OrnaBody
Game:Heroes VII
Mod author:MoritzBradtke
Last updated:July 28, 2017 at 04:48
Downloads:894
Rating:
(11 votes)
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uptaded mod 28.7.2017 / V2.1
some important edit: ive implented most bug fixes available for the game in my mod files, see patch notes for more informations
also: I’ve fixed some serious bug ive implented with patch 1.7, which is now fixed
 
also see:
because of the growing number of files I’m editing i recommand installing my mod as the last mod if use several ones, other mods with new maps work with this mod anyway and the bugfix mod also works with this mod anyways for “most” fixes, im going to add all fixes to my mod while i continue working on it but since im using some files other mods do as well the last mod will overwrite the previous one, so if u want to go sure that u get everything from this mod u have to install it as the last one, if u are unsure about this, just delete ure “cookedpc” Folder in documents/mygames/hereosVII which contains all mods which Change game files but not new maps (u should always install and delete mods this way, dont touch the files where the game itself is installed on f.e C:) and move the packages there again in the order u think is the most important one for u but again, install my mod as last one i highly recommand
Hey, this is my personal Content and Balance Mod for the game Might and Magic Heroes VII. I enjoy the game a lot. This is an ongoing Project i would like to continue when i have time to do it. So feel free to try it and give me some Feedback so i can improve this mod even more (: I want a fun and balanced game after all so im up for suggestions! I mainly focus on spell and skill balancing atm, so be sure to check back for uptades at some point if u love the game as much as me (: Have fun!
some core features im going to focus on: ( app% of work done)some Bugs

–  some Bugs beside These i use from other mods (???%)

– no useless T1 spells to start with as magic hero ( 70%)

– balancing for spells (weaken aoe spell and buff spells that are too weak) (40%)

–  better scaling for might and magic skills (might hereos start too weak atm) (65%)

– more interesting and better sorted skills (f.e Exploration and warfare) (50%)

– diplomacy improved to make it more user friendly for smaller maps and more useful in General (80%)

– alternative hereos to offer more classes and more interesting hereos and specs (40%)

– a Little more transparency is Terms of UI(however i wont do much here, limited to tooltips mainly) (15%)

-better more realistic visuals for creatures on combat and advanture maps, means scaling and more small 1×1 creatures and less 2×2 (85%)

here u can see on the left side the adv. map scale bases on the scaled creatures mod and on the right some edited Mobs as they should be, at last thats what im thinking

https://picload.org/view/rwgropll/maptesto-heroesviieditor64-bit.png.html

-rebalanced artifacts (55%)

-including bug fixes in my files for easier file management, these are from other authors and thank you for doing this (: (95%)

most changes are listed in readme.txt and there is an instal/uninstall guide as well, it is possible to avoid certain changes and still use this mod, i can give advice here if someone really doesnt like something in the mod, this mod only supports english tooltips so some messed up or missing tooltips can happen if  u dont play in english text language but that doesnt affect gameplay, just select “english” in uplay, start game and it will download english files quickly, in game Change text language under Options to “english”, done

if the mod causes any Problems for u let me know,  if u find any Bugs let me know

btw the art isnt of me but i was so free to use it, i hope nobody will hate me for it (-:

i started editing the visuals lately and my works is based on the “scaled creatures mod”, i want to thank the Autor 3Lion for his work and really like what he did, i hope he doesnt mind that i Change some of These files with my own ideas he used as well, if u  use the “scaled creatures mod” that is no big Problem, the last files installed will always overwrite the old ones but some weird looking stuff will happen sometimes but thats mostly all, using and installing mods that Change game files after my mod is not recommanded as some stuff mentioned in this mod wont work but probably wont break anything important

full changelog:

V 1.0
Hall of hereos: 3 hereos of ure faction instead of 2 and only 1 of a rnd faction on skirmish maps
morale and luck: removed caps
diplomacy improved, is more player friendly if u want to play with it early on, gives reduced gold costs for hiring on each level now
alternative hero for haven’s melisade, jesabeth, featuring red mage class, meele&magic hybrid, own spec(nothing to special tough), own hero and hero screen pic
improved hero orna, new hero screen picture, gave her a new class called “angel” with altered stats and skills and improved her heal adept spec, now lowers mana cost and gives a slighty stronger heal on master level, removed the +1 rank effect since it is pointless when ure a light master anyway
improved heal spell, halved mana cost and changes heal amount to be more similiar to regeneration, it is still a little weaker tough, with master of light only 3×3 AOE now
guardian and justicar got another set of abilities since opportunity reta is broken
warfare master perk triple shot down to double shot to make it less rush and must have while it is still good
new spell fire shield replaces burning determination, spell is similiar to valkyries fire shield but it scales with the hero’s magic stat and it gives fire resistance with master on fire I and only 3×3 AOE now
nerfed fire spells buring dot by 50%
changed firewall so it cant be exploited anymore by the player, also uptaded tooltip since it is has trap effect now only 1 turn and second firewall hit on enemy turn start is only 1/4 dmg of initial dmg now
improved celestial armour, halved mana cost, added defense and magical resistance effect, lasts for 4 turns now
scouting sight radius up to 3 from 2 / rank ups give 2 movement (overtaken by another mod)
buffed native terrain skill up to 20% reduced movement cost for area of control
locasations for english language
V 1.1 added some entries on locasations files i forgot on first version
changed blizzard spell, lasts only 2 turns now for unupgraded and upgraded effect, this is so to counter the trapping effect and nerf the spell a bit to mak eit more balanced, i think it feels good now
artifacts: major art. naga helm: reduced water strike dmg by 50% / minor artifact druids bracelets: reduced regen by 50%
poison cloud: reduced its dmg by 40% and uptaded tooltip
new sylvaan hero with own class, spec and art, replaced agathin because he was kind of strange hero for me
buffed elraths blessing, gives more morale and defense now
fixed a bug with heal and arkaths blessing i introduced when I created the mod
V1.2
improved celestial armor tooltip
improved justicar captain spec. now gives attack and defense for the related creatures instead of governour effect
improved warefare skill tree, more unique abilities and better order for them, also switched snatch with scouting in exploration
some hero specs are visible in the info tooltip in combat now, f.e spellweaver( will add all over time for more transparency)
started to add a new way of scaling for the skill tree, exploration now gives 2->3->4 movement, i dont think that is too much because u should be able too see the effect when u go high in exploration, i want to do this for most skills, especially might skills
novice scouting ability gives now 4 sight radius instead of the previously 2 and 3
new scaling for defense and offense tree from 2->4->6…. now gives 4->7->10, from my experience might hereos start to weak while magic hereos start too strong, so i gave it a higher base value a liitle more increasement per level
V1.3
improved sunbeam spell, now has more interesting effects and can be used on friendly units as well, changed tooltips for it
edited alternative haven hero jesabeth a bit, changed some stuff on her to make her more flexible and interesting , some finetuning on ornas new hero screen picture and jesabeth’s
started to edit existing hereo’s to make em more useful in general, for the player and for the AI as well, haven priest amiciliar got a new set of abilities/spells to start with
corrected some tooltip mistakes
gladiator spec: +6att instead +4, same for painless def + 6 now/ a accolyt of fortune gives 15 luck now instead of 10/ doubled imperial presence spec. boni, now +10 morale and +4 defense/ a son of a wolf now gives 15 morale, old value was 5…/
removed combat upk file from mod (added it by mistake to mod but i didnt do anything with it, is in data folder if u want to remove it, it enables better camera conrols)
haven hero orna had 2 spells from start, now only 1 because balance (-:
V1.4
