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Thank you for the fix mod with Russian voice acting and your answers.🙂
Added after 1 hour 51 minutes Jewily
Install the mod to unlock campaigns (there's one somewhere on the forum), install version 3.1 of the game, and the GemRed mod by Xuxo (there's a corresponding topic). The mod is purely visual.
I couldn't find the "mod to unlock campaigns" on the forum... Could you provide a link?
I couldn't find a "mod to unlock campaigns" on the forum... Could you provide a link?
Maps and mods is the very last link. The archive contains a readme file with installation instructions.
Lubitel sveta
4 years ago
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Hello. This is some kind of nonsense. I'm using "Sorrow" with -9 to morale and luck. But the enemy (computer) only received ONE demoralization and one failed attack in 3 turns. And with a -2 morale, I don't move at all. Only once in 5 turns. It seems like this didn't happen in a standard game. With a large negative value, the enemy didn't move and almost always attacked unsuccessfully, while I moved about 4 times more often with a -2 morale. What is this nonsense?
How can this be fixed? Where is the chance for this written? I want to make it so that if the enemy has -9, it actually works like -9 (with a 90% chance), and not like -1.
Hello. This is some kind of nonsense. I'm using Despair with -9 to morale and luck. But the opponent (AI) only received ONE demoralization and one failed attack in 3 turns. I DON'T MOVE AT ALL with -2 morale. Once in 5 turns. It seems like this didn't happen in a standard game. With a large negative value, the enemy didn't move and almost always attacked unsuccessfully, and I moved about 4 times more often with -2 morale. What is this nonsense?
How can this be fixed? Where is the chance for this written? I want to make it so that if the enemy has -9, it works like -9 (90% chance), and not like -1.
Effective morale cannot be higher than +5 or lower than -5. That is, the maximum chance of demoralization is 50%. This means that 1 out of 1000 times, it can work 10 times in a row without demoralization. Furthermore, with -2 morale, the chance of demoralization is 20%. This means that in 1 case out of 3000, demoralization can work 5 times in a row. The chances are low, but they exist. That is, isolated cases do not prove anything; if this happens regularly and often, that is another matter.
I cannot say about MMH5.5, as they modified the executable file, and in theory, they could have changed something (although it is unlikely). But in the original, luck and morale worked perfectly, although many complained about similar things, but in fact, everything corresponded to the real chances; I checked this personally with a large sample of games.
AdFess
4 years ago
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Hello everyone, we decided to play a mod online, connected via Radmin VPN, started playing, and encountered a problem: the first turn is fine, but the second turn is unplayable due to a delay between pressing a button and the action taking place, around 5-10 seconds. Can anyone suggest what the problem might be? We would like to play without interruptions.
}{0TT@6bI4
4 years ago
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Are you playing an unbelievably difficult game with a pest?
dredknight
4 years ago
Nargott explanation about luck and morale is correct. We have not done any changes.
AdFess, you are probably using wrong exe. If you play multilayer with AI, both players should use MMH55_UTILITY_64.EXE
We've released another balance & fixes patch. This time Warcries are significantly reimagined as follow
STRONGHOLD:
Warcries hero level requirements removed
Warcry army rage bonus does not deppend on War Cry level
the third rage level is gained at 900 instead of 1000 rage
'Shout Training' perk renamed 'Warcry Training' and swapped with 'Shout of Rage'
'Shout of Rage' perk renamed 'Bloodlust' and gives x1.5 instead of x2 rage to all warcries
'Mighty Shout' perk adds +10 level bonus to warcries instead of +5
'Tribal Teachings' renamed 'Elder Chief' and now gives tier 5 creature every week
'Battle Elation' perk gives +80 rage instead of +50
'Bloodfire' perk modifies rage gain by 33% instead of 50%
'Stamina' perk increases defense per level
if the hero attack finishes off a stack the army gains +20 rage
'Confusion' spell reduces rage by 30 per mastery instead of 5 (works as anti rage spell)
'Life Drain' ability reduces rage by 20 instead of 90
'Weakening Strike' effect reduces rage by 30 instead of 90
'Blind' spell reduces rage by 60 per turn instead of 100
'Frenzy' increases rage gain by 50% instead of 100%
receiving a curse spell does not increase rage by 10
added dmg absorbtion info to 'Bloodrage' skill description
Warcies Level 1 Creeping Warcries
'Word of the Chief' renamed to 'Laceration' and hits enemies for 80 army rage and stuns 0.01 per level (can stack with stunning strike), 5 mana cost, is alternative to regular hero attack because of large amount of army rage it gives.
