MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5 - Ñòðàíèöà 88 - Ôîðóì HeroesWorld-à

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Ñòðàíèöà 88 èç 107
 
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#1306
Ñòàðûé 21.06.2022, 06:12
  #1306
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gangstervano
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

dredknight,

Thank you for the fix mod with Russian voice acting and your answers.🙂

Добавлено через 1 час 51 минуту
JewilyУстановите мод на разблокировку компаний(такой есть где-то на форуме), установите игру версии 3.1, и мод GemRed от Xuxo(есть соответствующая тема). Мод чисто визуальный.

Не нашёл на форуме "мод на разблокировку компаний"... Не могли бы вы дать ссылку?
gangstervano âíå ôîðóìà
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#1307
Ñòàðûé 21.06.2022, 11:32
  #1307
^
Jewily
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

gangstervanodredknight,

Не нашёл на форуме "мод на разблокировку компаний"... Не могли бы вы дать ссылку?
Карты и моды самая нижняя ссылка. В архиве есть ридми по установке.
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Jewily âíå ôîðóìà
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#1308
Ñòàðûé 30.06.2022, 02:53
  #1308
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Lubitel sveta
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Здравствуйте.
Это ерунда какая-то. Юзаю я скорбь на минус 9 к духу и удаче. Но парень (комп)за 3 хода получил только ОДНУ дизмораль и одну неудачную атаку. Я ЖЕ ПРИ МИНУС ДВУХ БОЕВОГО ДУХА НЕ ХОЖУ ВООБЩЕ. Один раз за 5 ходов. Кажется в стандартной игре такого не было. При большом минусе враг не ходил и почти всегда неудачно бил, а я при минус двух ходил раза в 4 чаще, что за ерунда?

Как это можно исправить? Где прописан шанс на это? Чтобы сделать, чтобы если уж у врага минус 9, то оно и работало как минус 9, (90% чтоб было шанса) а не как минус 1.

Lubitel sveta âíå ôîðóìà
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#1309
Ñòàðûé 30.06.2022, 04:27
  #1309
^
Nargott
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Lubitel sveta

Здравствуйте.
Это ерунда какая-то. Юзаю я скорбь на минус 9 к духу и удаче. Но парень (комп)за 3 хода получил только ОДНУ дизмораль и одну неудачную атаку. Я ЖЕ ПРИ МИНУС ДВУХ БОЕВОГО ДУХА НЕ ХОЖУ ВООБЩЕ. Один раз за 5 ходов. Кажется в стандартной игре такого не было. При большом минусе враг не ходил и почти всегда неудачно бил, а я при минус двух ходил раза в 4 чаще, что за ерунда?

Как это можно исправить? Где прописан шанс на это? Чтобы сделать, чтобы если уж у врага минус 9, то оно и работало как минус 9, (90% чтоб было шанса) а не как минус 1.

Эффективная мораль не может быть выше +5 или ниже -5. То есть, максимальный шанс на дизмораль - 50%. Это значит, что 1 раз из тысячи может отработать хоть 10 раз подряд без дизморали.
Далее, при -2 морали, шанс на дизмораль - 20%. Это значит, что в 1 случае из 3 тысяч, дизмораль может отработать 5 раз подряд.
Шансы низкие, но они есть.
То есть, разовые случаи ничего не доказывают, вот если такое регулярно происходит и часто, другой вопрос.

Не могу сказать про MMH5.5, так как там правили экзешник и в теории могли что-то поменять (хотя вряд ли).
Но в оригинале удача и мораль прекрасно работали, хотя многие и жаловались на подобные вещи, но по факту, все соответствовало реальным шансам, на большой выборке игр, это я проверял лично.
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Ðàçðàáîò÷èê Heroes 5.5 WarGame Edition.
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Nargott âíå ôîðóìà
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#1310
Ñòàðûé 30.06.2022, 08:06
  #1310
^
AdFess
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Доброго всем времени суток, решили поиграть в мод по интернету, связались через радмин впн, начали играть и возникла проблема, первый ход еще нормально, но второй уже невозможно играть, задержка между нажатием и действием около 5-10 секунд, может кто подсказать в чем проблема? хотелось бы спокойно поиграть
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#1311
Ñòàðûé 30.06.2022, 10:14
  #1311
^
}{0TT@6bI4
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Играете невероятку с пестом?
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#1312
Ñòàðûé 01.07.2022, 00:28
  #1312
^
dredknight
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Nargott explanation about luck and morale is correct. We have not done any changes. 

AdFess, you are probably using wrong exe. 
If you play multilayer with AI, both players should use MMH55_UTILITY_64.EXE
dredknight âíå ôîðóìà
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#1313
Ñòàðûé 10.07.2022, 11:00
  #1313
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dredknight
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

🕹🕹🕹 RC15 Beta 10 released 🕹🕹🕹

 
>>> Download <<<


Dear community,

We've released another balance & fixes patch. This time Warcries are significantly reimagined as follow

STRONGHOLD:

  • Warcries hero level requirements removed
  • Warcry army rage bonus does not deppend on War Cry level
  • the third rage level is gained at 900 instead of 1000 rage
  • 'Shout Training' perk renamed 'Warcry Training' and swapped with 'Shout of Rage'
  • 'Shout of Rage' perk renamed 'Bloodlust' and gives x1.5 instead of x2 rage to all warcries
  • 'Mighty Shout' perk adds +10 level bonus to warcries instead of +5
  • 'Tribal Teachings' renamed 'Elder Chief' and now gives tier 5 creature every week
  • 'Battle Elation' perk gives +80 rage instead of +50
  • 'Bloodfire' perk modifies rage gain by 33% instead of 50%
  • 'Stamina' perk increases defense per level
  • if the hero attack finishes off a stack the army gains +20 rage
  • 'Confusion' spell reduces rage by 30 per mastery instead of 5 (works as anti rage spell)
  • 'Life Drain' ability reduces rage by 20 instead of 90
  • 'Weakening Strike' effect reduces rage by 30 instead of 90
  • 'Blind' spell reduces rage by 60 per turn instead of 100
  • 'Frenzy' increases rage gain by 50% instead of 100%
  •  receiving a curse spell does not increase rage by 10
  •  added dmg absorbtion info to 'Bloodrage' skill description

  Warcies Level 1 Creeping Warcries
  • 'Word of the Chief' renamed to 'Laceration' and hits enemies for 80 army rage and stuns 0.01 per level (can stack with stunning strike), 5 mana cost, is alternative to regular hero attack because of large amount of army rage it gives.
  • 'Call of Blood' buffed to 15 rage per level, 7 mana cost

  Warcies Level 2

  • 'Fear my Roar' gives 80 army rage, 15 mana
  • 'Battlecry'renamed to 'Onslaught', now affects only one stack, increases speed by +3! and attack per level, gives 40 army rage, 12 mana
  Warcies Level 3

  • 'Horde Anger' gives 40 army rage, dmg raised to 0.8x army size, 20 mana
  • 'Rallying Cry' renamed 'Battle Cry' gives huge amount of rage to whole army (+240 base) and morale for 2 turns instead of 3, 24 mana

CLASS CHANGES
  • Rangers have 10% chance for war machines
  • Druids have 12% chance for sorcery
  • Wizards have 10% chance for sorcery
  • Necromancers start with 2 knowledge for easier start
  • Heretics start with 2 knowledge for easier start
  • Tricksters start with 2 knowledge for easier start
  • Runemages start with 2 knowledge for easier start
  • Shamans start with 1 attack instead of 1 defense for easier start
  • fixed Sorcerors learning 'Gating' skill from Witch hut
  • Sorcerers default perk becomes 'Dark Ritual'

HERO CHANGES

  • Following heroes are modified for thematic reasons or 'Master of Curses/Navigation' levelup traps.
  • Bertrand starts with 'Leadership' skill
  • Klaus starts with 'Martial Arts' perk
  • Benedikt starts with 'Advanced Dark' skill
  • Markal starts with 'Dark ritual' perk
  • Orlando starts with 'Master of Pain" perk
  • Wyngaal starts with 'Soldiers Luck' perk
  • Gilraen starts with 'Battle Frenzy' perk
  • Darkstorm starts with 'War Machines' skill
  • Eruina starts with 'Dark Ritual' perk
  • Vayshan starts withOUT 'Offense' skill
  • Naadir starts with 'Drain Soul' perk
  • Deirde starts with 'Dark Ritual' perk
  • Sandro starts with 'Dark Ritual' perk
  • Thant starts with 'Eternal Servitude' perk
  • Vidomina starts with 'Eternal Servitude' perk
  • Jhora starts with 'Dark Ritual' perk
  • Maahir starts with 'Scholar' perk
  • Ebba starts with 'War Machines' skill
  • Garuna starts with 'Dark Ritual' perk

