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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
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10 years ago
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Dyrman, how about making some minimal changes to the skill tree and the skills themselves? Here are some ideas: 1) Make skill progression more focused by reducing the number of branches and increasing the number of skill chains. At least for key skills. To implement this, I suggest eliminating the following situations: 1.1) Upgrading a basic skill A unlocks 3 enhanced skills A*, B*, and C* (Example: Enchantment Mastery for Rangers). It's even worse if upgrading one of them (A*, B*, or C*) unlocks another enhanced skill A** (Example: Defensive Stance for Dwarves) or even two enhanced skills A** and B** (Example: Chaos Mastery for Demons). 1.2) Upgrading an enhanced skill U* requires upgrading 2 basic skills A and B, considering that upgrading A and/or B unlocks at least one more enhanced skill A* (Example: Dark Regeneration for Necromancers). It's even worse if it unlocks more enhanced skills A*, B*, ..., N* (Example: Mentoring for Warlocks). 1.3) Upgrading a basic skill A does not unlock any enhanced skills, while upgrading other basic skills B and/or C in the same skill tree leads to situations described in points 2 and 3. (Example: Magic Resistance for Rangers). 2) Remove skill requirements from one skill tree for upgrading skills in another skill tree (except for requirements from racial skills). (Examples: Requirement of Tactics for upgrading Readiness for Knights, requirement of Dark Revelation for upgrading Lucky Charm for Mages). 3) Remove Navigation from Logistics, as it's useless on most maps. Instead, add Pathfinding or even move Speed Aura from Leadership. 4) Give some scripted bonuses to the skills Patronage of Ash and Resistance, as they are not very useful.
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10 years ago
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Only if it’s part of another project; many people don't want the progression system to change.
/topic/9491/
In reply to Dyrman
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10 years ago
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Dyrman
Only if it's part of another project; many don't want the progression system to change.
/topic/9491/
I think that many people don't want radical changes to the wheel system, like there used to be, and besides, the built-in mod wheel didn't work properly: I'm sure this influenced players' opinions at the time. Just gradually change the wheel without completely overhauling it all at once. Another option is to do it like with NHF_E, as a separate module.
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10 years ago
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Everything was done gradually. I'm not sure about the bugs in the mod. The thing is, if someone sees the mod for the first time (after several dozen such "gradual" updates), it will be a bit of a shock for them – they will get all the changes at once.
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10 years ago
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Dyrman

The thing is, if someone sees the mod for the first time (after several dozen of these "gradual" ones), it will be a bit of a shock for them – they will get all the changes at once.
I agree with that. But, the option with a separate module still seems relevant to me. By the way, in which .xdb file is the wheel changed?
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10 years ago
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In the new version, we can all expect a new heroine from the Necropolis faction - Donella



Every woman wants to be beautiful and desirable, but time always takes its toll. Donella was an exception to the rule; she dreamed of marrying the most handsome man in the Duchy of the Bull. Unfortunately, mutual love came when she was already fifty-three years old. She mortgaged her estate and bought an ancient book of the Shantiri priestesses, studying the forbidden magic of necromancers. To rejuvenate her body and give it a more graceful form, she had to literally reshape her body and revive her skin. To do this, she had to break several bones, remove "unnecessary" parts of her body, and lie in a special sarcophagus-like bed, completely bandaged, for several years. When the mummy came to life, the girl didn't even recognize herself in the reflection of the mirror, specially left for comparison, but she was more than satisfied. But, unfortunately, it was all in vain, as her sleep lasted about a thousand years, and the ashes of her beloved had long since turned to dust in the grave.

And also, possibly a new heroine from the Dungeon faction - Ramellia

In reply to AwesomeDude
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10 years ago
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AwesomeDude
I agree with that. But, the option with a separate module still seems relevant to me. By the way, in which .xdb file is the wheel changed?
GameMechanics\RefTables\Skills.xdb

For now, there's still a lot of work to do, besides the module.
Maybe later. We can discuss it in another thread. And, if there is a mod, make it compatible with NHF ;)
In reply to Dyrman
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10 years ago
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Dyrman

There's still a lot of work to do, besides the module itself.
Maybe later. We can discuss it in another thread. And, if there is a mod, make it compatible with NHF ;)
There's a mod called "WGE" and "Symmetry" (I posted the "Symmetry" skill wheel on the first page) - maybe you can use something like that - why have a hundred threads discussing changes to this wheel?
By the way, Dyrman, you still haven't given me your verdict on the icon for Kha's infernal wall - should I redraw it or is it okay as is?
In reply to SRD
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10 years ago
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SRD

By the way, Dyrman, you still haven't given me your verdict on my icon for the Infernal Wall of Kha – should I redraw it or is it okay as is?
I'll give you a verdict when I have time.
By the way, maybe I should post it here for public opinion?

Added 1 minute ago
SRD
There's a mod called "WGE" and "Symmetry" (I posted the skill wheel for "Symmetry" on the first page) – maybe we can use those – why have a hundred threads discussing changes to this wheel?
Do you mean a new thread?
In reply to Dyrman
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10 years ago
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Dyrman
The verdict will be given when I can get there.
By the way, should I post it here for public review?

Added 1 minute ago

I mean, a new topic?

Please, go ahead and post it. And what about the formula – I suggested sp*hero_level – as I understand, it wasn't well-received (in my opinion, there should be a strong dependence on the level of Kha).

I mean, so many topics contain questions about this skill level – it's impossible to count them – why have so many options? Wouldn't it be good to come to a common denominator – develop a single version (of course, it won't be possible to please everyone, but still...)
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10 years ago
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SRD
Please, go ahead and share, and what about the formula – I suggested sp*hero_level – as I understand, it wasn't well-received (in my opinion, there should be a strong dependence on the level of Kha).
You are suggesting an icon, right?
I haven't looked at either the possibility of changing it or the formula because I'm busy with other things related to the mod. I'll get to it and write back – I repeat.
SRD
Well, there are so many topics containing questions about this skill level – it's impossible to count them – why have so many options? Wouldn't it be better to come to a common denominator – develop a single version (of course, it won't be possible to please everyone, but still...)
Everyone has their own vision of the wheel.
In WGE, it's a different game – so that wheel might not be suitable for the original's mechanics.
And the topics already exist and have been created for a long time.
In reply to Dyrman
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10 years ago
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Here is the icon.
Attachments 1
1 file attached • Total size: 22.3 KB
In reply to SRD
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10 years ago
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SRD
Here's the icon.




Awesome! :smile12:
In reply to Dyrman
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10 years ago
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Dyrman
Everyone has their own vision of the wheel.
In WGE, it's a different game – that wheel might not be suitable for the original's mechanics.
And the themes already exist; all of them were created a long time ago.
That's correct; different projects have different priorities.

WGE features more powerful perks, stats that are twice as strong, 24 hero classes instead of 8, and an emphasis on dynamic multiplayer gameplay (around level 15 in the endgame, with game durations of 1-4 weeks). If anyone has played StarCraft at a reasonably high level or watched professional players' streams, they'll understand why the focus is on acceleration rather than stagnation with maximum build-up and a drawn-out game.

On the other hand, the wheel could be unified in the general part (not race-specific), with differences only in the details (for example, fire-resistant armor in WGE provides +2 to defense, while in the original mechanics, it provides +4). But this comes down to different visions. Dyrman believes that a binary progression system is better than a ternary one. And that's a fundamentally different approach.
In reply to Nargott
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10 years ago
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Nargott
That's right, different projects have different priorities.

WGE features more powerful perks, stats that are twice as strong, 24 hero classes instead of 8, and a focus on dynamic multiplayer gameplay (around level 15 in the final game, with game durations of 1-4 weeks). If anyone has played Starcraft multiplayer at a reasonably high level or watched professional players' streams, they will understand why the focus is on acceleration rather than stagnation with maximum building and a drawn-out game.

On the other hand, the tech tree could be unified in the general (non-racial) part, with differences only in the details (for example, fire-resistant armor in WGE provides +2 to defense, while in the original game's mechanics it provides +4). But this already comes down to different visions. Dyrman believes that a binary upgrade system is better than a ternary one. And that is a fundamentally different approach.

Are you still developing your mod for Heroes 5?
I visited the website and looked at the stats – there are 15 visitors per day. And at the very bottom, the date is 2010-2014. Has development stopped?

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