'Call of Blood' buffed to 15 rage per level, 7 mana cost
Warcies Level 2
'Fear my Roar' gives 80 army rage, 15 mana
'Battlecry'renamed to 'Onslaught', now affects only one stack, increases speed by +3! and attack per level, gives 40 army rage, 12 mana
Warcies Level 3
'Horde Anger' gives 40 army rage, dmg raised to 0.8x army size, 20 mana
'Rallying Cry' renamed 'Battle Cry' gives huge amount of rage to whole army (+240 base) and morale for 2 turns instead of 3, 24 mana
CLASS CHANGES
Rangers have 10% chance for war machines
Druids have 12% chance for sorcery
Wizards have 10% chance for sorcery
Necromancers start with 2 knowledge for easier start
Heretics start with 2 knowledge for easier start
Tricksters start with 2 knowledge for easier start
Runemages start with 2 knowledge for easier start
Shamans start with 1 attack instead of 1 defense for easier start
fixed Sorcerors learning 'Gating' skill from Witch hut
Sorcerers default perk becomes 'Dark Ritual'
HERO CHANGES
Following heroes are modified for thematic reasons or 'Master of Curses/Navigation' levelup traps.
Bertrand starts with 'Leadership' skill
Klaus starts with 'Martial Arts' perk
Benedikt starts with 'Advanced Dark' skill
Markal starts with 'Dark ritual' perk
Orlando starts with 'Master of Pain" perk
Wyngaal starts with 'Soldiers Luck' perk
Gilraen starts with 'Battle Frenzy' perk
Darkstorm starts with 'War Machines' skill
Eruina starts with 'Dark Ritual' perk
Vayshan starts withOUT 'Offense' skill
Naadir starts with 'Drain Soul' perk
Deirde starts with 'Dark Ritual' perk
Sandro starts with 'Dark Ritual' perk
Thant starts with 'Eternal Servitude' perk
Vidomina starts with 'Eternal Servitude' perk
Jhora starts with 'Dark Ritual' perk
Maahir starts with 'Scholar' perk
Ebba starts with 'War Machines' skill
Garuna starts with 'Dark Ritual' perk
MISC
'Town Gate' spell now teleports the hero in the gate of a town, the teleport is canceled if the gate is occupied
Previously buffed 'Dark Ritual' perk renamed 'Arcane Ritual' uses different icons and swapped with 'Arcane Training' perk (now sorcery is good early game) 'Erratic Mana' also regenerates randomly 0-10 mana per day
reduced mage guild cost to 4 wood and 4 ore per level
reduced talisman lvl 3 cost
modified rare resource cost patterns for some dwellings from 5 > 5 to 4 > 6 to make building mage guild lvl 2 not interfere with early development
added +5 wood and ore to cost of resource silo, but reduced its gold cost to 3000
Stalkers have 7 mana and can no longer become invisible if there are not at least 7 units in the stack
Shadow Mistress mana increased to 21
Spearweilders, +1 max dmg, -1A, -1D
Skirmishers, +2A,+1D, harpooners -1A,+1D
'Encourage' perk increases atb by 0.4
'Summon Spectral Dragon' ability is much better (see ingame desc)
'Rune artist' specialization also adds +1 knowledge
buffed 'Hypnotize' with 30% less base initiative reduction
buffed 'Summon elementals' back to 1.8*SP
'Decay' nerfed to 2 turns base duration
'Poison Master' specialization nerfed to 10% base chance
'Blind' duration scaling changed to 1 + 0.05 per power
fixed Lich Masters and some other casters not receiving the correct amount of mana from hero specialization
DUEL
Avengers and Rangers both get extra Dancers to make up for their starting skills (and fixed intro text)
fixed Mephala getting too much trees
ARMG
by default all towns (player and neutral) start with mage guild lvl 1 on ARMG maps for better balance and gameplay
(this can be switched off in settings.pak or is overriden if existing build town variables are not 0)
town conversion cost on ARMG for towns level 0-2 is lowered to 1k,3,3,1,1,1,1
likely fixed issue of ARMG placing too many magma shrines in one zone
increased zone guard strength on standard templates from 6 to 8
increased zone guard strength on belt templates from 6,10 to 8,14
increased zone guard strength on team templates from 1,6,10 to 2,8,14
increased zone guard strength on window templates from 6,10 to 8,12
increased zone guard strength on box templates from 6 to 8
increased zone guard strength on epic templates from 6,10 to 8,14
increased zone guard strength on ultima templates from 3,7,9,10,12 to 5,9,11,14,16
1) damage of Holy and Unholy Words will be dealt only to opponent's creatures (more useful) 2) Earthquake will inflict only opponent's creatures (more useful as mass ATB controlling spell)
?
dredknight
4 years ago
Yes it is possible! But it will take me significant time I barely have at the moment.
On the side note with those changes: 1) holly/unholy become mediocre variant of destruction spells 2) Earthquake overlaps with Slow but deals some damage.
But i look it from the MMH55 side so that point of view can be wrong if looking through WGE perspective.
Yes it is possible! But it will take me significant time I barely have at the moment.
On the side note with those changes: 1) holly/unholy become mediocre variant of destruction spells 2) Earthquake overlaps with Slow but deals some damage.
But i look it from the MMH55 side so that point of view can be wrong if looking through WGE perspective.
1) Dark is native magic not only for Demons and Undeads, so Unholy Word against only opponents will be useful for other factions 2) Earthquake - when inflict all creatures (including allies), it's much more situational than when inflict only enemies. Analogue of such earthquake is not Slow, but a Swarm of wasps (mass version) - need to be casted each turn, and more effective against low-initiative units. These are not urgent changes, just noted wishes for the future. It is very good that you already have made earthquake as a combat spell useful not only against walls.
We've released another PvP balance patch, possibly the most consequential one among the last 3 patches. Not every change of Betas 6-8 may make it into the campaign version, but overall we hope we are close to finalizing this important process.
Spells
Summon creatures spell is renamed 'Creature Portal' and now costs 0 movement (hero chaining RIP)
lowered requirement of Town Portal to level 10 and Creature Portal to level 5, summon boat cost increased to 5 mana.
Dark ritual now cost 1 road tile worth of movement for every 10 mana recovered. Heroes with mystic spec do it a bit cheaper.
Summoned Phoenix and spectral dragon spec have new ability: Primordeal - grants immunity to Cold Death/Harm Touch/Vorbal Blade and Deadeye Shot
removed elemental balance skill from game, increased mana cost of Phoenix to 48.
slightly decreased dmg of meteor shower from 30*Sp to 28*SP (is still better than it was)
earthquake spell cost increased to 12 mana and improved visuals.
increased base duration of vampirism to 2 and reduced duration scaling to 0.05 (greatly benefits cyrus and ash)
increased base duration of decay to 2.5 and reduced duration scaling to 0.05
increased base duration of firewall to 1.5 and reduced duration scaling to 0.05
decreased cost of fireball to 18, set ice bolt back to 9
lowered talisman cost for creature portal and clarified talisman functionality desc
fixed missing or incorrect info in all adventure spell descriptions.
