Posts from Where should I start with modding?
Okay, let's say...
If skills and abilities can be changed, it's only by modifying certain numerical coefficients in the \GameMechanics\RPGStats\DefaultStats.xdb file. If something isn't there, it's likely that the ability/skill is hardcoded into the game engine.
Creature stats are located in \GameMechanics\Creature\Creatures\.......
Heroes are located in \MapObjects - in the faction folders, you'll find heroes mixed in with creatures. The hero names don't match the file names, so you'll have to check each one individually.
Added 18 hours and 37 minutes ago
If you can change skills and abilities, you can only modify certain numerical coefficients in the \GameMechanics\RPGStats\DefaultStats.xdb file. If something isn't there, it's most likely hardcoded into the game engine.
No, I haven't seen anything like that.
Many different effects are hardcoded into the game engine; otherwise, there would be a huge number of mods for skills.
For example, the first aid tent. There haven't been many mods to increase the healing points for a long time, but recently, two have appeared. Why? Because the creators of the 5.5 and BDT mods are delving into the game engine.
https://github.com/Might-Magic-Heroes-5-5/MMH55/tree/master/assembly/patches
Added 52 minutes later
And what about dealing damage by exploding a corpse? Are there any ideas on that?
Thank you. SoilBurnDamagePerHeroLevel.
Added 52 minutes later
And what about the corpse explosion, are there any ideas?
What's wrong with the corpse explosion? It never bothered me. Perhaps it would make sense to tie the power of the fireball to the level of Chaos magic mastery.
I couldn't find where SoilBurnDamagePerHeroLevel is located using the search engine; could you please clarify the path?
In the \GameMechanics\RPGStats\DefaultStats.xdb file, there is a line 3. The number "3" represents the damage per hero level in the "Cursed Land" perk.
I've looked into modding, and it's strange that none of you mentioned the most obvious way: go into the map editor's config and change it to a mod editor. With this tool, creating mods is much easier than manually editing each file.
Excuse me, sometimes I still have to explain to people how to work with the mod editor, because some modders get lost among the number of buttons and start asking for instructions.
Something about it has really hooked me, so I decided to completely recalculate the formula for calculating the stats/strength of monsters and their costs, and accordingly adjust the strength of units/castles. So far, it's going well, although there's still a lot of work to be done to balance everything perfectly.
...to perfectly balance everything.
Nooooooooo!
I've looked into modding, and it's strange that none of you mentioned the most obvious way: go into the map editor's config and change it to a mod editor. With this tool, creating mods is much easier than manually editing each file.
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Bethowen, if you're a fan of working in the editor, I'd be happy to share all the tips, tricks, and settings in a private message.