Hereos VII Mod by M.B
—————————————————————————————————
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!
—————————————————————————————————
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:)
———————————————————————————————–
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
———————————————————————————————–
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
————————————————————————————————
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
———————————————————————————————–
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
—————————————————————————————————
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
————————————————-
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
V1.23
1. some polish on different things like AI spell buff/debuff usage, bugs, balance, tooltips a bit, visuals, i also thinked a lot about the rnd skill system and how the AI levels up, some changes here but not listing all, as usual haven and custom heroes so far
1-2: add note here: the AI uses rnd skilling for lvlingup their heroes, this is also a player feature and this leads to some problems: i want to keep the feature for the player but some skills for the resp. classes are less likely to occur and some unusual skills might occur more(offense defense for magic heroes f.e), rnd skilling works a bit different in this mod while it prefers more useful skills for the AI for the different classes over some rnd suboptimal skill (for Ai f.e. economy diplomacy or other magic schools), so if u want to play a class different but still closer to the “normal” class with a certain idea
i suggest not playing with rnd skilling as some side skills or suboptimal (Ai) skills have a lower chance to occur than in vanilla, this mod sacrifices the comfortness of playing the original class with some rnd elements somehow a bit but it is still possible just more rnd and some core skills are more prefered but for that u get an AI that will do less bad choices when it levels his heroes
2. constructs and undeads immune against burning dete spell again, AI should not cast it on undeads but not sure if that is true
3. the aoe spells ive changed in my mod are cheaper again but dmg is the same, firewall is 1×5 again but the dmg is lower and i changed firewall mechanics as it is no longer an aura effect and so wont trap enemies anymore or stop em from moving, pure dmg ability now(known issue atm: spell visual effect will not show if enemy stack directly dies on cast)
4. explo ranks back to +1 movement each rank but ini buff stays mostly same
5. nerfed travelers luck new buffs a bit and added a new one and trav luck ability now also procs at end of day if no buff is active yet (can be case sometimes)
7. changed dmg scaling from fortune spell (balance change), same scaling change for other buff dmg spells, fixed unwanted behaviour with despair(darkness) spell
8. balanced leadership skill ranks
9. changed haven and custom heroes agaaain (almost got this part though), note: i avoid start skills for heroes which are not so optimal in general, for the AI, like economy or diplomacy but the player can always learn these, heroes just dont start with them, thats the plan
9.2:i reworked some specs such as enlightened leader and explorer as these can be improved still(specs that increase a skill cause bugs with rnd skilling)
13. changed arcane staff artifact a bit
14. ive found a way to reduce the amount of heroes the AI player spawns, the AI player xyz should hire only 2 heros now, at some point but rather late in the game (start month 2 app.) the AI will hire a 3th hero and month 3 it’ll hire a 4th if it has enough gold but the more heroes the AI hires the more unlikey it will get more , to achieve this i had to increase the amount of gold required to buy new heroes so heroes cost a lot more now and they get more expensive the more u buy, lost heroes now always cost 4000 so AI will have more problems to respawn em, i also changed something about the gold management of the AI to support these changes
to complete the changes for AI hero recruitement i’ve overhauled the AI economic boost modifiers, AI now gets bonus troops on all difficulties, on easy x 1.55 and +.15 each rank up to 2.0 on heroic what is a bit more on average but same on heroic, the income mods on higher difficulties than normal are much lower now, previously AI mod for income was 2.5 on heroic, now it is 1.2, these changes could need some more testing however, esp on bigger maps
V1.24
V1.24
1.rehire lost hero cost 4000->3000
2.some polish on different things, f.e general balance or bugs, some little AI improvements
3. gameplay/AI change: Heroes with the Warcry skill expert and above HEAVILY favor this over anything else it seems, however might heroes with warcry in expert or above should use more than only advance and engage or open fire, they should use spells as well as a lot can rank up in these as well…
i could disable spell schools for might classes but that would be stupid as there are a lot might hybrid classes and they also should have a use out of sprit and magic to some degree, disabling warcry skill for AI would be stupid as well, luckly ive found a good way to fix it,
some spells will be autocast now if the hero has the mana and the condition is right, this way i can block the AI from spamming warcry even it has mana to use spells, if not it will still use warcries, as player there is a new spell in the spellbook for the afftected heroes now, u need to cast it to disable the autocast or it will happen you as well
4. weakness and agony spell some adjustments, agony upgrade effect is missing right now
5. fixed bugs with oppurtunity retalation, i went back to the version from the ucp mod as this one has less critical bugs, the effect was triggering on shielding dmg lol… i also had another look on the ability to improve it, i hope there are no more bugs now, tricky ability kind of…
oppurtunity retalation hits 2 times with cleave in vanilla game version, i ended up keeping the feature but i reduced the dmg instead once u have cleave, for all justicar attacks(for better balance)
6. leadership rank boosts some adjustments and defense tree now also gives some spell resistance———————————————————————————————————————————————————————————
V1.25
1. firenova particle effect sometimes not showing up, so i just replaced it with fireball effect
2. some polish/balance/bug/visual improvements on different things
3. medusa uses fog on ranged attack now, instead of movement, just like the druid
4. incapacited was changed a bit as it was confusing at times, changed german loca so it is more clear, previosuly it would somtimes block the turn in the next combat round but the unit could still retiliate in that round but not in the current, it would only work as intented if the unit didnt already act the turn it was incapaciated, similiar change for iceprison ability
5. druid leaf daggers now also add nature marks
6. sylvan faction ability sting is might school now, same as the marks, it has/had no effect on resists however as it is treated as supernatural effect, i only changed it so it is clear it cant be resisted, i also added a visuel effect to sting and the marks
7. gold dragon has another retalation animation
8. fix/balance for scattershot ability from lizard neutral
9. deactivated mana usage in quickcombat/AI again for a better challenge
10. oak dryad, i remoeved the one time ranged attack ability again, the heal effect is weaker now but it will proc more often
11. added sound to mermaid splash ability
V1.26
1. some polish on a few bugs, balance stuff, some tooltips, visual stuff
2. deactivated storm arrows spell for AI cause it caused bugs sometimes
3. there is a new ability for shooters without meele penalty, they can move in meele combat and attack now if they want to do (only player)
4. locked away most but a few set artifacts for skirmish maps as these are more suited for story maps, also the setboni are quite good and it gives the player too much of an advantage as AI wont choose artifacts depending on a set bonus, so this will set the player and the AI more on a level, some remained but i tried to avoid some that are difficult to handle for the AI, even without set boni, so some no set artifacts are removed from skirmish maps as well, on very big maps u might see artifacts more than once but the AI will have less useless artifacts now and u as well (-:
5. warcries do cost some mana now but not much, u could think of a different kind of stamina in this case, i did this so some might heroes will also use meele attack sometimes because warcries have max prio i think
6. defense defensive stance ability wasnt working if u would change the direction after moving
7. shroud hide wasnt working on first turn
8. some special shrouded effects which were not working now also work on units that move per ghostwalk like panther or banshee ( i hope maybe it still doesnt work)
9. shoruded dead angle ability was changed, didnt work as i wished always and attack tooltip woudnt uptade properly, i think the effect was too good as well, so i changed it, now it gives a bonus to flanking dmg as long as u are shrouded
10. improved haven horseman animations, walk and reta animation is different f.e
11. balanced arkaths blessing spell, uses same scaling as fireball currently
12. harpie and fury,air elemental change: strike and return is rarely used by AI, i modified it so that it is always active now and it will NOT be used if a SHOOTER is attacked, automatically… if u dont want to use it u can use the default meele attack by clicking on the down left icon, known issue: if the enemy dies on the attack the unit will not move back
13. improved some juggernaut unit animations and his special ability has its own 2D texture now
14. change for necro champion grim rider: this unit moves too fast while his walk animation is slow, looks very strange ghostwalk like: solution: ive lowered the speed he is crossing the battlefield, also i uptaded the stats from skirmish for this unit
15: spell agony: effect is instant now, mana cost a bit up and it has an add. effect now, also added dark knowledge III effect but nothing special here
16. dark magic GM effect doubled
17. added fix/change to treant living shelter ability from ucp mod
18. some polish on some units’ attack templates school of dmg, some units like titan deal prime dmg on range attack but also on meele while meele is clearly MIGHT dmg, it doesnt matter a lot but it does matter and it always bothered me
19. improved the water elemental’s visual attack pattern
20. some tweaks on gold dragon’s animations
21. added some tweaks/bugfixes to the martyr spell from the ucp mod while ive also tried to improve the spell’s visuells so the spell makes more sense, it is possible there are still bugs/unwanted behavior with this spell as im not sure how to change this spell right now… if needed——————————————————————————————————————————————————————
V1.27
1. usual polish/improvements on some usual stuff
2. most aoe spells can damage warefareunits again, removed friendly fire from sunburst again, possible these changes didnt do any good so i reverted it back, i thought it would help the AI doing better decissions… well it did not i think/guess :p, also some tweaks to some aoe spells, mana cost and effect radius f.e, trying something new with fireball and cyclone – from my tests it worked fine, aoe spells are pretty much on the same lv again as they are in the vanilla version but a bit more expensive and a bit weaker, AI will still do the occ. STUPID NO REASON?! decission when casting spells but i hope/think it should stay at a rare occasion
3. lilim unit can now move attack as some other units, i did this because it has a meele stun ability and to promote its fly ability a bit, then i also decided it would be more fun to remove the meele penalty from lilim and fire elemental, for some more balance ill reduce the fire nova count to 1 again and fire elemental only has half range now (again? not sure)
4. bug fix: unit with cleave will double attack centaurs even if they can retialiate, but centaurs are supposed/will run away if they can retiliate after being attacked, so they would stil be hit even they are out of range sometimes… solution: it doesnt happen anymore, sometimes centaurs will not move away when they retiliate because of bugs or no space but as this ability is quite weak, still no doubles attack against centaurs ever, only if they cant retiliate
5. uptaded neutral champion unit’s skirmish stats for scenario maps
6. improved phönix rebirth ability, his rebirth ability shines more now, he has a lot healing power now as it should be, maybe the ability is not perfecty balanced right now but should be decent
7. haven angel’s aura of purity was buffed as it is a bit weak atm as ive changed some debuff effects, the heal effect is also a bit stronger
8. ive added a new elite unit for the haven faction, u can encounter her in critter stacks for now, the credit for the texture skin for the skeleton mesh belongs to the rightful author on hommdb “Jo3780”, the other stuff i did myself beside one 2D icon what i used from the ucp mod, this is the first ever fully functional “new” creature unit i’ve created for the game, with very limites ressources but im very proud of the finished unit (-:
9. ive reduced the amount of gold which citys produce in scenario/campaings maps, it should make em harder an make it more rewarding to hunt for treasure on the maps, maybe i’ll make more changes here—————————————————————————————————————————————————–
V1.28
some visual improvements, f.e on some custom 2d textures, minor balancing on few stuff, few bugs maybe
1.last version i reduced gold income for lv3 and lv4 cityhall like faction buildings in scenario/campaign maps, i improve this further by havling the gold cost required to build these buildings, so only the fact that they produce less total gold over the course of the session remains but they dont cost more anymore compared to what they produce and updated german loca for new gold amounts of city buildings in scenario/campaingn maps
2. finished champion units’ stats for scenario/campaingn maps for academy, dungeon, fotress, haven was done alrdy
3. warfare related attack boosts have been buffed again, christian spec, artelery ability and default rank boost, i think ive nerfed warfare a bit too much as it doesnt scale so well in late game and its strengh is early game mostly, so ive tried to find better numbers which are closer to vanilla version again, charge/ammo count has been reduced by 1 for start count
4. offense archery ability was buffed, +3 to +5 attack
5. tweak for storm arrows spell, still have to adapt the spell to the new system but should be decent for now
6. lilim unit has a bit more luck and shantiri golem was dealing fire dmg, i changed it to might dmg
7. dryads new heal ability has been changed so that it also can proc on turn start, might still need some fine-tuning but probably ok
8. strike and return ability now also works when the enemy dies
9. reduced the movement animation speed and actual movement speed of skeleton unit, this is only a visual change, they were moving way too fast and it didnt make much sense at all as they should be slower than the average sentinel, also i added an unused animation for the skeleton unit to the game and modified it with effects, it is the new critical hit animation
10. redesigned fast reload for nature revange skill tree a bit, now gives 2 add. ammo, u can use it in same turn it triggers but at reduced attack, this way u wont run out of ammo so fast with the ammo change and the ability is not too powerful as well, should also auto end turn if there is no ammo left after the first shot
11. sylvan support treant mother now heals less but will also resurrect
|
Great work!
hey, im aware that Magic hereos are still to strong, i already nerfed the most basic light spells by 50% from the current V 1.3 lowered the elraths convivtion buff again, i buffed light Magic a Little too much in my mod, im still working on balancing, there is a lot to do
Thanks for your hard work dude. Really appreciate it.
no Problem (: i also Play the game on MP with some friends sometimes, so the mod works fine with MP as well
Hi thank you so much for your nice work. I love this game and i can not believe how many bugs in this game exist. 🙁
Hey! Congratulations for your job! But may I ask U something – is it work on Heroes 7: Trial by fire?
Yes, mod works with Trial by fire
MoritzBradtke, good job man !!!…its not a good idea to post this brilliant H7 IMPROVED mod to STEAM WORKSHOP ON STEAM PAGE ? THANKS !!!
lol thank you (: i’m not sure if i can post there since i dont own the game on steam but i can try, i’ll uptade the mod the next days, I’ve finally reworked the bad Tier 1 dark Magic spells so when i have done a few Little more “fixes” ill post it
Hello! Just downloaded it, trying it for the first time. I really like it this far. Great job! Hope you keep this updated 🙂
i just uptaded the mod, be sure to get it since it has been a while since i last worked on it (: im going to continue to work on this until it is finished, i just dont always have time and Motivation but i still love the game and cant see like it has been left! u can help me by testing the mod and giving Feedback, have fun (:
known Problem: the tutorial and haven campaign map II wants you to set a governour at some Point, if u dont learn a governour skill u may have Problems now since i removed the governour specs from most haven hereos while giving em something new, eventually i’m going to fix this next uptade but to be serious i dont see this being a big Problem at the Moment, tutorial is just Basic stuff anway and u should be able to learn a governour skill in map 2 of haven campaign
i’m aware the scaling of a few creatures on the Adventure map doesnt look so good atm, im going to release the next Version soon, to fix the visuals and a few tooltip Errors i’ve alraedy found
uptaded to 1.8
Localization folder should be copied into the MMH7Game folder or into the CookedPc one?
loca Folder is in the same Folder as cooked pc , so MMH7GAME yes
Hello,
How can I know the Mod is working ?
Thanks for the job !
u can see most changes in Change log, These should be visible, for example check on skirmish hero selection if the haven hero melisanade has been replaced by a new one “jesabeth” or check the skill tree for defense or offense, the upgraded now give 4 might or defense instead of 2
Hello!
Mod works with steam version?
Mod works with extension “trial by fire”
Thanks A Lot!!
should work with steam as well as Long u put it in the proper directories, yes mod works with addon and latest patch
hey, im Aware the 2 new hereos ive added are missing, ill do another uptade soon to fix that and will also add a few more changes a bug ive found with fiery eye from enraged cyclops not being rated a fire attack to fire immunity ability
Some problem i’ve found:
1) with Haven’s Sister: i learned skill for manual targeting of battle machines, with Balista it works, but Sister automatically choose target.
2) Ebon Spider is 1×1, but Death Spider 2×2
1) there are 2 skills now for manual targeting since i seperated attack and Support Units, 1 will let u Control attack and hybrid Units and give +10 attack and 1 will do the same for Support(like the sister) and hybrid Units(hybrid are These that are 2 in 1) and give initiative and defense for these, i thought this would be a good idea, to make the warfare skills more interesting and give u Options what to choose, so 1 skill boost attack Units and 1 Support Units and will enable Manual Control aditionally instead of the old skills which just did +20 init for all and “lets u Control warfare Units manually” which were quite boring skills to me
2)ebon Spider is the unupgraded Spider and i made it a 1×1 unit because i think it fits the Spider being no 2×2 unit, after all Spiders are small and all that stuff and it just looked bad being a tall 2×2 unit to me, the detah Spider is the upgrade and Looks different and more dangerous so ive deciced to let it be a 2×2 unit but ive decreased size of Spiders in game in General, combat and adv map scaling wise, not much but maybe ull notice it
2)
Hey. is there some way to change the donkey caravan to a covered wagon. How can all of those creatures be packed into a saddle bag on a donkey? Small thing but annoying.
i should be possible to give the Caravans another visual model, but i dont know of a better one, is that “covered wagon” already in the game?
@MoritzBradtke
Oh, thanks, i can’t saw this changes because i have only Russian language in the game (there is no English language :fp:).
Can you send me (none13@yandex.ru) archive with folder Localisation from the game’s folder? I installed your mod, change file extension from .int to .rus and Game think it is Russian language, but half of game have Russian lang., half English. I want to all game have English
there is the english .int localisation in the mod for all localisation files ive changed so if u use These and Change the game text language to english
and download the english language pack u should be fine with playing all on english see also here-> 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
I found some problem: Swift Reinforcment dosn’t work at Stronghold (Dwarves) support machine (rune stone), other fractions it’s work.
And some hero has Improved Durability at start, but now it 2nd lvl of Warfare, and this heroes has 2nd lvl of Warfare without 1st.
thank you for letting me know i’m going to fix that in the next uptade
btw there is no Problem with ymoril in campaign, she starts with town protector skill anyway
hello,thank you for the work you put into this mod,really like it so far but i noticed a few rather strange things happening in my games. Seems when i play skirmish the AI,friend or foe, gets some crazy numbers like level 800+ heroes and 1mil+ troops. Just asking if there is a possibility that it’s the mod or something i messed up something while installing. Thanks again.
hey i just checked it again and for some reason the mod causes a few Problems with quick combat actually, currently i dont know why but randomly quick combat will make u loose even if the Opponent is weak and may give u insane exp amounts and also Crash the game IF u dont choose quick combat u may avoid that Problem but it can be that that is the reason why the AI has such high Level hereos, i’ll inviestigate the Problem and if u notice anything Special please let me know, thank you and sorry for the problem
hey, thank you (: no thats not possible i didnt Change anything with how many troops AI can hire, that cant be mod related, that has to be a veeeeeery Long game if u reach such numbers o.o
u can always repair ure files if u think something might be broken in the uplay tool, then u can also delete ure cookedpc Folder in documents/mygames/MHH7 and put the mods cookedpc Folder back there for a clean restart
the Problem with Quick Problem and possible high lv AI hereos will be solved in the 2.1 V uptade, i think i have figured out the Problem, it seems that u cant Change the Default lv 1 dmg of hereos so i’ll probably have to Change that back since it seems to be hardcoded in some game Code that is be needed for proper Quick combat for Player and AI
Quick combat* i mean, not quick Problem >.<
Problems with mod should be fixed now
Problem with Stronghold’s war machines still alive:
1) Rune stone can’t be controled manually, but it has Swift Reinforcment perk (add defence and initiative) and displayed this.
2) Balista can be controled manually, perk of Artillery not displayed, but have + to Attack. Swift Reinforcment not work and not displayed.
thank you im going to check that and test it myself in game to be sure to fix it but Swift reinforcement doesnt work for pure attack warware Units like the ballista, thats working as intended, the other stuff im going to fix
ive investigated the Problem with runestone and it is a bug in the game itself, even without the mod and the vanilla atrilery skill u wont be able to Control the runestone, sry but i probably wont be able to fix that but eventually will take a look on it and try it
ive been able to to fix the bug with runestone, it will be fixed in next uptade but it is one of many General bugs
thanks for checking it mate, will keep an eye out myself as well. Keep up the good work 😀
I really enjoy your mod, thank you!
What about creature stats? Are they ok in terms of balance? Are you gonna to edit them in the future or do you use some other mod?
i use Romans Balance mod in my files, but i didnt overtake everything, he changed Champion stats to be the same in skirmish and campaign maps to the new Standard the devs changed it to, so every Champion being more uniquipe, i think he also changed some attck properties of These like shadow Dragon doing dark damage, beside that i didnt alter stats yet, not even do i use any changes to neco base Units he did, i think the stats of the the faction creatures are fine, there “might” be some Need for Balance changes but atm i dont see the necessarity, if u find something that Looks unbalanced to you, feel free to write it down here, and i can take a look on it if it Needs Change (: glad u like it
Hello! I am seriously thinking of buying this game. I’ve been an H1-5 fan!!!
Is there a guide on which patches I should instal in order?
Thanks for the effort, guys! 🙂
@Johann, but what patches are you talking about? The official ones or just mods? Official patches install automatically with UPlay and then all you need is follow instructions of installing this awesome balance mod 🙂
OH, I see! Yes… I figured I should install all official patches first. But then there’s another patch from this site that fixes some bugs also. So should I install those first and make this H7 IMPROVED patch the last install? Would there be conflicts with the other mod patches?
Also, does it matter if I have Steam or Uplay version? No matter what, I can still easily install these unofficial patches, right?
I’m not the author of this mod, but I think there is no difference. Game reads mod files from the other directory (documents\My Games\Might & Magic Heroes VII\CookedPc\).
According to the mod instructions you should always install this as the last, but I think other bug fix mods are outdated and I wouldn’t use them.
I had something else installed and I think it caused CTD in one of campaign missions :/ Only with this mod, there are no problems at all. But wait for MoritzBradtke’s answer 🙂
Ah, I see. Thanks for the info! 🙂
Good work!!
I was working on an update “Balance mode” by romansen”, but I do not have much time now аnd finished this work.
but I managed to do half the work, You can include some of the developments in your mod.
-remade all prices for buildings (the same in the campaign and skrimish)
-new ability – incorporeity – 15% protection might damage
-new ability “banshee” – 40% protection might damage
-new ability “golem” – 25% protection might damage
-new ability “Elemental” – 25% protection might damage
-strider rebalance
-some rebalance
link – https://yadi.sk/d/FH_t4u3n3MMYF2
I do not do modding anymore, but I do not mind if you use my workings
Good luck in moding
I placed the cookedPC folder in …\My Games\Might & Magic Heroes VII\MMH7Game.
What to do with “Localization” folder and how can I check if mod is correctly installed and loaded. Can I check this ingame?
Localisation folder should be placed in the same path as CookedPC – \My Games\Might & Magic Heroes VII\MMH7Game\ and better if you use English language in game. Then you can check, if the mod is woring, f.e. by checking Economy skill that gives 250 gold instead of vanilla 150.
AI is absolutely clueless against mass effects spells. Please delete this spells from game or something.
I think not all AoE spells are a problem, but spells like Blizzard, Fire Wall – AI just sits in this area until this spell ends.
And I really liked the idea of spell cooldown in Heroes VI, I miss it. I still think that magic heroes in HVII are better then might ones.
– Spells can last more than 1 round / Warcries need to have master skill in order to last more than 1 round
– Spells have better upgrades / Warcries upgrades are like “meh”
– Spells are merciless, each rund magic heroes can wipe a lot of creatures and/or heal, resurrect his creatures / Might heroes have… defense/attack stats and artifacts, which is not enough to counter the magic.
– Spells can even copy/summon creatures
Every warcry in HVII upgrade should make it last more rounds, so might heroes could use more of them and/or use heroes attack.
Some kind of OT:
I love magic in games, but in Heroes games I prefer might and I think might heroes are just weaker. I know that HIV was the most hated game in H series, but it was one of my favorites, because of a lot of new staff, like heroes fighting on the battlefield. Might heroes were good there 🙂
Too bad that there won’t be Heroes VIII… devs should give mod tools to modders or something, if they want to keep this game alive. I know, they just released Trial by Fire, but they said they won’t release any DLC especially with new faction and they just did by releasing TbF. WHERE IS MY FAVORITE INFERNO? 🙁
Lol, actually I think of buying Heroes V (considered by many ppl to be the best game after III), which I ignored 😛
But still, I enjoy HVII with this mod and look forward to its future updates.
Every warcry in skilltree upgrade* I don’t know, why I typed there “VII” 😛
Hi, I see there have been some replies, i didnt have so much time to work on the mod last time and still dont but some answers: i guess zares should have answered some and thx @romansen, i might take a look at this, about aoe spells@ there are some Change in this mod to Change spells like Firewall so they cant be abused anymore f.e Firewall only lasts 1 turn with the mod, also check the tooltip (: ive also introduced changes to make might hereos better, my biggest comcern atm is the AI of the game, the AI isnt that bad but it has some Problems with spell casters, the AI doesnt know how to use some spells and a few spells like storm arrows are bugged for the AI in some situations, also the AI is no pro in skilling their hereos so i started giving em some new specs with good starter abilities like fire Knowledge I so a hero with firebolt can do some decent dmg at last, even if he is like lv 15 already and that is the only spell he owns, im doing some Tests with the AI currently how to improve the spellcasters used by the AI by changing spells, giving em altered spells or new starter abilities but that is work in process but ill try to Keep working on this
Thank you for your hard work. This game can be finally good with your mod.
Very nice job on your mod.
Did you change for Stronghold that they can’t learn Prime magic? Cannot learn town portal with them.
Also, for a future update if you can change for the Black Market to give at least one Major artefact, it would be great.
Good point, Robert.
Speaking of teleportation to cities – IMO it should be deleted or nerfed (f.e. it should cost a lot of mana). It’s too easy with portals, I don’t have to focus on maxing fortifications and placing some creatures for def, because I can just tp with whole army in 1 click.
stronghold cant use prime Magic, forbidden schools have been overtaken from some mod here, i’ll check that, town Portal, u first Need the Building and have the hero being in town to get that spell, that is not always so easy or wanted because u want to build other buldings first, especially on smaller maps, thats right, u dont Need to split ure army if u dont want to and if u use town Portal, making it cost a lot mana would make it worthless for might hereos and i dont see Need to remove it, do you? (:
Reinforcements spell needs a lot of mana to warp creatures, but teleport – not. But still, if all spells (especially combat ones like regeneration) had cooldowns like in HVI, it would be just perfect, at least for me.
After installing the mod ill get error:
—————————
Message
—————————
Ambiguous package name: Using ‘D:\Games\Might and Magic Heroes VII\MMH7Game\CookedPC\Editor\Templates\HeroAbilities\Specializations\H7HeroSpecializations.upk’, not ‘D:\Games\Might and Magic Heroes VII\MMH7Game\CookedPC\Editor\Templates\HeroAbilities\H7HeroSpecializations.upk’
—————————
OK
—————————
And eventually the game starts, but when I start a solo game and choose a hero, after loading the game crashes.
Did you install this mod into D:\Games\Might and Magic Heroes VII\MMH7Game\CookedPC\?
You should install it in Documents\My Games\Might & Magic Heroes VII\MMH7Game\CookedPc\
I placed the contents from the mod zip (cookedPc and Localization), both in “E:\Mijn documenten\My Games\Might & Magic Heroes VII\MMH7Game”
I tried to download the mod again and place it in the same folder, now it starts without the error and the game doesn’t crash, so it’s solved, thanks!
I think the mod is not loaded this time, casue economy still shows 150 gold. So although I don’t get an error it’s not working yet 🙁
I forgot to copy CookedPc to the folder, did that now, but get same error as before though 🙁
I tried to install another mod (bugfixes) and that one does load.
uptaded mod (:
Best balance mod by far, here are some suggestions to make it better: (bug) artifacts that give magic resistance also apply to enemies, the text says only friendly. (Bug) light spell martyrdom stops working as soon as a creature dies. (modify or change) level 1 dark skill when hero attacks gain 20 manna change it to: gain 10 manna or cap it at 20 manna for the rest of combat. (change or modify/bug) freezing orb spell ignores spell resistance, change: to 1/1 grid instead of 3/3 grid.
shadow image is also bugged, the UCP has the fix, but i don’t know if its compatible with your mod
thx (: I’ll see what i can do about These, i dont always include every bug fix because if i have the files changes already i Need to fix the file on my own or my previous work will be overwritten, the martyr bug might be one of These Bugs that might have been fixed alrdy, I’ll take a look on the stuff next time, what is the Problem with shadowimage? i can take a look at this as well, i know there is some big with it reported
You have delated % values of “done” (like “no useless T1 spells to start with as magic hero” xy % ) – does it mean that this is the final version of your mod now ? // Anyway – great mod ! Good job, sir 😉
Not finished, just cleaned up a bit because people wanted more clear and less confusing description, mod will not be finished next time BC free time project, can use it and give feedback in what game needs or bugs in mod, will try to implent that
Don’t you think removing defence cap is incredibly imbalanced? Just look at pure maths. At 30 exceed defence, unit get’s 0,25 of the damage. At 31, unit get’s only 0,225 of the damage making it 10% improvement just for 1 defence point! Incredibly OP. Now look at 30 exceed attack, unit deals 1,75 the damage they would normally done. At 31 attack, they deal 1,775 of the damage making it only 1,4% damage increase. Further in the numbers it’s getting even more ridiculous. Increasing your defence from 38 to 39, will get the creature receive half the damage they did 1 point earlier! And the whole idea of receiving no damage whatsoever is bad.
While i enjoy your mod very much, that’s really hard math f**k up. I tend to play multiplayer and this is unfortunately very bad change. I would be currently steamrolling campaign with a hero that deploys only vampires + stone skin, making them completely invicible, if I didn’t revert to 2.5 version.