started edititing artifacts in masses, my aim is to balance the artifacts, so all atrifacts are equal on strengh, all minor,major and relic, one problem is that artifacts with imprinted spells are too powerful early on(see changes in V1.1) while these with f.e +2 attack are ridicolous weak, i want to change that, i wont list all changes for artifacts here since it are too many but mainly i increase stat boni and weaken imprinted spells for most artifacts
morale handicap for mixed factions down to 5 from 10 to still respect lore but more gameplay friendly now,changed offense and defense skill tree scaling to 3->6->10 for to make is more diff. for mages to get the max amount, chamnged imperial presence spec. morale boost back to 5
changed scaling for attack, attack now scales the same way as defense(2.5% each point) and new cap for defense, u can reduce dmg with defense by 90% now instead of 70, also added tooltips for this change in game,leadership skill tree new scaling-> 7->15->23 morale, will do same for destiny at some point
nerfed buffed celestial armor: now only gives 5 defense instead of 10 and only lasts 3 turns instead of 4, nerfed elrath convincton after buff, nerfed heal after buff by 40%, same for celestial armor, sun beam’s blind effect should now scale unskilled+nocive in light magic 30% to miss, expert and above 50%, also fixed a bug with the buff effect of sunbeam, it gave very high boost at light magic master by mistake
V1.5
changed defense damage cap again, now max defense modifier is 0.2(20% damage) in terms of attack vs defense, fixed a bug with sunbeam’s miss effect not working always and improved the way it scales, some changes on new haven hero jesabeth, changed effect on celestial armor again and increased its mana cost, now 20 mana, 35%spell resist and 8 def but low dmg absorb, i tried to make it more useful if u have the heal spell as well and give it some unique use
V1.6 more balance on magic, buffed heal spell again because it was too weak, now costs 10 mana again and heals same amount as firebolt does initial damage, earth magic regen spell is a liitle stronger oeverall and is 3×3 while heal is only 2×2 but heal is instant and can reserruct, balancing spells versus might hereos is a pretty big topic but ill do it if i find the time to do it (:
buffed fire magic dot back to 75% of original value, increased mana cost of fireball to 30, lowered all aoe effects of master of light I to 2×2
V1.7
finally reworked the dark magic tier 1 spells which were really bad to start with, let me know if u like it if u try it out (: these give more useful effects now so i reduced the aoe with the dark skill linked to them to 3×3, i think i did a good job balancing these but feedback is always helpful, beside that a little tooltip polishing for cleaner UI, i also buffed elraths convinction a bit, golems are now immune to weakness, skills give more or less stats: my idea here is that skills should give more than most artifacts since these are harder to obtain( u usually can collect lots of atrifacts quite easy), to make it short i’m working on balance aspects f.e minor gladiator gauntles give 3 att so the novice offense skill should give 4 att, also trying to balance stats like morale, luck and att etc., also came to conclusion that making offense etc. weaker just because mages can get it is no good idea, in this version might hereos got a little power boost, att<->def calculation: defense now caps at 25% minimun dmg, attack max mod. back to 350%, necessery alliance skill now gives 10 morale to be more useful, new victory sound for orna and murazil hereos, buffed rightenous faction skill,
started editing might hereos starting damage, there are 3 values now, first for pure mages 22-22(vanilla), 2. allrounder classes what depends on faction as well: 38-48 and last more or less pure might hereos: 60-70, the scaling stays the same, fixed lasir’s bugy stats, he is a ranger now(had ranger stats anyway), beside that more hero and skill editing for a better balance and more useful and interesting ways to play the game, I’ve finished most but not all haven hereos at last so far, my plan is to uptade all hereos some time in the future, what i do? i imporove too weak specs, i alter some skills to make the hereos more accesable foe the AI, f.e a light hero with elraths convinction… the AI cant deal with that, it doesnt use adventure spells at all, no point, giving a magic hero high leadership and luck= pretty much a waste for the most point, i adjust hereos stats a bit while i check their classes and lore, stuff like that…
