OrnaBody
Game:Heroes VII
Mod author:MoritzBradtke
Last updated:May 25, 2018 at 07:17
Downloads:1617
Rating:
(17 votes)
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uptaded mod 25.05.2018 / V3.2
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some semi important  edit: I cleaned up mod packages so u may now delete old packages from previous versions, all .upk files in the cooked pc folder beside the 4 in the latest downloaded version may be deleted do NOT delete anything in the other folders like “editor” etc
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, same for lions scaled creature mod, im going to add all bug fixes to my mod while i continue working on it as well 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 because odd looking stuff can happen if u dont but prob nothing serious will break in the game
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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 (-:

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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:

–  some Bugs beside These i use from other mods

– no useless T1 spells to start with as magic hereos

– “better” AI for Magic hereos on skirmish maps and some others, means they can handle spells better, as well as trying to fix Problems with skill picking for AI hereos (f.e warfare hero without warfare unit)

– balancing for spells  in general

–  better scaling for might and Magic  (might hereos start too weak atm and in endgame might hereos are too strong(what is also an AI Problem but well)

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

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

– alternative hereos to offer more classes and more interesting hereos and specs, as well as reworked hereos in some cases

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

-more neutral Units to fight, im going to add the warfare Units as neutrals at some Point and im also working on a Special Version of the healing sister which will be a neutral unit once ive finished her animations

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

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

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

 

