MMH5.5 - Герои Меча и Магии 5.5 - Страница 90 - Форум HeroesWorld-а

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#1336
Старый 19.08.2022, 16:53
  #1336
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cohopx
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Re: MMH5.5 - Герои Меча и Магии 5.5

cohopxRC15 Beta12
Русский перевод полный.
(Если найдете где ошибки или будут пожелания, на оф. канале дискорда данного мода пишите в ветке txt-translations)

MMH55-Texts-RU.pak


Обновил перевод с учетом замечаний. Ссылка та же.
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#1337
Старый 25.08.2022, 07:38
  #1337
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SWELOT
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

Не знаю как у других но у меня при создании сценария , в MMH55_Utility_64 доходит полоска до половины и игра вылетает, пробовал разные размеры карты вылет именно при создании громадной и невероятная  карт,хотя и на очень большой тоже .версия RC15 Beta12
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#1338
Старый 25.08.2022, 21:56
  #1338
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Do you have any other mods installed?

What happens when you generate a map with the Map Editor?

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#1339
Старый 28.08.2022, 16:56
  #1339
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kiko
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

привет.

не вижу как на этот форум заливать скриншоты...

вот:
https://ibb.co/tDnCLwH

версия игры:  RC15 Beta 12


это баг?  или мне не понятно в чем смысл умения, которое дает +7 маны за 7214 урона?
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#1340
Старый 29.08.2022, 22:09
  #1340
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

That is alright.

Formula for "Spirit link" is SQUARE_ROOT(damage + 6)/12.

More mana is gained as you hit multiple times, not with higher damage.

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#1341
Старый 31.08.2022, 23:04
  #1341
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC15 Beta 13 released 🕹🕹🕹

 
>>> Download <<<


Dear community,

Our biggest change release since RC1 is here, bringing a lot of balanace changes and improvements!


SKILLS
  • mechanics for offering perks on level up changed. Previously game offered two boxes with perksone standard (tier 1) and one special perk (tier 2 and 3) where any perk (tier 1, 2 and 3) was offered if there were no perks that fit the box rule. Now both boxes will randomly offer perk of any type (tier 1, 2 and 3). While this makes it slightly harder to get a desired tier 2 perk, it makes it easier to get a perk from different perk branch within the same skill on following level up. This improves the chance to evade undesired tier 2 perks.
  • 'Retaliation strike' ability now works on ranged attacks
  • TOE perk 'Unstoppable charge' perk is added back and gained after 'Retaliation Strike' perk
  • 'Unstoppable charge' perk bonus damage is nerfed from 100% to 50% because it stacks with 'Critical Strike' perk for a total of 200% damage
  • Hero attack damage vs Summon Hive, Phoenix and Ballista (using chain attack) is lowered by 40%
  • some very minor nerfs were done to hero attack base damage vs some tiers based on updated average HP calculations
  • 'Avenger' skill changed from 40% trigger chance for 100% bonus damage to 70% trigger chance for 50% bonus damage. Changes apply both to hero and creatures. Anwen's specialization creature bonus Avenger damage reduced from 1% to 0.5% per hero level.
  • 'Preparation' perk is gained after the 'Rally' perk in 'Leadership' skill tree, where it is useful as the complete opposite of 'Aura of Swiftness' perk
  • 'Last Stand' perk is renamed 'Righteous Fortitude' and moved to 'Light Magic' skill tree. The perk also gives +2 defense and 'Regeneration' spell, but the last stand effect only triggers for stacks with 5 or more creatures.
  • 'Divine Guardians' perk is removed from game, it was only ever intended as 'final battle dragging' ability and that effect is now provided by the nerfed last stand effect.
  • 'Swarming Gate' perk is renamed 'Urgash Call' and changed icon, the skill now allows gating devils and has a chance for a minor gating bonus. The pendant of mastery no longer gives this effect.
  • 'War Machine' perks now multiply their hitpoints by 3 instead of 4.
  • 'Flaming Arrows' perk now grants Ballita 50% ignore defense effect and adds fire damage equal to hero level, so that it can be defended against.
  • 'Remote Control' perk in 'Artificier' skill tree is removed from the game and replaced with new perk 'Silver City Magistrate': The hero gains +2 Spellpower and at the start of every week additional Djinns, Djinn Sultans or Djinn Viziers will join the hero's army, the amount is equal to 0.15 * hero level
  • 'Fiery Wrath' perk now also gives +2 attack and is moved to shatter destructive

  • 'Fire resistance' perk in 'Shatter Light' skill tree also gives +2 defense
  • 'Celestial Shield' spell at level none now scales back to base value 40%
  • 'Arcane Armor' perk boosts  'Celestial Shield' spell strength by +4 SP and moved to 'Destructive Magic' skill tree
  • 'Ignite' perk burn damage to 50% of initial damage for 2 turns and is tier 2 perk in 'Destruction Magic' skill tree
  • 'Caster's Luck' perk gives +10 spellpower instead of +12 spellpower to Chieftains
  • 'Chilling Bones' perk also gives +2 defense
  • 'Runic Attunement' perk buffed to give +3 morale for one turn after rune cast
  • fixed Ranger skillwheel having 2x War Machines skill trees
  • fixed description of 'Agonizing Strike' perk
  • fixed description of 'Spirit Link' perk and ability



ARTIFACTS & HEALING

  • First Aid Tent base heal buff from 10 to 30 and Basic/Advanced/Expert 'Defense' secondary skill adds +10/+30/+70 HP respectively.
  • 'Ring of Machine Affinity' artifact boost tent healing by +50% instead of +100%.
  • 'Saint' artifact set resurrection artifacts no longer work per stack, but can resurrect a flat amount of HP instead of %, the artifact chooses automatically which option resurrects more creatures.
  • defense primary stat scaling resurrection artifacts can only resurrect based on flat HP, not %.
  • 'Apothecary Pouch' artifact is renamed 'Pathfinder's Aid Kit'. Resurrection scales with defense and only resurrects tier 2 creatures, but with higher base value.
  • 'Pathfinder's Aid Kit' artifact is given to any hero with the 'Pathfinding' perk.
  • 'Medical Supply Bag' artifact is renamed 'Combat Aid Kit'. Resurrection scales with defense and only resurrects tier 1 creatures, but with higher base value.
  • 'Combat Aid Kit' artifact is given to any hero with the 'Vitality' perk.
  • 'Lord of Undead' perk is renamed 'Embalmer'. It has new icon and allows resurrection artifacts to revive fallen Undead creatures. The '0.5-bonus-gold-per-day-for-each-skeleton' effect moves to 'Unholy Crusade' perk.
  • Necropolis heroes don't get 'Pathfinder's Aid Kit' or 'Combat Aid Kit' artifacts, unless they have also learnt 'Embalmer' perk.
  • heroes without any of the 4 'medical' perks can't use 'Pathfinder's Aid Kit' or 'Combat Aid Kit' artifacts.
  • Kaspar specialization renamed to 'Master Embalmer'
  • 'Necromancy' skill dark energy base amount from 300 to 400
  • 'Necromancy Amplifier' building dark points bonus from 200 to 100
  • fixed resurrection artifacts working for free when mana is above max
  • lowered sale cost of 'Griffin Egg' artifact to 30000 gold
  • 'Artificer Wand' artifact is now a separate artifact with value of 0 gold
  • 'Potion of Resurrection' is removed from the game
  • fixed minor description issue for 'Golden goose' artifact




SPELLS
  • fixed 'Rune of Dragonform' working on Fire Dragons
  • lowered casting cost for 'Righteous Might' and 'Suffering' spells to 7 mana
  • reduced strength scaling at expert level to 0.25*SP for 'Righteous Might', 'Suffering' and 'Endurance' spells 
  • increased casting cost for 'Regeneration' spell spell to 15 mana
  • increased casting cost for 'Sorrow' spell to 14 mana
  • changed 'Deflect Missile' spell - base reduction starts from 5%, casting cost to 8 mana
  • 'Refresh Rune' ability resets hero atb to 0.5, used to be 0
  • 'Banish' ability now costs 20 mana and resets hero atb to 0.33, used to be 0
  • 'Summon Spectral Dragon' ability cast resets hero atb to 0.33, used to be 0
  • 'Encourage', 'Banshee Howl' and 'Rally' abilities cast resets hero atb to 0.15, used to be 0
  • 'Power of Stone' perk renamed 'Power of Deflection' and has new icon

ADVENTURE MAP
  • neutrals inside battle sites are now auto-adjusted to the average strength of neutral stacks on the map (therefore they auto-adapt to ARMG monster strength, on maps with 'strong' monsters there isn't much difference as they served as baseline). On maps like Deadly environment or dream land they will be stronger by default because the mapmakers adjusted the stacks on the map to be stronger. The DE script variable needs adjustment from x2.5 to x1.5 to achieve roughly the same monster strength.
  • modified battle site rewards for spells, now Witch Temple always gives high level spell like Mage Vault
  • Crypt, Stone Vault and Rampart Tower will start giving higher level spells if the hero knows a lot of lower level ones
  • made adventure map sites' prisoner rewards more balanced (less excessive bonuses from certain buildings)
  • neutral towns on ARMG start with 'Mage Guild' building built at level 2, neutral Stronghold towns have the 'Walkers Hut' building built for equal access to 'Creature Portal' spell, 'Town Conversion' ability is also adjusted for that.
  • supply contracts now cost 500 instead of 1000 gold
  • fixed 'Town Gate' spell teleporting hero to wrong side of town in underground
  • fixed a script error when visiting a 'Redwood Observatory' site repetitively
  • fixed spelling errors in Flotsam and Sea Chest sites description
  • fixed spelling errors in description of Orc Tunnel', Deserter's Tower, Treant Thicket, Arcane Tower and Mage Vault sites
GOVERNANCE

  • default experience gain early game is much stronger to keep up with competitive gameplay and allow easier 'Spymaster' perk spell transport.


ABILITY PROCS

  • removed the proc factor system for triggering creature abilities and use simpler system from version 3.0 based on HP:
    • Chance = 40% + 5% * (TotalHP / TotalTargetHP) if targetHP is lower
    • Chance = 40% - 5% * (TotalTargetHP / TotalHP) if targetHP is equal or higher
  • 'Soldiers Luck' perk is unchanged and grants abilities a second chance roll if the first one fails.
  • 'Paw Strike' base trigger chance follows the same formula as mentioned above. For each tile walked the formula is upgraded to: 1 [(1 trigger_chance/5)^walked_tiles]. This will cause it to trigger similar to other abilities as before it used to trigger too often.
  • adjusted all descriptions for abilities that had proc factors.

CREATURES

There are a lot of small creature changes in this release mainly to address following issues:
  1. equalize magic protection abilities between factions, (academy less, some others more)
  2. equalize ability to deal with damage recovery or prevention from shooters
  3. fix a slight generic OPness in necro health and UPness in sylvan health
  4. fix too big or small differences in strength between upgraded and unupgraded creatures
  5. add some more tactical variety to unupgraded creatures for very fast PvP that includes mainly unupgraded army
  6. more carefully thought out what spells creatures actually need

   List of changes

  • Squire: -1 health, Vindicator -2 health
  • Griffin: removed 'Immunity to Blind' ability
  • Priest: added 'Divine Strength', 'Endurance' and 'Haste' spells; +12 mana
  • Zealot: added 'Mark of Fire' ability, moved 'Purge' ability to Inquisitor, removed 'Bravery' ability from Inquisitor, removed 'Confusion' spell
  • 'Mark of Fire' ability: bonus damage changed from 2x to 1.5x but triggers more often
  • fixed Inquisitor cost text
  • Angel: and Archangels, added 'Immunity to Air'
  • Seraph: added '50% Fire Proof' ability
  • Pit Fiends: +3 min damage, removed 'Weakness' and 'Vulnerability' spells
  • Pit Lord and Pit Spawn: +3 min damage, +2max damage, -2 attack, removed 'Weakness' and 'Vulnerability' spells
  • Pit Spawn: removed '50% Magic Proof' ability, +2 Defense
  • Archdevil: added '50% Fire Proof' ability
  • Archdemon and Devil, added 'Immunity to Earth' ability
  • Hell Charger and Hell Stallion: added '25% Magic Proof' ability
  • Nightmare: added '50% Fire proof' ability
  • Succubus Mistress: added 'Confusion' spell
  • Succubus Seducer: added 'Mark of Fire'
  • Succubus: +4 health, -1 attack, -1 defense, added 'Confusion' spell, +7 mana, fixed casting animation 

