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Posts from MMH5.5 - Heroes of Might and Magic 5.5Auto-translated
The question of how to restore the standard hero progression paths remains.
Either restore the standard classes along with the skill wheel, or give all classes standard skill wheels, but it seems like not all Barbarians will be able to do that.
Then, what's the point of this? In my opinion, this is precisely the highlight of this mod collection.
The highlight of this mod is combining the new AI with additional features – new objects on the map, an expanded battlefield, the hero-governors feature, and teleports between cities, as well as new artifacts. It also features a 64-bit executable. However, I don't like the skill progression – it's practically the same for all factions. The old skill trees felt more unique. If you can tell me how to revert to the standard skill trees, I would appreciate it.
Regarding the translation, where should I translate? Is it the pak file with the texts? If I have time, I'll take care of it.
The main feature of this mod is combining a new AI with additional features – new objects on the map, an expanded battlefield, the hero-governors feature, and teleports between cities, as well as new artifacts. Also, it uses a 64-bit executable. However, I don't like the skill progression – it's practically the same for all factions. The old skill trees were more unique. If you can tell me how to revert to the standard ones, I would appreciate it. Regarding the translation, where should I translate? The pak file with the texts? If I have time, I'll take care of it.
Part of this is compiled from different mods. By the way, I've reconsidered my decision about having a large number of artifacts. Ultimately, it's more of a drawback than a benefit, because their appearance is random, and the chance of getting the one you need is lower (unless there are many overlaps, but then what's the point?). By the way, you can also create your own build with this executable. ;)
1) The AI mod is not compatible with NHF because it's based on version 3.0, while NHF is based on 3.1. Also, it's available separately; + 2) New objects on the map are interesting; + 3) I didn't like the expanded battlefield; - 4) Hero-governors – no (if it's like in Heroes 7); - 5) Teleports between cities – no; - 6) New artifacts – depends on the quality. ~
Extract the old skills.xdb from the game and replace the mod's file with it. The heroes are located in MapObjects, so you'll also need to move the old ones there. And probably some minor adjustments to the accompanying files.
The mod isn't bad, but it's for a specific taste, as everyone customizes the game to their liking. It would be much better if this mod were broken down into separate mods for additional objects, the map, or artifacts. I think that would be a much more successful and even structurally sound approach, as it's better to be the creators of many cool features than the creators of a large, albeit well-thought-out, mod that doesn't suit everyone.
Yeah, I guess I got a bit carried away. To restore the standard heroes and progression system, I'll have to rework the entire mod. Many artifacts, for example, provide bonuses to specific hero classes, so I'll also need to review the artifacts...
I like this mod, but there are two major drawbacks.
Firstly, it's in English.
Secondly, why are they giving Necromancy to an Academy hero (elementalist) when they level up?
P.S. Please forgive me for complaining about the lack of Russian localization for this mod; I simply don't know English very well.
And by the way, this mod includes a mod for all campaigns in English, which can be easily removed.
Necromancy for an Elementalist – it seems that the RPE mod is integrated here, and its distinctive features include the active distribution of racial and barbarian perks among different classes and races (counterattack, irresistible = occultism, sometimes necromancy, silencing).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Necromancy for an elementalist – it seems that the RPE mod is integrated here, and its distinctive features are the active distribution of racial and barbarian perks among different classes and races (counterattack, irresistible = occultism, sometimes necromancy, silencing).
Well, let's just say that 5.5 is an evolution of RPE; the author is the same.
I am aware that I borrowed the idea of 24 classes from RPE and used its executable file 5.5. I even considered completely adopting the classes from RPE, but I didn't like it for several reasons:
1) The skill tree is sometimes poorly balanced (in my opinion).
2) There is a widespread use of debuffs, which are the most simplistic and narrowly specialized skills.
3) There is a widespread use of the weakest racial skills – Counterattack and Occultism (Irresistible), especially for classes that don't have strong advantages like retraining and elemental affinity; Counterattack at +10%, who would seriously need that?
