Game:Heroes VII
Mod author:MoritzBradtke
Last updated:November 22, 2020 at 18:44
Downloads:6695
Rating:
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Hereos VII Mod by M.B
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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!  be sure to check back for uptades at some point if u love the game as much as me (: Have fun!
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i recommand installing my mod as the last mod if use several ones, other mods that add new Adventure maps should work fine with this mod  but since im using files other mods do as well, the last mod will always overwrite the previous one,  if u are unsure about this, just delete ure “cookedpc” Folder in documents/mygames/hereosVII which contains all files which overwrite 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:)
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most changes are listed in readme.txt and there is an instal/uninstall guide as well,  this mod only supports german Tooltips at the Moment, so some wrong/messed up  tooltips will happen if  u dont Play on german text language but that doesnt affect gameplay, so you could still test/play the changes on english but i recommand changing text to german even if u dont know german while setting audio on english, in game Change text language under Options but u might have to download german loca first in uplay, if u want to help translate it to english let me know, english loca will be done at some point but i dont have a window yet as i want to have a polished german version first

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

ReadME:
H7 Mod by Moritz Bradtke
Reworked H7Improved Version…
i wanted to use my experience with the game and put together another mod which improves the game by dealing with the most important bugs while also improving gameplay aspects.. currently only supporting german localisation, also thx to UCP for collecting/tracking so many bugs, im using some of those fixes in my mod and a few other changes as well
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List of all changes, more to come, mod is still in development~
V1.0
1. firewall 1 turn
2. blizzard 1 turn
3. poisoned blades, acid spit and withered venom now treated as poison(so units that take less damage from poison…works now)
5. ancient tree changes: his retalation fixed, entangled roots treated as movement reduction effect
6. leading by example wasnt working for ranged attacks, still not working on retalation?
7. stonespikes spell in the spellbook doubled dmg of several abilities when also earth knowledge III was learned
8. putrid bones necro now also working on retalation
9. maneuver ability bugs fixed
10. most spells start rather weak now and scale mostly by magic, usually they no longer scale with magic skill ranks and aoe spells are a lot weaker, however they are still useful but it depends on you to make the most of em, aoe spells are still good but they are weak and drain too much mana on low lv heros esp. without upgrades so they are better used on higher lv heroes with a lot mana, this also helps to balance em better compared to might heroes
11. changes to spells: burning determination(rdy),inner fire(rdy)… now affects the whole battle site, effects are changed, are stronger than before bc sometimes only 1 turn and the corresponding wisdom skill is a weaker upgrade because these spells are allrdy quite strong
12. changed construct ability: now constructs arent immune to poison anymore, instead they take 50% damage, was a necessary change because AI will ignore this and cast spells on em they are immune to to do undead/
13. firebolt weaker now, nerfed overall initial dmg, same for sunbeam
14. fire magic burning debuff only 1 turn, overall weaker 75% of firebolt
15. alternative skin for haven unit abbot
16. added nomeele penalty skill for units who dont have meele penalty
17. fixed haven ability opertunity retalation not working (thx to UCP mod (-: ), however for some reason justicar is attacking trice on regular attacks, not sure why so i fixed this also he longer attacks twice on oppertunity retalations
18: hall of heroes: no more heroes from other factions available
19: removed caps for morale and luck
20. added a custom hero for haven, lots of custom stuff for her (-: Jesabeth is name
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21. changed firewall spell, balancing, only 1 time dmg and 1×4 now 60% of firebolt
22. AI changes: AI Resource income multipliers on skirmish maps… easy: 0.75->1, average: 1->1.25 hard: 1.75->1.50, deadly 2.5->1.75 and…AI start resources multiplier: average difficulty: 2->2.5, hard 3->2.5              deadly 4->3 …AI creature growth multiplier: easy 0.75->1 average 1->1.25, and lost hero rehire cost down like 50% cheaper, that is so because new heroes cost more now it scales with amount of hereos u alrdy have, helps with AI spamming heroes, max hereos 5 for AI player but needs tetsing, also lowered amount of money saved for hero recruiting i guess and AI might start sooner with recruiting
22-2: player change: player start ressourse on  shortage: 0.2-> 0.4, limited 0.6->0.7
23. Warfare: now u get the default attack warfareunit when u skill novice and the support one when u skill expert, also offensive warfarunits now work with charges, means if u are out of charges(muni) u cant use em anymore, amount of muni varries with warfare skill, artelery barrage only 1 shot, imp.durability now also gives control of units and this effect is removed from artelery but artelery gets something new, healing sister healing power decreased a bit expert and above because she can resurrect now with rightenous skill
24.new 2D body texture for heroes orna and murazel on skirmish maps, new classes for these heroes, changes some stats,skills,abilities here too
25. more realistic scaling for creatures on adv.map and combat map (prolly not 100% finished, might need some finetuning)
26. morale effects: +25% movement and damage
27. few changes on rignteousness skill: moral changes, healing sister works different now,blessed words effect: 10->15
28. new effect for light magic sunbeam on upgrade
29.light magic celestial armor manacost down and spell is stronger now
31. changes to brother in arms righteousness skill, moral for all units but weaker
32. changes to leadership skill and some abilities in the tree, now also gives more units when governour, tactics adds ini and reso adds damage reduction, changed master skill in leadership(mainly to help AI) might sill need some tweaking to avoid unwanted actions,
33. changed few things about diplomacy, tried to make the skill better overall, for AI and player, removed mixed faction army penalty on morale
34. balanced sunburst spell and fireball, 75% of firebolt, also sunburst upgrade effect now only 2 turns but much stronger( was a bit weak before compared to other spells)
35. fixed bug with alesia spec
36. changes on exploration skill similiar to diplomacy,
37. added 2 new creature abilities for haven angels and academy gargoyles
37. edited spell lightning burst, now only buff no more debuff, will never harm friendly units, will now also activate when the unit is attacked in meele in any way and dmg is +50% of firebolt, balanced lightning bolt as well, schocked debuff only 2 turns instead of 3 for all spells
38. scholar skill effects changed, instead of -20%mana, now -10% mana, also soul harvest from 20 mana down to 10
39. reworked spell heal, AI is not using this btw, so only for player feature, different effects on upgrades now and can also remove negative effects, only single target
40. fixed bugs with shielding and treant synergy abilities, ucp fixes here, also removed spell tag on treant synergy