Wish they used defence/attack math pattern from Heroes 5, when creature used to receive half the damage at 20 defence, deal twice the damage on 20 attack, receive 0.4 damage at 30 defence, deal 2.5 at 30 attack. That was genius. Unfortunately, because of whining, we reverted to the Heroes 3 pattern, that had his caps at 30% for a reason, and for a reason attack was scaling 5% per point, not 2.5, like you did there 🙁
I strongly encourage you to revert from this course, because it makes the game nothing but spamming defence and countering this spam with high damage magic. Greetings!
hey, thx for comment, i have thought a lot about this and yes i might not be a math Genius, so u would have to help me to fix it, like u’ve alrdy noticed i changed the scaling, so att scales the same as def while i doubled the values so att is still the same while def is as strong as strong as attack stat now, so far so good
the caps: i didnt see anything wrong with it, 30 att over enemy def will give u 75% more dmg, while 30def over the enemy att will reduce the dmg by 75%, if u have 60 more att that will give i 150% more dmg while 60 more def will just cap it at 0 dmg, so what do u see wrong with that? whats the Point in increasing def if it does nothing while att can increase the dmg by 400+%?
i actually think it can be interesting design, making Champion Units very strong, so u Need Magic or elite or Champions to kill These, cores will have Problems…
maybe something is wrong with my idea, so what would u suggest?
just use the old caps? is there no better solution? all i can Change is the scaling per att or def staf like 2.5% or 4% etc and the caps like 0.10 or 3.00 etc….
another question, when u Play MP u dont experience crashes? isnt MP too unstable? campaings and and skirmish maps arent very diffcicult btw, u cant exspect too much here, some skirmish maps or also campaings, especially Player made are still the best or hotseat…. with another Player, MP would be great if it would work, too many crashes when i enter combat with another Player
i guess i could reduce the defence scaling to 1.225 and Keep att at 2.5 so it is harder to reach the cap for defense, would that be a solution? i really dont to want to removes the caps since i rly dont like caps
“the caps: i didnt see anything wrong with it, 30 att over enemy def will give u 75% more dmg, while 30def over the enemy att will reduce the dmg by 75%,”
It’s not that simple. While what you say is truth, look it the other way – you increase your damage done by 1.75, but decrease damage done 4 times! If you fight even enemy and let’s say you either take defense + stone skin, or attack + inner fire, equaling 40 attack or defence.
I want you to use imagination now. Let’s say you deal 90 damage – average damage of Ancient Behemoth, so it’s neutral Behemoth vs your’s 1v1. I will not count ANY stats of the unit or skills, because it serves no purpose, you can imagine any unit stack that deals 90 damage and has equal att/def meeting his counterpart. Let’s say our behemoth has no skills and equal att/deff.
Averagely, each behemoth dies after 5 hits. If you take offence your behemoth deals 157,5 average, meaning you need 3 hits to take off the enemy, so presuming you get first hit, your behemoth stays at 270 damage or 180, if he got first move. When you take defence, you take 22,5 damage per hit, he needs 20 f**king hits to finish your behemoth! While your’s need only 5, even if enemy get’s first hit, your behemoth will stay at 337 hp, compare it to the 180 before – huge difference. And it’s not cap yet, further in defence, the more OP it is, that’s why the cap exists.
“i actually think it can be interesting design, making Champion Units very strong, so u Need Magic or elite or Champions to kill These, cores will have Problems…”
They are already very strong, so far they are the purpose of every skirmish map i play, getting them in 3’rd week is crucial. Every champion unit is the most cost efficient unit in your faction. I don’t think they need buffs in general. And making caps only empowers player, neutral champions will be easy to fight, since they don’t reach caps anyway.
“just use the old caps? is there no better solution? all i can Change is the scaling per att or def staf like 2.5% or 4% etc and the caps like 0.10 or 3.00 etc…. ”
I want you to look at Horn of the Abyss mod to the Heroes 3 – it’s very popular, yet uses the same system H7 does. Many experienced programmers worked on that – and they never changed caps, nor the scalling, while I’m pretty sure they could. Unless you completely change pattern, it will make the game imbalanced. If it does satisfy you, you can remove attack cap – higher attack is not as important as deff, the higher attack the lower impact has each point. But I wouldn’t really do that.
“another question, when u Play MP u dont experience crashes? isnt MP too unstable?”
So far the only skirmishes ended were on the hot seat – I’ve got a luck having a friend playing Heroes 10 minutes by foot from my home. And the other 2 i meet regularly once a week, so it’s 4 player database – as much as average lobby nowadays! 😀 I’ve got few skirmish maps going through lobby, fighting mobs is fine and never crashing, though we still got the FF to be fought.
“i guess i could reduce the defence scaling to 1.225 and Keep att at 2.5 so it is harder to reach the cap for defense, would that be a solution? i really dont to want to removes the caps since i rly dont like caps”
It would make the champions overall weaker, something you wanted to avoid. Not cost efficient aswell. Unless you doubled the existing att/deff stats of the units, making the might heroes weaker. I don’t see much of a solution man 😛
If you want we can go private, my email is bandaro1234@gmail.com, I’ve got few questions regarding modding to be asked, would be nice if you helped me. 😉
“And making caps only empowers player, neutral champions will be easy to fight, since they don’t reach caps anyway.” – my bad, removing caps is what i mean. That’s why i wanted to go on private, it’s easier to see your mistakes 😛
Well, thx for Input! I’ll think about it and prob do some Change next uptade. U can always ask if u have questions about modding. my email is mbradtke@hotmail.de
Something wrong with dark magic:
1) Weakness, low tier creatures under weakness can have negative amount of damage, and their attack have “heal” effect, and attacked creatures take over maximum of health 🙂
2) Shadow image, summon wrong amount of creature (f.e. 1,3 in
description, apply on pack with 19 creatures, image size have 2 cr. (19*1,3 is about 25))
thats nothing unusual creatures having negative amount of damage, if u can reduce it so far f.e with weakness spell, that means they will just do 0 dmg, ” and their attack have “heal” effect, and attacked creatures take over maximum of health” i dont understand what u mean here
2) shadow Image might be still Buggy sometimes, i coudnt reproduce it yet, does it happen with a specfiic skilll learned?
Pack under weakness spell can have f.e. “-110” – “-55” (below 0) damage. if they attack, f.e. pack of units with 15hp, 15 – (-70) = 15 + 70 = 85, then attacked pack will have 85/15 hp, its work like some kind of shield 🙂
thx, i think i now understand what u mean, ill test it myself and if i can reproduce it i’ll Change the spell again a little
i tried it in game and debuffed a creature with weakness, stack of trackers so they had something like -55 -0 dmg, they attacked my sentinels 2 times and he was “immune” both timed, hp didnt Change tough, coudnt notice anything Special so cant reproduce that, am i missing something?
k i now got it thx for reporting, will fix it next uptade, if the combat result is multiple – value the unit will be healed is corect, so ill decrease the -dmg value next uptade so this wont happen anymore
im testing AI skilling on skirmish maps atm, so if anyone want to help with that, i Need to know how the AI skills the hero, my current Thesis is that is focuses on the grandmaster skills, the 2 start skills MAY have an Impact as well… if u test it let me know which hero u tested, if u use this mod and which abilities the AI did learn, u can check it in the thief guild
also tell me if u use rnd skilling or free skilling
Hello, is there a way i can say mod works ? i see hero Jesabeth, but offence give 2 Might not 4 , but i do not know if U change it back since first versions.
Also is there other changes for campaign and other for skirmish missions ? Do you change Campaigns heroes ?
Thank U for good work 🙂
hey, if u see hero jesabeth, it works just fine (: yes ive changed scaling for attack back again mostly, so offense giving 2 attack each rank is nothing out of ordinary, im still at figuring some stuff out so i had to test a few Things, im trying to finish the mod when i can but u can always use it while i do
i usually only Change hereos used for skirmish or Scenario maps…. some of These hereos that are used in campaings also are affected but usually i dont Change real campaings hereos (:
Thanks for the mod, I don’t know if it is just this version of this mod that has this problem but I’m constantly getting stuck in the pre battle loading screen, once in a fight against genies and mages, and another against a some stronghold units.
thx for reporting, ill check it, make sure u’ve corectly installed the mod tough, there have been some package changes lately, i didnt experience this Kind of Problem yet but ill check the djin and mage creatures which could have caused this, i didnt Change anything about stronghold so this probly isnt the cause
i did some quick Tests and the academy creatures cause no Bugs to me, try to give me more Infos what u use when it happens, the cause might be something else, try removing everything from mods and do a fresh “install”, u can check what belongs to the mods by checking the Folders, that shouldnt be so hard, good luck (:
Thanks for the answer, but this is a fresh install as I had not played this game for a year, it is not just academy creatures, almost any fight can cause it to enter a never ending loading screen. I have no other mod installed and did the verify installation procedure.
Hmm i dont have that problem, i can enter and finish fights without problems, so i dont know what could cause that that to you, i would recommand removing the mod for now if that fixes the Problem for you, maybe some hero vor some skill has a bug that causes that, i rly dont know, maybe try again next update, if u have more infos i can look at it, good luck
Another Option is it happens only on greenland combat maps, did u instal the combat maps folder? It is a separate folder beside cookedpc, i didnt include that in installiert readme yet but is described in one of latest patchnotes and might cause that
Hi,
I made a small application that, I believe, balances the price of artifacts.
I think it is bad that artifacts of lower quality have a very high cost benefit while the artifacts of higher quality cost benefit is very low.
the calculation basis for the value of the artifacts is:
1 skill = 2 attributes = 150 gold / day = …….
Please take a look at it and see what you think …
https://www.nexusmods.com/mnmh7/mods/1
hey i appreciate ur’e effort (: well i think artifacts Need some tweaks, ive already edited some artifacts as well, i’ve Focused on stats rather than Prices though, i think ive edited the most which dont belong to a set, while i didnt pay tou much Attention to the Price of them i’ve also noticed the low effect of the lower Tier Gold bags, so ive increased their income, i think ive changed the 250->350 f.e, while i DONT think it is a bad idea to Change the Price depending on stats value like that, i actually think it is viable and fine, u should also not Forget that while u Progress on maps Gold may become easier to get and at some pont it wont matter too much how much artifacts actually cost but surely on the beginning on maps and some others maps with limited Gold it will but also u wont buy artifacts here always since they are a free source usually and u might want a cheaper artifact, even it isnt as effecient as a bigger one cost/wise
im going to release a good uptade next week or so, latest build has a bug with firebolt ill fix, i did some Research on game scripts and i think ive found an simple way to make the AI on skirmish Maps better, bye (:
Good day someone can tell me how I get the Direwolf and silverback on her previous size back without removing the mod
I’m a big fan of Big Wolves Thanks for the help
Thanks for the great mod Heroes is now much more fun 🙂
remove 1. “havencreaturevisuals.upk” in visual/creatures/haven Folder and in templates/creatures/haven “creature_direwolf” and “creature_silverback”, thats it, old visual and 2×2 again
Thanks for your help
and good job with this mod 🙂
Hello and great work!
Just a question, is the issues in online multiplayer fixed? Like everytime I fight someone online, we are stuck during combat as for me it shows its his turn while for him it says its my turn. and we can never continue playing till we reload. and sometimes its always the same even if we reload.
Is it related to simultaneous turns cos that how we play it. Any advice would be appreciated!
Thanks a lot again!
no this Problem is not fixed, it seems the Connection seems to matter, so if both have a very good Connection that helps a lot, both should use the same game files, MP is still Buggy sometimes but ive seen People playing like 1 hour match without crash, ive heard playing without sim turns will cause less Bugs, yes but it obviously isnt nice to Play without it
Hi and greetings from Norway. Just wanted to thank you for taking your time improving this game. We are three friends that meet regulary and play this game and we really appriciate your work. How is the next patch coming along?
hey, thank you (: well, im not sure, i didnt work on it too much since last uptade but i would like to, doing this in my freetime and depending how motivated I am but i appreciate the Kind words (: last time i was working on new animations for the the healing sister unit and altering esp. magic hereos with another spell set, i would like to continue here but we’ll see, there will be more uptades but i dont know the date yet
Nice! Looking forward seeing the changes to the animations for healing sisters, and the changes to magic heroes. Anyway, keep up the good work:)
Hi MB.
Are you alive ? 😉 7 weeks have passed since your last update 🙁
Dont’ give up – there are still ppl waiting for your hard mission -> (A)Rise of the MM 7
I#m still alive yeah (: just a Little busy with real life atm, i’ll try to work on it again next time i think, there is plently of time, im not rly in hurry, i dont see H8 Happening any time soon so we’ll have to stick with H7 next years i guess and i’ll try to improve it, just takes a lot time
Nice work on the spells, a lot of them were pretty OP especially given how the AI doesn’t walk out of traps at all.
But the defence cap seems funny; the tooltips state that it’s capped at -20% damage (!!) but that’s clearly not the case and it seems to be capped at -90% damage instead? (I tested with a 93 defence ancient treant buffed with stoneskin against gnolls with 4 attack).
Also, did morale really need a buff? I’m not sure about MP but in campaigns morale seemed pretty fine. The good thing about morale is that you can fully flank the same creature without retaliation, if you attacked it before.
With the mod right now it’s not hard at all to get 50 morale from turn 1, and fighting in your territory means that you get 90 morale from the start? This literally increases your entire army’s damage by almost 75% (and saves more creatures since enemies can only retaliate once). I don’t think morale needed to be buffed so much.
thx 4 Feedback, well, the Tooltip states the Damage Multiplier… u sure it wasnt 0.2 but 0.1? ill test it next time anyway,
About morale, being able to flank x2 has a Point, however ive alrdy nerfed flanking by 50% for different reasons, the reason ive buffed morale is that it was a weak stat it my opinion, ill give u examples, 4 att Boosts ure dmg by 20%, the Default morale value was 10 morale for that to compare it, 10 morale would boost ure dmg by less than 10% because u have a 10% Chance for another attack but that attack would only do 50% dmg, why choose morale>att? morale also Boosts movement what can be a big Advantage so it seems decent, still i think u see what i mean 4 att Boosts dmg by 3.5 on average per Point cause 2% if target deff is higher, else 5%, so 4x 3.5= 14%, 10 morale would be 10% more dmg but Penalty makes it 5%+movement Option, with double stat value buff of 20 in comparison it is 10% dmg+movement buff, with the Change of 75% more dmg on morale turn, ist is 15% more dmg + movement buff against 14% avrage att dmg buff, dont Forget ull usually have more att than the the enemy defense so usually it will be 14-20%, so yes, i think it is Pretty balanced atm, also morale isnst as stable at att, u see i buffed morale because it was a weak stat compared to attack stat
im Aware of the Inflation of morale in the game since cap is 100, however ive alrdy changed some perks that gave morale to something else to counter that, yes teh governour skill gives very high morale boost, i think +40, sure that is a lot but if u compare it to Homeland +8 att, it makes sense, governour skills are very powerful but i think thats what they should be since they only work in towns AOC, if u leave it ull have a diff time to cap morale, u can still cap it but ist not so easy, even with haven, i think ive scaled down morale boostings spells as well
Oh so you meant that the maximum damage reduced is 80%? I found that in the v3.0 changelog. If that’s the case then everything’s fine, just that the wording in the tooltip sounds misleading because previously the game states that defence damage reduction is capped at 70% and in the mod it’s suddenly -20%. I think changing it to 80% would be clearer.
Anyway nice work, I like a lot of these changes! Not a lot of people care enough about H7 to make so many changes haha
ill check it, Maybe ist a Tooltip error, thx for Kind words (: working on H7 can be fun sometimes but takes time
love this mod, great work
I was curious if you were interested in some textures I have done
I did some work with “Acid Dragon” on his AC Mod, but it seems he has quit working on it, I have some creatures that could be added to the “random creature for hire” tent that appears in skirmish maps
http://heroescommunity.com/viewthread.php3?TID=42381&pagenumber=16
in the heroes community you can see some of the creatures I have if your interested
send me a friend request on steam if you wish to talk
thank you
sounds good, im always in for more creatures, if it doesnt involve too much work for me, of Course i would add These to my mod (:
Where do yo u find the file for this mod to download?
just in caution, there are a few Bugs on the latest patch atm, ill fix em later
movie@ scroll up, the download button is between the Change log notes and the text chat
Hey man! Great work! It is a bit offtopic, but can you give any tips where can i adjust gamma and brightness? I want the game to be darker, pls help me out. Thanks in advance 🙂
Sry but i dont have experience with that, there is a mod somewhere that adjusts brightness, maybe that will be a help, just check the files and u should habe a hinter, or u just adjust the values oft ure monitor, some can do that, that is a way AS well i guess
He’s Alive ! 😉
Long time waiting for a new version of Your mod…
MB – I would like to give some (large) feedback / opinion / etc – is it fine to write this down here (forum) or perhaps You would prefer some other place (email,etc) ?
Hi (-: yes, im still alive, hope u like the changes, if u have feedback i would like to hear it of course, i guess u can post it Herr (:
U can also E-Mail me if u want to send Text files at mbradtke@hotmail.de
Hi, e-mailed back just to confirm 🙂
Hello Moritz, i do not know if its your mod fault but artifact: Boots of Wayfarer which as its states should give +5 max movment and 375 gold/day do not give +5movement. PS: Anyway thanks to your fantastic work you do with that mod i come back to play that broken before game 🙂
thx (: i’ve already fixed it i think, should work next uptade
Hi again.
I’m finishing testing (playing all factions, trying all skills, etc) for 3.6 version and now 3.7 alive .. 😉
glad u like the game that much (:
however, u can Always look at the notes if u want to test what i’ve changed lately, i appreciate any Feedback (:
Hi, is that everything new feature from UCP 1.1, are included or maybe improved, here? i like additional troops new ability form UCP 1.1
hey, most new abilities are used but i changed some as well, because i didnt like some, i usually note it in the patch logs as well
Is that this mod, worked for Campaign/Story too?
this mod affects the whole game, yes, however, not every map will use everything i changed and not everything will be available on campaigns like new hereos but yes usually u will see changes on Story Maps as well
i want to play in english, should i copy “localization” folder, or not? if must copy, where it should be? in “MMH7Game” folder or inside “CookedPC” folder? and How to check, that this mod, already implemented ?
u gonna need localaization Folder if u want uptaded Tooltips for changes in mod yes, else it will be confusing sometimes, it belong to documents/mygames/etc/MMH7Game just copy it there, there should alraedy be a localozation Folder in MMH7Game as well, just merge em by placing it there, if there isnt one that is no Problem as well,if u want to test, just check a skirmish map and when u select the hero choose haven, ull see new haven hereos and a lot will have a different hero spec description
Ok, thanks for the help,i will always follow your next update, if i can request, im loved Heros V, where evey creature/troops, has many abilities & active skills ^_^
new update again, sweet. I have been using this mod for year =) i like ur ideas so much, keep up the good work.
glad u like it (: it took me some time to get familiar with the Tools and to get a structure in the mod i can work with, sometimes i had to undo bad decissions and chaneg something back or sometimes soemthing wasnt working and i had to figure out why, im glad i was able to imporove some really bad aspects of the game, i would like some AI modding as well but at the Moment it is too difficult, now that i have changed some skills in a way the AI can handle em better and worked the base stuff out i Need to improve the game i want to make it even better, so far im almost finished with the haven faction, the AI is a lot more competitive when u Play against haven, i want to do it for the other factions as well, it is a top priority atm and i hope to achive it duing the next months
Good to hear this. I don’t normally leave comments cuz I’m very lazy, but I’m watching this mod gets better and better each time I visit this website, and I adore your hard work. Therefore I just want to show some support =) thanks, Moritz
For some reason v3.9 crashes after playing a whilte, everytime when I end my turn, and when it is loading player 4’s turn, it crashes.
that is strange, usually i test my changes and ive also played a 1v1 skimish map with the mod and had no crashes at all, so im not sure what would cause it, if last Version works better for u u can just use old one for now if u still have the files
Thanks for another update.
I’m experiencing the following. When a marksman shoots he becomes invulnerable or something. No creature can attack it, wether in melee or ranged. The turn after that it is back to normal.
are u Talking About the haven upgraded core shooter? or any shooter in General?
No, it’s the haven upgraded shooter. I’ve not seen this behaviour in any other shooter.
Hey MoritzBradtke, what do you think about the unofficial community mod linked below? It fixes a shitton of bugs + adds new abilities to creatures, will you also implement its changes to your mod, or add compatibility?
https://www.moddb.com/mods/unoffical-community-mod-ucp
Hey it’s really a greate mod!!!
I’m big fan of Heroes and been playing ur mode for some time
I find some bugs and crashes witch I can share to improve it
Also I have alot of ideas and suggestions how to make this mod like a new addon!!!
What’s the best way to contact you or discort?so we can share some ideas
But so far if u won’t give up it’s really on point man!!!
Hey, @boomboom sry i missed ure comment… im Aware of the mentioned mod and i alrdy use almost all of those bug fixes in my mod, i also use some of the new abilities but ive also changed some Units and their abilities myself, so ull have to choose which mod u want to use, u can use both as well but that might cause some weird stuff eventually, both mods will have the bug fixes, the Gameplay aspects are different tough, @Indigo thx, glad u like it (: u can post ure ideas here if u want to, ill read em, of Course (: i cant promise ill work em out tough, moding the game takes a big chunk of time and while i havnt given up on the Project im not too motivated These days, i want to improve the mod further but it rly depends on my mood and the time i can spare, so feel free to share ure ideas, there are Limits what can be done by moding, though… but u can still improve the game like ive already done via this mod (: have fun!
Hi! I’ve been trying to do a thing but i don’t have any idea of how to do it so i will leave the idea here so mayeb you could do it or tell me how to do it. Woudl it be possible to replace the ingame model of Orna with the model of the celestial of hmm6? extract the textures and model of hmm6 was easy but i don’t have nay idea of how to implement it into hmm7.
u would have to Import the textured Skeleton mesh with working animations in the game Editor, if u can do that u can do this but i doubt u have working animations for the H6 model of the celestials, others have alrdy tried it and it seems u have to rework the animations, models usly are in 2 files, Skeleton mesh and anim file, textures are part of the mesh i think, however without animations that work, they are worthless, means if u cant Import the anim file into h7editor u have to recreate the animations and that is some work, ull Need an Animation program, if u are willing to put some work into it, it should be possible i think
Oh i see, I’d love to but i don’t have any idea of animation so i guess i will jsut pray for someone to get interested into it.
dont Count on it, not only u have to rework animations, what is alrdy quite some work, u would also have to recreate the bones because i think People only managed to extract the textures from H6 but they had no bones… being said most moder alrdy left the game cause ist quite old and outdated now compared to 1-2 years back, so dont Count on such stuff to happen, sry! i would like to see it myself but ubi droped support for the game quite fast, it is sad…
Ok so let’s start step by step))
1 bug I discovered so far
Map inner limits,shantari ruins then u mark with mouse cursor Titan in the battle game crashes only the bottom Titan nothing else…
Ideas
I think u can try to combain the best from heroes I mean something from heroes3 and 5 with heroes 7 gameplay
Let me get more specific
1)every creature should have 3 lvs of upgrade
Every building should have 2 options of type of creatures like ghost riders or ghost dragons for necros
2)maybe u can take/combain old creatures from heroes 3-6 it will completely refresh the gameplay!!
3)maybe add inferno castle if possible
4)optional add teleport spell like in heroes 3 so big maps becomes more dynamic to play
5)possible add more spells from classic heroes 3
6)rework some might heroes so they have attack/defence skill on master lv in the talant tree
7)plz make vampire lords attack no relation again))))!!!!
8)tear of tarasha should add +1 to lv 7 creatures grow!!
9)maybe get back to classic archangels resurrection mode then u manually do it
10)game still bug then u play for heaven and have 2 angels/3 monks and archers then all of them autocast own abilities game kind of bugging and freezing a bit
Hope u like my comments and share ur thoughts as well))
Just with 3 types of uograde and 2 options for creatures to hire game will be so much more fun to play!!!
Let’s make heroes epic again)))!!!
not sure what u mean About map inner Limits but if it is a map Problem, i cant Change Maps released by the devs cause u cant acces These, they are locked, so if the map design has a bug i cant do anything, it depends what causes the bug, not sure what u mean what causes the crash excatly?
some notes on ure Suggestion/Questions:
1. not easy, i cant do it, alternative creatures are possible tough, someone alrdy did it but that wasnt my work, not sure how hard it is
2. i have no acces to working creature files from older games sry, might be possible to create new Units but that is some serious work
3. should be some work and u Need skill in creating 3d objects, might be possible to Import 3d meshes from older games but i have no experience with this , try google lordgra, he did some stuff like this, new Adventure map objects
4. might be possible, this is alrdy accesable via cheat console, not sure if it would work as a spell without unwanted sideeffects tough
5. possible but depends what u exspect the spells to do, i alrdy created a few “new” spells, like lightspeed and bless from another moder, Problems here is, AI cant use These since i cant teach the AI to use new spells, the AI cant even use all spells the devs created, and creating new stuff the AI cant use feels pointless, best u can do is changing existing spells, the AI can still use These but they will be improved if u know how to Change em, something im alrdy doing with this mod
6. that is something im alrdy working on, haven faction has been my test faction for this and is mostly finished, there might be Need for a few changes tough, regarding spells mostly, my main Problem atm is, which spells to give which hereos? which spells fit which hero and most important, which spells can the AI use so it will be a challenge?
7. i can do that if u feel it is necessary, that is actually very easy
8. u mean the bulding’s effect or the artifact itself? should be easy as well
9. i did this because the AI cant use this skill, AI cant use the light spells heal and resurrection, neither the creatures resurection, makes the skill pointless, the MP in this game is very bugged bc support droped, so u Play the game for the SP, and i want the AI to be effective and interesting/challening,AI not being able to use some skills is very dissapointing… im very glad i was able to Change it the way it curently is, if u Encounter Bugs, report em and i can try to fix em, only bug ive seen so far is Units resurected dont appear in the queque the round they have been resurrected but i think nex round it wa sfixed, stuff like that i cant fix but i think it is still better than no ressurection on enemy side at all
So if u can do what u said possible from everything I said it would be nice to have for the next mode))
Then u build tarasha in castle it should gives u +1 lv 7 creature I think
Regarding the bug play map inner limits go to shantari ruins and tey to attack bottom shantari titan game will crash…
I think it may be mode bug cause in other mods u can win shantari ruins without crashes….
And also my 10th question…about lag then alot of ability units like heaven???
Yes u right ai is so bad now I’d say if ai could stop hiring 25 heroes and c9ncentrate on 2 main heroes it would be so much better if u can do that ???
1 more thing is it possible to add quick battle vs ai heroes as option??not like always on??
Thank you sooooo much for this mod! I’m so glad someone is working on improving this game! You mentioned that your top priority is making the game more difficult and I couldn’t agree with you more! I just played against Haven on Heroic (skirmish) and it was much too easy even with this mod. I wish the difficulty would be similar the HOMM3.
I had given up on this game until I saw that someone was working on it. I’m so looking forward to the next mods!! Thank you soooo much!
Can you Add Agrael to heroes Btw Huge fan X)
Hey man. First of all great mod – nice balance touches to the game, initially I was afraid you’re a bit bias toward might heroes but after a while I can see why you’ve changed some of the things and it seems to be fair.
That being said I’d like to ask you about size changes – while I do understand the scaling being a good move in terms of immersion, the actual unit size changes do have an impact on the game from the balancing point of view. Did you take under consideration that for example making wolves small unit makes them stronger against for example Kobolds? There are a lot of skills and abilities that are affected by the target size.
Another thing I’d like to ask is seeing as you seem to be comfortable with editing town buildings, would you consider adding an option to chose between Gryphons and Wolves in Haven city in similar manner as it is handled for the ultimate units? Obviously that would need to either balance the gryphs to behave the same way as wolves or try to make them fulfill a little bit different role than wolves while being at similiar power level. Im sure many would consider it a welcome change (especially fans of previous HoMMs).
Lastly I’d like to ask you for the reason of removing Agathin from the roster – the heroes pool is already small as it is, removing some of them does not seem like a good move to be honest. Furthermore would you consider adding heroes that were added with Unofficial Community Patch 1.1 to the roster? Maybe even some of the heroes from previous games like Godric or Sandro? I’d rather see the classic heroes making a comeback to the game rather than – truth to be told – a little bit anticlimatic ones like Aribeth that was taken from a completly different game setting.
Best regards,
Thank you, it is true some skills are affected by size, i dont think it will cause much imbalance tough, because i changed units for all factions i think, should be fair, there were too many big units, not only it looks bad, they get in the way of obstacles etc.
I can look at alternative units, not sure if it is easy, however, i would only consider it for units which work well for the AI, i dont think AI can use the gryphon dive skill f. E, of course u can still change skills like i did for the celestial
Agathin was removed when i started modding, it wasnt necessary, i can bring him back, i just didnt like his design, being magic hero with archery spec and potrait looked strange to me
Adding heroes isnt difficult, u can be creative here, i could add more hereos but it wouldnt add much to the game, the few new ones are some personal creative projects u might like or might not, im too busy with reworking vanilla classes atm the skill trees need some changes and the hereos need other preset spells, skills on lv1 to be effective
If there is more to the design side rather than technical implementation I can prepare some designs and send it to you – you’d decide whether or not you are able and want to implement those. I belive there is still room for them assuming, that you are capable of implementing specialisations like “+x growth of y unit” or “+x resource per week” etc.
Gryphons should be useable by AI considering they were present in the campaign. Im not 100% sure though.
I’d be gratefull for bringing Agathin back – actually air/water magic are great with archery, if nothing else it fits the elven lore of mystic/magical archers (since I know u’re familiar with NWN think of Mystical Archer prestige class).
Thanks for the reply.
Hello, MoritzBradtke does your changes affect campaigh or is it only for custom maps ? If so . is ai better in campaign or is it completely scripted by creators and cant be better couse of bad scripts ?
For some reason my sandstome golems do have the offensive and defensive formation skills from UCP instead of weakness immunity that you’ve placed on them in your mod. Is that intentional? I did remove all the mod files and reinstallled your mod alone without UCP.