  • 'Primordeal' ability: now also gives immunity to 'Chain Shot' ability
  • Horned Overseer: 'Explosion' ability damage nerfed to 24*SP
  • Necromancy Amplifier building: no longer gives extra skeletons to heroes without Necromancy skill, it only gives +2 mana regeneration, an intentionally weak bonus.
  • Skeleton: added 'Large Shield' ability, removed '25% Magic Proof' ability
  • Skeleton Warrior: +1 speed +1 initiative, min-max damage 2-2, removed '25% Magic Proof' and 'Shield Other' ability
  • Skeleton Archer: removed '25% Magic Proof' ability
  • Vampire: -5 health, +1 min/max damage
  • Vampire Lord: -2 defense
  • Vampire Prince: +2 min damage, -1 initiative, 'Torpor' ability triggers more often, but lasts 1 turn
  • Lich: added 'Suffering' and 'Slow' spells, +13 mana
  • Pixie: Sprite and Dryad: +1 health
  • Blade Dancer: +2 health, added 'Enraged' ability, -1 defense
  • War Dancer: +2 health, added 'Enraged' ability, -1 attack, -1 defense
  • Wind Dancer: +2 health, added 'Enraged' ability, -1 attack, -1 defense
  • Hunter: +2 defense
  • Unicorn: +5 health ,-2 max damage
  • Druid and Elder Druid: added 'Deflect Missile; spell, removed 'Endurance' spell, +2 mana
  • Green Dragon: added 'Immunity to Earth' ability
  • Master Gremlin: now need a minimum of 20 at the start of combat to be able to repair.
  • Stone, Obsidian and Elemental Gargoyles: added 'Immunity to Earth'  but zero resistant to anything else
  • Mage: +4 health, -2 attack, -2 defense
  • Archmage: removed 'Deflect Missile' and 'Righteous Might' spells, added 'Endurance' spell
  • Combat Mage: removed 'Confusion' and 'Vulnerability' spells, added 'Righteous Might' spell
  • Djinn: added 'Magic Proof 50%', removed 'Magic proof 25%'
  • Djinn Sultan: added 'Magic Proof 50%', removed 'Magic proof 75%' 
  • Djinn Vizier: added 'Magic Proof 25%', removed 'Magic proof 50%', removed 'Air Immunity' ability, +3 defense, -1 attack
  • Blood Maiden: +2 health
  • Minotaur Taskmaster: added 'Armored' ability
  • Deep and Foul hydras: -5 Health
  • Shadow Witch: added 'Confusion' spell, -1 min damage, adjusted mana and some other spells
  • Shadow Matriarch: added 'Confusion' spell, +1 initiative, -2 attack, adjusted mana and some other spells
  • Shadow Mistress: renamed to 'Blood Mistress', added 'Life Drain' ability, removed 'Invisibility' ability, added 'Sorrow' spell, removed 'Confusion', -15 health, adjusted mana and some other spells
  • Defender +2 health
  • Crippling Wound ability: nerfed speed from -40% to -30%, initiative from -20% to -10%, but it triggers more often
  • Harpooner: removed 'Armored' ability, added '25% Magic Proof' ability
  • Bear rider: +1 max damage, -2 defense
  • Blackbear rider: +1 max damage, -2 defense, swap stats with Whitebear rider
  • Whitebear rider: +1 max damage, -2 defense, swap stats with Blackbear rider
  • Blackbear and Whitebear riders swap stats and the 'Armored' ability (for visual correctness). Now the more offensive variant has 'Bear Roar'.
  • Giant Slayer ability: nerfed from 8 attack, 8 defense to +6 attack, +6 defense
  • Rune Pries: removed '50% Fire Proof', +1 damage
  • Rune Patriarch: removed '50% Fire Proof'
  • Rune Keeper, removed '50% Fire Proof', 'Fireball' spell mastery from Basic to Advanced, added 'Righteous Might' spell, removed 'Endurance' spell, +1 mana
  • Sky Daughter: 'Chain Lightning' spell mastery from Expert to Advanced
  • Centaur Marauder: added '+25% Magic Proof' ability
  • Warlord: +1 max damage
  • 'Sacrifice Goblins' and 'Mana Feed' abilities: now listed as spells in creaturepedia
  • 'Shield Other' ability: renamed to 'Shield Allies'
  • 'Command Other' ability: renamed to 'Command Allies', fixed description
  • 'Invisibility' ability: clarified description



COMBAT AI
  • For neutral stacks mana is reduced to zero at start of combat for the following creatures to prevent them from fighting poorly: Priest, Inquisitor, Zealot, Lich, Succubus, Succubus Mistress, Shadow Witch, Shadow Matriarch, Rune Priest and Sun Daughter.
TOWNS
  • removed useless town ballista specialization from towns and adjusted desc for war machine town specializations.
  • Rangers and Druids heroes no longer need to visit the town to get bonuses from Fountain and Avenger Brotherhood town buildings, same for overlords Overlord and Tricksters heroes no longer need to visit the town to get bonus from Altar of Elements town building
  • Demon Lords now gain +1 defense from the Infernal Loom town building instead of hellhounds and the bonus is cumulative and provided without visiting the town
  • Sorcerers now gain +1 knowledge from the Infernal Loom town building instead of hellhounds and the bonus is cumulative and provided without visiting the town