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41. switched stronghold centaur’s meele attack and the crit animation, so now u can actually see when the unit attacks in meele and when in range, means crit animation will be nothing special tough~
42. improved attack visuals of pixie and sprite unit by addind blossoms to the attacks
43. changed firebolt visual to reflect balance changes more, is called firstrike now and primary fire spell
44. halfed default flanking dmg bonus
45. balanced fire sientry spell
46. rune priest now uses his crit animation on critical ranged attacks instead of prior in meele
47. magic immunity changed because AI doesnt take this into account when casting debuffs on units with it, so far gargoyle got something new
48.halved amount of defense gained through “defend”, AI rarely uses it, i want to avoid abuse through player
49. bug fix: justicar attacks trice instead of twice on regular attacks
50. gargoyles got new ability from ucp mod
51. righenous skill now also increases spirit
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V1.1
1.corrected mana cost of sunbeam
2.corrected lightning burst dmg under new condition
3.aura of purity changed a bit
4.some changes on effect tags so removal abilities and debuffs work better together
5. sprite and pixie dmg lowered from 2-2,2-3 to 1-2,2-2 but they get a new ability, oak dryad got a rework new ability and stats changed a bit,  dryad also a mage now and vanilla gift of life ability disabled for now
6. better visual scaling for some units
7. haven choral of believers gives +4 magic for light magic as well
8. i replaced wolves with griffins in haven tech tree and switched realted factions of em
9. some balancing on celestial armor
10. omg this one was hell, i thought oppertunity retalation has been fixed in ucp mod but it was still bugged for fome reason, esp. with cleave, i tried working with ucp archetypes but nothing worked so i had to change a lot because way too many attacks were triggered, also works only once a turn now because it was unbalanced with unlimited strikes
11. scattershot has beeen changed, lizardmen ability, AI will now use it, it didnt do before, once per combat
12. face of fear bug fixed, targets loose their turn when they didnt act yet the combat turn they were buffed
13. despair spell, the spell was changed in V 1.0 but i didnt list it, spell wasnt rdy tough so now working as intended with the proper changes, upgrade effect is still missing though———————————————————————————————————————————————————————————
V1.11
1.some polishing from previous release, aoe direct damage magic stronger again, should be about 1 to 1 in most cases if u hit a good amount of units compared to the single hit ones when it comes to mana dmg ratio
2. turned off mana use in quick combat so i think AI and player will not use mana in quick combats anymore, so AI should always have full mana when u meet it, i dont see much benefit in having it enabled atm, quick combat fights are pretty obsolote usually anyway and not much mana would have been spend so chances are high it does more harm than it does good and AI doesnt need this handycap in any situation in generel
3.i reverted some changes on heroes like higher costs for new heroes or number of max heroes, i dont think it makes much sense to change anything here, prolly doesnt help, guess we have to live with AI spamming a lot heroes, therefore i also restored the difficulty bonus on ressource income, AI is swimming in gold anyways, not much benefit trying to alter it, im not good at all in understanding how AI handles economic decisions, so i wont touch this anymore for the moment
4. nerfed reneweal and soul harvest mana amount even more cause spell users are still very strong compared to might heroes early game
5. changed scholar effects to -2 mana instead of the introduced change of -10% on mana cost, feels better overall this way
6. spell changes: fireball removed friendly fire here and different upgrade effect, burning dot dmg down,firewall balancing, sunbeam miss chance down, im removing warefare units as targets for aoe spells over time,lightning bolt change
7. prime magic skill changes, more magic boosts
8. paragon skill changes, exp reduction but mentor up, new and changed abilities
9. balanced chain lightning
10.reworked dark magic weakness spell and added 2 new effects for the upgrades of weakness and despair
11. added a fix to rune stone adventure object, was spawning traps which heavily conflicted with current AI behaviour, should be better now i guess————————————————————————————————————————-
V1.12
1. polishing from previous versions… bugs,balancing etc.
2. fiery sentry hits visuals a little bigger
3. the fortress relic sword with martyr had a bug that was crashing the game on use and the spell on it actually didnt work as it should
4. restored vanilla flanking value and caped morale and luck at 75 again, max defense modifier was changed to 15% from 30% and max att mod to 450% from 400% so the defense cap isnt reached so easily
5. there is a penalty for having troops from different factions again but it is lower
6. resistance skills changed: -50% from spells and effects changed to 25% just as attacks from that element, and for immunities some immunities will only half dmg as i changed magic immunity, only doing this for darkness and earth immunity for now, not the best solution but better than AI casting spells into nothingness, it is planned this will not affect creatures special affects though they shall still be immune f.e magma elemental against fire breath add dmg, (just an example), also magic immunity gives immunity against extra elemental effects from units again f.e posioned blades but magic dmg is still halved for balance reasons
7. reverted change with fireball friendly fire, i just noticed AI doesnt mind mana management so i was thinking what i could do as AI will even cast spells like fireball or sunburst on single targets sometimes, so this is difficult to balance for a human vs AI match obviously, so ive decided to avoid these 3×3 spells as good a spossible, they are still going to be weaker as planned so human cant exploit em so easily, so this is basically more in line with the first version note 10.
8.more ammo for offensive ballista, this is only 100% working for haven atm
9.i said most spells no longer scale with ranks but i did some more testing and ill change that again so all spells do not only scale with magic but with the skill rank as well, however the improvements per rank will be weaker than in vanilla but this is still work in progress
10. bug: einheriar throwing hammer skill was missing attack check box so did not scale with attack
11. some polishing on effects like poisoned blades when attacking a unit with resistance to the element, i hope all resistances work as intended
12. balancing for spells: firebolt,fireball,firewall,burning dete and inner fire, also sunbeam,sunburst,heal,lightning burst+bolt, scholar skills up to 4 mana as i plan to increase mana cost of spells for better balance overall
13. removed stunning blow from gargoyle again and gargoyle now starts with magic guard right away, i try not to later unit balance with more than necessary skills for now but i want to add/change more skills as i i did for
the angel/lizardmen/pixie/dryad f.e but i dont want to overdo it here right now
14. ive created some nothing special artifacts for might heroes they can start with on skirmish map, it helps em a bit on the rough start compared to magic heroes, added for some factions so far
15. uptaded eldrics spec for griffins
16. updated fortune spell, uptaded timecontrol spell, added upgrade effect
17. removed magic boost from prime tree skill ups again——————————————————————————————————————————————————————————————–

