MMH5.5 - Герои Меча и Магии 5.5 - Страница 96 - Форум HeroesWorld-а

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#1426
Старый 26.02.2023, 00:24
  #1426
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kiko
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

спс за ответы.
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#1427
Старый 26.02.2023, 20:40
  #1427
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC17g released 🕹🕹🕹

 
>>> Download <<<


Dear community,

Another major release is now available bringing the following changes


MODELS

New Sylvan, Fortress and Academy female models were added so now every faction have a male and female one. 
Credits: Zobr, Manulli and Narron




SPELLS

  • added: Spellbook prediction text to 'Divine Strength', 'Weakness' and 'Cleansing' spells

  • added: 'partially resisted' flyoff text when occultism is used to circumvent resistance or magic proof.
  • changed: buff and debuff spells on a single unit are now 33% more effective and scale faster with SP compared to the mass version, duration remains the same, does not apply to decay, cleansing, divine strength and weakness.
  • changed: percent chance based magic resistance does no longer affect 'non-damaging spells' at all!, it can only trigger for damaging spells of any school. (Dark magic (and blind, hypnotize etc) had too many counters making it unreliable, still left: shatter dark, opposing LM spell, cleansing, teleport, magical immunity spell, immunity abilities & counterspell).
  • changed: increased base duration of regeneration by +0.5, but reduced base healing by 10%
  • changed: increased base duration of hypnotize by 0.2 turns
  • changed: increased frenzy base dmg by +10%
  • changed: shadow image, +1 tier base value, cost increased to 30, raised to level 5
  • changed: Vampirism +5% base healing, lowered to level 4, cost lowered to 25
  • changed: increased base duration of vampirism, magical immunity, deflect, confusion, sorrow, suffering, righteous might, endurance by 0.5 turns (above level none) and duration scaling to 0.075 per SP.
  • changed: 'Instant Travel' adventure spell movement cost from 15% to 20%
  • changed: Disruption spell is renamed 'Rupture' and now a true damage spell scaling with spellpower
  • changed: 'Hexing Attack' now casts 'Confusion' instead of 'Rupture'
  • changed: Djinns cannot cast randomly decay and rupture, only debuffs
  • changed: Flame Lords inflict 1x dmg with 'Flamestrike' instead of 1.2x
  • changed: neutral Water Elementals no longer have 70% spell dmg reduction in Utility.exe
  • changed: 'Staff of the Netherworld' artifact gives +1 spellpower and -12% initiative
  • changed: reduced Gargoyle 'Vulnerability Aura' to 33%
  • changed: Pit Spawns have rupture spell and -2D
  • changed: Reverted damage nerf on 'Rain of Arrows'
  • changed: 'Staff of the Saint' artifact gives +2 spellpower
  • fixed: Magic resistance not triggering for your own troops for Armageddon, Curse of the Netherworld and Word of Light spells
  • fixed: War Machines not immune to 'Curse of the Netherworld' spell
  • fixed: Empowered Armageddon not hitting war machines in Utility.exe

DUNGEON

  • The Ritual pit is now much more powerful and central part of dungeon gamplay. It must be used early for optimum play!, even sacrificing some fodder from tavern, prisons and refugee camps will already give +3-4 extra creatures per week.
  • Ritual pit thresholds for getting +1 growth are 30HP, 90HP, 270HP, 810HP, 2430HP, 7290HP, 21870HP... (for Minotaurs starting at 90HP).
  • reduced cost of Ritual pit by -1000 gold and -10 sulphur and -10 mercury, increased cost of trade guild by +1000 gold, +10 sulphur and +10 mercury.
  • increased growth of blood furies by +1 and assassins +2, adjusted their stats downward to keep weekly HP, damage, cost and exp the same, tier 1 however does a little bit more dmg per weekly growth.
  • added stone spikes to shadow mistress and matriarch, blood mistresses have now much better rupture spell, this change is needed for countering WM in final fight, neutral AI doesn't use stone spikes
  • Whip Strike now triggers suffering instead of frenzy and is restored on blood mistress
  • deep hydras have unlimited retal instead of no enemy retal.
  • all riders +1D.
  • unupgraded minotaurs +3D,-2A, minotaur guards +1A, minotaur taskmasters +1D
  • changed sinitar special to 20% + 0.25% per hero level to make it much better early
  • added to the dungeon trade guild description: also slightly increases daily gold income for every artifact bought, the increase is equal to 25,50 or 100 for minor, major and relic artifacts respectively. (this was already in the original game but never mentioned)
  • fixed dungeon library spawning wrong flyoff msg
  • fixed cheese-colored skin on blood maidens to natural colored skin