4) I also didn't like the percentile distribution of skills; the classes are too similar. For example, the Knight and Paladin are almost identical, and swapping 12% and 10% of the skills doesn't make any difference.
5) The overall orientation of the profiles is in the spirit of "mage = two schools + spellcasting + education; warrior = light/dark + warrior perks," etc. With this approach, does it make sense to increase the number of classes from 8 to 24 if you can use similar heroes of the same profile from other races?
In general, the idea is good, but the implementation, in my opinion, suffers (in terms of balance).
My attitude towards some other aspects of the project is also ambiguous.
Take, for example, the expansion of the number of skill slots from 6 to 8. What is the purpose of this? Obviously, it is for those who level up heroes to 35+ levels, i.e., exclusively in single-player mode. In real gameplay, it only complicates things. For example, I am a Necromancer, and I am leveling up racial skills (without perks), spellcasting (without perks), education (without perks), defense (stoneskin), darkness (+1-2 mass perks), and summoning (+0-1 perk). That's all 6 slots filled. Where can I put new ones? I need to level up the old ones properly. In the 6-slot system, I will constantly be offered a good choice of improving 2 old schools from the moment I take 6 schools. But in the 8-slot system, I will always be offered only 1 old school (a choice without a choice) until all 8 are filled (never).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Hello Everyone !!! Sorry for the late response I will try to answer as precise as I can due to language.
Shadowclaw
P.S. The mod works great with NCF using a patcher, regardless of what the mod author says about incompatibility. Now if only we could return standard hero progression and plug NHF into it:)
It is possible to return to original classes but it is too much work to do to make it fit the mod again. You can find all mod scripts by extracting MMH55-Index.pak. All scripts are found in "scripts" directory. Feel free to edit them as you wish! Our developer has learned much from other people mods so this is a community work :)!
NCF is currently not compatiable with the Quantomas AI exe (31j). We are waiting for new release from him but the time frame is unknown and there is no guarantee that NCF will be supported. DyrmanEither return standard classes along with the progression wheel, or give all classes standard progression wheels, although it seems not all Barbarian heroes would manage that. I did not understand your first question. Barbarians are like this due to hardcoded issues. Luckily it fits thematically so it is ok. ShadowclawBut I don't like the progression — practically all Factions have almost the same wheel. The old wheels were more unique, or something. If you can tell me how to return the standard ones, I would be grateful. Regarding translation — where do I translate? The pak file with texts? If I have time, I'll take care of it. In Heroes V ToTe you could play just one type of hero per faction so a lot of strategy was missed and a lot of creatures and their abilities were not usable.
For example - Titan is tough but he is the easiest tier 7 kill in PvP because Academy heroes do not get Attack and Defense on level up.
Now you have 3 classes per faction - - Might - gets 75% of level ups attack and defense - Balanced gets 50%/50% of level ups attack+defense or spellpower + knowledge - Magic - gets 75% of level ups Spell Power and Knowledge
Lore wise some faction classes are little bit pushed to one end, for example Haven Might gets 80% Attack and Defense Haven Balanced gets 50% A & D Haven Magic gets only 55% S & K
Academy are more magic oriented so: Academy Might gets - 50% A & D (they compensate from Artificer) Academy Balanced gets 25% A & D vs 75% S & K Academy Magic gets 80% S & K
...and so on, every faction class has its unique primary skills and secondary skills distribution. It is true that the difference between classes is tinier than before but this due to the fact they are much more than before.
Tote classes = 8 HoMM5.5 classes = 24
If you want to help with translation here it is how it works.
If you already have Russian version of the game that will work. You need to change only the HoMM55 files.
All mod files are found in <game folder>/data/MMH55-Texts-EN.pak
Unzip it, translate it and zip it again. Remember to keep the folder level structure otherwise the game would not read the files.
rokerfa You are correct. Everyone want the game to be as he likes. What we do is not making the game as we want but make it balanced and lore valid (at least as close as possible). We do a lot of QA testing until we are ready to change a creature stats and abilities.
