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RC15 Beta12 The Russian translation is complete. (If you find any errors or have any suggestions, please write in the txt-translations section on the official Discord channel for this mod.)
Updated the translation based on the feedback. The link is the same.
SWELOT
3 years ago
Auto-translated
I don't know about others, but when I create a scenario, in MMH55_Utility_64, the progress bar reaches about halfway, and the game crashes. I've tried different map sizes, and the crash happens specifically when creating huge and incredibly large maps, although it also happens with very large maps. Version RC15 Beta12.
dredknight
3 years ago
Do you have any other mods installed?
What happens when you generate a map with the Map Editor?
Our biggest change release since RC1 is here, bringing a lot of balanace changes and improvements!
SKILLS
mechanics for offering perks on level up changed. Previously game offered two boxes with perksone standard (tier 1) and one special perk (tier 2 and 3) where any perk (tier 1, 2 and 3) was offered if there were no perks that fit the box rule. Now both boxes will randomly offer perk of any type (tier 1, 2 and 3). While this makes it slightly harder to get a desired tier 2 perk, it makes it easier to get a perk from different perk branch within the same skill on following level up. This improves the chance to evade undesired tier 2 perks.
'Retaliation strike' ability now works on ranged attacks
TOE perk 'Unstoppable charge' perk is added back and gained after 'Retaliation Strike' perk
'Unstoppable charge' perk bonus damage is nerfed from 100% to 50% because it stacks with 'Critical Strike' perk for a total of 200% damage
Hero attack damage vs Summon Hive, Phoenix and Ballista (using chain attack) is lowered by 40%
some very minor nerfs were done to hero attack base damage vs some tiers based on updated average HP calculations
'Avenger' skill changed from 40% trigger chance for 100% bonus damage to 70% trigger chance for 50% bonus damage. Changes apply both to hero and creatures. Anwen's specialization creature bonus Avenger damage reduced from 1% to 0.5% per hero level.
'Preparation' perk is gained after the 'Rally' perk in 'Leadership' skill tree, where it is useful as the complete opposite of 'Aura of Swiftness' perk
'Last Stand' perk is renamed 'Righteous Fortitude' and moved to 'Light Magic' skill tree. The perk also gives +2 defense and 'Regeneration' spell, but the last stand effect only triggers for stacks with 5 or more creatures.
'Divine Guardians' perk is removed from game, it was only ever intended as 'final battle dragging' ability and that effect is now provided by the nerfed last stand effect.
'Swarming Gate' perk is renamed 'Urgash Call' and changed icon, the skill now allows gating devils and has a chance for a minor gating bonus. The pendant of mastery no longer gives this effect.
'War Machine' perks now multiply their hitpoints by 3 instead of 4.
'Flaming Arrows' perk now grants Ballita 50% ignore defense effect and adds fire damage equal to hero level, so that it can be defended against.
'Remote Control' perk in 'Artificier' skill tree is removed from the game and replaced with new perk 'Silver City Magistrate': The hero gains +2 Spellpower and at the start of every week additional Djinns, Djinn Sultans or Djinn Viziers will join the hero's army, the amount is equal to 0.15 * hero level
'Fiery Wrath' perk now also gives +2 attack and is moved to shatter destructive
'Fire resistance' perk in 'Shatter Light' skill tree also gives +2 defense
'Celestial Shield' spell at level none now scales back to base value 40%
'Arcane Armor' perk boosts 'Celestial Shield' spell strength by +4 SP and moved to 'Destructive Magic' skill tree
'Ignite' perk burn damage to 50% of initial damage for 2 turns and is tier 2 perk in 'Destruction Magic' skill tree
'Caster's Luck' perk gives +10 spellpower instead of +12 spellpower to Chieftains
'Chilling Bones' perk also gives +2 defense
'Runic Attunement' perk buffed to give +3 morale for one turn after rune cast
fixed Ranger skillwheel having 2x War Machines skill trees
fixed description of 'Agonizing Strike' perk
fixed description of 'Spirit Link' perk and ability
ARTIFACTS & HEALING
First Aid Tent base heal buff from 10 to 30 and Basic/Advanced/Expert 'Defense' secondary skill adds +10/+30/+70 HP respectively.