ECONOMY
  • Changed formula for DBC creature spawning to round up instead of down which increases early spawning by around 1 more for a lvl 1 mage guild.
  • For xerxon DBC spawning is not rounded up, but rounded normally, there are no related text changes since the method of rounding wasn't mentioned.
  • all heroes with DBC spec now have +1 morale AND +1 luck when having the neutral creature in their army.
  • Kyrre and azar get 12 instead of 8 dbc at start.
  • lowered resources at normal difficulty to 25,25,12,12,12,12,25000 and reduced dwelling conversion cost to 2 wood and ore.
  • reduced cost of runic shrine by -4 ore and -3 of each special resource in total (runelore buff)
  • changed cost pattern of runic academy and increased cost of guard post by +5 gems
  • reduced cost of academy djinn treasury by -10 sulphur, increased cost of artifact merchant by +10 sulphur.
  • nerfed logistics reinforcements by changing divisor from 10 to 12

OTHER
  • reduced base attack and defense of ballista, dmg and HP isn't lowered
  • encourage buffed to 0.5 atb and 0.33 atb reset
  • removed +4 attack bonus on centaurs rage level 1
  • gremlin saboteurs -2 initiative, -2A, -1D , +1 max dmg (this is not a nerf they do +33% dmg, but might heroes need time to counter sabotage)
  • following unupgraded creatures were very weak compared to upgrade (inconsistent with other creatures):
  • imps +1 maxdmg, goblins +1hp, +1 maxdmg, peasants +2HP, archers -1A, +1 maxdmg
  • increased experience value of dungeon t3 and t4, upgraded druids, archers, blade dancers, footmen, peasants, skeletons, imps and gremlins
  • increased power rating of druids and mages, mummies and water elementals
  • increased cost of black knights by 150 gold
  • Kraal now has Cyclops special and starts with basic war machines.
  • Gotai now has Daughters growth special and has them act first
  • Telsek now summons a stack of t3 units instead of having them act first
  • Shak also makes Wyverns start first
  • fixed ebba special not working when acting as defender.
  • ebba and sorgal place spawns 2 tiles forward in combat vs other heroes
  • talanar starts with dark magic
  • fixed being able to get after battle bonus from artifacts when equipping them after battle already took place.
  • fixed some difficulty tooltips not stating right resources
  • fixed desc of force arrow saying that it stuns, while it never did
  • changed wrong prediction txt for spirit link
  • fixed 'wight' creature being named plural 'wights'
ARMG AND ADVENTURE MAP