V1.13
1. polishing
2. added some custom heroes to the game
3. frostbolt and armageddon balancing, regeneration and stoneskin spell changed and added new upgrade effect
4.circle of winter and stonespikes balancing, poisonspray balancing and changed upgrade effect
5. added new changes and stuff to haven hall of heroes heros and my custom heroes, i also checked all haven heroes’ classes in an effort to improve the way AI spends the skill points, so ive changed the default skills of some classes a bit but only minimal as i want to keep the vanilla preset mostly, but esp. rnd skilling will yield less “rnd” skills because that causes a series of problems sometimes also i dont think a priest with fire magic is very meaningful or a pld with earthlike poison magic
6. changed retribution spell and added another upgrade effect, now called divine strength
7. i reworked light magic tier spells bit so it works out better for the game and its possibilities, f.e heal is now a tier 2 spell and the old retribution is now tier 1 but it also has different effects than before
8. little nerf to uplifting light skill
9. kind of finished the haven faction with this uptade… in line with the changes on light magic, there will be some adjustments but i think the faction is in a good place now
10. added fix from ucp mod to cabir soldering hands, works a bit different now tough, unlimited use but cabir needs to be right next to the construct on turn start to use the heal skill, also no longer targets completly dead unit stacks, ill remove the “target dead function” from the heal spell as well as the reason for this is if u heal a dead stack 1. it looks strange because there is no getup animation and 2. sometimes u get the wrong numbers like only 1 unit revived, ill keep the tier 4 resurection spell as it is for now tough obviously
11. switched wolves with griffins for haven for heroes and tier 1 dwelings
12. i added some new or changed specs to haven and my custom heroes for some diversity, some of these are from the upc mod and some are weaker specs but then the hero will be stronger by default
13. some heros have creature growth specs but they dont start with a lot of these units, i want to change it so the starter heroes are more diverse while still balanced, introduced for haven so far as everything i do the first time :’D
14. i added some new abilities from ucp mod but only for neutral units, i dont want to change the faction balance right now
15. reduced summon elemental mana cost a bit, not sure yet whats best but i think 50 was a bit too high
16. ive nerfed a few magic + like hero specs and i halved the bonus to attack in the warfare tree for the offensive ballista for the haven ballista, also nerfed haven christian spec a bit————————————————————————————————————————————————————————————————