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
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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
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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
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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 (-:
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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
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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
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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
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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
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V1.8 fixed some tooltips, remastered scaling for most(but not all yet) creatures on adventure map based on 3LION’s scaled creature mod
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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)
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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~
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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
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V2.2 added shantiri titan from romans balance mod for the new stats in campaign etc as well , some polishing on warefare unit abilities, fixed a general game bug with rune stone not being available for manual control with some warefare skills, hero orna has been changed a bit skills and spells for beginning, adowyn got a new starter set as well since AI cant use heal spell too well it seems, blessed words now gives defense instead of morale and reworked haven faction hereos starter skills,stats, some classes and starter spells, f.e paladin is more focused in light magic now,the inquisitors start with a new inquisitor ability, playing against haven AI should now be a bigger challenge since ive optimized most haven hereos so they are stronger, travelers luck now gives 2 uniquipe buffs and i removed the old boring ones, more to come eventually, i added some files from the new Unofficial community patch to my mod, mainly for compatibility and bug fixes, less bugs are always great and so people can play with both mods( more or less) i didnt include everything in my mod but the most important stuff, it would be difficult to name it but mostly bug fixes and some lore desicsions i like like sylvaan no fire magic haven no dark etc, at last not in their magic buildings, u can still always learn it and get spells somewheer else
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V2.3 just some minor fixes
 V2.4 fixed a bug with Bastion town Portal not working
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 V2.5 made some loading screen tooltips more clear, haven priory no longer requires healing sister warfare building, changed hereos jesabeth and orna a bit, also adowyn,nerfed upgraded weaknesss now 2×2, changed upgraded sunbeam now 1×5, buffed upgraded heal 2×3, nerfed timecontrol less movement and only 3×3 now, soulharvest ability down to 10 mana per kill, freezing orb 1×1 instead 3×3
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V2.6
heal upgraded 2×2, sunbeam upgraded 4×1, halved base chance needed for negations based of army size… means with diplomaty skill ull have an easier time proccing negations now= higher threat= less chance to proc it but ive reduced this by 50% now since it was very high, without ull still only get procs on trivial enemies rarely, buffed celestial armor a bit, 4×4 upgraded now and little stronger, fixed adowyn heropedia text, changed adowyn hero a bit, fixed something with her skilltree, i removed caps for attack versus defense so now it is possible that units dont do any dmg to enemies if they cant surpass their defense rating, attack is 400% but that is hard to reach anyway, buffed stoneskin spell and also rocksolid perk, sylvaans champions dweeling no longer require  magic guild, hunters no longer smithing building, blessed words perk in rightenous now works similiar to rousing speech since it wasnt working with upgraded aoe effects like mass heal etc 4×4… so ive decided to change it since it woudnt work sometimes and bc there seems no way to fix it, blizzard down to 3×3, uplifting light perk now +5 morale, haven angel champion units got passive skills, some sylvaan units also got passive skills, changed start spells for some haven hereos, skrimish AI is rather bad and i kind of gave up making it better, so I’ll focus less on that, game excells more at scripted maps like scenarios and campaings and hotseat, MP online doesnt work very well, too unstable, sadly!
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pretty huge uptade here, ive changed the att def scaling, so that changes a lot
V2.7
added a change from author lizardwarrior to my mod, camera on adventure maps can now be moved freely, no limitations in zoom in, out, side etc., however the flags over creature armys are now smaller, i dont rly like it but i dont see it a serious problem either and being able to move the camera free now seems more important to me, ive added the greenland combat maps from new combat maps, so more combat maps on grass like land now, light magic skill uplifting light now gives att and def instead of morale, advance warcry nerfed again only 3 initative now, chaplain now plays same crit animation as abbot, apprentices got a change to their piercing shot in the UCP mod i took over and ive improved it a bit since it missed something, fixed splah tooltip from UCP mod was missing the -1 in tooltip for movement, chaplain and abbot now have icon for no meele penalty, ive decided to reverse some changes back, ive restored the vanilla attack and defense stats on skills etc., new attack and defense caps are 300% attack mod and 0.33% def mod, att scales with 0.5% each att again and defense with 1.5% each defsense, so thats more similiar to vanilla but there are even harder caps now and def scales even worse, however i think it is for the good, here is a little spreedsheet which shows the realation of the impact for att and def on the same level scaling, some have a an extra % value, it shows the value of another stat point increase, while they start similiar the more defense u get the more unbalanced it gets so u have to cap defense and the vanilla cap with 0.25 wasnt enough, also i capped attack earlier, to make sure attack is balanced as well now defense caps at +44 DEF now and ATT at +40 ATT, overall the topic is a liitle more complicated than i first thought but the scaling should be a lot better now and fights should be more challening as well, well or just take longer (:
100 DMG calculation, ATT DEF scaling
DEF 1.5%               ATT 5%
1 DEF -1.5% = 98.5  1ATT= 105
10DEF -15% = 85          10ATT= 150