All additional functionality like Governors, Town portal, creature growth, AI difficulty are optional.
You can turn them off by editing <game folder>\data\MMH55-Settings.pak
Unzip -> edit -> zip.
The file is self explanatory. 8 skills option can be turned on/off from the game itself. I would say things are pretty modular and the dev try to keep it that way.
Classes cannot be changed because they are the foundation of the balance. Without them any other changes would not make sense. NikitaMSecondly, why is Necromancy being shoved into an Academy hero (Elementalist) upon leveling up? P.S. Please forgive me for whining about the Russification of this mod, it's just that I know English veeeeery poorly. And btw, a mod for all campaigns in English is included with this mod, which can be easily deleted. No problem. I try to write as neatly in English as possible so "Google Translate" is good for you just as it is good for me!
Basically all heavy Magic heroes has chance to get Necromancy. But the chance is nearly 4%. It is good for secondary heroes. Lore wise necromancy is not just for necromancers but for everyone that practice dark arts ;). NargottNecromancy for an Elementalist — it looks like the RPE mod is baked in here, whose distinguishing features are the active distribution of racial and Barbarian perks between different classes and races (counterattack, irresistible = occultism, sometimes necromancy, silencing).The mod is from the same developer. He decided to enrich his work.NargottI'm aware; in my time I borrowed the 24 classes idea from RPE + the 5.5 exe from there. I even considered completely borrowing the classes from RPE, but I didn't like it for a number of reasons: 1) In some places, the wheel is poorly balanced (in my opinion) 2) Mass distribution of silencing as the most mindless and narrow-specialized skills 3) Mass distribution of the weakest racial perks — counterattack and occultism (irresistible), moreover for other classes without trump cards like retraining and sense of elements; a +10% counterattack, who seriously needs that? 4) I also didn't like the skill distribution percentiles, the classes are too leveled: for example, the Knight and Paladin are as similar as two drops of water (swapping 12% and 10% of skills plays no role) 5) General orientation of profiles in the spirit of mage = a couple of schools + sorcery + education; warrior = light/dark + warrior perks, etc. With such an approach, did it make sense to increase the number of classes from 8 to 24 if one could use similar heroes of the same profile from other races?
Overall, the idea is good, but in my humble opinion, the implementation suffers (balance).You got an eye of a visionary. Basically all you say here is correct. The HoMM5.5 aim is to fix the balance. Just wait to see the new version changes :)
Also remember that 8 skills option is not mandatory. It is selectable so you can either use it or not.
Added after 2 minutes UPDATE!!!! RC6 VERSION RELEASED!!!
CHANGES AND IMRPOVEMENTS!
New 'Tactical' Spell Casting and balanced mass spells. Mass Spells will now reset ATB to 0.1, while sorcery will give a 12% ATB boost per mastery level. Spell costs are adjusted to reflect true effectiveness of the spell, mass spells are more expensive. Magic heroes will now recharge much quicker if they cast a single spell instead of a Mass Spell. For example haste on single creature resets ATB to 0.36, while mass haste resets to 0.10. Balanced War Machines -First Aid tent healing power is always based on hero level and now has 3 shots. None: 10 + 5 per level Basic: 10 + 6 per level Advanced: 10 + 8 per level Expert: 10 + 10 per level -Ballista damage scaling is improved and advanced info is provided in-game. -Brimstone Rain gives ammo cart attack bonus also to hero. Balanced Starting Bonuses! Gold:3000-3500 Resources: 5-8 Balanced Elementals -All 4 elementals are now equal in strength, earth elemental initiative is now 9 and HP=50, fire elementals were overpowered and have their damage reduced. -Balanced elemental summoning, amount is now multiplied by (hero level/25), only main heroes and governors can get serious production. slave market selling price = 45% + 5% per marketplace. Town Buildings give some more bonuses to classes that were lacking them. -Infernal Loom gives extra cerberi to heroes without gating. -Overlords get Defense instead of Knowledge from Hall of Intrigue. -Assassins and Overlords gain +1 Attack for every altar of primal order. -Druids receive +1 spell power for every sparkling fountain. -Wardens receive +1 defense for every avenger brotherhood.