1.14
1.polishing, esp. with neutral units new abilities but other stuff like bugs or improvements on this mod’s content in general as well
2. combat camera may be moved more freely now, rotate degree increased and u can zoom in much more
3. haven opertunity reta works unlimited times again just like unmlimited retalations, but it is still limited to 1 hit each attack as justicar
4. christian spec was nerfed a bit again and ive reduced the attack boost in warefare for haven even more, it down to +1 on each rank in warefare to a max of +4, i did this because warefare still was very strong last patch, if it feels good ill do it for every faction
5. light skill uplifting light default value of +3 morale again
6. i changed griffin unit, now has the ucp ability griffins resolve as base ability and on upgrade unlimited retalation, i removed dive attack as it was casuing several bugs and i didnt like the way the ability worked to be honest ^^’
7.i reworked sylvaan erder druids thorns, this ability was a disaster, buggy cause AI was trapped in it, AI didnt even use it and looked rather bad visually
8. prime skill novice change switched one vanilla skill back in, regeneration spell didnt work properly with upgrade and it was too weak so i buffed it but im still not sure if it is good enough it costs only 10 mana right now, however should be better now
9. sylvaan mark of avenger skill now also works with spells cast one one target, might also work with some aoe but would only affect the primary target i guess, impede now also reduces initiative, i changed natures wraith, it no longer boosts magic as it was quite bad design u had to wait until end of the turn to get the most out of it what was kind of silly because usually u want to cast a spell as soon as possible making it contraproductive, it now acts as the manareg skill for sylvaan as it will regan mana each turn instead
10. added some visual effects on some abilities, also added a fiery crossbow effect to kobold pathfinders, it doesnt have any gameplay effect just looks nice (-:————————————————————————————————————————————————————————————————-

1.15
1.polishing on various stuff like it’s used to be
2. griffin has unlimited reta again and upgrade got the griffins resolve ability which i also changed and reworked
3. ive removed the -attack penalty for defending and waiting for bastion, always disliked that one, like u get penaltied for playing the game -.- or game wants to force u to rush in and die… xD
4. ive increased the distance you can zoom out on combat maps so u can see the whole map a lot better now
5. ive added all new combat maps from the combat map mod found on hommdb, i think it is from romansen
6. maneuver ability will now ignore the “no retalation ability”, i just observed this and i didnt like it, centaurs will not move away nor retaliate if they are attacked with this, i think this feels odd as they are supposed to move away before retaliating what should negate the “close combat no retalation possible effect” so i changed it, at last i think that is what “no retalation” is supposed to mean, big range heavy attacks or similiar that make it not possible to retaliate, u could guess it is supposed to cripple the enemy as well so they cant counter at all, i guess u could argue here but it only effects the centaurs so ill keep it for now
7. dungeon confusion abilty should now also work with other attacks like spells but only primary target prolly, needs testing maybe, same for mark of avanger ability, also mephisting scent abilty damage increased by 150%, also buffed weak spot ability on stats +3 to +5 cause looked underwhelming, also dead angle ability no longer sets attack to 0 when conditions are met, instead the enemy cant retaliate at all, previous one was kind of meh, i hope it is not op but should be fine as expert skill and since only full flank, i added a visual effect to smoke bomb ability and also the basic shroud buff, and last i added the shroud buff another effect, same on all ranks: 10% chance to evade attacks and 10% (resistance) against spell dmg, this is more of a buff to dungeon faction but shroud was a little boring,
8. neutral lilim can now fly and i changed her a bit so she feels more interesting than before
9. nerved despair spell a bit
10. i corected dmg and mana cost of these spells: despair and weakness(for sake of my mana <> dmg ration changes) and i lowered fortune mana cost to 10 as it has less bonus effects than the other similiar spells
11. mesmerize ability of dungeon medusa and lilim now only act in meele, not anymore in range, i think this is a good change, it felt op working on range and it makes more sense in meele
12. i added a new ability for the medusa and the upgrade
13. i added some nice visuel effects to some caster units ull notice sometimes, dryad, medusa and druid and i changed the dryad unit again, she is more similiar to vanilla version again and i changed the way her new abilities work, she is more balanced now i guess and the new effects are nice gimmiks
14. pixie and sprite deal earth dmg now and i changed em, their new skill no longer does damage, dmg is same as vanilla again and they get some malus for the new -luck effect in terms of fire vulability
15. i halved the +magic value on the strong neck artifacts for a specific school, these were op as hell, seriosuly :<

important note: some new abilities ive created for the game work automatically as soon as u have finished moving, there is a minor bug, u may NOT change the direction the unit shall face when u select where to move or these abilities will NOT trigger, the units will usly auto face the closest enemy anyway so usually it is not necesary at all, so keep that in mind, i cant change it i think but it should be fine anyway if u pay some attention———————————————————————————————————————————————————————————————

1.16
1.polishing on various stuff
2. i added the bug fix on some artifact sets from the ucp mod, didnt test this myself but i guess he was right about it and i didnt want to unpack the package myself again :<
3. changed lighning bolt spell again some balance and mechanic change which is more similiar to vannila version, cyclone balancing.. is 3×3 now by default as well
4. overhaul of some aoe spells, some alraedy previosly edited still were too strong as well, f.e: firewall 1×2 instead 1×4 now and mana cost 30>35… some aoe spells are way too good in way too many situations and rly are in need of some nerfs but this is a somewhat difficult topic, also the AI is rly bad when it comes to 3×3 targeting what most aoe spells are… another reason these spells need nerfs as it can be easily exploited by any human player, some more changes here: fireball,cicle of winter and stone spikes mana cost changed, sunburst mana 50>55 and can friendly fire now as well, fireball has the dot on upgarde again, chain lighting mana cost up and dmg as well
5. earth knowldge 3 stone spikes effect on dmg nerved and this skill works now while i think i’ve also cleared the bugs related to the skill
6. tried to fix a bug when units attack enemies with cleave while the enemy has maneuver and can retiliate and so moveway after the first attack, however cleave would still proc and hit in the air and cause dmg
7. centaurs are a bit taller now
8. fortune and burning dete now give core units more damage boost, at last if the magic stat is high
9. hero spell poison works on undeads but the dmg is reduced by 25%( i cant lower it too much as poison spray is an important earth spell for the AI and like every neco unit is undead, would cause heavy balance issues), however poison from units will still not work and aura of purity will cancel almost all negative effects as it has always worked i think but it will only half posion dmg from heroes… main reason here is earth magic school depends too much on posion dmg at times and making many units immune against poison is not rly balanced at all as it can disable spell heroes quite fast
10. i think the reworked buff spells are too cheap, so ill up the mana costs here, most cost 5 mana more now, regenaration spell only last 1 turn now as this one is diff to balance and the trigger will change, also stoneskill will be nerved as it is too good and to cheap, stormarrows was changed but i still have to finish the spell, time control only 1 turn now

11. i changed some animations of the emerald dragon so he is a bit more interesting and he upgrade from green dreagon is more clear
12. new retribution spell “divine strenght” now adds morale instead of defense
13. i added effects to the child of darkness ucp ability from shadow panther and also changed the ability a bit but the dmg part when moving through isnt working atm and idk why
14.i added new visual effects to the haven angels and the chaplain and abbot, esp later one has a brand new meele atack animation and that one looks sooooo good, it is rly a sexy meele attack :< just amazing lol
15. i changed the new griffin abilty, is smoother now
16. the ini boost from altered explo skill works now on each rank as intended
17. sprite unit has 5 luck less for balancing reasons as the unit has a new abilty
18. banshee and skeletons got a new ability, it is nothing special but for now it is better than nothing or the old ones i guess, skelletons now have -5luck and the upgarde has 5 luck still but 0 defense to make up for the new ability, the ability has 2 tiers
19.ive fixed the new leadership master ability i created a good while ago and seems it didnt work as intended
20. fixed messy fire aura from phönix
21. added visuel effects to banshee and ghosts attack and critical attack, were a little boring units, i think a lot units lack some special effects :<
22. lightning burst now costs 25 mana and has 2 charges
23. the phönix had an unused ability animation but devs didnt use it, i changed how rebirth ability works and now the phönix uses this animation, this might be not balanced yet but it works like this: when a stack with phönix units decreases 2 times so f.e like this: 1 phönix dies…then another phönix dies or any other amount but it has to happen 2 times, as this unit has a lot def and hp, usually it wont die so fast but if it happens to die completly, it will stay dead and this ability wont trigger but if it doesnt as soon as the stack decreased 2 times like described above the stack will recocer health based on the stack size at the start of its turn, so for neutral enemies the stack has to have at last 3 units to see this effect(actually the ability doesnt change so much anyway, old one woudnt even proc with only 1 phönix) this effect can procc 2 times every combat——————————————————————————————————————————————————————————————-

V1.17
1. buffed phönix rebirth ability
2. polishing on various stuff
3. u can now full rotate the camera on adv. map
4. i halved camera movemnet speed in combat 2k to 1k(documentation), this is for testing as camera sometimes moves to fast in combat when u zoom in to take a closer look and seems it helped
6. banshee has 0 def now, this the trade off for the her new ability, i just forgot this last patch
7. nerfed haven wilhelms spec a bit
8. balancing for the followings spell: light celestial armor and mass regeneration… these are stronger now but also cost more mana, also celestial armor’s stackable effect was changed, also i changed the light spells rank order again so it fits better and esp. fits this mod’s changes
8-2: i ‘ve uptaded haven heroes start spells and some custom ones as well to reflect these changes, also reworked cleansing light
9. some spells i changed sometime give stackable effects, like cel armor now or burning dete or inner fire… there is a cap now for these effects, so u can not stack em infinite they rather replace themselves, main reason is that i need to keep some stuff more clean because i started working on the dispel spells but i think caps a a good thing to keep stuff more in line and balanced usually, this sounds like a small change but getting buffs to replace themselve and “stack” on creatures so they woudnt conflict with other game mechanics instead of just spamming the same buff was more difficult than i fist thought
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10. frezze/crash when entering combat sometimes should have been fixed
11. balanced entangle spell and changed the the earth magic line a bit
12. buffed light heal spell, more mana efficient but might need more changes
13. changed some AI priority stats for some spell buffs i changed(this is for my personal documentation rather)
14. improved aura of cleansing ability visuals
15. sylvaan faction and dungeon only need magic guild lv2 as requirenment for champion unit buildings now, necro doesnt need any magic buildings for the champion units now, i did what was easy so all factions could have easier acces to the chamion units now
16. i’m working on fixing an AI problem, i started on the freemage gloves which give lighning strike, problem is AI doesnt recognize that imprinted artifacts can only be used once a combat, in fact the AI will and can use these artifacts unlimited amount of times, so i want to adress this issue by changing the way atrifact abilities are added/removed, this might cause some unwanted behavior with those but for now im playing around with only the freemage gloves and i think i was able to fix this bug, only letdown is that the quickslot menu wont always recognize the imprinted artifact now so u might have to select em from the spellbook most of teh time, ill do this fix for every imp. artifact that causes this problem for the AI but im not sure if the AI even uses all imprinted artifacts
17. improved fortress soul fire ability, this ability was a bit confusing as it didnt work like other aura effects, soulfire would not trigger even if u are standing right beside the dis/valkyrie, however the tooltip looks like this had been intended tough, now the buff will always work for 1 turn at last and be refreshed when a friendly unit starts his turn beside the dis and also when just passing the dis but not vice versa, also added a bit more visual effects and changed the tooltip so the ability is more clear on what it does
18. i switched the AI turn music out and replaced it with the inferno theme, yes there is actually an inferno theme song, some people didnt like the old one and why not give this theme some use (-:———————————————————————————————————————————————————————————————–

V1.18
1. i added more visual effects to the haven angel units and i added H6 themed abilities to the angels while reworking em a bit ability wise
2. polish on some stuff
3. finally reworked dungeon minotaurs (always wanted to to this, annoying unit :D), preemptive strike was removed, these actually are quite low on initiative, such a skill didnt make much sense, he has got other abilities now and uses a new animation and some new visual effects, also his stats were changed a bit so he can use the new ability better
4. pre-emptive strike from defense tree will no longer be affected by no retalation ability when conditions are met, “no retalation” alrdy is quite powerful, i dont see it as necessary or helpful that it disables abilities like preemptive strike(why anyway, preempstrike should always beat no reta because it acts before the attack, didnt make too much sense i guess) or maneuver
5. rightenous sister of mercy now also gives free sister warefare unit if u dont have one aldry and anowyns spec changed
6. a bit balancing on storm arrows, only 1 turn now
7. prepared files for english loca and translated some english tooltips to german, no promises on full english loca yet but the loca files are part of the mod now, u can play on english and some stuff will have the proper tooltips of the mod if u do but most work on english loca still needs to be done, therefore u will see a lot misleading tooltips in english text language(the vanilla text)… the mod itself works anyway though
8.buffed serguis new spec and altered amilicars new spec
9. buffed gargoyle magic guard ability a bit
10. fixed bug with haven hero nolwen and fixed haven building choral of believers (i buffed this building but then it didnt work)
11. sylvaan hero adowyn’s spec has been buffed, haven jesabeth’s as well, haven alesia’s has been nerfed, haven krystoffs spec has been altered

i’ll do a break on this for now, uptades will still come but slower again ive been uptading this a bit too much lately and im a bit burned, u can still comment on feedback or other stuff like bugs and ill check it anyway though, laters and have fun!


V1.19

1. polishing on various things (visuells, minor things in skills which didnt behave like they should, stuff like that it is, some better tooltips but nothing too special)
2. some changes on exploration: i’ve changed the rank order of some skills, also i’ve merged some skills or buffed skills which were too weak, some more details:
native terrain reduces land movementcost by 40%?, but the skill description states only 10% in german and in english 20%, not sure where is the mistake here, ive decided to set it to 20% as it seems to be the correct value, navigation and scouting is one skill now in novice section and still got a small buff, snatch is an expert skill now and so there is a new novice skill which gives some exp and gold after each battle
3. some simple change from ucp mod on hex of disruption, bug fix i guess
4. diplomacy effect on sight radius has been buffed, eagle eye hero spec as well, exploration rank status buffs have been altered a bit so u can get up to 5 movement here now
5. soldering hands ability should work now, remember u need to be adjacent to the construct at the moment when activating though, also improved the animation
6. necromancy dark nova skill was working but it caused a bug so neighboring units would be hit twice, it is now working as intended and i also added a visuel effect for the adds, was easy to fix as ucp alrdy had the fix
7. eldrics spec didnt increase griffin growth instead of wolves, now it does as intended
8. i replaced the buffs from travellers luck in destiny with more special ones and removed the old buffs, there are 3 at the moment, also improved it so that it works right away and so u dont have to wait until the start of the week
9. some aura effects didnt work sometimes when 2 auras are active on one unit as soon as one aura moves away, f.e shielding, also shielding can either stack or it doesnt, i could achieve both but i decided to stick with the stacking mechanic as it was the easiest to do and i dont see a big problem here, shielding will/can stack multiplicative on the attacked unit but any legionnaire that is shielding will get 0.25% dmg, so usually it is more or less balanced
10. haven choral of believers still didnt work… now it does and i also uptaded the tooltip, effect is +2 magic on light magic additionally to the old effect
11. defense tree skills: vitality was buffed and now scales with the unit and defensive stance +8 defense instead of +6
12. add. effect of cleansing light spell was reduced to 2 turns from 3
13. i buffed rover explo master skill so that the movement recovery from certain sites will now be doubled as well, btw this skill is designed to only work with sites outside of towns in vanilla and i wasnt able to change it so easy anyway
14. i buffed the manareg sylvaan skill a bit, it favors higher stacks of nature’s revange stacks now
15. i pushed a change on the warefare units out, this is for all factions now, u can give me some feedback if u want, the stats and the damage of the units stay the same as vanilla but the attack upgrades are +1 instead of +5, u still get the units on novice and expert but now all offensive units start with 4 shoots(ammo) and the max. amount u can get are 10 with GM, this way after a while u’ll be out of shoots in longer fights and with artellery barrage, so u can only use the support unit after that, i felt like warefare needed some limitations as it seemed to strong for too little cost, it should be more balanced now in realation to other skills if u count in effort vs gain, early to late game etc.
16. gatherin storm perk(air magic) should always work now if the ucp fix fixed it
17. rightenous tree: switched rightful justice skill with sister of mercy in rightenous tree and buffed cordinated effort skill, also boosts movement and attack now———————————————————————————————————————————————————————————————————

V1.20

1.polishing on some things, balancing and bugfixes on some previous mod changes, some visual improvements
2.prime tier 3 summon elemental upgrade effect was changed, prior +4 eles fixed at turn start, should be +50% of base value now, so if u summon 4 f.e, u get 2 extra now etc., i,ve also balanced the spell better, less summons now in general, was too effective before
3. haven healing sister now gains the old double heal effect from sister of mercy perk on GM warfare
4. mesmerize might have been able to affect constructs or blind units, not sure but if so it should not happen now at last
5. improved attack animations from air elemental unit
6. some changes on metamagic: arcane shield is a one time effect like water shield now and scales with the hero lv, arcane channeling now has only a 50% chance to increase metamagic but will also provide the warefare unit for free, metamagic expert cap rised from 5 to 6, arcane empowererment works different, it will be recharged each turn now and deals 9dmg x metamagic lv now instead of how many units u have and it should activate before the attack now as tooltip seems to state, i’ve switched the positions of arcane attunement and arcane brilliance ability, the gm perk value was doubled as i’ve (or will) decreased the amount of magic damage altogether esp. aoe spells, my idea here was to make metamagic more interesting while also lowering its big impact on the magic attribute
7. ucp water ele ice prison behaved like an actiavated ability while it clearly is a passive bonus
8. dark magic harvest mana skill nerf 15>10
9. water magic ability water shield now has 2 stacks and wont wear off until 2 hits destroy the shield
10. upgrade effect from new retribution spell should now also work on regular meele and reta attacks, effect was too weak before
11. piercing shot is one time per fight ability now(it goes through walls as well, main reason i changed it bc it is very annoying to see), i also try to make it a bit different between markmen and apprentice, apprentice ability has a new icon, i added blessed arrows from ucp to the haven shooter now but it is weaker and ive polished it a bit, academy apprentice abilities are a bit different as well and apprentice now does prime dmg instead of fire what was a bug i think
12. removed some morale of all haven units and increased at the same time their attack and defence instead, units do not rly have faction relevance stat wise, i think that was the idea here but i doesnt rly work, the morale cap is 75 and there are plenty ways to reach it, as ive buffed the effect of good morale as well, ive decided to to this to reduce teh impact of morale inflation, also corected the current champions stats for haven for scenario maps
13. changed the effect of rightenous expert ability blessed words
14. fire elemental nova is only 1 time move now, explosion from ucp a bit stronger
15. artifacts adjustments: crown of persistence: i removed the +duration on buffs because i changed the way most buff spells work, so this has been replaced with something else, same for alchemists robe, robe of intervention, rod of torment, tried to find decent reps here but artifacts might need some more work in general but i didnt change much yet
16. elraths convinction gives less morale but otherwise is the same———————————————————————————————————————————————————————————————-

