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Posts from NHF – new heroes for Heroes V 3.1.Auto-translated
What if he left first, then brought it back, and only after that did the enemies notice the loss?;)
Then, consider adding something like this: so that player 1 goes before player 2, and vice versa, otherwise the messages will be displayed differently.
Is it possible to suggest an idea for several heroes?
Not only is it possible, but it's encouraged, and it's best to read the topic first, so as not to repeat ideas or suggest something that is not feasible.
I don't know what's feasible and what isn't. I'm not a programming expert.
Well, could we make this one? Name: Viorhiz (Mage) Biography: Viorhiz was a very good mage in the League of Silver Cities. But during Marquel's attack, he had no choice but to hide in the caves. A long time spent underground accustomed him to this environment, and now he moves through it faster than any other mage. Skills: Logistics Basics, Scouting Specialization: Dungeon Ranger - The Dungeon becomes a "native" type of terrain for the hero and his troops. In addition, he moves 1% faster for every two levels of the hero, starting from the first.
I'll write about the others later.
Added 7 minutes later Turgoz (Necromancer) Turgoz is possibly the best Water element mage. Any of his spells of this element deal more damage. In life, he was also connected with this magic. But after becoming a lich, he became even more powerful. Specialization: Master of Cold - any damage dealt by the Water element is increased by 1% for each level of the hero. Ice Bolt spell at the start. Skills: Chaos Magic Basics, Master of Cold
P.S. I forgot to add that Viorhiz has the Stone Spikes spell on the strategy map
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Then, implement something like this: ensure that player 1 moves before player 2, and vice versa, otherwise the messages will appear in the wrong order.
Now, the message for the player whose item was stolen will always appear later.
The Dungeon becomes a "familiar" type of landscape for the hero and their troops. In addition, they move 1% faster for every two levels of the hero, starting from the first.
This is only possible if the concept of "landscape" is replaced with the concept of "map level" (i.e., not the type of terrain: grass, lava, but the type of surface: dungeon, earth). Warrior777
Any damage dealt by the element of Water increases by 1% for each level of the hero.
Dyrman, I read the first post of the thread a while ago and saw that the "minimum" program includes 32 heroes. I thought there would be 4 heroes for each faction, and then a full program with 64 new heroes would be created. If you started working on the full program right away, please let us know, because I think there might be fewer heroes for the other factions compared to, for example, Necropolis and Inferno, which are currently leading. This might not be well-received by players who prefer other factions, as they might feel that their favorite faction has fewer heroes than others.
Dyrman, I read the first post of the thread a while ago and saw that the "minimum" program includes 32 heroes. I thought there would be 4 heroes for each Faction, and then a full program with 64 new heroes would be created. If you started working on the full program right away, please let me know, because I think the other Factions will have fewer heroes than, for example, Necromancers and Demons, which are currently in the lead. Many people might not like it if one Faction has a lot of heroes, while their favorite Faction has only a few.
I'm not the only one creating heroes, and some slots for Factions are reserved for other developers (or partially depend on them). An alpha version will not be released until 4 heroes for each Faction are fully created. Naturally, it won't include some of the new ones that "exceed" the range. Therefore, to avoid wasting time, I'm moving forward. There will still be 2 versions of the mod. One will have a fixed number, including the best heroes from those rewritten, and the other will contain all the created ones (like NCF). If you don't want to lose balance in terms of numbers, use the regular pack; if variety is more important, use the other one. In the end, there will still be 64 of them
It’s good that there will be 64 of them, but I would have preferred an equal number of heroes for all factions. For now, things are progressing slowly, so we’ll wait and see what happens next. Thank you for answering questions and considering suggestions; I am very grateful.
Well, in this case, you can do it like with Sylvan's specialization (water element spells cannot be reflected).
You also can't do that with the water element. I'll repeat again: combat scripts are prohibited, meaning that what happens in battle is inaccessible to multiplayer (there is an option to hack the executable and figure everything out there, but that's only for masochists).
p.s. By the way, you can change hero parameters during battle, but you can't link anything to battle events, so it's useless.
My first post wasn't updating due to a glitch. So, I'm not sure what to do; we'll just post directly in the topic for now.
I understand that this isn't a bug, but rather a feature of the forum: messages can only be edited within 24 hours of being posted. I've encountered a similar issue here.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат