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Thank you anyway!
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Dragonblood crystals are received immediately.
You can see how much you have by opening hero spell book and select "Town Management" spell while hero is on adventure map.
It will present a summary of all things the hero earns for you and the total count of Dragonblood crystals that you own (from all heroes).
In the "Town Management" summary you can see how much elementals you will get on day 1.
Removing perks that give Dragonblood crystals will also deduct them from your total pool. I guess you have dropped below the amount required for 1 elemental so none were summoned.
Links to the latest version of the RC15 beta 2 mod and its Russian localization.
https://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc15-beta-2
https://www.moddb.com/mods/might-magic-heroes-55/addons/mmh55-russian-translation-rc15-beta-2/#8256759
But I don't like the latest version. The starting bonus system is strange, and something has been reworked with the artifacts based on an unclear logic. I'd like to read a list of changes in Russian and understand why they were made.
I'm currently playing on RC13a with the translation.
Hello Patriksun,
We have explanation for the changes but in English for artifacts here and for difficulty system here.
I will try to explain both of them also here.
Artifacts
what is important to know is the picture below.
It explains what boosters can be found for each slot. For example:
- in Main Hand slot you can get artifacts that boost Attack for values between 1 and 8 included and also artifact that gives 12. the same is for spellpower.
- in Finger slots you can find rings that boost 2 of a primary stat (attack, defense, spellpower, knowledge) and you can also find rings that boost both Attack and Defense by 1 or Spellpower + Knowledge by 1.
The only peculiarities are the slots that have "-" sign. this means you can get Artifacts that reduce enemy stats (morale and luck).
Besides that you can download the external manual. Go to artifacts section and filter by slot to see what can be found.![]()
GAME DIFFICULTY
Check the new descriptions in RC15 Beta 3. They were simplified and made more accurate. Does that solve the issue?
A lot of new 'tech' is implemented, making it necessary to do another beta before the campaign integration. Combat Scripts now work in multiplayer and H55 now includes almost the complete LUA 4.0 Library and all those functions work on the adventure map and the combat map. These technical enhancements allow a lot of new features and creativity for mapmakers.
This release is the largest code revision since RC1 and is not compatible with all mods and submods (without updating) except duelist pack. Unique hero models also need updating. Please note the huge expansion of our compatible maps database here. More maps may still follow, but they just require more work. Also a total campaign remake with all RC15b3 features is coming soon (~Q2 2022). This release contains many new innovative features that need feedback, to make sure the game is 100% to player satisfaction before the campaign is added.
A large amount of bugs was fixed in the scenario maps (maybe all of them) and performance of many scripts is improved. The game now always knows the type of map you are playing therefore the AI/Gamemode tooltips from previous release have been simplified and cleaned up of most warnings (you can't really do anything wrong except making the game much too hard for yourself), the old random setting now functions purely as a help text and shows a question mark icon.
Mine Control
You can now revisit every mine you own and a question box will appear asking you if you want to guard it for a small sum of money

Hero and spell changes
- Many new and improved hero specializations
- New start army system
- Removed opposing light/dark spells cancelling each other
- Quadruple, sextuple and octuple ballista (after level 30)




Mapmixer
- fixed bug where Mapmixer did not activated the map scripts
- improved creature mixing and added more options
Other
- Improved resurrection artifacts
- Mixed neutral stack generation on old multiplayer maps
>>> Download <<<
It will replace immediately the buggish RC15 beta 3, Beta 5 should be stable in single player and multiplayer. To explain it shortly, we took modding too far and the game fought back hard. We have been able to salvage the new hero specials, but the extra ballista shots are impossible to implement at this point. Other War machine changes stay in B5, such as flaming arrows, untrained ballista buff and AI fix.
So far, here are my observations:
- The idea of a summonable dragon for Markel is excellent. A similar mechanic to the phoenix summon has been needed for a long time.