V1.21
1. polishing on different things, did a lot tooltip polish, some balance, few minor bugs and visual improvements(im not listing every change i do anymore, this point is a summary of it, usually it are changes on previous changes and a lot minor tweaks but nothing special new, below are seperate points)
2. improved hero model for orna and murazil, some effects and some sound changes here so they fit better in as good as possible while owning a male model
3. skeleton unit new ability was changed a bit, some minor balance changes on stats as well
4. balanced the changed stats from last patch from haven units better… some have more morale again and also invested in destiny more than reg. att def, minor changes tough
5. improved united we stand ability a bit, adds some morale now as well… also changed the effect of rightful justice ability in rightenous tree which ive moved to novice previously, more retalation dmg but only for sentinel and justicar unit now while sentinel also gains a new ability, i also think the old reta att+ effect didnt work at all but not sure
6. changed lilim unit a bit again, got fire nova back and meele penalty
7. lilim and fire elemental ability fire nova can be used trice a combat now
8. some small changes on water and fire elemental, water ele is the more bulky one whil fire ele is supposed to be more aggressive, water ele got some some more def while fire ele got some more att so i switched the stats here a bit, fire ele also seemed weak compared to the water ele stat wise so now it has full range and the explosion ability from ucp mod is stronger now so they should be about equally strong now, also added info that water ele has no meele penalty
9. i replaced jesabeths spec, the spec didnt work as intended, i replaced it with something else
10. buffed defense evasion ability from 6 to 8
11. finished new abilties for neutral elementals, these are from UCP mod but ive made some modifications to some
12. changed hero jesabeth a bit and some polish on haven faction heroes as well as custom ones
13. changed ucp siren song ability for mermaid, now only reducing dmg but not immunity
14. added new visuel effects to the earth elemental unit and changed his dmg property to might
15. improved ardent caster fire ability
16. ive changed some magic knowledge III abilities, some effects are weaker now but they also give some magic for the element, win-win for all player and AI, usually AI wont have tier 3 spells and above on skirmish maps but there are some exceptions but rare… however this change will make the AI stronger if it skills these perks, i also balanced some of these effects to fit the changes in my mod
17. reactivated mana usage in quick combat… im not sure if this is better or worse yet, needs some testing
18. rework for diplomacy skill: anmesty ability: additional effect: enemy units will have penaltys in the first 2 rounds(cant act first turn and might not on second), diplomacy stats per rank skill up changed, now focuses again more on negotion but it is a bit different, new effect: necesary alliance is now an ability that is a governour effect thats adds negotian chance and reduced gold cost, the effects from silvertongue merge with goldtongue in expert and last but not least silvertongue gives a bonus on negotion chance and morale what scales with rank
19.started working on a a problem with hero specs that add an extra skill from the beginning, this actually bugs rnd skilling as u sometimes will see a skill doubled and it will result in free skill lv ups, changed the Plenipotentiary spec ability for now and uptaded the afftected heroes, i fix it by giving em the corresponding skill from start, rework the spec ability and remove 1 of the 2 standard skills all heros have from start or i just give em another spec
20. buffed native terrain ability 10>20% as 10% is very little for 1 town usually, familiar gives 30% now as the intended 20 seem a bit low, so with both around 50% less movement cost sometimes, changed german tooltip for pathfinding as the decription is a bit confusing and not 100% clear and also buffed the effect from 20 to 25%——————————————————————————————————————————————————————————————-

V1.22
1. balancing: nerfed the new shield skills from metamagic and righteousness by app. 1/3
2. improved: dungeon cloak of death support unit skill: didnt work on retalation attack so it rarely procced, also improved the visuals
3. some general polish, also on the tag system, special effects/skills from units more related to magic again, added some visual effects as well, some balance
4. cloak of warding relic also reduced effects from positive magic
5. balancing,gameplay: i changed how posion interacts with undeads and constructs, as i try to respect the lore and the vanilla concept as much as possible, undeads and constructs are immune to unit’s posion but only natural poison (earth effects), hero poison is reduced a bit (more for constructs and less for undead because balance reasons) and some poison from units is supposed to be magical poison which is mostly dark poison, which undeads and constructs are no longer immun against but still take reduced dmg as it is poison regardless
6. bug: seems that morale penalties for mixed factions will even with resolution ability apply, hope i fixed it
7. gameplay improved: constructs and undead are meant to be immune against morale effects, this also includes some leadership abilites like resolution and rousich speech, also changed the effects from rousing spech ability, this ability was too weak in early game and later on also not that great but being an expert ability it should be better earlier
8. gameplay/balancing: stalker+tracker change: armour piercing reduces defense by only 65% now and the base version gets a new ability called shadow armour (hollow bones didnt work with 100% defense reduction and so i changed this but i think it is an improvement anyway, new ability somewhat inspired by UCP mod)
9. gameplay/balancing: shrouded will not wear off if the unit takes damage (not sure why i even added this, i guess because i added defense mechanics to the buff but the penalty is too much)
10. bug/gameplay: dicsipline line ability deals prime instead of fire dmg now (i guess that was intended)
11. gameplay: dungeon weakspot ability: lasts 2 turns now instead of 1 and also reduces default damage by 1 for enemy
12. balancing: resolution ability dmg resistance down to 5% from 7.5%(they way this interacts with regular att/deff still makes it enough)
13. gameplay: buffed tactics ability a bit, so it is more useful
14. gameplay: fire ele explosion affects everyone now and fixed the damage somewhat, there is a bug with fire immunity related i guess
16. new explo ability gold 150>100
17. dungeon attack warefare unit’s debuff now a morale effect(so undeads and constrcts are unaffected)
18. as i fixed cloak of death i also noticed the similiar metamagic ability still woudnt proc on retalation either… as i wasnt able to fix the problem my solution is to change the effect that it wont proc before retalation as planned but instead on attack instead which is mostly the same at the end of the turn
19. shrouded: didnt wore off on retalation attack, now it does