  • modified minimum power rating of hundreds of mixed army templates so that stronger creeps (mages, druids.. etc) appear likely later and weaker creeps (brawlers, orc warriors.. etc) appear likely earlier.
  • 'strong' monsters power is decreased by 10% and very strong, impossible monsters by 12.5%, but weekly growth is increased by 7.5% at heroic/impossible difficulty.
  • The template loopalpha is replaced with Loop-M and loopbeta is renamed to Loop-L, reduced town guard strength in zone 2 of Loop-L by 20%
  • The ARMG no longer places cartographers, but places exactly one dimension door in every zone except in start zones with a size of around 3000 tiles, this creates space for additional objects in all zones.
  • Templates with giant zones will have more dimension doors in those zones.
  • Taverns are now reintroduced on ARMG maps, but are renamed 'Casino' and function as such. You can't buy heroes at Casinos. Currently these objects only exist on ARMG maps.
  • Casino's allow making one bet per casino per player, the bet size increases by 500 gold for every next Casino you find. On maps with more than 10 Casinos the bet size increases by 250 gold. You cannot cheat Casino's by reloading saves.
  • Astrologer Towers are now much more useful, if a week is changed to 'week of creature x' the town dwellings and adventure map will still receive extra growth. Cost is reduced to 2500 gold and has weaker guards on ARMG. Descriptions are changed to indicate the object is changing current week not future ones.
  • added new adventure object 'Beast Cave' for hiring Manticores and wolves on ARMG maps. Currently these objects only exist on ARMG maps. (credits: Zahar)

  • Obelisks and Shantiri disks now also give +500 experience and this goes up by +500 for every next one.
  • Sanctuaries no longer give xp, instead they give some refugees for free on first visit (tier1-3), the refugees are always of a different faction but adjusted to 'good' or 'bad'.
  • Runic Shrines are now renamed Shrines of Arkath on ARMG, and give 1x weekly growth of 'the mage guild creatures you want' in return for offering 1 Gem, an offering can be made only once per game, repeated visits will only boost movement and morale.
  • on ARMG maps the eldritch spring now has the same effect as the magic well and is unguarded (creating space for more important objects)
  • all minor boost buildings (fountains etc) now also give a little mana or movement to make visiting more worth it, clarified descriptions
  • watering hole and oasis are reduced to +600 movement, because the bonus was never per day, but per battle, clarified descriptions
  • stables adventure objects nerfed to give +400 once +200 movement per day
  • lighthouse adventure object nerfed to give +300 movement per day
  • reduced tier1 swarms in utopia level buildings
  • hillforts increase attack or defense by +2 if the mapmixer setting is activated
  • fixed buoy water objects functioning as battle sites
  • fixed temple of shalassa not adjusting to playerrace instead of herorace
  • reduced resource cost of temple of shalassa in month 1 and 2 (change was already in previous patch but unmentioned)
  • added snowed versions of windmill, dwarven warren, school of magic, war academy, hillfort, fountain of youth and library of enlightenment to ARMG
  • prisoner rewards now give a text message specifying the exact creature that was gained
  • very slightly darkened textures of library of enlightenment
  • added full description of Fortuitous sanctuary effects

For more details read the article on moddb!

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#1428
Старый 28.02.2023, 19:16
  #1428
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Nameless Hero
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Re: MMH5.5 - Герои Меча и Магии 5.5

Hi, Dred! What does "value" mean? And is there any way to increase first aid tent charges (from default 3 to 9) ? 
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#1429
Старый 01.03.2023, 00:15
  #1429
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

when this patch was created i did not know what they mean, hence the name - unknown.  Now I know - this is actually debuff maximum spell level the tent can clean per War Machine mastery.

0/0/1/3 means at none/basic/advanced/expert War Machines the tent will start removing debuffs of levels 1 and 3 at Advanced and Expert War Machine masteries.

First Aid Tent charges are stored somewhere in the xdb files in GameMechanics. You can increase it to any value you want.

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#1430
Старый 01.03.2023, 09:59
  #1430
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Nameless Hero
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Re: MMH5.5 - Герои Меча и Магии 5.5

Thank you! Appreciate that!
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#1431
Старый 01.03.2023, 18:55
  #1431
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dimakim2211
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

здравствуйте мне нужен русификатор к последней версии мода  
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#1432
Старый 03.03.2023, 17:58
  #1432
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komrad.kazackoff
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Re: MMH5.5 - Герои Меча и Магии 5.5

Здравствуйте. Спасибо за обновление. Скажите плиз будет ли Русификатор для последней версии. Создателю мода удачи в творчестве.
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#1433
Старый 05.03.2023, 00:35
  #1433
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Translations are maintained by the mod community.
As soon as one is provided we will upload and advertise. 
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#1434
Старый 07.03.2023, 15:20
  #1434
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC17h released 🕹🕹🕹

>> Reference Manual <<
 
>>> Download <<<


Dear community,

This is a maintenance release that brings fixes and some balance changes.