My mod affects both custom and campaign maps but it depends which assets the map is using, campaign maps use a mix of scripted AI and standard AI which one u can see on custom maps, my changes do improve AI on campaign maps because all regular hereos running around on campaign maps are usually not scripted but so far i mostly changed haven only but some other stuff like changed units skills spells may affect other heroes as well(if they could cast the spells), in general AI behaviour is coded but can be changed but it is not easy stuff and i wont do that
Cruiser, weakness immumity should be part of construct skill, i dont think i removed the ucp skills from Sandstone golems
Yeah that’s what I thought. For me both skills are there and I’m note sure why – I remove all files from the documents folder and then moved your mod files from freshly downloaded zip – they still have both skills.
Thats no mistake I think, u can still have both skills and weakness immunity, i didnt remove the new skills at all
In the UCP we fixed Earling specialization (his runes do have bigger area but their active ability only works on base 3×3 grid instead of 4×4). Would you like to take a look and include this fix in your mod?
I haves some problems with skill descriptions, For example the Nametarasy (The sphinx necropolis thing) it give a buch of code bable instead of values.
Some values are even missing, in the righteousness faction skill i dont see any value on the skill description.
And those a few more more than those, ill take a look if it is only cosmetic or actually doesn’t work.
Oh and you also have the same propblem with spectral dragon skill soul something i believe, UCP has it too btw. Ido hope it isnt from my side cuz i have no idea how to fix it
Some values are even missing, in the righteousness faction skill i dont see any value on the skill description.
And those a few more more than those, ill take a look if it is only cosmetic or actually doesn’t work.
Oh and you also have the same propblem with spectral dragon skill soul something i believe, UCP has it too btw. Ido hope it isnt from my side cuz i have no idea how to fix it
You always need to have updated corresponding localization files, see my reply on moddb
Did anyone manage this mod to work with UCP? What files are crucial for this mod to work properly?
Also, even with only your mod installed, when I build Hall of Heroes, I have only one hero to hire (I play as Dungeon).
hi, a uptade finally, sry for the delay but been busy ): i still have fun modding the game and will Keep working on it in my free time, u have to use my loca files if u dont want any typos, they are included in the mod, like described above, u better only use this or UCP mod… they are similiar but still very different at this Moment, both mods fix a lot Bugs but the Gameplay changes are quite different, so better only use 1, u can see the changes on each mod’s page, i would consider my mod the most complete and enjoyable one but others might think different, i use a lot of the UCP Content in my mod in Addition to my own, dont think UCP mod uses a lot of my cotent if any…. im Aware u were only able to hire 1 hero each week, that has been an effort to improve the AI but i bid Farewell to that… u can hire 2 hereos now, it is still limited because i think 2 are fine and it might help the AI when respawning hereos
Hey, how can I change the maxiumum amount of heroes ?
Not sure what u mean, dont think it is possible tough, at last without reworking the AI and stuff
Hey Moritz, you said “max hereos changed to 4 ” I would like to change it to 2 if possible, just as a personal need. Everything else I like a lot, good job with the mod! In which file do I have to edit this and which editor are you using to edit the mod?
Thanks for your reply
Greets
i know but i dont think u can Change that, im not sure why there is even the Option in the Settings… someone pointed out it is not working sooo….
Its not possible to change it in the code? like changing one variable?
im using the official H7editor and while u can do a lot with it, and while u can Change some variables for AI behaviour, the whole AI behaviour is based on scripts which u can not Change without very advanced Scripting skills, all u can try is altering some variables in the Editor and see if the game adepts em, there are a few Options and u are free too try it our yourselve, all u have to do is open the Editor and look for the adventureAI package, it is in config Folder or data i think but it is not easy to understand how everything is put together
Ok perfect, thank you Moritz.
hey, ill uptade the mod again next days… last uptade wasnt as good as i wanted it to be, especially righteousness tree will be changed again (:
hello, can you create something similar to AC Mod – Alternative Creatures in your mod? just think about this.
AC mod old and not work on trial by fire DLC 🙁 maybe you can create similar mod for Trial by fire
hey, i’m sorry but i dont have the time time to work on that, if u want it implented i suggest to try it yourselve, the aim i have with this mod is alrdy quite ambitious and it takes all time i have when i work on the game, wish u best luck
Wow After many Years I found this Mod. I installed today and pretty much liked it. especialy explorer issue . You know me and 2 friend are playing this every sunday one of my friend picks hero with explorer skill and he was always advantage to us who doest had tht much movement poits. now its well balanced to all heroes thank you very much.
P.S I am not sure ita bug or not but I like that you improved quick combat but sometimes when you quickombat “modest” neutral you win without a single loss (thats how I would play so everything is right) but sometimes it losses like -30 -50 my units very unrealistic cuz when I play i win without single loss
For some reason “Fire Sentry” is not spawning its look like hero is doing (spawining) but on battle tile its not showing
Hello @MoritzBradtke. I have urge to play H7 again and was wondering if your mod is good for campaigns ( and/or for H7 DLC ) ? are thery any better with it or its only for SP/MP single scenarios ?
Hello, have you considered adding more towns into the Mod? Me and my friends tried this last night and loved it and we would love to see an Infernal town being that it was my favorite town to play!
@hello, quickcombat depends on a lot factors and that is quite common to loose Units on it, ususally only trivial will be no casualities,
@hm Maybe fire sentry has some bug for som reason? if u are sure it is not working u could almost remove the h7spellfiremagic.upk from the mod in Editor/spells Folder, that one contains all fire magic spells,
@mod works for all Kind of Maps mostly
@i cant add Inferno faction, way too much work D:
currently, im working on a lighter Version of the mod, the mod is fine as it is but not really finished, i learned a lot About the game and the Editor while creating the mod and i would like to create a Version with only bug fixes and spell changes and some additional Content, Maybe some Gameplay Changes too but less as the current, Problem is there is so much to do and improve and it is not so easy to do the Right choices but i think ill try to improve the game furher, now that i understand the Overall design better, would be easier if the game would have been more polished but then we woudnt Need a mod D:
the game has some serious AI Problems i Need to improve f.e: AI will even cast spells like despair on Golems or undedeads, AI will also cast the same debuff spell on the same unit every turn in a lot situations even they last 3 turns, i know ways to improve the Situation by a lot tough, just as a hint what next uptade will be but that will still take a while
Alright, thank you for responding. I would have loved a new faction but everything so far has been great.
Hello @MoritzBradtke, tnx for your big job. Say, latest patch for problem with unsinc over lan? Game tested in multiplayer?
multiplayer is Buggy, i cant Change that, all i did is mod is working in MP now, now clue if there are more Bugs in MP with mod or not~ i tested the mod in MP and it works but still the MP is not just not working very good, too unstable~
when passing the company for the alliance (people), the hero Thomas cannot use non-combat spells, for example, returning to the city or blessing the elrat or seducing malissa, the game crashes to the desktop. check if there is a connection with your mod.
I love heroes 7 🙂 what I miss is the better combat animation when it comes to spells like in heroes 5. IN heroes 7 all spells are so notnoticeble…seems boring like nothing is happening.also archers have that weird graphic animation – have you noticed?before they shoot they stand still for like half second 🙁
Can you bug fix economy?
IA is not good at all. they lose a lot of units it seems..
Got full team and they just get 4/5 units in few numbers..
erf IA doest not build their own cities :/ stay at level 1
whats wrong with economy?
@fing u can Speed up battle animations, Maybe that helps you
difficulty of AI depends on a lot factors.
1. Player strenght, i lowered the spell dmg of most fire,light and some air spells, makes u weaker, makes AI stronger
2. can u use something AI cant? obviously if AI isnt scripted to use everything well but u, thats makes AI weaker, i try to find Solutions with the mod
3. map Population: if u Play on average or easy, neutrals will be too easy, ull reach AI too fast and rush it, AI Needs some time to collect and reinforce hereos because AI doesnt Play perfect, actually AI doesnt loose a lot Units and if u Play on hard or above it will have an economic Advantage which it also should have since AI Plays worse than a real player
IA doesnt build their cities, it stays at level 1
the changes are very nice anyway.
Do i have to do something to unlock IA upgrade buildings ?
that is not correct AI builds out its town
Hello @MoritzBradtke. I have urge to play H7 again and was wondering if your mod is good for campaigns ( and/or for H7 DLC ) ? are thery any better with it or its only for SP/MP single scenarios ?
u can play everything with it but the mod is not finished yet and so far only german loca, i’ve listed all changes above
i put the mod and when i remove it still on my campaign. How can remove.
I play in steam .
been a while i last uptaded on this, just wanted to say im actually making good Progress but on the mod but i just didnt work a lot on it, however i uptaded it and would like to continue, not sure if a lot are still playing this but ill do it anyway (-: so if u have Feedback on the mod let me know, it might help, most changes are listed in the readme even tough i cant provide english Tooltips atm but u prolly will figure out the changes anway…
@arielokmi i dont use steam but if u use the mod u should be able to remove the Folders again that will uninstall the mod
How’s this mod compared to UCP, which has weird bugs for me on Uplay 2.2.1 – 40632 version?
If you can supply the text file with lines in german and, if appliable, similar lines from the original english version, there will be a person to help translating the mod (“wink, wink”)
Cheers for picking it up, when other bugfix mods are either stale or incomplete, good job preserving 🙂
ucp is more about bugfixes but reworks unit abilities too while also adding a lot more, also it adds a lot heroes with more hero abilities…
while i like the bugfix part and i try to add most bigfixes as well since this is an important topic obviously i dont like too much changes on abilities to be honest… even tough the new hero specs are a good idea i think but the big problem about ucp is that it doesnt focus any serious game problems like AI not using certain abilities, it even adds more abilities the AI cant use at all, it doesnt adress problems like AI being trapped in stuff like firewall etc., also doesnt address hero might and magic balance, one reason magic uses are way too strong against might heroes early game, so my mod focus on the big picture u could say, currently im uptading a more light version and uptade it with stuff i changed in the old H7improved version while i work on the previous listed problems but it takes its time and im not always motivated, still i think this is a great game and it can be a lot fun if u get rid of some AI problems and can achieve a better balance….
@if u want to help with english tooltips that would be great, ill think about it how and what i could send u so u can take a look on it and if u can do it that would be great, if not that is fine as well… my email is mbradtke@hotmail.de and u can mail me anytime so i will send u some text files u can take a look on
LOVE to see this alive. All other mods are dead, even UCP imo. AI really needs to be fixed, so its a great focus of yours.
First off, really great work, I love your mod.
I have come across a bug in Light Magic. Heal 4×4 is not working. Heal only heals 1 creature.
The soldering hands option to repair constructs also doesn’t work. Ik the construct is standing next to the cabir the message invalid target appears.
Ich habe zwar grade erst mit der Mod angefangen, das sieht aber schon sehr interessant aus.
Leider ist mir auch schon ein Fehler untergekommen.
Bei Zuflucht hast du ja die Wölfe gegen Greife ausgetauscht. Super Idee und passt auch sehr gut.
ABER: Bitte auch in den Domizilen austauschen, sonst macht das nicht ganz so viel Sinn.
Auch haben die Helden bei den Starttruppen noch Wölfe, wobei das nicht so wichtig ist.
Bis hierhin aber schon mal vielen Dank für deine tolle und umfangreiche Arbeit!
Ich werde weiterhin Feedback geben.
LG
Hey man. Any way to increase random map generators maps sizes? I was thinking we need at least ddouble the size of so instead of 300×300 its 600×600? I can do it myself if you tell me how to do it?
@Cees
light magic is not bugged but i understand u would think so because i dont have a english loca in work atm, i got or plan to get rid of all 4×4 like effects on helpful magic but if u play on english not german text language u will still see the vanilla text, so in short heal works different now, AI cant use heal spell because devs failed to make it work while game was still in development so i changed it, it only heals/resurrects 1 unit and can remove negative effects or u can damage undeads with it and on upgrade i will remove even more negative effects and also give immunity to poison like debuffs for 2 turns or so… or u use it on an undead what will dmg it and give the undead a debuff that increases ALL its dmg for like 1 turn by 50%… so u see i totally changed the spell…. about soldering hands this is prolly one of many old bugs ill take a look on it maybe ucp alrdy fixed it so i can add the fix on the next patch
@Roy
Vielen Dank! (-:
Ich habe schon einige Wölfe rausgenommen aber die domizile werd ich mir dann auch nochma anschaun.
@cray
sry but i dont know anything about the rnd map generator!
hey, im glad i got another uptade out, i hope u like it, i hope there arent any serious bugs but if so let me know, i dont test my mod a lot because im usly too busy with moding so i dont have so much time to play the game(sad i know!) but as im getting better i do less mistakes as well but bugs can always happen, i reworked the haven faction now and also added some tweaked custon heroes for some other factions so if u try a skirmish map play against the custom ones or haven faction, this should give u a better experience than the most vanilla heroes, there are still bugs in the game and i didnt import all bug fixes from ucp mod yet as well but if anything rly troubles u ill add it next uptade if it is fixable or has in ucp alrdy, take care
oh yeah, and about localisation, in general my mod is german as im german as well but sometimes stuff will be english, esp if i add something from UCP, i dont always translate stuff to german and it is not my big priority, and again if someone is interested in helping with english loca he is welcome to do so, u may also loose ure email on this board and ill send u the files, it is just a bit time consuming but not difficult at all but maybe someone is interested helping on it, so let me know…. one example how it works: u have 2 text files, 1 german loca 1 english loca, u take german text loca and by looking at my patch notes f.e(there are several ways, comes down to ure knowledge about the game and stuff) u see firebolt spell was changed, u know search strg+f “firebolt”(all archetypes are english even in german files) now u get the firebolt archetype and see the german text below it, u copy they text and paste it in the english loca file in the “firebolt” archetype there, be aware to choose the right archetype because many spells,skills etc. have several archetypes which sould similar, now all u have to do it translate the text and dont mess up the linked variables like “%buff2.buff.stat3 %ICON_MAGIC Magic”… these are linkes to the game files, u can move em as u wish but u may not alter the content of these and when u translate they should put in the right place as u might have have to move words around for a proper translation, the above example just refers to something like +3 Magic as the %buff part is the +3 and the %ICON_Magic the a Symbol and the magic is just a normal word, maybe this helps with the decission
Hallo
Kann man dein Mod auch mit dem UCP verwenden
Beste Grüsse
kann man schon, würde ich aber nicht zu raten… ist halt schlecht weil sich die mods gegenseitig teils überschreiben und man am ende irgendnen salat hat
Teaching my cats to ring a bell
Pencilmate’s VIDEO GAME PainAnimated Cartoons CharactersAnimated Short FilmsPencilmation
AQUAPARK ‘TA BД°R GГњN GEГ‡Д°RMEK- Aksiyon KamerasД± ile SualtД± Г‡ekimi ve Harika KaydД±raklД± Aquqpark
Galaxy Note 20 5G – cГі Snapdragon 865+ đấy nhЖ°ng Д‘ГЈ NGON Bбє°NG Note 10 Plus chЖ°a?
Ansu Fati: So gut ist Barcas Wunderkind
Hey I don’t know if you have seen this yet, but we are unable to control the ballista after taking the level up to do so. Also, Would it be possible to turn Darkstrom from dungeon into a strength hero? I feel like it fits him better.
Also the weakness spell doesn’t seem to cast weakness anymore, just does damage.
Hallo
hab mir den patch jetzt mal neu aufgespielt , hatte vorher den ucp . Hab die beiden ordner vorher gelöscht und dann neu installiert . Hab dann ein Spiel selbst erstellt per Karten editor und zocke 300×300 , 2 Menschen , 4 KI Gegner , Ashas Träne , wenn ich jetzt zocke und ich greife eine Neutrale Armee an bleibt das Spiel immer im Lademodus hängen ????
Hallo!
Dieses seltsame Verhalten muste ich leider auch feststellen. Ich spiele auch mit (ingame) RMG-Karten, 1 Mensch, 2xKI und 180×180, sowie Träne. Aber nur mit dem neuesten Patch, also V1.15 ist dieses Verhalten zu beobachten. Mit 1.14 hatte ich bisher noch keine Probleme. @panzo: Nimm mal den 1.14 Patch, damit klappts dann hoffentlich. Ich habe das aber bisher nur mit der oben stehenden Konstellation getestet. LG
Hey there,
@Bruce
i think the ballista problem is there because i changed the warfare skills quite a lot, i added the manual control to the skill that increases life by 100% for the ballista that is the middle one on novice and i recalled it to “tactican” translated, this will only be visible in german loca atm, i understand u didnt notice, i think artilery was it previously and it only adds some attack to the attack unit atm, weakness spell only does dmg but on upgrade i think it should also lower the max hitpoints, ive turned weakness into a damage spell for some reason, dark magic is kind of lacking this and for some reasons it is more balanced for every faction to have such a spell, in german loca i also renamed it to something taht would turn out “corosion” in english? despair is called darkness now, so old weakness now corosion is the dmg spell and darkness(old despair) is the debuff spell, i could have tried to turn weakness in another debuff but as despair alrdy is a debuff i didnt have a good idea for it i guess, old weakness was rly a bad spell, it lowered attack but some units alrdy have almost no attack so this spell was very depending on the situation and i also want to improve the AI, the spell had to change
others@
not sure what would cause freezes on rmg maps, are u sure it is related to this mod? there should be no reason why it would happen only in rmg maps and not in campaing or skirmish and i didnt encounter this but maybe another patch will fix it for you, ill uptade the next patch later
Trying New Food At Universal StudiosCrepe Stand Is Now Open, New HHN Merch & A Giveaway
btw it would be possible to turn darkstorm into a might hero but if u read his lore, he is clearly meant to be a spellcaster… i see why tough, he doesnt look very magically 😀 hehe, however at my current point of view i try to keep the game as vanilla as i can, new heroes could always be added and u could also add a new minotaur hero as might one with another lore, class etc.
Alright, got the updates installed, but no certain combats aren’t loading right, they are just freezing on the loading screen.
1. Still unable to control warfare unit.
2. Did you revert dryads back to being melee?
Hallo
Hab gerade die neuste Version installiert , hab das problem immer noch , das ich hängen bleibe im Ladebild wenn ich eine Einheit auf der Karte angreife . Spiele eine Random Map.
Die ersten 2 Tage auf der Map war alles normal
Beste Grüsse
Hi!
Ich habe die Probleme seit V1.16 nicht mehr. Dafür ist mir aber etwas anderes aufgefallen.
Kollektive Regeneration wirkt erst 1 Runde später, also nicht sofort und dann auch nur noch 1 Runde. Ist das so gewollt?
Wenn ja ist das zumindest am Anfang fast schon nutzlos und später ändert sich daran auch nicht viel wenn man nicht grad jede Menge Magie hat. Die Verluste kann man so praktisch garnicht ausgleichen.
Ich bin wieder auf 1.14 zurück gegangen, diese Version hat mir bisher am besten gefallen. 🙂
LG
Hi Roy Lorin
wo bekomme ich die Ver. 1.14 ??
beste Grüsse
Ich könnte sie dir hochladen, aber ich habe grade festgestellt dass das Problem auch bei dieser Version auftaucht, nur halt sehr spät im Spiel.
Schade, ich fand die Änderungen sehr gut und hat auch ein wenig “frischen Wind” ins Spiel gebracht.
hey,
@bruce
why u can not control warefare units? which one? it works for me
if u take the novice perk, the middle one that also boosts hp it should work, if u did all this and still the same, i can check it if u tell me which warefare unit doesnt work, be aware u can not trust the tooltip of the perks, the loca in english in not correct, so be sure u have the proper perk first and yes dryads are meele units again…
zu den crah probs kann ich nur sagen, dass ich lange keine mehr hatte und ich in der regel meine modifikation auch teste, also liegt es entweder an rnd maps generell oder habt ihr auch mit anderen karten probleme? ich werde ma ne rnd map testen und schaun…
was ihr machen könnt, ist, dass ihr mir schreibt mit welchem helden und welchen einheiten ihr was für einheiten angreift, evt auch was euer held für skills dabei hat und ob ihr irgendwas besondres machet, machma liegt da das problem aber ich denke es nicht, da ich änderungen teste und da alles ok sein müsste
sonst bedenkt dass das spiel sehr ramlastig ist und crashs passieren können wenn der ram überlastet ist, besonders wenn man sho länger spielt, das hängt auch vom pc ab
letzte möglichkeit, es ist ein systemproblem und aus irgendnem grund läuft das spiel auf eurem pc nicht so gut, ich werde erstma ne rnd map testen und schauen aber ich kann mir grad schwer vorstellen dass meine mod crashs verursacht, zumindest nicht direkt aber vll indirekt
@Roy
regeneration wirkt am ende der kampfrunde und auch nur einmal und das ist auch so gewollt, wie alle magie bestimmt der magie wert die stärke und der zauber ist günstig mit 10 mana und betrifft alle einheiten, der zauber ist auch nicht dazu gedacht, dass er alle verluste ausgleichen soll, der zauber ist für die kosten und dafür das er ein großes potenzial hat derzeit auch trotzdem gut aber vorher war er zu stark mit 2 runden und ich möchte auch nicht einfach die manakosten erhöhen weil er dann wieder unattraktiver für die AI wird, da die AI nicht messen kann wann ein guter zeitpunkt für einen heilzauber ist, ich finde der zauber hat derzeit seinen nutzen und ist balanced, ich werden mir den spell aber trotzdem weiter anschaun und schauen wie die AI ihn verwendet und wie er in das spiel passt und ihn gegebenfalls ändern, der spell ist halt schwer zu balancen aber ich musste ihn AOE machen weil er sonst unbrauchbar für die AI wäre und ich kann ihn nicht zu satrk machen, wiel es auch nicht sinn ist die ganze zeit regeneration zu spammen und sich alles von selber hochheilt, aber wenn er jetzt zu schwach ist werde ich ihn nochma buffen aber dass er zum ende der schlachtrunde wirkt finde ich eigt ganz gut, da schaden ja auch erstma ankommen muss, um geheilt zu werden
Ok! i fixed it, since i am using steam I have to put the files in the C:\Program Files (x86)\Steam\steamapps\common\Might & Magic Heroes VII\MMH7Game folder and not the original. The wording is still wrong but from what I can see I have control now.
ich just did a quick test and i created a 300×300 map without underground 2 human and 4 AI with stone as above and i was able to start combat vs neutral army and the game did not crash @panzo
i tested it for human players 3 days and i had no problems, be aware the game has a ram problem sometimes and such big maps might cause problems, with and without this mod, i woud recommand to play smaller maps and see if that works better or get a pc upgrade, not much i can do else, the mod is working for me, i think it can only be related to ram overuse, a problem the game has
i use uplay version and trial by fire, also make sure u instal the mod the correct way, im not sure if steam is any different
auch die aussage dass das problem mit 1.16 erst nicht mehr auftritt dafür aber später irgendwann, spricht auch definitiv für ein ram problem, wenn die mod das problem wäre müsste es eine bestimmte situation sein wo das spiel immer crasht, wenn es aber erst nicht passiert aber irgendwann später eventuell dann ist das problem wo anders, macht mal task manager auf beim spielen, dann sehr ihr eure ram, das spiel wird in der regel aber auch langsamer bevor der crash passiert
Sowas in der Art hatte ich mir schon gedacht, dass das RAM hier eine Rolle spielt.
Ich spiele aber grundsätzlich nur 1 Mensch, 2 x KI und 128×128. Also eine recht kleine Karte, dennoch tritt das Problem auf.
Mit den 16 GB die mein Rechner hat sollte das auch problemlos gehen. Tuts ja auch, aber halt nur Vanilla. Denn da hatte ich noch nie irgendwelche Probleme.
V1.16 hatte ich nur kurz angetestet, deswegen kann ich noch nicht sagen ob das Problem dort möglicherweise auch erst später auftritt.
Dabei ist es auch egal welche Art von Einheit angegriffen wird. Auch ob es 1 Einheitenart ist oder ein Mix aus mehreren.
Das mit dem Taskmanager werde ich mal machen und dann berichten.
LG
Mir ist grade eingefallen das ich noch einen Spielstand von gestern Abend hatte, wo das Problem auch aufgetaucht ist.
Also H7 und den Spielstand geladen. V1.14 1 Mensch, 2 x KI und 128×128 Größe. Die Karte ist zu 90-95% aufgedeckt. Ich muß nur noch 3 kleine Helden niedermachen um zu gewinnen. Städte hatte er keine mehr. Ich spiele Dungeon mit Held Yrris.
Die RAM-Auslastung liegt bei ca. 2,2 GB und trotzdem bleibe ich in einer Ladeschleife gefangen.
Also am RAM kann es demnach auch nicht liegen!
H7 hat wohl ein sehr fragiles Gerüst wo eine kleine Ursache zu einer großen Wirkung führt.
LG
Morgen
hab gerade eine Karte die beim Spiel schon dabei war angespielt und wieder das gleiche problem ! meine Ram auslastung war auch nur bei 2,8 Gb von 16 GB , jetzt versuche ich mal H7 komplett zu deinstallieren und neu wieder aufspielen und den Mod 1.16
werde mich dann nochmals melden was passiert
beste Grüsse
Ja ok, also ich hab auch nur 8gb ram und komm damit ganz gut klar, 16 sollten eigt generell keine probleme machen…
Dann hoffe ich, dass ihr mit der Mod keine Probleme bekommt mehr, das einzige was ich an crashs mit der mod je erlebt habe, war wenn ich was am spiel geändert habe und das spiel das so nicht “akzeptiert” hat, da kann dann mal was crashen, in der regel teste ich aber sowas und release sowas dann nicht einfach, ich modde ja auch schon ne ganze zeit an dem spiel rum…
Das kann man sich dann so vorstellen, dass ich die änderungen in den notes in der regel vorher teste und absegne, ob sie funktionieren oder crashs verursachen, wenn das nicht der fall ist, kann man eigt schon ziemlich sicher sein, dass es läuft und das haben bisher auch meine tests gegeben, ich hab gestern auch ne komplette 1vs1 rnd map gespielt und hatte keine probleme…
Man muss dazu auch sagen, dass vanilla als game auch solche situationsbedingten crashs haben kann, das trial of fire schmiede schwert das maryter casten kann hatte zb solch einen fehler, wenn man das benutzen wollte im kampf, ist das spiel gecrasht, hab ich aber glaube ich gefixt…
also wenn euch nochma was auffällt am besten ma in die notes schaun, ob bei den änderungen was dabei steht, was zu eurer situation passt und die einheit oder die fähigkeit vll nen bug haben könnte, sonst wirds schwer für mich da was andres zu sagen, als dass es nich an der mod liegt eher…
sonst bin ich immer dabkbar für feedback und der regen spell wird auch wieder stärker, da er momentan wirklich eher zu schwach ist, ich muss mir dann überlegen, inwiefern ich ihn am besten verbessere aber das spiel ist halt ne baustelle meiner meinung nach aber ich bin momentan recht zu frieden mit den anpassungen insgesamt und denke das spiel wird durch die mod schon spassiger und gibt einfach mehr her, bis dann (-:
ich muss dazu allerdings sagen, dass ich ich der 1v1 map recht schnell gestorben bin, ich glaube nach 2 wochen ca, da ich gegen heroic AI gespielt hatte und die hatte wilhelm, haven faction hab ich ja gut überarbeitet wodurch sie einfach optimierter mit der AI funktioniert als in vanilla, würde es zwar auch gern für den rest machen aber dauert alles da ich es nebenbei als hobby mache, naja und wilhelms spec ist momentan schon ziemlich gut, dann hat die AI noch den goldvorteil auf heroic und hatt mich dann auch schnell gefunden und hab es leider net überlebt, das beste war als wilhelm mit dann den elrath(licht) umhang geklaut hat nachdem mein held verreckt ist welchen er natürlich auch zu meinem bedauern sofort equipt hat und ich es dann grad so nochma versuchen konnte mich zu wehren, aber da ich mit anowyn gespielt habe welche mehr auf lichtmagie geht, konnte ich dann auch eh keinen guten schaden mehr machen xD
das war dann schon ma wieder so nen kleines highlight, also für ne rnd map war es dann doch ganz lustig…
bei sowas teste ich halt auch die mod natürlich, was ich eigt auch öfter machen müsste, was dann auch nen grund ist warum sachen manchmal mehrmals balanced werden müssen oder änderungen auch mal einfach nichts waren…
das spiel hat halt auch so viele komponenten und da alles aufeinander abzustimmen ist schon schwierig und ne ziemliche aufgabe aber ich liebe das spiel halt einfach, es ist so schön fantasy like und man kann so verschieden spieln und das konzept ist einfach simpel aber dennoch bietet es anspruch und damit meiner meinung nach ne super mischung aus herausforderung und fantasyspielspass ohne dass man überfordert wird, weil viele spiele heutzutage leider machen… zb divinity sin oder pathfinder kingmaker, das ist mir einfach zu stressig ^^’ aber nagut das sich auch etwas andere spiele
Also bei mir hat die neu installation nichts gebracht !
