Game: | Heroes VII |
Mod author: | Tarelther |
Last updated: | October 31, 2016 at 19:54 |
Downloads: | 773 |
Rating: |
Tired of constantly facing only Perfect Warfare rushes and spell spamming in multiplayer? I was too. So I decided to do something about it. Update V1.1 Forgot the Warfare changes. Added them in. Sorry. 🙁 Notable changes in the mod include: Artillery Master no longer provides Improved Durability for free. Warfare with this specialty was simply too efficient. 2 free skill points in Warfare was too much. Reduced the damage per hero level scaling of Warfare units by 2 per level. Warfare units simply got too much damage too early in the game. Damage increases slowly until hero level 15 when it starts to increase much faster. Inscriber requires Magic Guild 4. Scroll rushes were way too fast. This slows them down a bit. Also Armageddon is no longer in pool of offers. I may end up removing all Tier 4 spell scrolls from the pool if it’s still problematic. Arcane Knowledge requirements for Tiers 2, 3 and 4 went up by 2 each for 4, 7 and 10 respectively. In accordance with this change, most Magic Heroes had initial skill points moved to a Magic skill if they did not have one there. Magic Heroes with economic specialties or starting skills were not changed (Amilcar, Yasir, Kengi and Sephinroth for example). Full details are in the notes in the mod. Soul Harvest instead increases the duration of negative effects on enemy creatures by 1. In combat mana sustain from simply performing a hero attack was too much. I’ve not changed any other in combat mana gaining mechanic, but if it’s still problematic, I can make other adjustments. Week of Storms is gone. That was just annoying. English tooltips have been updated for the changes made. Sorry, it’s the only language I know well enough. If you do try the mod, please leave any feedback. Specifically, can you still clear neutrals Week 1 and 2 with just 1 stacks of creatures, spells and a Warfare unit? Did the Arcane Knowledge change feel too devastating playing as a Magic hero? Did you feel you had a chance to get going as a Might hero before getting overwhelmed by high level magic? Did the balance between a higher level hero with less army and lower level hero with more army feel right? (Basically is Diplomacy worth it?) |
Hey, i Kind of like the idea of this mod (: I actually think the changes u do are great and i’ll test this when i have time. Di you plan to do further Balance changes? like some spell balancing? i feel like dark Magic is too weak at the start while fire starts and stays very strong, just one example, Keep this up (:
Some Feedback (:
I think the Arcane Knowledge changes are okay but the Problem is, some Magic hereos are bad to begin with, so if we say Magic is too powerful at the start, what is probably true, we have to bring all spells on this lv, therfore we would Need some buffs for the dark Magic spells, especially dungeon starts with, despair and weakness are very weak or u could give em other starter spells? maybe even a Tier 2 dark spell?
Change for Soul harvest feels good (:
i dont Play much academy but scroll Change Looks good to me
not totally sure about warfare yet but i fear it could be a Little too weak, i think they already nerfed it a bit with 2.21… maybe we could Balance it by changing the tripple shout master ability to double shot? i think that is the most powerful about warfare
Hey, i think, mod is not compatible with latest patch, maybe u want to uptade it, have fun (: