horde T2; The second week they become Lots T5, Lots T4, Horde T3, Horde T2
The growth rate is 1.14 per week. I do not know what is the ARMG code doing exactly but if you make a map, start it and reveal the map with a cheat you will see that all border guards are of equal strength. The subjective perception that the creatures guarding second-third entry zone are stronger then the one guarding first-second zone is because the player attacks them later and during that time the growth factor applies. Nargott
I already wrote above: 1) mana regeneration = 2 per unit of knowledge (not 1) 2) spells are not just more expensive, but also more powerful, i.e., for the same price as before, we get the same power, but on lower-level spells
How is this hero going to kill creatures early game? He needs to gain levels and resources to build tier 4 magic guid as soon as possible. I still do not see it late game. if hero has 10 knowledge and Meteor Shower costs 80 mana even with double mana regeneration it will take 4 days to get 80 mana.
Also look it from another perspective - every Might & Magic hero will want to have at least one cast of such spell because it does a lot of damage by itself. He will easily be able to achieve it with some minor artifacts. This approach just does not work in practice. JonnyP
Test run: 1. Very small animation speed in battle. It can be increased by 2-3 times at the maximum value. 2. New surface textures are good, but they are too bright - eyes bleed - as a result, everything merges into a mess at a large camera distance. Reduce the saturation of the textures. 3. The windowed mode works somehow crookedly - there is no free resizing of the window. And from the available resolutions - it feels like the hardware cursor moves away from the place where it points.
1. How can we make animation faster? 2. we will try to adjust it in the next release. 3. The hardware cursor click is slightly moved to one side yes. This is Quantomas Exe problem only he can fix.
Regarding Artifacts:: Angelic Alliance and Cuiras of the Dragon Gods cannot be bought in the shop. Those are artifacts which are aquired through ultimate quests. The price is important just for selling purposes and nothing more. Staff of the Netherworld: -20% initiative (for -1 penalty to Morale) - this is a game changer yes. I also have the feeling it is a bit too strong for a single slot. I will probably ask to tune it down to -15%.
Prices are ok as in Might & Magic Heroes 5 gold is actually very valuable. It is always at 0 most of the time so you will have to stop building and recruiting for some time to get that value. Fire, cold and earth artifacts for +50% are minor artifacts. Normally you can get all of three in a single game. They are deliberately so strong because they reinforce Destruction damage in the late game. Earth booster is OK as along with the fire booster artifact, they are the ones that have most counters ("Dwarven Smith Hammer", "Cloak of Sylanna", "Shield of Crstal Ice"). I did not know it amplifies plague. That is nice!
Have in mind that Destruction school is the school that has the most skill related counters too - Shatter destruction, Defense perks, Shatter Light perks, Shatter Dark perks, Luck perks. You can see what hero enemy uses, how much stats he has and how many troops he carries in the tavern so there is no excuse if you were not prepared at the time of the battle. When it comes to the prices they are OK as if you will have to sacrifice a great deal of creature production to get it.
Regarding the Mass spell 0 value:: Magnomagus has not yet applied the change. He does this before release as changing exe is very cumbersome task (we are maintaining 8 exe files). Aleha
Guys, does anyone know how to restore the normal water? Because the water there is white, it's not very pleasant to look at.
There is some issue with one of the water types. It appears on a rare occasion and it will be fixed in the next release
How is this hero going to kill creatures early game? He needs to gain levels and resources to build tier 4 magic guid as soon as possible. I still do not see it late game. if hero has 10 knowledge and Meteor Shower costs 80 mana even with double mana regeneration it will take 5 days to get 80 mana.
Also look it from another perspective - every Might hero will want to have at least one cast of such spell because it does a lot of damage by itself. He will easily be able to achieve it with some minor artifacts. This approach just does not work in practice.
Just like before - what is 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 be just as effective as the old Meteor Shower (because as the price increases, the power also increases, i.e., increased cost + buff). 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 mana restoration for Meteor for you.
Let Might heroes be able to cast these "powerful" spells if they gain enough knowledge and invest in it (and they will have to invest, and quite a bit - with their native 10%). The point is that the "knowledge" parameter should be naturally reflected, and not be a burden. I highly doubt that this will break anything, since truly powerful spells also require SP.
Staff of the Netherworld: -20% initiative (for -1 penalty to Morale) - this is a game changer yes. I also have the feeling it is a bit too strong for a single slot. I will probably ask to tune it down to -15%.
But is there a way to adjust this in the exe? Scripts can only give bonuses like +1 to initiative (not in percent), and even then, only if there is a hero.
Fire, cold and earth artifacts for +50% are minor artifacts. Normally you can get all of three in a single game. They are deliberately so strong because they reinforce Destruction damage in the late game.