'Ring of Machine Affinity' artifact boost tent healing by +50% instead of +100%.
'Saint' artifact set resurrection artifacts no longer work per stack, but can resurrect a flat amount of HP instead of %, the artifact chooses automatically which option resurrects more creatures.
defense primary stat scaling resurrection artifacts can only resurrect based on flat HP, not %.
'Apothecary Pouch' artifact is renamed 'Pathfinder's Aid Kit'. Resurrection scales with defense and only resurrects tier 2 creatures, but with higher base value.
'Pathfinder's Aid Kit' artifact is given to any hero with the 'Pathfinding' perk.
'Medical Supply Bag' artifact is renamed 'Combat Aid Kit'. Resurrection scales with defense and only resurrects tier 1 creatures, but with higher base value.
'Combat Aid Kit' artifact is given to any hero with the 'Vitality' perk.
'Lord of Undead' perk is renamed 'Embalmer'. It has new icon and allows resurrection artifacts to revive fallen Undead creatures. The '0.5-bonus-gold-per-day-for-each-skeleton' effect moves to 'Unholy Crusade' perk.
Necropolis heroes don't get 'Pathfinder's Aid Kit' or 'Combat Aid Kit' artifacts, unless they have also learnt 'Embalmer' perk.
heroes without any of the 4 'medical' perks can't use 'Pathfinder's Aid Kit' or 'Combat Aid Kit' artifacts.
Kaspar specialization renamed to 'Master Embalmer'
'Necromancy' skill dark energy base amount from 300 to 400
'Necromancy Amplifier' building dark points bonus from 200 to 100
fixed resurrection artifacts working for free when mana is above max
lowered sale cost of 'Griffin Egg' artifact to 30000 gold
'Artificer Wand' artifact is now a separate artifact with value of 0 gold
'Potion of Resurrection' is removed from the game
fixed minor description issue for 'Golden goose' artifact
SPELLS
fixed 'Rune of Dragonform' working on Fire Dragons
lowered casting cost for 'Righteous Might' and 'Suffering' spells to 7 mana
reduced strength scaling at expert level to 0.25*SP for 'Righteous Might', 'Suffering' and 'Endurance' spells
increased casting cost for 'Regeneration' spell spell to 15 mana
increased casting cost for 'Sorrow' spell to 14 mana
changed 'Deflect Missile' spell - base reduction starts from 5%, casting cost to 8 mana
'Refresh Rune' ability resets hero atb to 0.5, used to be 0
'Banish' ability now costs 20 mana and resets hero atb to 0.33, used to be 0
'Summon Spectral Dragon' ability cast resets hero atb to 0.33, used to be 0
'Encourage', 'Banshee Howl' and 'Rally' abilities cast resets hero atb to 0.15, used to be 0
'Power of Stone' perk renamed 'Power of Deflection' and has new icon
ADVENTURE MAP
neutrals inside battle sites are now auto-adjusted to the average strength of neutral stacks on the map (therefore they auto-adapt to ARMG monster strength, on maps with 'strong' monsters there isn't much difference as they served as baseline). On maps like Deadly environment or dream land they will be stronger by default because the mapmakers adjusted the stacks on the map to be stronger. The DE script variable needs adjustment from x2.5 to x1.5 to achieve roughly the same monster strength.
modified battle site rewards for spells, now Witch Temple always gives high level spell like Mage Vault
Crypt, Stone Vault and Rampart Tower will start giving higher level spells if the hero knows a lot of lower level ones
made adventure map sites' prisoner rewards more balanced (less excessive bonuses from certain buildings)
neutral towns on ARMG start with 'Mage Guild' building built at level 2, neutral Stronghold towns have the 'Walkers Hut' building built for equal access to 'Creature Portal' spell, 'Town Conversion' ability is also adjusted for that.
supply contracts now cost 500 instead of 1000 gold
fixed 'Town Gate' spell teleporting hero to wrong side of town in underground
fixed a script error when visiting a 'Redwood Observatory' site repetitively
fixed spelling errors in Flotsam and Sea Chest sites description
fixed spelling errors in description of Orc Tunnel', Deserter's Tower, Treant Thicket, Arcane Tower and Mage Vault sites
GOVERNANCE
default experience gain early game is much stronger to keep up with competitive gameplay and allow easier 'Spymaster' perk spell transport.