Change Neutral Stacks to ANY SIZE! The size of neutral stacks standing on the adventure map can now also be modified by any % in the H55-Settings file, be warned however that the game will lag for a period somewhere between 10 seconds or several minutes at the start of a new map during the stack modification process. The actual time depends on the performance of your PC and the size of the map. During the process you cannot open your town screen so you know when it is done when you can open it. The game will not lag if you keep the default setting. This feature will offer all kinds of new opportunities, because the ARMG places lower level monsters on medium and higher level on impossible you can for example choose to play a map with many huge stacks of low level creatures or many small stacks of high level creatures. For a good balance it is probably recommendable to use very strong and then adjust the size to your playing strength. Some tips: Strong creatures x1.58 = Halfway between Strong & very Strong Very Strong creatures x0.75 = Halfway between Strong & very Strong Very Strong x1.55 = Halfway between Very Strong and Impossible Impossible x 0.5 = Halfway between Very Strong and Impossible Bug fixes -Fixed Champion Charge ability, 2 tile requirement however is broken therefore to keep things balanced max dmg is reduced by 3. -Witch Huts know 3 more skill charts, bad guy might heroes will not get offered light magic and vice versa. -Fixed Artifacts and estates skill not paying out if many of them are equipped simultaneously. -Fixed more instances of artifacts not working in some campaign missions. -Fixed bugs in AI player detection scripts for player 7 & 8. -Fixed Whip Strike on Shadow matriarchs. -Fixed aura of bravery and wyvern tamer descriptions. -Fixed imp,demon and gargoyle spec descriptions. -Fixed storm of arrows combat log info. Enhanced chance based abilities All creature abilities that have probabilities have now extended descriptions that give some useful examples for evaluating the actual strength of the ability. Trigger chances are readjusted for the larger neutral resistance from H5.5 IMPORTANT: Quite some creatures were slightly adjusted to balance both upgrades (or just too overpowered). The following creatures were edited: Foul Wyverns, Sky daughters, Conscript, Marksman, Crossbowman, Champion, Inquisitor, Seraph, Savage Treants, Crystal dragon, Titans and Storm callers, Imps, Stalkers, Blood furies, Minotaur Guards, Chaos hydras, Matriarchs (all 3 versions), Mountain guards, Skirmishers, Bear rider upgrades, Skeletons.
You got an eye of a visionary. Basically all you say here is correct. The HoMM5.5 aim is to fix the balance. Just wait to see the new version changes
Actually, I have a positive attitude toward the RPE mod, but I only emphasize that not all decisions are unequivocally successful if viewed within the framework of different goals and values. For example, if you look at the game as a strategy rather than an RPG.
Of the criticism mentioned above, the most constructive part — within the ideology of RPE — is to rework the skill drop % to create greater differences than the 8-12% for most skills. For example, using graduations of 15/12/8/5/3 or 15/12/8/5/3/2.
There are also serious balance issues with former racial skills: Counterattack and Occultism. In the first case, there should be a truly high bonus, given the situational nature of the retaliation (for example +20/40/60/80% or even higher); additionally, it is desirable to give +1/2/3/4 to defense (or attack). Regarding the second, a bonus to a parameter is a good idea, but given the lack of chains, this is not enough — at least 2 parameter units should be offered at once (for example, +1/+1 to Spellpower and Knowledge). From a strategist's point of view, the primary criterion justifying the existence of a particular skill should be its attractiveness, expressed in the fact that by leveling it up, the hero gains substantial (rather than symbolic and situational) advantages.