11DEF -16.5%= 83.5= 1.8% 11ATT= 155 = 3.3%
15DEF -22,5% = 77,5       15ATT= 175
16DEF -24%   = 76 = 2%    16ATT= 180 = 2,8%
20DEF -30% = 70           20ATT= 200
21DEF -31.5%= 68.5= 2.1%  21 ATT= 205=2.5%
30DEF -45% = 55           30ATT = 250
31DEF -46.5%= 53.5= 2.7%  31ATT= 255= 2%
35DEF -52.5%= 47.5= 2.7%  35ATT= 275
36DEF -54%= 49= 3.16%      36ATT= 280= 1.8%
40DEF -60.0%= 40            40 ATT= 300 CAP
41DEF -61.5%= 38.5 3.75%   41ATT= 305= 1.6%
44DEF CAP
45DEF -67.5%= 32.5         45ATT= 325
46DEF -69%   =31   4.6%    46ATT= 330 1.5%
50DEF -75.0%= 25          50 ATT= 350
51DEF -76.5%= 23.5 6.%     51ATT= 355= 1.43%
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i currenty use these stat values for my mod,
Att and Def 100%, Morale and Luck 200%, Magic and Spirit 50%, INI 50%
so that means 2 ATT is worth this: 10 Morale or 10 Luck(mostly bc 1 att gives 5% more dmg and u could say 5 luck or morale do about the same) , 1 Spirit or Magic and 1 Ini
i use this to scale skills atrifacts and hereos
eagle eye spec sight radius x4,ive nerfed exploration movement a bit again
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V2.8 added/fixed some missing entries i forgot in 2.7, dis and valkyrie got new passive skills, sylcaan champion unit tree got new passive skills, water elemental now uses splash, gold dragon’s light breath now active ability and only once per combat and he has different animations for attacks,improved some tooltips in general, uptaded stoneskin and elraths convincting spells’ scaling
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V2.9
buffed watershield skill value x2, weakend most wisdom skills so far, new dungeon hero: aribeth from neverwinter nights, owns potraits, class etc, didnt make a custom spec yet tough… she is first the unit i altered the textures for she is based on the dungeon might hero but she got red hair, is no perfect work but ive managed to do it decently and it looks good i think, lowered morale value for quick combat since was pretty high, advance warcry vanilla stats again because it is strong enough i guess, morale was buffed since it was a pretty weak stat, even after my changes to the stats, morale turns now give +75% dmg instead 50%, haven master perk gives +100% movement bonus hasnt been changed, dungeon champion units no longer require magic guilds,
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despite saying i woudnt focus on AI anymore i had good idea i’ve implented a change important for AI especially for mages which suck, devs obiously didnt realized the importence of this or they just had other stuff to do, however, AI mage heros are very bad since they often dont learn any spells since they barely visit the towns’ magic guild, i often encounter magic hereos lv15 with like no spells…. + they are just skilled very bad and magic hero without right skills and spells= junk, so i currently test a new “easy” way to improve this, “haven” magic hereos now start with just one skill instead of the default 2 (need to rework all hereos at some point), might hereos still get 2 different start skills, AI sometimes trys to focus on the default skill tree, even tough u cant count on that, that may help focusing the AI hero development on f.e fire spec, since these hereos start with 1 less skill point i’ll give these hereos 1 tier 2 spell for free, what will make em stronger in general since they can actually cast spells… hereos who start with a spec giving em novice perk for free will 3 spells total (2x t1, 1xt2) since they start with 0 additional start skills like ella or spell specis who get a free skill point this way, some hereos with spell specs also start with a  tier 3 spell that is so to secure these mages have agood spell to cast and the AI can only rly handle damaging spells(aoe spells that cause direct dmg is the best u can give the AI)  also might hereos with partly magic oriented gameplay lost their magic start skills to avoid the AI is focusing too much on it resulting in a weird splited distrubtion of start points with no spells at all so might hereos will just focus on might and magic hereos on magic resulting in an overall better AI, some might+magic hereos are not affected by this tough, at last thats the idea overall, this also means seacrificing diversity on hereos to make em more mainstream so they can be competitive but for  maps it’ll be worth it since they will be more challenging since this rly improves the AI
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master of light spec improved(mainly to make it more viable for AI),alesia new spec for above reason, changed weakness spells a bit since it was producing a little bug sometimes, smokebomb debuff is now visible with tooltip icon in enemy screen,water elemental got a unused animation for his new splash, splash should also have a sound effect now which it was missing in generel, jesabeth now magic hero, changed jesabth’s stat progression a bit(again i know), removed or added warriors sword artifact from some hereos, despair spell got new spell scaling, reworked stats from mages for custon hereos and haven for new stat scaling, new scaling for spirit 2 att same as 2 spirit while still 1 Magic, added combatmaps package i forgot in 2.7, if u want to use These new combat maps, copy the custom maps Folder in the same as the cookedpc and localisation Folder———————————————————————————————————————-
V3.0
dark wisdom scaling, aribeth got warrior sword, aribeth warfare skill instead of prime magic and some other skill changes on her, added rnd spec for aribeth, dungeon mephitic scent ability dmg doubled, some spells are now stackable, that is to encounter a problem with AI casting spells on the same unit again and again with barely a additional effect and therefore the casting being wasted i think this is a decent idea how to deal with it , u may call it dmg control for stupid AI so it is some challenge for the opponent i wont listen every change for which spells stack now but most i guess, agony now stackable, agony only 2 turns duration, celestial armor new scaling and 4 turns duration and is stackable now but only 30% spell reduction per use , sunbeam debuff only 1 turn duration now and higher initial dmg(75% of firebolt)  and higher miss chance and caps for morale buff dep. on skill lv, reworked sunbeam spell mechanics it feels like a better less annyoing and more clear spell now,