ABILITY PROCS
removed the proc factor system for triggering creature abilities and use simpler system from version 3.0 based on HP:
Chance = 40% + 5% * (TotalHP / TotalTargetHP) if targetHP is lower
Chance = 40% - 5% * (TotalTargetHP / TotalHP) if targetHP is equal or higher
'Soldiers Luck' perk is unchanged and grants abilities a second chance roll if the first one fails.
'Paw Strike' base trigger chance follows the same formula as mentioned above. For each tile walked the formula is upgraded to: 1 [(1 trigger_chance/5)^walked_tiles]. This will cause it to trigger similar to other abilities as before it used to trigger too often.
adjusted all descriptions for abilities that had proc factors.
CREATURES
There are a lot of small creature changes in this release mainly to address following issues:
equalize magic protection abilities between factions, (academy less, some others more)
equalize ability to deal with damage recovery or prevention from shooters
fix a slight generic OPness in necro health and UPness in sylvan health
fix too big or small differences in strength between upgraded and unupgraded creatures
add some more tactical variety to unupgraded creatures for very fast PvP that includes mainly unupgraded army
more carefully thought out what spells creatures actually need
List of changes
Squire: -1 health, Vindicator -2 health
Griffin: removed 'Immunity to Blind' ability
Priest: added 'Divine Strength', 'Endurance' and 'Haste' spells; +12 mana
Zealot: added 'Mark of Fire' ability, moved 'Purge' ability to Inquisitor, removed 'Bravery' ability from Inquisitor, removed 'Confusion' spell
'Mark of Fire' ability: bonus damage changed from 2x to 1.5x but triggers more often
fixed Inquisitor cost text
Angel: and Archangels, added 'Immunity to Air'
Seraph: added '50% Fire Proof' ability
Pit Fiends: +3 min damage, removed 'Weakness' and 'Vulnerability' spells
Pit Lord and Pit Spawn: +3 min damage, +2max damage, -2 attack, removed 'Weakness' and 'Vulnerability' spells
'Primordeal' ability: now also gives immunity to 'Chain Shot' ability
Horned Overseer: 'Explosion' ability damage nerfed to 24*SP
Necromancy Amplifier building: no longer gives extra skeletons to heroes without Necromancy skill, it only gives +2 mana regeneration, an intentionally weak bonus.
'Sacrifice Goblins' and 'Mana Feed' abilities: now listed as spells in creaturepedia
'Shield Other' ability: renamed to 'Shield Allies'
'Command Other' ability: renamed to 'Command Allies', fixed description
'Invisibility' ability: clarified description
COMBAT AI
For neutral stacks mana is reduced to zero at start of combat for the following creatures to prevent them from fighting poorly: Priest, Inquisitor, Zealot, Lich, Succubus, Succubus Mistress, Shadow Witch, Shadow Matriarch, Rune Priest and Sun Daughter.
TOWNS
removed useless town ballista specialization from towns and adjusted desc for war machine town specializations.
Rangers and Druids heroes no longer need to visit the town to get bonuses from Fountain and Avenger Brotherhood town buildings, same for overlords Overlord and Tricksters heroes no longer need to visit the town to get bonus from Altar of Elements town building
Demon Lords now gain +1 defense from the Infernal Loom town building instead of hellhounds and the bonus is cumulative and provided without visiting the town
Sorcerers now gain +1 knowledge from the Infernal Loom town building instead of hellhounds and the bonus is cumulative and provided without visiting the town
WEEKS
weeks of Calm/Idleness 5% lower initiative instead of 20%
weeks of Feebleness/Infirmiry 10% defense reduction instead of 20%
weeks of Sorrow/Light morale and luck lowered by 1 instead of 2
weeks of Fire, Water, Earth and Air 10% to spell damage instead of 50%, no change to elemental summons which is 50%
week of Chaos 10% spell damage instead of 50%
week of Might 10% non magic damage instead of 50%
week of Might and Magic 10% non magic damage instead of 50%
removed weeks of Ether, Plague, Disease, Fever and Conjunction
HEROES
buffed atb reset for Cyrus, Ash and Gem specializations
removed the proc factor system for triggering creature abilities and use simpler system from version 3.0 based on HP:
Chance = 40% + 5% * (TotalHP / TotalTargetHP) if targetHP is lower
Chance = 40% 5% * (TotalTargetHP / TotalHP) if targetHP is equal or higher
Great change! But I see that 5% is simple 40/25 * 3 = 4.8% multiplier. Can you change this multiplier separately, to have ability to set it equal to 0 (zero)?