Random Karte 200×200 , 2 Mensch , 3 Ki bin bis zum 6 Tag gekommen , Klingentänzer angegriffen wegen Artefakt , hängt leider wieder beim Ladebild !
beste Grüsse
hm, schade, aber wenn die mod im spiel ist, am besten im override ordner unter documente wies auch in der readme steht und man die änderungen sieht, sind ja nur 2 ordner, also kann man eigt nich viel falsch machen und es unregelmäßig ohne muster zu crashes kommt, kann ich da leider aber auch nicht weiterhelfen, wenn du dir sicher bist, dass die probleme nur mit der mod auftauchen wirst du dann nur ohne die mod spielen können oder vll nochma nen andres kartenformat, vll nen kleineres ausprobieren, wobei ich nachwievor nicht glaube dass die mod probleme verursacht aber 100% kann ich es auch nicht sagen, ich habe damit halt aber eben einfach keine probleme…
sonst vll nochma 1.17 dann irgendwann probiern, vll verschwindet das problem dann ja magischer weise (-:
generell ist das nen sehr seltsames problem wenn das spiel einfach im ladebildschirm eines kampfes hängenbleibt und nicht crasht(zumindest vermute ich das jetzt mal), weil so nen problem hatte ich noch nie, wenn dann crasht das spiel dan auch auf den deskop… wenns einfach nur ne schleife gibt und das auch nicht immer sonders erst nach ner zeit ist das schon sehr seltsam und wahrscheinlich nen systemrelevantes problem aber da kann ich leider auch nichts machen….
kann dir nur den rat geben mal ne kleine schnelle rnd 1vs1 map zu spielen human gegen AI und schau mal ob du da durchkommst weil das hab ich am besten getestet und dann weisst du zumindest obs an der größe der map liegt, ich hab aber auch schon kampangen mit der mod gespielt und die maps sind auch recht groß teil und das ging auch, daher kann ich es nur bedingt verstehn aber vll regelt es sich ja für dich, bis dann
PERTARUNGAN SENGIT ANTARA MAGIC CUBE VS GLOO WALL
Ich habe leider auch keine Idee woran man das festmachen kann.
Sehr schade, deine Mod ist toll und ich habe sie sehr gerne benutzt.
Ich werde mal noch andere Optionen ausprobieren, also Größe, Gegneranzahl u.s.w.
Ich glaube zwar nicht daran das sich was ändert, aber wie heißt es so schön, “die Hoffnung stirbt zuletzt”. 😀
LG
Morgem
Ich werde leider auch dein Mod wieder entfernen , schade.
Vieleicht wird die nächste Version den Fehler beheben.
bis dahin zocke ich wieder mit dem UCP
Beste Grüsse
New (2020) Released Rashmika Mandanna Hindi Dubbed MoviesNitin NNew Movie 2020
YouTubers DISAGREE on THIS… Ninja, Shroud, MrBeast, Bryce Hall
game crashes on the start of combat, warfare skills have no effect, some text is on german(witch is retarded), this mod was much better in earlier versions.
Some people experience crashes on start of combat it seems but i can not reproduce this, so not much i can do here, if u want it to be adressed you can offer more information and i can try to check it, also i stated many times alrdy that this mod only supports german loca, if u want to help translate i wouldn’t mind, the warfare skills are working as intended as far as i know and if not u would have to tell me which one us not, again be aware that the English loca is not uptaded for most changes what includes warfare skills as well, you sound a little bitter as well, remember this is a free time project, i neither get paid for this and beside feedback i work on this mod all on my own, if u liked prev versions more for whatever reason u are free to use em but the mod is still in progress and will rather envolve than rolling back, best regards
good news,gute nachrichten:
i think i know what is causing crashes for some people, the problem should be fixed next uptade…
ich denke, ich weiss was für manche manchmal abstürze verursacht, das problem sollte mit dem nächsten patch behoben werden…
pretty sure the problem is related to 1.15 where i added new combat maps, i forgot to add these maps as they are in another folder than cooked pc, however the maps were alrdy linked in the core data and i i think that is whats causing infinite loading screens or crashes when entering combat sometimes, so if u enter combat and the game wants to load these new maps it wont find em, this is easy to fix however
Hallo Moritz,
This sounds really nice. Thx fur your great work.
But please check also if it’s possible to download your Bugfix
Fron this webpage.
I do have problems since yesterday. It wasn’t possible
To download your last patch.
Greetings Frank
Hallo moritzbradtke
Das sind ja mal tolle nachrichten von dir, deine Arbeit ist echt Klasse , Top Job ,ich finde es mega das jemand noch an dem Game arbeitet , ich mag das Spiel sehr .
Beste Grüsse
Panzo
Hallo Moritz,
This sounds really nice. Thx fur your great work.
But please check also if it’s possible to download your Bugfix
Fron this webpage.
I do have problems since yesterday. It wasn’t possible
To download your last patch.
Greetings Frank
Kleine Ursache, große Wirkung. 🙂
Wenn die Probleme damit wirklich beseitigt sind, werde ich wieder auf deinen Mod zurückkehren.
Denn der macht noch am meisten Spaß.
Danke dafür!
LG
Hello,
Have you old version, all after H7Imp_V4.2?
i stil have the old versions but i cant rly recommand using em over the actual version, if u rly want the old mod i could try to send u a link tough
Yes. rly want :3
https://www.dropbox.com/s/62zhfw9h3eojlla/H7Imp_V4.51.rar?dl=0
for some reason i cant download the mod from the button on the top, i think it is a problem with this site or cookies? idk
here is the direct link to the most uptaded version:
https://www.dropbox.com/s/6ir8oodojjcaipv/H7Mod_V1.17.rar?dl=0
Yes it was a problem on the button link, fixed now!
thx for fixing it (:
Ich habe jetzt eine Map komplett ohne Probleme durchspielen können.
Super, vielen Dank dafür!
Das einzige was mich eine winzigkeit stört sind die noch nicht alle übersetzten Skillbeschreibungen. Aber das ist halb so wild.
Kann man irgendwo nachlesen wie und womit man die Beschreibungen abändern kann?
Dann würde ich mich mal daran versuchen, obs auch klappt k.a. 😀
LG
um welche skillbeschreibungen geht es denn? bin da eigt ziemlich hinterher… wenn du sie listest mach ich das selber oder meinst du die englischen teils? manchma ist nen tooltip in englisch wenn ich was neues ins spiel einfüge, mach ich manchma einfach so aber das sind dann meistens nur kurze recht offentsichtliche tooltips und nen bischen english gehe ich mal von aus dass das jeder versteht aber wenn du mir sagst was dich da besonders stört, würde ich es mir auf jedenfall ma anschaun
Hallo MoritzBradtke
Erstmal vielen Dank für deine Super Arbeit läuft jetzt alles bei mir !
Ich hab mal ne Frage wegen der Kriegsmaschine :
Ab Stufe 3 bekommt man die Support-Einheit , das ist Klar,
aber was bedeutet es mit den zusätzliche Geschosse bei Stufe 3 und bei der Stufe 5 ??
Beste Güsse
Panzo
@Moritz: Z.B. bei Vorbild, der Skill der nach Meister kommt. Nennt sich Wunderkind. Der Name des skills ist auf deutsch aber die Beschreibung auf englisch.
Ich müste Nachsehen welche das noch betrifft, sind aber (glaube ich) nur diese “nach-Meister” skills und auch nicht alle, sondern nur bestimmte.
Wenn ich heute noch die Zeit dazu finde (ansonsten morgen), werde ich die mal raussuchen und hier aufzählen.
Auf die Frage von Panzo hätte ich auch gerne eine Antwort. Ich habe bis jetzt nicht geschnallt was das sein soll, denn ich habe keine Veränderung in der Geschossanzahl gesehen.
Oder ist das einfach nur eine sehr unglückliche Übersetzung? 🙂
LG
Bei Führung – Meister, die Beschreibung des eigentlichen skills auf der rechten Seite ist auf englisch.
Ist mir ehrlich gesagt etwas zu mühsam alles rauszusuchen wo noch die Übersetzung fehlt.
Ich werde dir das hier mitteilen wenn ich beim Spielen drauf stoße.
Dann kannst du das ja immer noch berichtigen. 🙂
LG
Die Beschreibung der Runenstele ist auf einmal auch wieder auf englisch.
Wegen der ballista hatte ich auf drachenwald in den thread nochmal was geschreiben, ich werde dann schaun, dass ich noch nen bischen was an der Übersetztung der Skills mache zum nächsten patch, mir ist übrigens aufgefallen, dass random generierte maps manchmal buggy sind, ka wie oft das passiert aber ich ich konnte die AI auf ner 1vs map nicht erreichen, weil der zugang zur oberwelt nicht funktioniert hat und sonst gab es auch keinen weg, ist euch das schon oft passiert?
Hin und wieder mal passiert es das man Sachen nicht erreichen kann, aber im großen und ganzen sind die RMG-Maps recht gut.
Ich muß aber dazu sagen das ich sehr selten mit Unterwelt spiele, da die Engine dort (für meine Belange) nicht so einen guten Job macht wie oberirdisch. Ist natürlich subjektiv.
Und die fertigen Maps wie die von Maps4Heroes.com habe ich (bis auf die riesigen) größtenteils durch. Deswegen benutze ich überwiegend den RMG. Wenn es diesen nicht gäbe, würde H7 leider verstauben. 🙂
LG
warfare skills are still bugged,master calbir ability(repair) doest work, namtaru splash skill(dark nova) doesnt work.
hmm, cabir repair was buggy in vanilla so says the ucp mod, i’ve used the ucp fix to change the ability a bit, if it still doesnt work i would have to check it, dark nova not working would have to be a vanilla bug as well, i didnt use every single ucp mod fix yet because i was busy with other changes but ill take a look on these for the next uptade
Ich finde du hast die Feuerwand etwas zu viel runtergeschraubt.
1×2 und dann nur noch 1 Runde macht sie fast schon uninteressant.
Solltest du vllt. noch mal überdenken.
Ich würde 1×3 und 2 Runden (wenn schon reduziert), bei leicht erhöhtem Manaverbrauch sinnvoller finden.
Ist dann längst nicht overpowered, aber macht sie auch nicht uninteressant.
Ist aber natürlich nur meine Ansicht. 🙂
LG
ich kann mir die firewall nochma anschaun aber 1. der spell kann nicht länger als eine runde dauern, da sonst der berühmte AI ist im aoe effect gefangen ziemlich deutlich triggert, sprich die AI unter umständen sich 2 runden lang nicht bewegen, eher ein no go…
und 2. der spell ist für nen spieler designt, die AI kann den eh nicht verwenden und bei 1×3 kann man damit teils 3 gegner treffen, ist aber nicht so beabsichtigt, wenn der spell geupgardet wurde und man ihn benutzt um 2 gegner anzugreifen die senkrecht untereinander stehn und man nicht mehr lv 5 ist, ist der spell in schwierigen kämpfen eigt immer attraktiv da er dann 50% mehr dmg als feuerschlag macht und einer zusätzlich brennt und von den manakosten sinds auch nur 5mana mehr dann im schaden:mana verhältnis ohne upgrade, glaub der spell kostet 35 mana grad? teurer machen ist auch schwer, da fireball schon 50+ mana kostet glaub ich, muss halt alles im verhältnis sein und für nen tier2 spell ist feuerwall eigt ganz ok denk ich, ich würde ihn wohl nur ändern, sofern es schwierig wäre damit 2 ziele zu treffen aber das denke ich eigentlich eher nicht, warum ist der spell für dich momentan denn uninteressant? die AOE spells sollen auch situationsbedingte spells sein, da sie in vanilla viel zu stark waren, sprich nur nutzen wenn man damit auch mehrere gegner trifft und am besten auch mit upgrade
Ich habe leider bisher immer noch nicht rausgefunden was es mit der Geschossanzahl bei Kriegsmaschine aufsich hat. Wenn du (oder jemand anderes) das weist, wäre es nett wenn du das kurz erklären könntest. Danke!
LG
Achja, mit der Firewall hast du natürlich recht. Ich vergesse immer dass das Spiel immer noch stark verbuged ist, auch wenn man das nicht immer merkt.
Fehlende Übersetzungen sind mir keine mehr untergekommen.
Außgenommen die von den neu eingefügten Helden, da sind die meisten noch in Englisch, aber das ist nicht wirklich schlimm.
LG
Doch was entdeckt. Da du den Minotaurus verändert hast, hat man jetzt einen “Mighty Slash” und keinen “Mächtiger Schlag”. Oder anders ausgedrückt, das muß noch übersetzt werden. 🙂
Wobei ich sagen muß das der “Mighty Slash” mMn nicht viel Sinn macht, denn um einen Glückstreffer zu landen brauche ich eine gewisse Menge an Schicksalsmacht und da bekomme ich doch sowieso den Skill das Glückstreffer keine Gegenwehr verursachen.
Ich hab eigentlich die Idee gehabt, den Nutzen von den Offensiv-Kriegsgeräten zu beschränken. Ich find Warfare im Vergleich zu anderen Skills besonders am Anfang recht stark, besonders wenn man sich schnell den doppelschuss perk holt, daher hab ich für Haven und bisher nur für Haven die Änderung eingefügt, dass man pro Kampf die Offensiv-Ballista nur begrenzt nutzen kann. Das müsste eigt auch funktionieren und macht sich nur in etwas längeren Kämpfen wirklich bemerkbar. Die Ballista kann dann halt nicht mehr schießen irgendwann. ich glaub es sind am anfang 6 geschosse auf unskilled, bin mir aber net ganz sicher grad. Der Tooltip sagt das aber für alle aber das funktioniert nur für die Haven Ballista. Die Änderung, dass man automatisch die Kriegsgeräte auf Novice und Expert bekommt gilt aber für alle Fraktionen und ist auch zeimlich wichtig, einma für Maps ohne möglichkeit eine zu kaufen und 2. für die AI, da diese nicht so wirklich Kriegsgeräte kauft aber trotzdem in den Skilltree skillt, was dann ja aber keinen SInn machen würde.
nochma wegen mighty slash, der skill verhindert auch nicht nur die gegenwehr, der macht auch extra schaden 2 runden lang durch nen blutungseffekt, schicksalmacht gibt es ja auch mehrere möglichkeiten, artifakte, verschiedene skills, map buffs, spells, lg
Bei Rechtschaffenheit -> Solidarität stehen keine Werte, sondern nur 1.stat1. Bitte fixen. Danke! LG
Moin
was ich festgestellt habe ist das die artefakte beim Händler nicht funktonieren ! auch die von den Dungeons !
beste grüsse
müsstest du genauer sein, die meisten artifakte funktionieren ganz normal, egal wo man sie bekommt, also was funktioniert nicht?
Hi, geile Arbeit bisher. “Zähmer der Bestien” von Edric ist ohne Funktion. Er ist Statthalter, “Heimatland” ist im Kampf bspw. aktiv. Dennoch hab ich nur +15 Greife (Gehege + 10 und Futterhaus + 5). Aber sehr nice, dass du sie gegen die Wölfe getauscht hast.
Die Fähigkeit, eine Heilschwester per Skill zu bekommen ist für meinen Geschmack OP, da es die komplette Baureihenfolge umkrempelt.
Bei “Solidarität” wird murks angezeigt.
Ansonsten alles stabil bisher.
Weiter so 🙂
Hi, danke sehr. Die Spec vom Edric schau ich mir nochma an, im moment gibt expert warfare, anowyn’s spec und samariterinen ne schwester, das dient vor allem dem zweck, dass sie AI auch ne schwester hat, wenn sie in solche skills invesiert, das ist nämlich nicht selbstverständlich, hab auch schon master warfare AI helden gesehn, die nichtma ne ballista haben und daher sind solche änderungen wichtig… es ist bestimmt auch ne änderung aber es sollte jetzt nicht so gravierend sein, was stört dich denn an der baureihenfolge genau jetzt?
bei soli ist das wohl nur nen tippfehler, schau ich mir auch an
Okay, ist natürlich ne coole Idee, die AI per Skill zur Kriegsmaschine zu bewegen, dann passt das schon so. Mich stört, dass es einfach zu leicht ist, die Heilschwester zu bekommen, aber wenn dann dafür die AI auch endlich Kriegsmaschinen nutzt, nehm ich das gerne in Kauf 😉
Noch ein Bug: Hab Sturmpfeile auf einen Stack Archer gecastet, doch der Zauber wirkt auf alle ranged Stacks im Team (4x Kaplan und 1x Marksmen im Team) Skill ist unfertig, keine sonstigen Buffs aktiv, kein Artefakt. Habs mehrmals probiert, egal ob mit Abstand zwischen den Einheiten oder ohne, immer bekommen alle Schützen den Buff.
ja, sturmpfeile hatte ich nur kurz abgeändert, damit es nur 1 runde hält und auf alle einheiten wirkt. ich hab noch nicht alle spells richtig angepasst, der spell ist einfach noch nicht so richtig “balanced”, würde dann aber nächstes uptade kommen
Also ich habe keine Probleme Artefakte zu Kaufen, egal woher die kommen.
You should AT LEAST make a separate read me file with all changes to creatures’ stats and abilities so people can easily understand what’s new. You wrote the description and changelog in english, but the in game descriptions are in german which is pointless.
Hey, i woudnt call it pointless, most changes are in the changelog textfile and on this page and in English, therefore English audience will see what was changed and how my process was/is currently, even if it could be more read friendly but that is just not my top prio, im aware the changelog doesnt list how every changed mechanic does work, for that i would like an English loca but i just didnt have time to do it yet, sometimes u have to set priorities, i can do the English loca but then i have to stop working on everything else and how much i work on this can really varry a lot, i was thinking it is more important to work on the actual game mechanics and loca the game in my mother language, so i could make faster progress, but maybe I’ll just do the english loca next but everything else will have to wait then, maybe i hoped someone else would try to do the English loca, my english is good enough to translate from german but im not a native english speaking person, so quality might be lacking but ill think about it
Wann können wir denn, so Pi mal Daumen, mit einem Update rechnen? Danke!
Ich habe letzte zeit nicht viel an der mod gemacht, ich denke ich kann in 2 bis 3 wochen nen kleineres uptade rausbringen, das nochma nen paar Bugs behebt und nen paar anpassungen an den skills und zaubern des Spiel beinhalten wird so grob gesagt
Nice 🙂
Erstmal Danke für das neue Update! Ging ja doch schneller als angekündigt. 🙂
Aber in der “Halle der Helden” kann man, wie in Vanilla, leider nur aus 2 Helden der entsprechenden Fraktion auswählen und nicht mehr aus 4 wie bisher.
welche map hast du da denn gespielt? kann ich so nich bestätigen, müssten immer noch 4 von der eigenen fraktion sein, manche kampangen oder scenarios sind aber voreingestellt was da möglich ist aber auf skirmish maps sollte es wie oben beschrieben normal laufen mit 4
Ich spiele momentan nur RMG-Maps, da ich alles andere schon durch habe.
Die Fraktion war Sylvan. Mal sehen wie das bei anderen aussieht.
Ich werde dann berichten.
Scheint wohl nur Sylvan zu betreffen, denn bei Dungeon und Bergfestung habe ich 4 der jeweiligen Fraktion zur Auswahl.
Es funktionieren aber leider nicht alle Artefakte bzw. funktionieren erst “verzögert”.
Z.B. die “Immervolle Geldtruhe” (+1000 Gold pro Tag) gibt das Gold erst in einer neuen Woche und nicht schon beim Anlegen. Oder die Stiefel (weis grad den Namen nicht, bringen aber +2 Bewegung und +500 Gold pro Tag), die funktionieren garnicht. Die bringen weder das Plus an Bewegung, noch das Gold.
ich kann mir sylvan auf skirmish nochma anschaun aber die änderung mit den 4 helden ist in ner datei die alle fraktionen betrifft daher kann es eigt nicht sein dass eine 4 bekommt und die andre 2, es muss daher irgendnen andren grund haben, wüsst ich jetzt aber auch nicht warum…
wegen den artefakten, da hab ich die dateien von ucp mod genommen, da der wohl sho was gefixt hatte, kann sein das da noch bugs bei bestimmten artifakten sind oder verursacht werden, schaue mir das gerne an, brauche dann aber die genauen artifakte die nicht funktionieren wie sie sollen, zumindest den slot wie “schuhe” und obs nen “kein set” item ist und wenn doch welches set, damit ich es auch besser finde
Hallo
das mit den Artefakte funktionierte schon bei UCP nicht , die meisten die auch ein kampfzauber haben !!! alle vom Artefaktenhändler und von dem Dungeon-Schwarzmarkt !
beste Grüsse
ja, wie gesagt, ich schau es mir gerne an aber ich muss wissen welche genau nicht funktionieren, es gibt über 100 artifakte, da kann ich nicht alle testen, es sollte keine rolle spielen ob nen artifakt auf der map gefunden wird oder von nem händler verkauft wird, solange das item im inventar landet… wenn es es dann nicht richtig funktioniert obwohl es equippt wird, am besten namen vom artifakt, sonst slot und set/kein set wie oben sho gesagt, damit ich es auch finde, ne beschreibung brauch ich sho, wenn ich vom händler auf der adventure map nen artifakt kaufe das +2 magic gib oder so hatte ich jetzt keine probleme, denke auch nicht dass alle artifakte mit spells defekt sind, das eine mit blitzschlag hatte ich zb selbst geändert, das funktioniert auf jedenfall solange man es ausm spellbook auswählt
@Roy Ich hab mir die beiden artifakte angeschaut aber bei mir funkioniert alles ganz normal, man kann die mit dem eingebauten “cheat” modul ganz einfach dem inventar zufügen, ich habe beide gestestet und keine probleme festgestellt, funktioneren ganz normal direkt mit +2 movement und gold gibts auch sofort am nächsten tag, ich rate dir den “cookedpc” ordner in “MMH7Game” unter dokumente, da wo die mod datein halt plaziert werden nochma zu löschen und dann nochma den “cookedpc” ordner der aktuellen mod version da zu plazieren wo du ihn gelöscht hast, hoffe dass es dann funktioniert sonst meld dich nochma
Ok, werde ich mal versuchen. Ich hatte die neue Version bisher immer über die Alte “drübergebügelt”. 🙂
Erstmal Danke für die Info!
Melde mich dann wieder.
Zu den Artefakten kann ich noch nichts sagen, denn die muß ich ja erstmal bekommen. 🙂
Aber was anderes ist mir jetzt erst aufgefallen.
Bei den Dungeon-Helden hast du die Aribeth d’ Tylmarande hinzugefügt. Die hat aber unter ihren Talenten Blutrage. Ich glaube nicht dass das so beabsichtigt war.
Ausserdem ist die Beschreibung des Haupttalents noch auf Englisch.
google mal cheat und heroes 7, gibt ne ingame console zum cheaten, damit kann man so einiges machen wie artifakte adden (; sehr benutzerfreundlich und daher zu emfehlen…
doch, ist so beabsichtigt, ist nen custom held, hab der blutrage gegeben, damit sie sich ma austoben kann (;
gibt immer ma kleine englische tooltips da und da, werd aber erst alles übersetzen, wenn ich die englische loca mache denk ich
Also, die Artefakte funktionieren jetzt so wie sie sollen.
Lag wohl doch daran das ich die neueste Version immer nur drübergebügelt habe.
Ein Problem bleibt aber weiterhin bestehen, nämlich das bei Sylvan in der Halle der Helden nicht alle 4 Helden von Sylvan sind. Diesmal sind es nur 3 von der Fraktion.
Das ist aber eher zu vernachlässigen bzw. werte ich als “Schönheitsfehler”.
Ansonsten ist mir bisher nichts weiter aufgefallen.
LG
Hi Moritz,
erstmal richtig cool, dass du dieses Spiel mit enorm viel Potenzial verbesserst. Ich spiele stets mit paar Freunden und wir haben vorher den UCP gespielt, aber stets das selbe Problem gehabt:
Wenn wir uns irgendwann zum PvP-Kampf getroffen haben, hat sich das Spiel im Kampf zu 80% aufgehängt. Wir haben es sowohl über die offiziellen Server versucht, als auch über eine simulierte LAN-Verbindung mit Hilfe von ein paar üblichen Programmen —> leider immer der selbe Effekt.
Kannst du mir eine Auskunft geben, ob es in deinem Patch genauso ist? Ist es überhaupt möglich HoMM 7 PvP zu spielen ohne dass das passiert?
Danke im Voraus und ich hoffe, dass du dran bleibst!
das ist ein bekanntes problem, einzige möglichkeit es zu vermeiden wäre hotseat zu spielen, das geht wohl auch übers internet mit ner software namens pasec… alternativ vll ma ohne sim turns spielen versuchen, ist langsamer aber dürfte weniger störanfällig sein… ich kann da leider nichts machen, der normale MP ist buggy und die beteiligten waren da wohl überfordert oder sie hätten einfach mehr zeit gebraucht
mod works with Trial of Fire add-on?
Yes it works.
1.21 is out, this is quite a good uptade i think, diplomacy got quite an overhaul and i rly think i did a good job on this skill tree, this was the last bigger uptade for a while but as always u can post feedback or bugs, ill note em down… this uptades rly take a long time, the testing progress is what takes most time, sometimes something is not working and i have to spent hours to fix one stupid problem… -.- but for gods sake that is rather rare but of course its not so unusual if u pratice new mechanics… however have fun with the uptade! and if anyone wants to do some loca from german -> english, let me know
Vielen Dank Moritz!
Echt toll das du immer noch an Updates arbeitest. Respekt!
Ich hoffe das du damit auch weitermachst. Ich freue mich darauf weiterhin von dir etwas zu sehen.
LG
Hello , i just bought the game and played a skirmish. The AI is so stupid and does some crazy things.
I also figured out that you cannot change the difficulty lvl in the AI, instead it is only affecting the resources and the neutral units.
Does your MOD fix any of those things?
thanks!
not sure About the Question, i try to improve the AI
and i think the mod helps here with several changes, the ai is coded and changing difficulty will not Change a lot About the behavior
Danke für das neue Update!
Was mich interessiert ist:
In H5 bei Necro gab es als Erweiterung der Skelette, die Skelettbogenschützen.
Hast du schon mal darüber nachgedacht diese anstatt der Hopliten reinzupatchen, sofern das überhaupt möglich ist?
Also ähnlich wie du das mit den Greifen gemacht hast.
Ich finde das würde Necro gut zu Gesicht stehen, da die eh nur eine Fernkampfeinheit haben.
Kannst du dir ja mal durch den Kopf gehen lassen. 🙂
Aber wie schon geschrieben, ich habe k. A. ob das möglich ist bzw. ob der Aufwand nicht unverhältnismäßig hoch ist.
LG
Geht nicht da die skelette keine animation für nen fernkampfangriff haben und neue animationen zu erstellen sollte moeglich sein aber ich kenn mich damit nicht so gut aus, ergo zu viel aufwand, aber moeglich wenn da wer drauf lust heatte, die mod community ist aber ziemlich langweilig fuer das game, hatt keiner lust was zu machen groß bis auf paar leute also wenn du dich da nicht selber hinsetzt und bisschen mit ner 3d software experimentierst wuerde ich nicht drauf hoffen
Schade, aber ist nichts dran zu ändern.
Früher war ich in 3D mal relativ fit, aber die zeiten sind lange vorbei. 🙂
Trotzdem Danke!
LG
new uptade out, u see i wasnt lazy :3
really wanted to release this finally,
there is a change to the amount of heroes the AI hires as well,
this is a bigger uptade with a lot of tweaks so i expect 1 or 2 bugs but i did my best to avoid these
Danke für das Update.
Das du die Anzahl der Helden limitiert bekommen hast, ist ein echter Fortschritt.
Bei Erdmagie -> Kollektive Regeneration steht in der Beschreibung %stat1 für den ersten Wert.
Hey where do you put the Maps? They don’t seem to be showing up for me in any directory.
Nevermind, i found where it is at, still not showing up as a choice to play.
Had a question, did you change Orana back? She use to have a different ability and it seems to have gone back to heal.
hi, map? u mean combat maps? combat maps are choosen randomly based on the terrain u fight on, they may show up or may not, they are in custom map folder and check instal.txt if u are unsure how to install and yes orna has got her vanilla spec back but i changed it as AI cant use the heal spell, the spec still offers the heal spell but now every turn all units are healed for a tiny amount based on the magic attribute automatically
Fantastic, i didn’t know what it was at first and couldn’t find the notes on it. and thank you for clearing that up. I thought she had something to do with Angels at one point so I thought i was going crazy.
Ive used a customized spec from the ucp mod for her for a while but the spec wasnt so useful and i would like to stay as close as possible to the base game
Hallo
Frohes Neues , Danke für deime Mühe , Die Harpien greifen nicht mehr an sondern Fliegen immer neben ein .
Beste Grüsse
funktioniert bei mir eigt ganz gut, kann sein dass sie auch mal nicht angreifen manchmal aber das hab ich schon öfter gesehn bei manchen einheiten, ist wohl nen bug, kommt aber nich so oft vor
Can You pls change souless from Dungeon with Manticore/Scorpicore?i really hate them 🙁 tnx
Hello Moritz, do you know how to modify the global XP progress calculation? I am playing Heroes 7 on crushing/prolific difficulty and I find it a bit too easy because I literally win 4 or 5 fights and I”m already levelled up half of my wheel. Just winning one fight can level me up 5 times. I greatly prefer leveling up much more slow, so what I’d like to do is put in a fractional modifier on XP gains so that I gain XP much more slowly (along with the AI). I’m messing around in the editor and looking through cookedPC files but completely unsure how to do this. I’d hate to modify the XP gain of every single creature, it would be far easier to just have a global modifier on hero levelling.
all i know is that there is a file – i think it was somewhere at the heroclasses archetypes, which holds data for the level progress, these are only set numbers tough, like 1000 for lv 2 1500 for lv3 etc., so you should be able to change these f.e double the numbers, actually, i think the lv progress is fine, but good luck on your aim
Hey thanks so much for replying so quickly Moritz, I’m going to look for that file now. The level progress works fine on campaigns, the problem is that I like to play random maps, huge size, with 5-6 AI heroes on the hardest settings and can means thousands of neutral mobs in a single stack even by the 10th week….the xp gain on killing those stacks is so much that my hero simply levels up too fast…. I just want a good challenge and thought that manually adjusting the level/xp tree might help make it harder for me.
I searched through all the objects under H7HeroesClasses in the editor under cookedPC and the archetypes in there are all individual heroes, I couldn’t find anything global. I also scanned all the .ini files I could find in the whole game directory and didn’t see anything that stood out as setting the XP gain thresholds. If you get a chance to take a look sometime just to see if you can find it? I can’t seem to locate the settings. 🙁