Regarding the "muffling" skills, I will note that the fundamental flaw in the design of these skills is that it is an attempt to hit one small nail with a bunch of different hammers simultaneously. It's fine when you take 1 or 2 counter-perks (which work on a "counter or nothing" principle). But when there are many such perks and all are aimed effectively at countering exactly one thing (and doing nothing else), it becomes a significant problem.
Such skills are practically impossible to implement in an appealing way as long as all these perks remain counters. Yes, you can add some elementals in the town as a bonus, but that looks like a mere attempt to save a hopeless skill that is essentially too specialized to be in demand.
At the moment, I see the best solution to the muffling problem as the simultaneous implementation of 2 points:
1) the muffling skill itself should be a counter (full) only at the initial level, while the advanced and expert levels should offer full combat bonuses to the hero without additional muffling (for example, +1/+2 to troop initiative); effectively, this removes 2 redundant counter-perks in favor of 1 more appealing counter-perk
2) the trio of muffling perks (containment, weakening, and corruption) should be in one branch (a basic level 1 perk and 2 advanced level 2 perks stemming from it), and the other 2 bases should again be occupied by combat perks (like Storm Wind and Secrets of Light); effectively, this will allow more freedom to roleplay the muffling school as a full-fledged combat school, where the focus is by no means on highly specialized muffling
Otherwise, distributing muffling to all classes will most likely only irritate players, given the degree of randomness in skill acquisition (and the possibility of severely ruining one's build with a bad draw). After all, one can waste up to 6 levels on this nonsense, gaining almost nothing when fighting neutrals, and in the final battle, with bad luck (or poor scouting), absolutely nothing at all.
Mass Spells will now reset ATB to 0.1
That's great, but why not to 0?
while sorcery will give a 12% ATB boost per mastery level
Strange decision; the previous figures of 10/20/30% sound better and don't look weak (for magic-oriented heroes).
slave market selling price = 45% + 5% per marketplace.
Very low. Why not consider an idea where the sale of creatures is at a rate higher than the purchase? i.e., you built goblins, bought them out, sold them, and ended up with a profit in money (but lost the ability to get those goblins in the army). For example, 100% + 50% per marketplace.
Lastly, 2 wishes.
All creature abilities that have probabilities have now extended descriptions that give some useful examples for evaluating the actual strength of the ability.
This does not solve the problem of the awkward formula from the original Heroes 5 developers. In my opinion, the best solution would be to tie the ability's trigger chance to the value of attack damage / total health of the target. i.e., if the attack kills 20% of the creatures, then the ability trigger chance is 20%. Everything is simple and obvious. Of course, this may be very difficult technically, but if such an opportunity is found, it would be magnificent.
The same applies to the calculation of a unit's spellpower. A linear dependence on number is highly desirable, rather than a failing logarithmic one. As a mathematician, I see no serious justification for applying complex non-linear formulas where they are simply not needed. The player should be able to estimate the spellpower of a unit without a calculator or external tables. Naturally, if this is technically possible.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
In reality, I have a positive attitude toward the RPE mod, but I am merely emphasizing that not all decisions are unequivocally successful when viewed through the lens of different goals and values. For example, if one views the game as a strategy rather than an RPG.
Of the aforementioned criticism, the most constructive part — within the framework of RPE ideology — is to rework the % drop rate of skills toward greater differences than 8-12% for most skills. For example, on a gradation of 15/12/8/5/3 or 15/12/8/5/3/2.
Yes I agree with you. But it is inevitable. First we wanted to make magics stronger (and balance Dark). Occultism was introduced as magic boosting skill. But if we make magic stronger, there should be defense. So Shatters were introduced to some classes. Basically if hero cannot gain a magic school he can get a shatter. (Might heroes can learn only 1 school and always can shatter 3). This made the skillwheel richer on skills. More skills equals lower distribution. Thus you have lower percentages. Nargott
There are also serious balance problems with former racial skills — counterattack and occultism. In the first case, there should be a truly high bonus, given the situational nature of the retaliation (for example +20/40/60/80% or even higher);
I couldnt understand exactly what you mean but I get it like this. You say that "Combat" skill should give much higher bonus becase it is weak skill. Here is my response: Combat give this amount of bonus because in heroes V defense is much better than attack. Defense stacks exponentially while attack stacks in a linear way.
One attack point gives 3.33% damage. One defense point gives 3.33% resist.
30 attack points more than defense give 99.99% damage bonus which is double damage for attacker. Damage increase maximum is 300% (4 times) which is reached when attack is 90 points higher than defense. 15 defense points more than attack give 49.95% damage resistance which is half damage for attacker. Damage reduce maximum is 90% (9 times) which is reached when defense is 27 points higher than attack.
Perks of "Combat" are also very strong as they scale with level and can be used cumulatively. We cant restrict the damage of the Hero hit by class because it is hardcoded so we had to keep this strong for might heroes. Nargott
As for the second, a bonus to the parameter is a good idea, but given the lack of chains, this is not enough — at least 2 units of parameters should be offered at once (for example, +1/+1 to sorcery and knowledge). From a strategist's point of view, the main criterion justifying the existence of a particular skill should be its attractiveness, expressed in the fact that by leveling it up, the hero receives substantial (rather than symbolic and situational) advantages.
Basically Occultism works like this. On expert you get: - 50% magic penetration (this penetrates Magic resistance AND magic protection, tested and verified multiple times which is awesome!) - 6 spell power - Warlocks get 15% elemental damage bonus when using chains.
Perks are devided in 3 columns. Basically one can get either the middle one or one of the other 2 plus "empowered spell". Column one (Consume corpse -> cultmaster) They are ment for heroes who has low knowledge and need mana. This is one way to have it :). Hero also get mages per week which is also magic related. Column three (dark Ritual -> Pariah) Pariah increase the effectiveness of Dark spells by 5. Combined with occultism this makes dark spells 8 spellpower points more efficient which is big! The first perk "Dark ritual" is weak so it compensates for Pariah bonus. Basically this three is dedicated for Dark Spell users. Column two (Magic heroes) (Empowred spell -> Excorcism -> Distract) basically Exorcism is weak because Distract and Empowred spells are very strong. This tree just adds average non specialization utility in case you dont know what enemy you will face.
Column two (Warlocks) (Empowred spell -> Elemental Vision -> Rage of elements) - For Warlocks this is pure destruction tree. It adds loads of damage. Nargott
Regarding the shatters, I note that the fundamental flaw in the design of these skills is that it's an attempt to hit one small nail with a bunch of different hammers simultaneously. It's fine when you take 1 or 2 counter-perks (which work on a "counter or nothing" principle). But when there are many such perks and all are effectively aimed at countering exactly one thing (and doing nothing else), this is a significant problem.
Such skills are practically impossible to make appealing as long as all these perks remain counters. Yes, you can add some elementals somewhere in the city as a bonus, but that looks like an attempt to save a hopeless skill that is essentially too specialized to be in demand.
Not far from thruth but have in mind the following things. - In PvP you know who you will face because Tavern points to the type of hero of your opponent. Each Faction has 2 native schools so you can pick a protection against one of the two. In most cases magic heroes start with one predifined school so it is even easier to predict. - Shatters protect against PvE spells. If you have a throng of Archamges guarding your portal, Expert shatter destruction will do a great deal of help preventing casualties. Difference between Might and Magic is that Might utilize creatures while magic utilize the hero. might heroes need to protect their army through the PvE so it can be bigger for the PvP. In PvP I always pick at least one shatter and the statistics says that in 90% of the cases it was the right one ( in the other cases the enemy just didnt pick school). - You are right that elementals idea is just an attempt to make the skill a little bit more useful outside PvP. But despite it sounds boring actually it works pretty good. I think @Magnomagus reduced it on RC6 because it was too strong. Dont forget that every race has native elemental. The more shatters you have globally (between all heroes) the more native elementals you get. Nargott
At the moment, I see the best solution to the shatter problem as the simultaneous implementation of 2 points:
1) the shatter skill itself should be a counter (full) only at the basic level, while developed and expert levels should offer full combat bonuses to the hero without additional shatters (for example, +1/+2 to troop initiative); effectively, this removes 2 redundant counter-perks in favor of 1 more appealing counter-perk
2) the trio of shatter perks (containment, weakening, and corruption) should be in one branch (basic level 1 perk and 2 advanced level 2 perks stemming from it), while the other 2 bases should again be occupied by combat perks (like storm wind and secrets of light); effectively, this will provide more freedom to play a shatter school as a full-fledged combat school, where the focus is not at all on narrow specialized shatters
Otherwise, distributing shatters to all classes will most likely only annoy players, given the certain degree of randomness in skill acquisition (and the possibility of severely ruining one's build with bad rolls). After all, you can waste up to 6 levels on this nonsense, gaining almost nothing when fighting neutrals, and in the final battle, with bad luck (or poor scouting), absolutely nothing.
If shatters did what you want everybody would pick them. We were forced to reduce initiative of some skills/perks or just made them harder to get because stacking initiative breaks the game (works exponentially on creature usefulness). Take for example Mumies, Zombies and Golems. It does not matter how strong they are because they are so slow that they are not useful. As opposite example you can check Sylvan Dragon (initiative reduced by 1) and Titans + initiative creature artifact. Nargott
Quote: Mass Spells will now reset ATB to 0.1 This is great, but why not to 0?
Not sure what was Magnomagus idea behind this. Basically the default duration for blesses and curses is set to 1 turn + 0.1*spellpower. So with 30 spell power a bless will last 4 rounds. I think the idea is a hero who has no spellpower to be able to cast the bless before it ends. Nargott
Quote: while sorcery will give a 12% ATB boost per mastery level Strange decision, previous figures of 10/20/30% sound more elegant and do not look weak (for magic-oriented heroes).
The problem with magic heroes was that in PvP it does not matter how strong they are. In full fledgded 7 creatures vs 7 creautres battle they act rarely and the battle is over quite fast before they can actually do something.The global idea for Magic heroes is to be much more active on the field than Might heroes. This stacks very well with the new default durations for curses and blesses. It also makes Destruction heroes more powerful on the end game as they can take more advantage from destruction spells perks (stun, freeze, defense reduction). Same goes for summoning in general. NargottQuote: slave market selling price = 45% + 5% per marketplace. Very little. Why not consider an idea where the sale of creatures is at a higher rate than the purchase? i.e., you build goblins, buy them out, sell them and come out ahead in money (but losing the ability to get those goblins into your army). For example, 100% + 50% per marketplace.There was a possible abuse with Shatters and elmentals. With old settings one can sell elemetals for 800 gold each, make a lot of gold easily and swarm the enemy. Have in mind that Stronghold heroes get levels much faster than other factions due to the experience gained from Magic Shrines. A player can easily make 6 heroes with 2 shatters each and swarm elementals in cities. Than he sells them and the game is more or less over ;). NargottFinally, 2 wishes. Quote: All creature abilities that have probabilities have now extended descriptions that give some useful examples for evaluating the actual strength of the ability. This does not solve the problem of the inconvenient weak formula from the original Heroes V developers. In my opinion, the best solution would be to tie the chance of an ability triggering to the ratio of attack damage / total health of the target. i.e., if the attack kills 20% of creatures, then the chance of the ability triggering is 20%. Everything is simple and obvious. Of course, this may be very difficult technically, but if such a possibility is ever found, it would be magnificent.
The same applies to the calculation of unit sorcery. A linear dependence on number is highly desirable, rather than a failing logarithmic one. As a mathematician, I see no serious justification for applying complex non-linear formulas where they are simply not needed. The player should be able to evaluate the sorcery power of a unit without a calculator and external tables. Naturally, if this is technically possible. We want those things too! But unfortunately they are hardcoded in the exe file.