  • fixed pariah giving shadow image instead of vampirism
  • chaotic absorption now gives 40% magic proof
  • reduced pirate boots and pillager bonuses by 50 movement points and clarified descriptions
  • arcane renewal also increases mana regeneration by 5
  • arcane renewal is now prerequisite for mark of the sorceror
  • arcane brilliance is now a prerequisite for arcane omniscience
  • reverted atb reset for encourage to 0.15
  • dungeon gets some more defensive options to counter magic
  • shadow dragon -5HP,+50% magic proof
  • dark raider +10HP, -1 mindmg,-1A
  • brisk raider +5HP, -2 ini, +2 maxdmg, -3A, +1D
  • manticores +1A, +5D, +2 initiative, dmg lowered to 17-23 + 8 poison dmg for 3 turns.
  • Mummies -13 mana, -1 ini, +1A, +1D, +1 Speed
  • arcane eagles +3A, +1D
  • sky daughters -2 mana (just correction, not a nerf)
  • nerfed pit lord mana more when they split in 4 as neutrals
  • fixed pit spawn mana not shown in crpedia
  • clarified text of Magic Resistance skill
  • fixed description of Master of Pain
  • fixed description of Rupture and Mass Rupture in spellbook
  • fixed text of mass cleansing, weakness and divine strength
  • fixed Gotai not starting with T4
  • fixed a fight template for battle sites
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#1435
Старый 10.03.2023, 14:01
  #1435
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Dear Heroes !

To improve our online multiplayer community, we implemented a new leaderboard system into our discord server (you can join from here) that allows all of our members to play 'ranked games'. This works similar as the ELO system used internationally for Chess. If you play a ranked game for the first time you will be added to the leaderboard with an ELO rating of 1500 and as your rating goes up or down you can see how well you play compared to other H55 players.

All Discord members with @Chieftains role have permission to record their games on the #leaderboards . You can become a Chieftain very easily by clicking on an emoji in #become-player channel. Chieftains can ping other chieftains to arrange both ranked or just casual unranked games. If you don't want to be a Chieftain you can also ask @Runemages in the #game-search channel to record your games.

Currently we have 4 leaderboards you can compete on:

  1. ARMG - for all games taking place on a newly generated ARMG map (not H55-Duel template and not an ARMG demo map included with H55)
  2. CUSTOM - for all games taking place on human-made maps (mostly symmetrical ones), this includes all multiplayer maps from vanilla or from the compatible maps database
  3. DUEL - for all games taking place on H55-Duel template (using the demo versions is allowed), possibly in the future 3rd party duel maps made compatible with H55 are also valid for this category.
  4. CHESS - for all games played in H55 'Chess mode', duel mode with predefined armies and skills.

For a full instruction on how to play and record ranked games read the full guide in #become-player, a desync prevention guide is also listed there since this is the most common problem in multiplayer games.
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#1436
Старый 12.03.2023, 05:36
  #1436
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Столыпин
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Re: MMH5.5 - Герои Меча и Магии 5.5

Доброго времени суток.
Скачал с MODDB мод -- я в восторге от переделки колеса талантов и добавления новых героев. Губернаторство из 4 части (хоть и с костылями) - блеск.
Однако вопрос: играю на максимальном уровне сложности, а ИИ не модернизирует последние тиры юнитов. Это баг, фича или просто у него не хватает ресурсов на выкуп и апгрейд?

Ещё заметил, что при выборы агрессивного ИИ, последний всё равно играет аккуратно, друг на друга не нападает и на меня тоже. Бегает по карте и захватывает друг у друга шахты. Так тоже задумано? Полузнки на стадии создания карты все вправо сдвинуты, а в меню выбора фракции стоит костяная нога.

Заранее благодарю за ответ.

Добавлено через 5 минут
dimakim2211здравствуйте мне нужен русификатор к последней версии мода  
https://www.moddb.com/mods/might-magic-heroes-55/addons/mmh55-russian-translation-rc16b
Я установил этот. Не всё переведено, но хватает для игры.
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#1437
Старый 13.03.2023, 01:58
  #1437
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Столыпин the new AI is written but another person and unfortunately we have small to no control over its behaviour.  The new options (aggressive vs defensive) were added by that developer.

Occasionally but rarely, it does behave as you say.

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#1438
Старый 15.03.2023, 20:02
  #1438
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC17i released 🕹🕹🕹


>>> Download <<<


Dear community,

This is a maintenance release that brings fixes and some balance changes.

Critical fixes

  • reduced excessive texture size on some new female hero models (likely caused reported crashes)

ARMG
  • reviewed all resource rewards for all battle sites and made modifications so that each resource is on average provided equally
  • as a consequence a few battle sites now give difference resource types than before
  • mage vaults and arcane towers now have a chance for prisoners
  • crypts no longer give prisoners but will give wood and/or ore much more often in combination with other rewards
  • slightly nerfed gold rewards from rampart and dragon utopia battle sites
  • gold rewards in battle sites are no longer higher after 3 months
  • if a xerxon player visits a shrine of arkath in week 1, he will only get a message to visit next week
  • an obelisk or shantiri quest with at least 2 objects now always gives at least a major artifact
  • reduced movement bonus of oasis, rally flag and watering hole on ARMG to 500.
  • reduced movement bonus of shrine of arkath on ARMG to 400.
  • reduced movement bonus of stables to 100 per day, immediate bonus is unchanged.
  • reduced excessive creep strength on loop-l middle zone

Game
  • bad morale now gives a -0.3 ATB penalty instead of -0.4
  • fixed cleansing ability of first aid tent not working properly
  • drain soul is buffed from sqrt(x)/4 to sqrt(x)/3
  • reduced duration scaling on rally and banshee howl to be more similar to mass spells
  • searing aura ability reduced to 6 dmg per infernal nightmare
  • reduced festering zombie aura to reduce morale by not more than 1
  • reduced goblin treachery to 20% to nerf necro snowball effect
  • fixed neutral mummies getting too much mana
  • invisibility now requires 9 instead of 7 stalkers, this is because weekly growth was changed to 9 and weekly growth is used for all such anti-abuse mechanics in the mod to maintain consistency.
  • brisk raiders +1 attack
  • removed week of balance
  • pendant of interference now gives +2 morale and luck instead of primary skills, increased cost to 36000
  • staff of the saint now gives +4 spellpower and staff of sar-issus +2 spellpower
  • increased cost of ring of caution to 12000
  • reduced cost of cuirass of forgotten hero, skull of netherworld and ring of banishment to 32000
  • reduced cost of boots and helmet of forgotten hero to 28000
  • clarified desc of mark of the sorceror.
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#1439
Старый 21.03.2023, 02:16
  #1439
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC17j released 🕹🕹🕹


Dear community,

We have released Hotfix RC17j, this is not a full release, it requires RC17i, unzip and replace the index file in the Data\ folder.
You only need to start a new game after the patch if you suffered the crashes.

Critical fixes
-fixes issue of random crashes when any player uses a female elven hero

We also released an article on "How to adjust game difficulty".
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#1440
Старый 22.03.2023, 09:24
  #1440
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kiko
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

привет

вроде я когда-то спрашивал: можно ли сделать выбор игроком специализации замка на старте игры. мне ответили, что нельзя.

а можно ли изменить специализации, что бы они были интересными?

google:

Hello
like I once asked: is it possible for the player to choose the specialization of the castle at the start of the game. I was told that it was not possible.

Is it possible to change specializations to make them interesting?
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