The problem with this multiplier is that there is 45+% chance if HP is greater, and 35% chance or less if HP is lower, this difference between 45 and 35 is non-logical hole.
Please explain, can I use patches for "stripped exe", or need to do any additional actions with exe file for it?
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
dredknight
3 years ago
Ability chance patch does not require stripped exe. However "paw strike ability" patch do require one. Stripped patches work only on stripped exes. How to make H5_game.exe stripped ? I wrote you a guide.
Regarding the 35-45% ability hole - sure it is not math logical but it is opportunistic.
First, at the current pacing of MMH55 player's army will usually be at disadvantage vs neutral stacks which tend to be in higher numbers. This will make battles more challenging especially vs single high HP stacks.
Second, this adds another layer of tactical decision in PvP so one can estimate which enemy stack is more favourable for ability targeting.
Third, quantity is quality of its own - one can focus his economy on buying certain creature stack if he thinks its ability trigger chance is critical to his army composition.
I made another patch based on your request that you can get from here. You can edit base chance to a value of your choice.
Ability chance patch does not require stripped exe. However "paw strike ability" patch do require one. Stripped patches work only on stripped exes. How to make H5_game.exe stripped ? I wrote you a guide.
Regarding the 35-45% ability hole - sure it is not math logical but it is opportunistic.
First, at the current pacing of MMH55 player's army will usually be at disadvantage vs neutral stacks which tend to be in higher numbers. This will make battles more challenging especially vs single high HP stacks.
Second, this adds another layer of tactical decision in PvP so one can estimate which enemy stack is more favourable for ability targeting.
Third, quantity is quality of its own - one can focus his economy on buying certain creature stack if he thinks its ability trigger chance is critical to his army composition.
I made another patch based on your request that you can get from here. You can edit base chance to a value of your choice.
Please test and let me know if it works.
Thank you, your solution for constant chance is working. I agree that dependence on HP makes sense, but I strongly disagree with the formulas that Nival suggests. The most logical thing is to make sure that the chance is equal to the ratio of damage dealt to health before the attack. If you deal 2 times the damage, then the chance to proc should be twice as high, since you are doing twice as many hits.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
We apologize for the poor quality. This is a critical bugfix release to replace RC15 beta 13.
CRITICAL FIXES
Fixed MAJOR issues related to resurrections not working properly
Fixed MAJOR issues related to resurrections not working properly
removed new embalmer perk (a technical conflict with eternal servitude will make beta 13 design impossible, flat HP artifact resurrections will not be available for necro)
reverted 'Lord of Undead' perk to its previous state
new perk 'Master of the Hunt' replaces 'Unholy Crusade' perk and gives extra Ghosts
Kaspar specialization name reverted to 'Embalmer'
fixed resurrection artifacts resurrecting more than died
fixed aid kit artifacts not working at all
fixed 'Pathfinders Aid Kit' artifact spawning on the map
fixed Sprites having wasp swarm and pixies having mana in creaturepedia
some very subtle tweaks to skeletons to make sure they are equal:
Skeletons: -1 defense
Skeleton Warriors: -1 defense, damage 1-3,
Skeleton Archers: +1 attack, -1 defense,
Succubus and Succubus Mistress: added 'Vulnerability' spell
Pit Lords and Pit Spawns -2 damage (values were set too high, goal was to reduce excessive randomness)
'Necromancy' and 'Logistics' skills can no longer be unlearned without mental scarring (hero loses stats)
new attempt fix to prevent reward text collision
Added 48 minutes ago Nargott
The most logical thing is to make sure that the chance is equal to the ratio of damage dealt to health before the attack. If you deal 2 times the damage, then the chance to proc should be twice as high, since you are doing twice as many hits.
There is no wrong choice here. It is up to what one favours.