- The balance isn't working properly when choosing the difficulty level: the computer receives too many creatures as compensation for losses in auto-battles, I think. Because when building a castle, constructing one building per turn, buying all creatures from it, and clearing all dungeons with creatures by the end of the first month, the computer arrives with armies 3-4 times larger than the player's. This creates a situation as if it had a triple creature growth rate. As a result, even with early contact, it simply overwhelms with sheer numbers, making it impossible to defend, even in the castle. 2-3 heroes can come in succession, meaning that in 1 turn, the player's troops in the castle during defense can face up to 9 times their number of enemy troops, but they inevitably die because the same number arrives on the next turn.
And this is on the easiest level with the "Warrior" game settings.
- It would be great to bring back the function of combining players into a team by selecting more than one player as "human." Currently, I have to create maps with fixed teams, which is inconvenient.
I'm still exploring the rest. Today, I'll install RC15B5.
Adding to this.
Changes to hero characteristics in RC15-5; I don't understand English very well, so I apologize if I'm wrong, because the text from the game cannot be copied into the translator.
Elaine's bonus to income from peasants has been removed, but the number of peasants arriving per week has been increased: this is a completely unequal replacement. It's difficult to raise more than 10 levels per week, resulting in +10 peasants AFTER A WEEK. And on the NEXT week, there will be +10 gold per day accordingly. Initially, it was up to +50 per day immediately, if you were lucky with the peasants. Considering that artifacts that provide resources, such as the Dwarven Pickaxe, no longer give gold even once a week, the knight is left with nothing. Because peasants only provide income. They are just meat in battle. And with this setup, any faction will overwhelm the knight in a couple of weeks.
Heroes with additional attack have had their attack removed, but their turn frequency has been increased. BAD. Because mages can speed up with Enchantment, and a magic attack at the same hero level is stronger than a melee attack from a knight or orc.
Regarding Faiza from the mages, in RC13, he had the "Time Warp" skill. It wasn't overpowered, but it was very useful and unique. I think it would be worth bringing back a hero with this skill into the game.
There are still balance issues. In general, there is a trend towards automating it; but with such imbalances, it is better to leave manual settings. Otherwise, all players are forced to play on the author's terms, which is extremely inconvenient.
Separate note:
Is it possible to make it so that the player chooses the color of the flag, and the city is assigned randomly from those available on the map? This would make the game more varied and encourage playing multiple times on the same map.
Is it possible to implement a feature where the player chooses the flag color, and the town is assigned randomly from those available on the map? This would make the game more varied and encourage playing the same map multiple times.
- The balance doesn't work properly when choosing the difficulty level: the computer receives too many creatures as compensation for losses in auto-battles, probably. Because when setting up a Castle by building one structure per turn, buying all of them, and clearing all dungeons with creatures by the end of the first month, the computer comes with armies that are 3-4 times larger in number than the player's. That is, the situation is as if it had a triple increase in creature production. As a result, even with early contact, it simply overwhelms with numbers, it is impossible to defend, even in the Castle; 2-3 heroes can come in a row, so in 1 turn, the player's troops in the Castle during defense can withstand up to 9 times the number of enemy troops, but they inevitably die, because on the next turn, the same number comes again.
And this is on the easiest level with the "Warrior" game settings.
- It would be great to bring back the function of combining players into a team by selecting more than one player as "human". Currently, I have to create maps with fixed teams, which is inconvenient.
When in the lobby, check the starting bonuses - Savage mode and Nightmare mode will automatically make human players allied.
Elaine had the bonus for income from peasants removed, but they increased the number of peasants arriving per week: this is a completely unequal replacement. It is difficult to raise more than 10 levels per week, so +10 peasants IN A WEEK. And on the NEXT week, there will be +10 gold per day accordingly. Initially, there was up to +50 per day immediately, if you are lucky with the peasants. Considering that artifacts like the Dwarven Pickaxe no longer give gold even once a week, the Knight is left with nothing. Because peasants are only useful for income. They are just meat in battle. And with this situation, any Faction will overwhelm the Knight in a couple of weeks.
Compared to other specializations, Elaine's original specialization (+1 additional gold per peasant) is overpowered compared to others. This is why it was removed.
Now, if you consider Knights having issues with creeping or being weak, that is another matter that should be fixed in another way.
Heroes with additional attack had their attack removed, but their turn frequency was increased. BAD. Because mages can speed up with Spellpower, and a magic attack at the same level of heroes is stronger than a Knight or Orc's attack.
Can you explain this better? I cannot understand why it is necessary for Might hero attacks to be as frequent as Magic hero casts.
I will note Faiza from the mages - in RC13, he had the "Time Warp" skill. Not OP at all, but very useful and exclusive. I think it would be worth returning a hero with such a skill to the game.
Faiz's specialization is broken, so it was removed.
There are still problems with the balance. In general, there is a trend towards its automation; but with such imbalances, it is better to leave manual settings. Otherwise, all players are forced to play on the author's terms, which is extremely inconvenient.
I could not understand this, but I am curious what you mean.
Is it possible to make it so that the player chooses the color of the flag, and the city is assigned randomly from those available on the map? This would make the game more varied and encourage playing several times on the same map.
What Tantalass said.
The only thing I would like to see in the near future is the addition of bonuses during battles when wearing a complete set of artifacts (similar to the bonuses for Factions in the original) because at the moment, the only task of collecting sets is just to exchange them. In dozens of games on patch 15B2, no complete sets were used during battles - because the bonus for wearing a complete set looks weak when it is enough to simply have mixes between some and others and 3 partial sets.
We are working on making it possible.
1. Did you try the "Casual mode" starting bonus?
2. When in the lobby, check the starting bonuses - Savage mode and Nightmare mode will automatically make human players allied.
3. Now, if you believe that Knights have issues with creeping or are weak, that is another matter that should be fixed in a different way.
4. Can you explain this better? I cannot understand why it is necessary for Might heroes to attack as frequently as Magic heroes cast spells.
1. Yes, the situation doesn't fundamentally change. Instead of 3 heroes per turn, you get 2, and the computer's troops grow exponentially.
2. I understand, thank you. However, point 1 negates the advantage of the team.
3. There's an old tale about how the fox divided the cheese among the bear cubs. In short, almost any buff or nerf to a faction in the game turns out to be excessive in relation to at least one of the opposing factions. The next action buffs the opposing faction, but creates a similar problem with the next one (sometimes not just one), and then the cycle of actions repeats. Is balance even achievable? Is this problem fundamentally solvable?
It seems to me that, in general, it is not solvable with the current approach.
Ultimately, it will all come down to an advanced version of "rock-paper-scissors": Knights beat undead, Undead beat orcs, Orcs beat dwarves, Dwarves beat elves, Elves beat mages, and mages tear knights apart. Then, add 1-2 skills to each faction's ability tree that are effective against the others, so that it makes sense to upgrade these skills if there are many players of one faction on the opposing side. Anti-faction skills can even be highlighted in a separate branch.
4. Mages cast spells frequently and powerfully. Melee heroes had at least one hero with an additional attack (and this was also 1 attack at the beginning of the battle, once). Stun and support skills gave the ability to control the mage's troops. It wasn't perfect, but it was acceptable. In Beta 5, the average turn frequency of melee heroes increased, but the first attack was removed. Tactically, this attack was more useful than the average frequency, as it allowed you to delay the turn of the selected opponent with 100% certainty.
You can get used to the change, but this is not the last change.
After playing for a few days on patch RC15b5, I have a few questions.
On the default difficulty, in the city selection menu on the map, city rebuilding was unavailable in the game: after capturing castles and selecting the city rebuilding option in the book of travels, the game reported that the rebuilding skill had been acquired, but nothing else happened; it also stopped displaying the required number of resources needed for rebuilding.
First part of your message: Do you mean that the Town Management spell was not available in the hero's spellbook and randomly appeared at some point in the game?
Second part: Town conversion was executed, but no conversion happened. Were resources deducted from the player?
Another question: is it a bug, or is it intentional, regarding the guards on resources: you only need to pay once; if you capture a mine guarded by guards, you don't need to pay again, and a new one will appear next week; after capturing a mine with existing guards and then recapturing it, the number of troops next week will be identical to the number of troops in another mine that was not captured, instead of starting the growth count over.
Checking with the team...