Skills
removed gating skill from demon lords and sorcerers, so only gatekeepers can now use gating. This is to end endless AI abuse with gating+last stand and gating+summoning magic while your human opponent has to wait forever for a turn to end. Hopefully this will end Infernos impopularity in PvP as the pace of the inferno game is now more equal with the other factions. Gatekeepers themselves are less abusive and have more weaknesses without gating. Campaign/scenario heroes are not affected as they are mostly gatekeepers, which is a class kept very similar to demon lords in original game.
swapped dark exaltation with Pariah perk, added +5 mana regen and raise death spell to Pariah, removed L30 bonus
secrets of destruction to give +2SP and +4 mana regen and chain lightning spell and put it behind master of storms.
removed +2 Defense bonus from last stand
reduced attack penalty on preparation to -1
reduced attack bonus on leadership for necropolis to 3,5,7
fixed arcane renewal being triggered on arcane crystal, blade barrier and summon hive.
reduced ballista dmg at expert level from 4-6*A+K to 4-5*A+K
mechanical creatures (war machines and golems) are now immune to cold death (Ballista dmg is nerfed slightly, but overall all WM are far more reliable)
catapult initiative increased to 12 and dmg scaled down accordingly, dmg of untrained catapult wasn't lowered (this benefits both untrained and siege masters as you can only target one wall segment per turn)
nerfed gremlin repair to 2x stack size
energy channel reduces mana cost by 5% instead of 10% (has strong round down effect)
changed engineer starting primary skills from 0-3-1-1 to 1-2-1-1
changed renegade starting primary skills from 3-0-1-1 to 2-1-1-1
rolf spec changes 1D in 1A, instead of 3D in 3A
Harkenraz start with adv Combat, Agreal with basic destructive, Svea with Occultism
Changed resurrection artifacts back to working per stack and added minor stats to all of them.
pocket resurrection artifacts have effectiveness increased to 20% + 1% per K
removed knowledge penalty from ring of sar issus and nerfed effect to -25%
mercury pendant now gives +2 Sp instead of +1 SP
orc artifact descriptions now explain why they are not so bad
ARMG
Ladder-Mu: tier4 in zone 1, tier 6 in zone 3, moved res mines to zone 2, ore+wood in zone 3, improved zone guard strength
Ladder-L: now there is only one such template, improved zone guard strength in later zones
Ladder-M: tier6 in zone1
Cut dwelling conversion cost for T4-7 in half, and adjusted the other tiers towards it
Other
fixed mixed neutral generation, generating invalid black knight ID
fixed missing namefile of watering hole adv object
fixed xerxon not getting enough dragonblood crystals
fixed scenario hero veyer spec desc
desc of enlightenment now says primary skills are random
flattened terrain on taiga battlefield colliding with battle grid
prevented AI going in 'victim' mode by enforcing 'warrior' mode on all default multiplayer maps.
possibly fixed issue of summoning 2 stacks with vayshan et all in LAN battle
possibly fixed issue in LAN duel mode of double growth in towns
updated installer texts
Mapmixer
added function to mapmixer to force 'warrior' mode on any processed map, to optimize its behaviour
added option to auto-balance mentors and hillforts for PvP ARMG maps
added option to disable town conversion and mine control on map level
dredknight
4 years ago
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Dear community,
RC158b hotfix is out to fix a critical issue with floating messages.
Good afternoon! I have requests for patches to the exe file:
1) arcing shot - customizable % damage (or 60% - this figure is optimal right away) 2) aura of dread - customizable morale penalty (or -6, this is real horror, not a slight fright) 3) customizable HP multiplier for random abilities (originally 3, need 0 - so that factors can be used to set precise odds, without extraneous formulas)
From my point of view, these are high priority edits: 1) allows you to make the ability many times more useful (it will start to pay off even when there are 2 targets) 2) allows the aura to function as a key ability 3) allows you to significantly simplify calculations for players who want to know the exact odds