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Posts from NHF – new heroes for Heroes V 3.1.Auto-translated
By the way, the bug with opening the hero interface can also occur at the beginning of each week.
Judging by the video: https://www.youtube.com/watch?v=9L31H9Sms0E
It seems I found it:
If the ShowFlyMessage function is called for more than one player, a bug occurs.
Added 1 hour 26 minutes ago
I made the call to the ShowFlyMessage function separate for each player, and the bug seems to have disappeared.
Now I'm curious how this will affect simultaneous turns.
Special: 1) Attempt to fix a bug that blocked access to the hero interface. 2) Added Sareth for NHF_E from the additional scenario "Dark Messiah" (Psatkha).
Changes: 1) Fixed the display of the Mahuru tooltip for upgraded creatures. 2) Now, Mirabelle provides pirates every week, depending on the level. 3) Octavio's special ability now affects all allied cities of the Order faction, but no longer depends on whether growth occurred in another city beforehand. An information display has been added for the city. 4) The "Speed Aura" special ability has been changed. It is now static and adds 15% to initiative. 5) Improved the information display for Aglion's special ability. Mana is also granted beyond the limit. 6) Improved the information display for Zana's special ability: tooltips now show who specifically has been revived. 7) Improved the information display for Lilith's special ability and her victim: tooltips now show who specifically has been stolen. 8) The "Swift Warrior" special ability has been changed. It is now static and adds 20% to initiative at the start. 9) The "Terrifying" special ability has been changed. It is now static and gives a 15% initiative penalty to the opponent. 10) Halphas' starting skills and ability have been changed (Advanced Attack - Basic Education, Scholar). The special ability has been weakened by 20%. Information display improved. 11) Abissid now steals movement points from allied heroes who do not belong to the "Necropolis" faction, also converting them into mana. The mana increase now directly depends on the number of movement points stolen. The special ability has been strengthened by 50%. 12) Iona's special ability has been strengthened by 25%. 13) Fahim's special ability has been weakened by 50%, and the output has been changed to percentages. 14) A unique model for Zoltan has been added (Psatkha).
Other: 1) Attempt to separate the calling of hero special ability functions depending on the current player to increase game performance. 2) Abissid's script has been rewritten. 3) Various minor improvements and fixes.
The download link is the same (see the first post in the thread).
Hmm, interesting changes, but a 15% initiative bonus isn't equivalent to a 15% penalty...
Yeah, it's a plus here, and a minus there :D
But seriously: The second special ability is quite challenging (15% penalty), especially considering that opponents can include creatures, and especially armies of heroes from various factions.
So, what are your suggestions for achieving "equivalence"?
The second special ability is quite challenging (15% penalty), especially considering that the opponents can include creatures, and particularly armies of heroes from various factions.
Just a reminder, does the Overlord have a speed aura? Well, that's its specific feature, in my opinion, and it's not particularly beneficial for the faction. ) I suggest balancing their strength so that two heroes (the Overlord and Agrael) neutralize each other's special abilities when they meet. To achieve this, the initiative bonus should be 17-18% (closer to 18), so mathematically they would be equal. Then, the "swift fighter" could be slightly strengthened. I know that these 2-3% won't make much difference in most cases, but it would be more perfectionistic :D
Remind me, does the Overlord have the speed aura? Well, that's its specialty, in my opinion, and not particularly beneficial for the faction.
I suggest balancing their power so that two heroes (the Overlord and Agrael) neutralize each other's specialties when they meet. To do this, the initiative bonus should be 17-18% (closer to 18), then mathematically they would be equal. Then, the "swift fighter" could be slightly strengthened. I know that these 2-3% won't make much difference in most cases, but it would be more perfectionistic :D
Agrael has a buff, and Railag has a debuff. But what if they are not fighting each other?
Agrail's special ability (buff) and Railag's (debuff) What if they are not used against each other?
If they are not used against each other, it becomes more complicated. As I mentioned, the guys from Shio aren't the most proactive, so a bonus to initiative might not be as effective for them. It would work better on the Fortress. Also, the initiative debuff should work well for heroes with strong magic. Conversely, the initiative buff works better against such heroes (and generally works more effectively if the enemy actually has a hero, although how important that is is a question). Overall, there are many nuances here, and it's difficult to assess all of this definitively, at least without numerous (very numerous) tests. So, I would consider these abilities to be roughly equal (assuming the mathematical effects are the same).
If you don't mind, it's complicated. As I said, the guys from Shio aren't the most proactive, so a bonus to initiative might not be that great for them. It would work better on the Tactical Element.
Also, a debuff on initiative should work well for heroes with strong magic. A buff on initiative, on the other hand, works better against such heroes (and generally works stronger if the enemy actually has a hero, although how important this is is a question).
In general, there are many nuances here, and it's difficult to assess all of this unambiguously, at least without numerous (very numerous) tests. So I would consider these abilities to be roughly equal (with the same mathematical effects).
Surprising. Only the Sylvan faction is more proactive than Inferno.
In the Railag Campaign, it specifically defeats its own and demons (two proactive races) with an initiative debuff (or both a buff and a debuff).
And the League has difficulty killing elves.
The Inferno (Lord and Agrael) actually strengthen their troops.
And the Sylvan faction has Wing.
Essentially, all races with good initiative benefit from a hero with that ability.
Everything is written in the first post of the topic ;) As well as many times within the topic itself.
Oh well... too bad... Is there any plan to release a mod based on NHF that speeds up the AI's turn? Because I definitely wouldn't trade NHF for anything, I'd rather wait.
Ah, that's a shame... Is there any plan to release a mod based on NHF that speeds up the AI's turn? Because I definitely wouldn't trade NHF for anything, I'd rather wait.
Now, the task is to make all heroes playable at all stages of the game. It's not a simple task. If anyone has specific suggestions, please share them! ))
Added 4 minutes later 1) We can boost weak heroes at the start with spells and machines; 2) We can improve weak heroes in the mid-game with the right starting skills and abilities; 3) But it seems that improving them in the late game can only be done by adjusting the mechanics of special abilities.