MISC
  • 'Town Gate' spell now teleports the hero in the gate of a town, the teleport is canceled if the gate is occupied
  • Previously buffed 'Dark Ritual' perk renamed 'Arcane Ritual' uses different icons and swapped with 'Arcane Training' perk (now sorcery is good early game) 'Erratic Mana' also regenerates randomly 0-10 mana per day
  • reduced mage guild cost to 4 wood and 4 ore per level
  • reduced talisman lvl 3 cost
  • modified rare resource cost patterns for some dwellings from 5 > 5 to 4 > 6 to make building mage guild lvl 2 not interfere with early development
  • added +5 wood and ore to cost of resource silo, but reduced its gold cost to 3000
  • Stalkers have 7 mana and can no longer become invisible if there are not at least 7 units in the stack
  • Shadow Mistress mana increased to 21
  • Spearweilders, +1 max dmg, -1A, -1D
  • Skirmishers, +2A,+1D, harpooners -1A,+1D
  • 'Encourage' perk increases atb by 0.4
  • 'Summon Spectral Dragon' ability is much better (see ingame desc)
  • 'Rune artist' specialization also adds +1 knowledge
  • buffed 'Hypnotize' with 30% less base initiative reduction
  • buffed 'Summon elementals' back to 1.8*SP
  • 'Decay' nerfed to 2 turns base duration
  • 'Poison Master' specialization nerfed to 10% base chance
  • 'Blind' duration scaling changed to 1 + 0.05 per power
  • fixed Lich Masters and some other casters not receiving the correct amount of mana from hero specialization
DUEL
  • Avengers and Rangers both get extra Dancers to make up for their starting skills (and fixed intro text)
  • fixed Mephala getting too much trees

ARMG
  • by default all towns (player and neutral) start with mage guild lvl 1 on ARMG maps for better balance and gameplay
  • (this can be switched off in settings.pak or is overriden if existing build town variables are not 0)
  • town conversion cost on ARMG for towns level 0-2 is lowered to 1k,3,3,1,1,1,1
  • likely fixed issue of ARMG placing too many magma shrines in one zone
  • increased zone guard strength on standard templates from 6 to 8
  • increased zone guard strength on belt templates from 6,10 to 8,14
  • increased zone guard strength on team templates from 1,6,10 to 2,8,14
  • increased zone guard strength on window templates from 6,10 to 8,12
  • increased zone guard strength on box templates from 6 to 8
  • increased zone guard strength on epic templates from 6,10 to 8,14
  • increased zone guard strength on ultima templates from 3,7,9,10,12 to 5,9,11,14,16

For more details read the article on moddb!






dredknight âíå ôîðóìà
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#1314
Ñòàðûé 13.07.2022, 17:38
  #1314
^
Nargott
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

To dredknight:

Can you do with exe:

1) damage of Holy and Unholy Words will be dealt only to opponent's creatures (more useful)
2) Earthquake will inflict only opponent's creatures (more useful as mass ATB controlling spell)

?
__________________
Ðàçðàáîò÷èê Heroes 5.5 WarGame Edition.
Ñàéò ïðîåêòà - ïîêà íåàêòèâåí
Àâòîð Àñèììåòðè÷íûõ øàõìàò
Ðàçðàáîò÷èê Heroes 5.5 WarGame Edition.
Ñàéò ïðîåêòà - ïîêà íåàêòèâåí
Àâòîð Àñèììåòðè÷íûõ øàõìàò
Nargott âíå ôîðóìà
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#1315
Ñòàðûé 13.07.2022, 23:02
  #1315
^
dredknight
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Yes it is possible! But it will take me significant time I barely have at the moment.

On the side note with those changes:
1) holly/unholy become mediocre variant of destruction spells
2) Earthquake overlaps with Slow but deals some damage.

But i look it from the MMH55 side so that point of view can be wrong if looking through WGE perspective.

dredknight âíå ôîðóìà
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#1316
Ñòàðûé 14.07.2022, 05:34
  #1316
^
Nargott
 
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

dredknight

Yes it is possible! But it will take me significant time I barely have at the moment.

On the side note with those changes:
1) holly/unholy become mediocre variant of destruction spells
2) Earthquake overlaps with Slow but deals some damage.

But i look it from the MMH55 side so that point of view can be wrong if looking through WGE perspective.

1) Dark is native magic not only for Demons and Undeads, so Unholy Word against only opponents will be useful for other factions
2) Earthquake - when inflict all creatures (including allies), it's much more situational than when inflict only enemies. Analogue of such earthquake is not Slow, but a Swarm of wasps (mass version) - need to be casted each turn, and more effective against low-initiative units.
These are not urgent changes, just noted wishes for the future. It is very good that you already have made earthquake as a combat spell useful not only against walls.
__________________
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Nargott âíå ôîðóìà
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#1317
Ñòàðûé 20.07.2022, 17:17
  #1317
^
dredknight
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Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5


🕹🕹🕹 RC15 Beta 8 released 🕹🕹🕹
 

Dear community,

We've released another PvP balance patch, possibly the most consequential one among the last 3 patches. Not every change of Betas 6-8 may make it into the campaign version, but overall we hope we are close to finalizing this important process.

Spells

  • Summon creatures spell is renamed 'Creature Portal' and now costs 0 movement (hero chaining RIP)
  • lowered requirement of Town Portal to level 10 and Creature Portal to level 5, summon boat cost increased to 5 mana.
  • Dark ritual now cost 1 road tile worth of movement for every 10 mana recovered. Heroes with mystic spec do it a bit cheaper.
  • Summoned Phoenix and spectral dragon spec have new ability: Primordeal - grants immunity to Cold Death/Harm Touch/Vorbal Blade and Deadeye Shot
  • removed elemental balance skill from game, increased mana cost of Phoenix to 48.
  • slightly decreased dmg of meteor shower from 30*Sp to 28*SP (is still better than it was)
  • earthquake spell cost increased to 12 mana and improved visuals.
  • increased base duration of vampirism to 2 and reduced duration scaling to 0.05 (greatly benefits cyrus and ash)
  • increased base duration of decay to 2.5 and reduced duration scaling to 0.05
  • increased base duration of firewall to 1.5 and reduced duration scaling to 0.05
  • decreased cost of fireball to 18, set ice bolt back to 9
  • lowered talisman cost for creature portal and clarified talisman functionality desc
  • fixed missing or incorrect info in all adventure spell descriptions.
Skills
  • removed gating skill from demon lords and sorcerers, so only gatekeepers can now use gating. This is to end endless AI abuse with gating+last stand and gating+summoning magic while your human opponent has to wait forever for a turn to end. Hopefully this will end Infernos impopularity in PvP as the pace of the inferno game is now more equal with the other factions. Gatekeepers themselves are less abusive and have more weaknesses without gating. Campaign/scenario heroes are not affected as they are mostly gatekeepers, which is a class kept very similar to demon lords in original game.
  • swapped dark exaltation with Pariah perk, added +5 mana regen and raise death spell to Pariah, removed L30 bonus
  • secrets of destruction to give +2SP and +4 mana regen and chain lightning spell and put it behind master of storms.
  • removed +2 Defense bonus from last stand
  • reduced attack penalty on preparation to -1
  • reduced attack bonus on leadership for necropolis to 3,5,7
  • fixed arcane renewal being triggered on arcane crystal, blade barrier and summon hive.
  • reduced ballista dmg at expert level from 4-6*A+K to 4-5*A+K
  • mechanical creatures (war machines and golems) are now immune to cold death (Ballista dmg is nerfed slightly, but overall all WM are far more reliable)
  • catapult initiative increased to 12 and dmg scaled down accordingly, dmg of untrained catapult wasn't lowered (this benefits both untrained and siege masters as you can only target one wall segment per turn)
  • nerfed gremlin repair to 2x stack size
  • energy channel reduces mana cost by 5% instead of 10% (has strong round down effect)
  • changed engineer starting primary skills from 0-3-1-1 to 1-2-1-1
  • changed renegade starting primary skills from 3-0-1-1 to 2-1-1-1
  • rolf spec changes 1D in 1A, instead of 3D in 3A
  • Harkenraz start with adv Combat, Agreal with basic destructive, Svea with Occultism
  • Changed resurrection artifacts back to working per stack and added minor stats to all of them.
  • pocket resurrection artifacts have effectiveness increased to 20% + 1% per K
  • removed knowledge penalty from ring of sar issus and nerfed effect to -25%
  • mercury pendant now gives +2 Sp instead of +1 SP
  • orc artifact descriptions now explain why they are not so bad

ARMG

  • Ladder-Mu: tier4 in zone 1, tier 6 in zone 3, moved res mines to zone 2, ore+wood in zone 3, improved zone guard strength
  • Ladder-L: now there is only one such template, improved zone guard strength in later zones
  • Ladder-M: tier6 in zone1
  • Cut dwelling conversion cost for T4-7 in half, and adjusted the other tiers towards it

Other

  • fixed mixed neutral generation, generating invalid black knight ID
  • fixed missing namefile of watering hole adv object
  • fixed xerxon not getting enough dragonblood crystals
  • fixed scenario hero veyer spec desc
  • desc of enlightenment now says primary skills are random
  • flattened terrain on taiga battlefield colliding with battle grid
  • prevented AI going in 'victim' mode by enforcing 'warrior' mode on all default multiplayer maps.
  • possibly fixed issue of summoning 2 stacks with vayshan et all in LAN battle
  • possibly fixed issue in LAN duel mode of double growth in towns
  • updated installer texts
Mapmixer
  • added function to mapmixer to force 'warrior' mode on any processed map, to optimize its behaviour
  • added option to auto-balance mentors and hillforts for PvP ARMG maps
  • added option to disable town conversion and mine control on map level
dredknight âíå ôîðóìà
Îòâåòèòü ñ öèòèðîâàíèåì
#1318
Ñòàðûé 22.07.2022, 17:28
  #1318
^
dredknight
📖
Ðåãèñòðàöèÿ: 24.10.2015
Ñîîáùåíèÿ: 718
dredknight#9852
Ðåãèñòðàöèÿ: 24.10.2015
Ñîîáùåíèÿ: 718
dredknight#9852
Ïî óìîë÷àíèþ
Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Dear community,
 
RC158b hotfix is out to fix critical issue with floating messages.
 


Добавлено через 22 часа 0 минут
RC15 Beta 9 Download

Apologies for the inconvenience but Beta 8 needed immediate replacement:
 
  • fixed MAJOR game breaking issue, combat AI messed up when computer controlled hero is in battle.
  • fixed game breaking issue when taking secrets of destruction perk.
  • possibly fixed dual summons issue in LAN by different means again.
  • fixed chieftains getting 4 knowledge from refined mana
  • fixed town portal and creature portal showing wrong level in text.
  • recolored icons of dark ritual and secrets of destruction.
  • cleaned up archives.
dredknight âíå ôîðóìà
Îòâåòèòü ñ öèòèðîâàíèåì
#1319
Ñòàðûé 04.08.2022, 17:22
  #1319
^
SLender
 
Àâàòàð äëÿ SLender
📖
Ðåãèñòðàöèÿ: 15.08.2018
Ñîîáùåíèÿ: 3
Ðåãèñòðàöèÿ: 15.08.2018
Ñîîáùåíèÿ: 3
Ïî óìîë÷àíèþ
Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

Здравствуйте, довольно давно играю с модом 5.5, и появилось желание вновь увидеть "классических" энтов. Подскажите есть ли такая возможность?
SLender âíå ôîðóìà
Îòâåòèòü ñ öèòèðîâàíèåì
#1320
Ñòàðûé 05.08.2022, 07:50
  #1320
^
Nargott
 
Àâàòàð äëÿ Nargott
📖
Ðåãèñòðàöèÿ: 09.05.2009
Àäðåñ: Ñìîëåíñê
Ñîîáùåíèÿ: 1583
Ðåãèñòðàöèÿ: 09.05.2009
Àäðåñ: Ñìîëåíñê
Ñîîáùåíèÿ: 1583
Ïî óìîë÷àíèþ
Re: MMH5.5 - Ãåðîè Ìå÷à è Ìàãèè 5.5

dredknight:

Добрый день! Есть пожелания для патчей на файл exe:

1) стрельба навесом - настраиваемый % урона (либо 60% - эта цифра оптимальна сразу)
2) аура ужаса - настраиваемый штраф к боевому духу (либо -6, вот это реальный ужас, а не легкий испуг)
3) настраиваемый множитель на HP для случайных способностей (в оригинале 3, нужен 0 - чтобы факторами можно было настраивать точные шансы, без левых формул)

С моей точки зрения, это высоко приоритетные правки:
1) позволяет сделать способность в разы полезнее (начнет отыгрывать уже при наличии 2 целей)
2) позволяет отыгрывать от ауры как от ключевой способности
3) позволяет значительно упростить расчеты тем игрокам, которые хотят знать точные шансы



Good afternoon! There are wishes for patches on the exe file:

1) scatter shot - customizable % damage (or 60% - this figure is optimal right away)
2) frightful aura - customizable morale penalty (or -6, this is real horror, not a slight fright)
3) customizable HP multiplier for random abilities (originally 3, need 0 - so that factors can adjust exact odds)

From my point of view, these are high priority edits:
1) allows you to make the ability many times more useful (it will start to win back already with 2 targets)
2) allows you to play off the aura as a key ability
3) allows you to significantly simplify the calculations for those players who want to know the exact odds
__________________
Ðàçðàáîò÷èê Heroes 5.5 WarGame Edition.
Ñàéò ïðîåêòà - ïîêà íåàêòèâåí
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Ðàçðàáîò÷èê Heroes 5.5 WarGame Edition.
Ñàéò ïðîåêòà - ïîêà íåàêòèâåí
Àâòîð Àñèììåòðè÷íûõ øàõìàò
Nargott âíå ôîðóìà
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