With strong level 4-5 magic, this may not be necessary. Reinforce Destruction damage will then occur due to increased mana and the use of higher-level and more powerful spells. My opinion is that it is wrong to make such powerful artifacts cheap and accessible. This is approximately the same as lowering the Unicorn Bow to this price category.
P.S. I will not repeat myself anymore about the increased cost of magic, I don't want to be annoying, the idea has been proposed - it's up to you to implement/test it or not (I gave a complete breakdown of the spells for Light). Theoretically, you can argue endlessly, but only tests can be effective (if they are done).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
1. How can we make animation faster? 2. We will try to adjust it in the next release. 3. The hardware cursor click is slightly moved to one side, yes. This is a Quantomas Exe problem; only he can fix it.
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. Perhaps I did something wrong, or other files need to be changed.
In the modified version, the 'combat_animation_time_factor' line has the values 1/2/3/6/100 (original - 1/1.2/1.5/2/3). File '/UI/uiconsts.(UIGameConstsH5).xdb'. 2. ok 3. :smile39:
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.
How are you going to cope with shatter perks that increase the mana requirement by a factor of 2?
Obviously, they need to be weakened to 1.5 (as it was in the original). You strengthened these skills because knowledge in long games wasn't playing half the role it should have. Meanwhile, with the right balance, a 1.5x price should correspond in strength to a -33% SpellPower penalty (in both cases, the parameter is effectively reduced by 1.5 times).
how much damage will "Meteor shower" have as a base and how much will be the spell power increase?
If the current multiplier is 20, then roughly - 30. That is, the same formula N*(Spellpower + 1), but with a multiplier of 30. But it could also be 25, it needs to be tested.
Added 5 minutes ago
I saw it and some of the changes (Haste, endurance) will make might heroes overpowered as their mana price is affordable and the flat boost is high.
1) Haste was weakened, not strengthened (no bonus from SP). 2) Endurance and Righteous Might are cast on a 4x4 area, not on all troops (besides, Endurance is not very useful against Magic, and Righteous Might is twice as expensive and costs 40 mana). 3) the duration of the spell = 1 + 0.2 * SP (while SP < 10 for a warrior, this is a weakening). I wrote about all this.
This way Magic hero with Light will compensate the stat difference when he fights against Might classes.
Have you seen the bonuses for Endurance or Righteous Might? 50% of SP goes into the parameter, not a paltry 10-15%. It is precisely due to these spells that Magic classes can convert their SP into attack and defense if given enough time.
Added 7 minutes ago
If this artifact stat is in the exe file then we cannot do it. Probably some other negative effect will be added.
Penalties won't help much here. -1 to morale is nothing (especially for Magic classes, and there is no penalty for the necromancer). Either you will have to penalize all parameters at the same time (for example, -4 to all primary hero parameters and a price of 40k).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I am sorry I read the Light school post but somehow misread the numbers. Haste should not be flat because Might heroes benefit much more than Magic heroes. Also this will be a disaster for knowledge hero who will lack attack and defense in a theoretical fight against a Might oriented class.
I suggest we ditch the hero class and spell discussion for the moment. I am feeling confident in the class system because it was play tested by a lot of people. A good rule of the thumb that we followed is that when we play a game and face each other at the end. We do a couple iterations of the battles.
Then we swap sides - I play with my opponent hero and army and he plays with mine, and we try to make the best out of it. This type of testing is better way of exchanging strategies and evaluating propositions as any of those are directly applied on the field and you see results - whatever they are, in the end.
While here you (who make assumptions based on numbers and not real experience) and me (who has played a lot this mod and knows some things, forgot a lot due to doing many stuff around the mod, and probably heavily biased) just try to convince each other about what is the vision that will better suit the MHH55 frame.
However I like your keen eye and if you think there may be anything else, that we have not talked about, that is overpowered or weak I will be glad to discuss it.
I suggest we ditch the hero class and spell discussion for the moment. I am feeling confident in the class system because it was play tested by a lot of people. A good rule of thumb that we followed is that when we play a game and face each other at the end, we do a couple of iterations of the battles.
I understand you don't want to change what's working. But the reason the discussion started in the first place is that Knowledge isn't working (compared to Sorcery). If you're completely happy with the current state of Knowledge, then experiments really aren't needed. In my opinion, increasing the cost and enhancing magic is the only sensible way to restore the value of Knowledge in a prolonged game (you chose a different approach, through economic skills tied to Knowledge – i.e., skills for secondary heroes). Although there's also double mana regeneration, which can be considered as a separate idea, and not just as an addition to expensive magic.
Here's a question: what value do you assign to Knowledge bonuses, relative to other parameters, when evaluating various skills (for example, for skills that grant +level)? 50%?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат