Skip to content

Posts from MMH5.5 - Heroes of Might and Magic 5.5

4.6 (10 ratings)
3 years ago

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?

3 years ago
Auto-translated
dredknight
Yesterday, I didn't have time to figure it out, and I still don't.

I just realized that it's related to the artifacts on the hero.

I'm uploading the save file and the map.

What I did: I removed all removable skills from the hero, Winrael, through the mentor, except for "Secrets of Light" (+2 knowledge) and "Cult Leader."
After retraining, I check the hero's stats and see that the knowledge is lower than it was before.
Attachments 2
2 files attached • Total size: 19.1 MB
3 years ago
Auto-translated
dredknight, the decrease in "knowledge" occurs in varying amounts (possibly depending on the order in which skills are retrained with a mentor).
It can range from zero to...

Therefore, I will provide a save file where, from the 41st knowledge point, it resulted in 37.
Attachments 1
1 file attached • Total size: 15.7 MB
3 years ago
Auto-translated

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.

3 years ago
Auto-translated
dredknight
didn't notice :(

thank you.

I suggest highlighting this text with some color. I don't know about others, but I usually don't reread the entire text in the game with each new version. This way, this information would be more noticeable.
3 years ago
🕹🕹🕹 RC17 release 🕹🕹🕹

 >>> Download <<<

Dear community,
This started as a minor campaign update but it quickly derailed in a large balance update with some real 'gamechangers'.

Major Changes
  • Logistics is now half focused on boosting movement and half focused on reinforcements to make the difference between heroes with and without logistics less extreme and add more combat effectiveness to the skill.
  • Hero base movement is increased to make 'total movement' the same as in older versions of the game.
  • Leadership can now buff 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).
  • There were a lot of minor changes to the composition of armies inside battle sides toward preventing extreme shooter/caster configurations.

Read the article for full list of minor and balance changes.

User Avatar
3 years ago
Auto-translated
-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.
You can verify this claim by looking at recordings of any fights and comparing the resulting retaliation damage and the total melee damage.

Added 8 minutes ago
dredknight
  • 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).

 

1) A 3-6-9% initiative boost is equal to 1-2-3 morale, but this effect consists of 2 components: the first turn and later turns. Standard leadership doesn't boost the first turn of units, but necro leadership does. It means that with this skill, the undead will be ahead of the living on the first turn but slower in later fights.

2) Ideally, basic HP should also scale with hero level - but I understand that this place must be additionally searched in the exe file.
-retribution skill buffed from 2% to 4% per morale point
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 a value of 3-5 of the original stats (5%).
-logistics also gives tier 1, 2, or 3 reinforcements every week depending on mastery level
It'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.
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.
3 years ago
Nargott
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.

Nargott
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. 

Nargott
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.

Nargott
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.

Nargott
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.

 

In reply to dredknight
User Avatar
3 years ago
dredknight
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.
In reply to Nargott
3 years ago
Nargott
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?

In reply to dredknight
User Avatar
3 years ago
dredknight
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?
It is preference towards unique, clear 100% combat-involved effect which is in demand.
You have Sorcery + Swift Mind - for hero initiative (starting ATB + later initiative bonus).
But you have only Leadership - for units initiative (only later initiative bonus, without starting ATB).

When do you want to have ATB-based Logistics? Everytime you want to move earlier than opponent in the battle.
When do you want to have creature-based Logistics? Everytime earlier game, no matter what is needed in the battle itself.
3 years ago

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)?

In reply to dredknight
User Avatar
3 years ago
dredknight
Btw can you give a list of valid cases when allied creatures acting before enemy creatures can be considered advantageous (except the obvious archers)?
1) archers
2) casters
3) rushers (first move attackers)
If you restrict rushers (by speed or battlefield size), then bonuses can be greater - up to 10-20-30% ATB (see to Wyngaal spec)
What is even more interesting than in the rush version (original game) - when enemy units begin to move, allied units are already placed in advantageous places on the battlefield (as extended Tactics).
3 years ago
Auto-translated
Hello. Could you please tell me where I can download these mods separately? - https://is.gd/MpDITk

Statistics

Welcome our newest member: recijeb

Users Online 3 users 1368 guests