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new scaling for magic starter hereos to make things easier 1 start skill on novice is worth 2 tier one spells, so if a hero has 0 start skills he gets 4 tier 1 spells or 2 t1 and 1 t2 spell or 1 t1 spell and 1 t3 spells, i guess that is decently balanced, however any hero will start with at last one tier 1 spell, time control is now stackable, let me know if u like it or it sucks,the burning dot from fire spells does his vanilla dot dmg again on average but is more variable now, lasts only 2 turns but the dot is now stackable, reworked custom hereos and haven hereos starter spells for better Ai accesibility, new scaling for heal spell, u can usually see the scalings in the magic guild if ure interested in this, changed att and def scaling a bit again for various reasons, def scaling is now 2% per point instead 1.5, new defense cap is 20% so 1/5 dmg and  att cap 500% what means dmg x5,  fire bolt’s spell scaling initial dmg has been lowered on expert and master lv, luck capped again for balance reasons i capped it at 75 for now, new scaling for despair spell and now only 2 turns  ,reworked custom and haven hereos again a bit for better AI spellcasting, stoneskin and regen now stackable spells, incorporeal nerfed 30>20% and should also work with spells now and hero attack but im not rly sure here needs testing———————————————————————————————————aribethcustomhero got dungeon mount for now since victory animation is clipping, weakness 4×4 now again, despair morale scaling with magic nerfed a bit and sunbeams’ as well, new scaling elraths convinction, hunter now has scatter shot but looses it on upgrade for double shot, justicar and guardian haven units use their vanilla skills again, the fix from anthalyian’s mod should fix the bug with opputunity reta
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cleaned up mod packages so u may now delete old packages from previous versions, all .upk files in the coopked pc folder beside the 4 in the latest downloadeded version may be deleted do NOT delete anything in the other folders like “editor” etc., think ive fixed vestal hero spec crating infinite healing sisters on hero recruits but this skill isnt used atm anymore since i want to rework it a bit, rescaled stoneskin spells scaling, reworked celestial armor quite a bit, both these spells are stackable now, tyris now more magic atuned while ymoril less,  hereos with master or GM warfare skill now start with the attacking warfare unit automatically , that is to ensure the AI that sometimes skills in this actually has a warfare unit what is not always the case, im going to remove the warriors sword artifact from these hereos for balance reasons, this has been done for haven and custom hereos so far and ill add it for other factions over time, iniative scales more like ATT now 2att is 2 INI, exploration gives less movement now but initiative as well, reason is is it hard to design skills for the AI so they are not bad for the AI, AI picking Explo for its main hero would result in a pretty weak hero so i try to make the tree more combat oriented while still keeping the original spirit, ive changed some stuff in the exploration skill tree,——————————————————————————————————————— academy djynns now have a different creature pic because the old one was very ugly, ive recolored custom hero jesabeths heroscreen sword and also skeleton mesh sword with red also works for nolween hero enjoy (-:, nerfed ymorils spec a bit, apprentice magical shot can only be used twice a combat now since they lack full range until upgrade but what this skill actually gives without much problems since u was able to spam it, rover skill buffed x2 to x3 for temp buffs, explo GM skill said if would only give 20% boost in movement, well the game files actually say it gives 50%… so either the tooltip was wrong or the value, ive fixed the tooltip for now so it gives the same effect as before, reduced morale luck quick combat value since was very high and there is more morale and destiny in the game now, tier 4 spells require 8 arcane knowledge again, ive scaled campaign difficulty so it basically works the same as for skirmish maps now, before difficulty settings for campaings had almost no impact, critter growth is still lower even on hardest difficulty but ive incresed the base size of stacks so if u pick a hard difficulty for campaings u should have a harder time now i guess but im not sure which maps will be affected by this and how much, buffed arcane excalation again a bit since it is an expert perk, haven faction should be a bigger challenge know on skirmish maps so if u Play skimish choose haven as Opponent—————————————————————————————————————
V3.1
rebalanced some artifacts, removed shifting boots from rnd artifact pool, advance warcry ini buff nerved a bit, ive started to remove imprinted spells from artifacts because these are bugged, if the AI has one it can use it unlimited times and in case of bracelets of freemage what gives lighting strike the AI loves to spam it, since this is just stupid ive removed this, i have to test other artifacts still but i guess they are the same, ive buffed pathfinding skill, ive reverted the change for burning determination, it is in the game again like usual but it in stronger on lower levels now and only lasts 1 turn now try it ureself, fire shield is still in the game as well, frenzy buff had no tooltip——————————————————————————————————————————-
V3.2
halfed default flank bonus, im not sure if more changes are needed yet, i’ve only altered the default value for now, so other skills etc. are not affected, i did this because the flanking bonus is too high for endgame matches, might offensive hereos totally destroy AI magic hereos in late game, that is also because the AI cant play magic hereos very well but 50% full flanking boosts on dmg for already heavy boosted might hereos’ creatures etc dont help either, it also helps a bit at the beginning of a match since ATT is valued higher than DEF here, check the att def Ratio in Version changes above if u care about it, fire spell burning dot got a little boost in dmg since i’ve reduced the turn count earlier and it has a new effect upgraded, is no longer stackable but its new effect is, im aware spells that stack like stoneskin etc were removed if one of the 2 or more buffs with the name name run out, i have reverted this Change and im working on different Solutions,  agony again 3 turns, worked a bit on jesabeth and nolweens heroscreen pic and buffed renewal 20->25mana, , fiery rage ability nerfed 5>4, new blessed words righteneous skill nerfed, scholar skills mana cost reduction buffed 20->30%, morale boost and demoralized both at 10 morale now, im working on some changes for spells that give buffs or debuffs so the AI can use them more effective, celestial armor is now area wide spell by default that lasts 2 combat turns ive enabled the shield effect again and changed the scaling now master of light II gives it a resistance to magic, fixed fireshield prob stoped working with 3.0 polished its tooltips and it is now areawide as cel. armor with 2 turns duration and now also procs on attacks, also fixed few bugs with these 2 spells, hunter scatter shot is weaker now and only 2 times a combat because i added it as gimmick mostly isnt supposed to be super strong, reworked stoneskin spell as well area wide now new scaling and has a new effect with earth knowledge I, ive improved most custom textures ive added to the game, regeneration now only 2 turns and areawide by default it got a new effect