First, the good side of the proposal is that Might hero army will have a higher chance of proc in PvP against magic heroes, which sounds intuitive, but so many other issues arise. Pointed below.
Second, my take is based on the idea that dealing damage is the most important thing in the game. Kill the enemy as swiftly as possible before you suffer casualties. Proposed approach ties the chance for proc to damage. This makes creatures that are already good even better.
Now you have 2 great things in the same type of units - Damage dealers + high proc chance. That is not good as it reduces the usefulness of other units.
Abilities should be available as an alternative method to turn the tide of the battle when the numbers (and damage) are not in your favor.
Third, here are some creatures that will suffer greatly from the change. - Fortress Tier 2 - they do low damage and their cripple ability chance will be non-existent. - Fortress T3 bear roar does not deal damage - Fortress T3 paw strike, they are not the best damage dealers too - Sleeping strike, frightful presence, blinding attack - it is great in circumstances you are facing much stronger foe, so damage vs total hp will be low.
There is no wrong choice here. It is up to what one favours.
First , the good side of the proposal is that Might hero army will have higher chance of proc in PvP against magic heroes which sounds intuitive but so many other issues arise. Pointed below.
Second, my take is based on the idea that dealing damage is the most important thing in the game. Kill the enemy as swiftly as possible before you suffer casualties. Proposed approach ties the chance for proc to damage. This makes creature that are already good even better.
Now you have 2 great things in the same type of units - Damage dealers + high proc chance. That is not good as it reduces the usefulness of other units.
Abilities should be available as an alternative method to turn the tide of the battle when the numbers (and damage) are not in your favor.
Third, here are some creatures that will suffer greatly from the change. - Fortress Tier 2 - they do low damage and their cripple ability chance will be non existent. - Fortress T3 bear roar does not deal damage - Fortress T3 paw strike, they are not the best damage dealers too - Sleeping strike, frightful pressence, blinding attack - it is great in circumstances you are facing much stronger foe, so damage vs total hp will be low.
You named just those reasons why the option with a fixed chance is good (for example, always 40%). The first way is to give a fixed chance. The second way is to give a well controlled chance (linearly dependent on damage). Both methods each have their own advantages.
Nival's approach is an attempt to sit on both chairs, and do it equally badly. On the one hand, this is not a fixed chance, and small troops have too low chances to proc. On the other hand, this is a poorly managed chance, because even a significant overclocking of a key parameter (in this case, health) will usually give a meager 1-2% increase in chance.
In addition to having a 10% (or originally 6%) hole in the chance, Nival made the odds calculation awkward. Rejection of the factor simplifies the calculations, but they still remain unclear.
When you have damage, you can immediately see which part of the squad you can kill (and based on this, understand if the chances of proc are good). When you look at health, you need to do calculations with a calculator if you want to know your chances: 1) multiply the health of the creature by the size of the squad 2) repeat the same for the attack target 3) divide one by the other 4) multiply by 5 (or 3) 5) add or subtract from 40 (or 25) 5 actions for simply know what chance you have!
Either way, you're making things that are better than they were in the original. Because 40 + 5 without factors is better than 25 + 3 with factors.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
found a bug with "education." (haven't figured out the exact conditions under which it occurs)
created a map:
when starting a game and choosing the hero Anwen, "education" (learned in the hut) doesn't provide +1 knowledge. The same applies to the druid in the tavern.
here's the save file:
and here's a screenshot of the druid from this save file, purchased in the tavern: https://ibb.co/q9NFtFV
tests have shown that the bug of "formation" appearing 100% of the time occurs when the following difficulty settings are selected: https://ibb.co/2jf299M
dredknight
3 years ago
Thank you Kiko!
We found the issue. It seems there is a collision between game initialization scripts and "HIDDEN ARTIFACTS" option which also initializes the map at the very startup.
Try playing without it and let me know if you still have the issue!
P.S. I probably should have also written: that I've always played with "HIDDEN ARTIFACTS", and this bug appeared only in the latest version of the game.
without the "HIDDEN ARTIFACTS" option enabled, a level 1 "Mages' Guild" is built on the template map at the start of the game (as it should be... that's how it was on this template in the previous version of the mod)
and, of course, if the "HIDDEN ARTIFACTS" option is enabled - the "Mages' Guild" will not be built.