If you hero has Enlightenment skill and gains 20 levels he will get some skill bonus. If you go to Memory Mentor and fully unlearn this skill the bonus should be removed as well.
Is that the case?
Can you explain it a bit more?
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If you hero has Enlightenment skill and gains 20 levels he will get some skill bonus. If you go to Memory Mentor and fully unlearn this skill the bonus should be removed as well.
Is that the case?
Can you explain it a bit more?
Thanks for the saves. I managed to reproduce it. Will check with Magnomagus as I believe he might have added a primary skills penalty for relearning skills.
Added 2 hours 8 minutes ago
@kiko, yes that is the case - 2 random points loss per skill unlearned.
It is also noted in the question box when you do the action.
Read the article for full list of minor and balance changes.
-combat skill retaliation bonus reduced to 10-20-30%It is a very weak bonus, equal to +2.5-5-7.5% to melee offense, because only 25% of melee damage is retaliation damage.
- Leadership can now buff the initiative of undead creatures; mass spells are significantly more powerful, and combat is nerfed.
- War machine HP now scales with hero level (if you have the skill).
-retribution skill buffed from 2% to 4% per morale pointSurprising change, as your mod is heading towards weaker stats and perks, while the 4% retribution is an extremely powerful perk even by the standards of the original, up to +20% non-retaliation melee and ranged damage, that's more than many expert skills for 3 levels.
-logistics also gives tier 1, 2, or 3 reinforcements every week depending on mastery levelIt's very good that you make logistics more of a combat skill. But extra forces is a rather boring bonus that does not affect the course of the battle in any way.
It is very weak bonus, equal to +2.5-5-7.5% to melee offence, because only 25% of melee damage is retaliation damage.
You can verify this claim by looking at recordings of any fights and comparing the resulting retaliation damage, and the total melee damage.
You are correct. Skill itself is weaker to compensate for the advantage of the perks it offers - Chain Attack, Martial Arts (critical strike), Avenging Strike and Stun. Which are favoured among Might hero players.
1) 3-6-9% ini boost is equal to 1-2-3 morale, but this effect consists of 2 components: first turn, and later turns. Standard leadership doesn't boost first turn of units, but necro leadership boosts. It means that with this skill, the undead will be ahead of the living on the first turn but slower in later fight.
Indeed. Generally Necro are on the lower initiative spectrum so it is a big effect.
2) ideally, basic HP should also scale with hero level - but I understand that this place must be additionally searched in the exe file
Agreed. Though as a "feature" now the HP multiplier is made higher to compensate which is one more reason for a player to get War Machines if he wants to invest in them.
Surprising change as your mod is heading towards weaker stats and perks, while the 4% retribution is an extremely powerful perk even by the standards of the original, up to +20% non-retaliation melee and ranged damage, that's more than many expert skills for 3 levels.
This perk at 4% per morale has value of 3-5 of original stats (5%).
Yes that was a mistake that will be reverted in the next release.
It's very good that you make logistics more combat skill. But extra forces is a rather boring bonus that does not affect the course of the battle in any way.
In my opinion, there is a more interesting alternative for logistics - this is a bonus to the starting ATB of units (5-10-15%, for example).
Moreover, you have already partially gone in this direction, increasing the initiative of the troops (undead) for leadership.
Necro leadership I offer a little differently: +5-10-15% bonus to initiative, but -5-10-15% penalty to the starting ATB of troops. In this form, this skill will be as close as possible to the natural morale, as it will not allow undead units to accelerate the onset of the first move.
Starting ATB is hard to modify (currently impossible). Due to the slower pace of MMH55, it is observed that players aim for survivability and/or hoarding of units in order to maintain pace throughout the game. Thus Logistics is one of a few new ways a player can replenish his stack count. Also Logistics had to be nerfed as PvP players all agreed that it provide extreme advantage so we followed up with the movement changes to tone down difference between hero with and hero without the skill.
Starting ATB is hard to modify (currently impossible). Due to the slower pace of MMH55, it is observed that players aim for survivability and/or hoarding of units in order to maintain pace throughout the game. Thus Logistics is one of a few new ways a player can replenish his stack count. Also Logistics had to be nerfed as PvP players all agreed that it provide extreme advantage so we followed up with the movement changes to tone down difference between hero with and hero without the skill.
Starting ATB can be modified by combat scripts.
But the combat script has no way of detecting if Hero has Logistics. The override patch RTA and other PvP mods use breaks the 5.5 framework. On the side note, I am interested why do you think starting ATB bonus is reasonable or more meaningful than bonus creature giveaway? or it is just a personal preference towards a more combat-involved effects?
But the combat script has no way of detecting if Hero has Logistics. The override patch RTA and other PvP mods use breaks the 5.5 framework. On the side note, I am interested why do you think starting ATB bonus is reasonable or more meaningful than bonus creature giveaway? or it is just a personal preference towards a more combat-involved effects?
Ok I see. its Might vs Magic functionality mirror.
Have in mind that no hero has Sorcery and Leadership together. One is Magic and the other Might related so you cant actually choose.
If the "starting bonus initiative" feature is implemented Magic heroes will be able to capitalize on that too which is not something needed.
Logistics is a neutral skill - so it should provide bonuses that are valid for both class types.
Btw can you give a list of valid cases when allied creatures acting before enemy creatures can be considered advantageous (except the obvious archers)?
Btw can you give a list of valid cases when allied creatures acting before enemy creatures can be considered advantageous (except the obvious archers)?
Hello. Could you please tell me where to find these mods separately? - https://is.gd/MpDITk