economy: new gold scaling 150->250, removed 3 atrifacts from skirmish maps (i hope, not totally sure) because i think that faction exclusive atrifacts dont belong here here since the artifact pool is limited anyway, especially on smaller maps, mentor back to 25% exp(not sure why they nerfed it in the first place), tiier 4 spells now need 10 arcane knowledge, advance warcry now gives +5 ini instead of 2, governour skill give higher boosts now to reflect the changes in stat scaling, value doubled, rousing speech value x2, archery full range skill is back, offense giant slayer now only works for 1×1 attacking creataures and gives more att, time control was buffed, replaced prime scholar skill with new skill arcane brilliance what is ellas new spec and started editing the size of some creatures because some are just ackward, dire wolf and silverback are now a 1×1 creatures and smaller, moon doe 1×1, souless and strider are now 1×1 and smaeller , centaurs 1×1 creatures as well, gnolls smaller, deathspider scaling a little changed, ebonspider smaller and 1×1, banshees now has incorporeal skill, rebalanced like 40% of the atrifacts so far, , changed adv. map scaling for small creatures being small again(sorry 3lion xD) ,Kobold and defender smaller overall, gnolls as well
V1.8 fixed some tooltips, remastered scaling for most(but not all yet) creatures on adventure map based on 3LION’s scaled creature mod
V1.9 changed attacking sounds for murazil and orna(male angel sound here…ewww), added nolwen hero to skrimish maps and added new fotress hero: beatrice, a valkyrie style hero, continued my work on creature scaling on adventure map, fixed some tooltip errors, homeland skill never had his icon in buff window applied=fixed, buffed new disease spell, nerfed new weakness spell is only 3×2 now, fixed nec alliance skill bug(only 2 morale), artifacts balancing for the +12 magic gems, buffed new t1 fire magic spell, ardent caster now gives 2 att instead of 1,fixed general bug: engage: when upgraded doesnt give +15 att against not retelating targets, included most bug fixes from this mod to my files http://www.hommdb.com/mods/heroes7/bugfix-buglist/(content belongs to authors, i just do this because i have to edit the same files eventually, so to ensure copatibly for future uptades), uptaded new hero attack value for all hereos(i think), included most balancing changes from this mod http://www.hommdb.com/mods/heroes7/balance-mod-5/ which belongs to author in my files BUT not any changes to necropolis creatures’ stats or abilities, included dungeon shroud turn 2 fix by this mod http://www.hommdb.com/mods/heroes7/2-21-bug-fix/ to my files(belong to author again)
V2.0 fixed misssing new skirmish hereos, fixed cyclops fiery eye ablity not being taken into account by fire resistance abilities( i think i fixed it), fixed default attack of enraged cyclops being shown as ranged attack, fixed explo skill giving the correct amounts of movement, lowered new dark t1 spells’ disease scaling a bit on higher levels, mask of doom atrifact debuff now being shown in tooltips, improved creature scaling aspects, fixed few minor problems with warfare tree skills order and related specialisations, haven swordmaster/landsknecht champion creature is a 1×1 creature now, changed new t1 dark spell disease: now affects morale again instead of health, so it is basically the vanilla spell again but another name, new scaling for morale and added dark damage, fixed exploration tooltip, fixed problem with tutorial and edric, changed edrics spec to solve it, fixed new rightenous, defense, offense and leadership skill trees giving the intended stat boosts, minor artifact changes, buffed defense perk vitality, the abbot is now red(will fix its 2d picture at some point) the abbot mod is included but i dont own it and i thank the author for doing it (:, abbot no play his critical hit animation on ranged attack, changed destiny skill tree stat booost to fit the new scaling, added 2 new buffs to destiny skill travelers luck, added better camera control(more zoom in) to my mod what is no change by me from the beginning~
V2.1 fixed bug with quick combat not working properly and prob other weird resulting problems like too high lv AI hereos, beside that little adjustments to balance and UI finetuning for few pictures, i had to remove the changed hero dmg values because the game doesnt alow that, instead all might hereos without any serious magic talent now start with the artifact “warrior’s sword” which increases the hero dmg