RC9c hotfix was released for the stable stream (RC9b) users. It includes critical fixes and user troubleshooting options as follows:
-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes. (Hotsprings map issue) -Added console command: @H55_FixAICTD(); (using it will likely reveal you have an installation issue after all) -Added option to user settings to disable all artifacts merchants in towns. -Fixed AI sync issues caused by scripted movement modifiers. -Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)
HOW TO INSTALL?
Replace MMH55-Index.pak and MMH55-Settings.pak with the files in zip the archive. Location is "Whatever your TOE folder is" -> data.
Могу ли я вернуть базовый навык атаки и защиты 5% вместо 2,5%? Где это задаётся? Кто-нибудь может предложить скрипт, который бы удваивал существам собственные врождённые баллы первичного навыка атаки и защиты? В этом случае можно было бы оставить 2,5%, просто у всех существ они бы удвоились, а герой бы не так сильно влиял на итоговое значение.
1. Extract MMH55-Index.pak 2. Open GameMechanics\RPGStats\DefaultStats.xdb 3. Change : 0.025 to 0.05 0.025 to 0.05 4. ZIP the whole structure and change the extension to .PAK 5. Replace the original MMH55-INDEX with the new pak
Updates RC10 Beta to Beta2. This will include many important bug fixes and propose for gameplay testing a revision of town building cost balance and sylvan channeling issue.
(to avoid any confusion this is unrelated to Skeggy's post above)
The goal of the economic changes is to make economic demands more continues throughout the game instead of having all economic difficulty very early. Economic demands early will actually be a little lower in Beta 2. Also a lot of big balance issues between towns needed fixing.
-To make early game more smooth fort will cost 3000->4000->5000 gold instead of 5000->3500->5000. -To make choice between T6 and T7 less linear the cost of T7 dwelling building will be reduced by -5 rare resource per level. -Slave market is moved away from the capital chain in stronghold. -Shipyards cost less wood. -Towns will always have a 'wood bias' OR an 'ore bias'. A wood bias means the town will need around 95 wood for building all dwellings and special buildings (and around 80 ore) Sylvan, Necropolis, Dungeon and Stronghold will have a wood bias. The other towns will have an ore bias. You will feel this while playing, basically all towns will now play more like sylvan which always had a wood bias and was therefore harder to build, while some other towns were unfairly easy. -Gold is now balanced for all towns and will be around ~71000 needed for all dwellings and special buildings, this actually means that some towns like necropolis got significantly more expensive, but haven got a lot cheaper. -Each town will now require around 140 rare resources (same as previously fortress) to build all dwellings and special buildings, but not more than ~45 of one type and better spread. -Instead of having 1 'favoured' rare resource every faction will 2 'favoured' rare resources. I will explain the new system by example of the Haven faction, but all other factions will be treated in similar way:
Haven has 2 favourite resources: Crystals & Gems The resource silo produces 1 Gem per day T6 Building costs 10 Gems (level 1) and 15 Gems (level 2) T7 Building costs 10 Crystal (level 1) and 15 Crystal (level 2) (there are of course also ore, wood and gold costs but those are not relevant discussing)
Since a town produces double the amount of T6 the demand on both resources is actually the same and 2xT6 creature are also similar in power to 1xT7. The result is that towns are not entirely self-sufficient since the resource silos will only provide for T6, this may seem unorthodox for H5 players but H5 was actually the first game were all towns were self sufficient. In H2 and H4 there were no silos and in H3 various towns had silos that did not give the resource needed for tier 7.
While testing this system not much difference in gameplay was shown on maps that had mines for each resource available. On maps without mines however the gameplay can become dramatically different and the players will be in constant struggle for T7. It is however not likely a problem to start breeding them early if desired.
-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes. -Fixed AI sync issues caused by scripted movement modifiers. -Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix) -Fixed inferno t4 unable to gate. -Fixed many perks not giving the right spell. -Fixed some classes unable to learn power of endurance, arcane armor & power of speed.
OTHER BALANCE STUFF
-channeling costs mana and require feed from dryads -fixed dungeon shipyard not costing wood, fixed inferno castle not requiring pit. -Implemented all minor stat fixes added to RC10 details thread.
Changes with impact on txt (translators):
-added skeleton bonus to pile of skulls building for heroes without necromancy -balanced low level creature growth perks (to give more) -Added warning to governance contract about governors not able to use more than 10 dragonblood crystals. (blocks shatter-farming) -Some resource silos have desc changed.
Странно ведёт себя ИИ. Нападает на замок в котором гарнизон всего 22 гремлина, 10 горгулий, игрок 1 уровня. У нападающей стороны 19 архидемнов и 1 не улучшенный конь. После того как архидемноы телепортируются внутрь замка из обороняющихся осталось только 7 гремлинов. Так вот, вместо того чтобы добить 7 гермлинов они каждый ход начинают телепортировать их к себе, затем я отвожу гремлина и всё с начала. А герой, вместо того чтобы добить этих гремлинов, воскрешал ахридемонов (по 3 за ход). В итоге башни их и расстреляли, катапульта смогла разрушить только левую башню. Никогда такого не видел. Размер карты 320x320, 6 игроков (3 vs 3), тип всех ИИ "Offensive AI".
Thank you for the feedback and vote! We have very little space to work with the AI because we do not have the code. However we expect completely new verison of it written by the author himself (Quantomas).