WEEKS
  • weeks of Calm/Idleness 5% lower initiative instead of 20%
  • weeks of Feebleness/Infirmiry 10% defense reduction instead of 20%
  • weeks of Sorrow/Light morale and luck lowered by 1 instead of 2
  • weeks of Fire, Water, Earth and Air 10% to spell damage instead of 50%, no change to elemental summons which is 50%
  • week of Chaos 10% spell damage instead of 50%
  • week of Might 10% non magic damage instead of 50%
  • week of Might and Magic 10% non magic damage instead of 50%
  • removed weeks of Ether, Plague, Disease, Fever and Conjunction

HEROES
  • buffed atb reset for Cyrus, Ash and Gem specializations
  • Soulhunter specialization spawn 1*hero level ghosts
  • fixed Maximus and similar heroes summoning 2 stacks in final battle
  • Runemages have 8% chance to get Leadership skill on level up and no longer have 'Sorcery' skill in their skill set.
  • Runic Chapel town building no longer grants morale bonus for Runemages
  • Hall of Horrors town building no longer grants morale bonus for Gatekeepers
  • Rangers start with primary skills as 2-1-1-1 (attack/defense/spellpower/knowlege)
  • Demon Lords primary stats develop as 45-30-10-15 (attack/defense/spellpower/knowledge level up chance)
  • Grok is now a Demonlord and start with battle frenzy perk, adjusted starting army
  • Calh is now a Gatekeeper start with battle frenzy perk
  • Nymus and Jezebeth start with Advanced Gating skill
  • Grawl starts with Vitality perk
  • Talanar starts with Combat skill and has same specialization as Crag Hack
  • Karli starts with Soldiers Luck perk
  • Hedwig starts with Master of Lightning perk
  • Uland starts with Empowered Spells perk
  • Erling starts with Soldiers Luck perk
  • Shiva and Muhka start with Arcane Ritual perk, Wyvern is removed from their starting army
  • fixed Naadir specialization description
  • fixed Nebiros specialization description
  • adjusted specialization description for Alaron
  • adjusted specialization description for Malustar
  • adjusted specialization description for Narxes
  • adjusted specialization description for Ylaya
  • adjusted specialization description for Godric

For more details read the article on moddb!

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#1342
Старый 01.09.2022, 05:51
  #1342
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Nargott
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

ABILITY PROCS

  • removed the proc factor system for triggering creature abilities and use simpler system from version 3.0 based on HP:
    • Chance = 40% + 5% * (TotalHP / TotalTargetHP) if targetHP is lower
    • Chance = 40% 5% * (TotalTargetHP / TotalHP) if targetHP is equal or higher
Great change!
But I see that 5% is simple 40/25 * 3 = 4.8% multiplier.
Can you change this multiplier separately, to have ability to set it equal to 0 (zero)?

The problem with this multiplier is that there is 45+% chance if HP is greater, and 35% chance or less if HP is lower, this difference between 45 and 35 is non-logical hole.

Please explain, can I use patches for "stripped exe", or need to do any additional actions with exe file for it?
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Сайт проекта - пока неактивен
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Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
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#1343
Старый 01.09.2022, 15:27
  #1343
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Re: MMH5.5 - Герои Меча и Магии 5.5

Ability chance patch does not require stripped exe. However "paw strike ability" patch do require one.
Stripped patches work only on stripped exes. How to make H5_game.exe stripped ? I wrote you a guide.

Regarding the 35-45% ability hole - sure it is not math logical but it is opportunistic.
  • First, at the current pacing of MMH55 player's army will usually be at disadvantage  vs neutral stacks which tend to be in higher numbers. This will make battles more challenging especially vs single high HP stacks.
  • Second, this adds another layer of tactical decision in PvP so one can estimate which enemy stack is more favourable for ability targeting.
  • Third, quantity is quality of its own - one can focus his economy on buying certain creature stack if he thinks its ability trigger chance is critical to his army composition.

I made another patch based on your request that you can get from here.
You can edit base chance to a value of your choice.

Please test and let me know if it works.

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#1344
Старый 01.09.2022, 16:44
  #1344
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Nargott
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

Ability chance patch does not require stripped exe. However "paw strike ability" patch do require one.
Stripped patches work only on stripped exes. How to make H5_game.exe stripped ? I wrote you a guide.

Regarding the 35-45% ability hole - sure it is not math logical but it is opportunistic.
  • First, at the current pacing of MMH55 player's army will usually be at disadvantage  vs neutral stacks which tend to be in higher numbers. This will make battles more challenging especially vs single high HP stacks.
  • Second, this adds another layer of tactical decision in PvP so one can estimate which enemy stack is more favourable for ability targeting.
  • Third, quantity is quality of its own - one can focus his economy on buying certain creature stack if he thinks its ability trigger chance is critical to his army composition.

I made another patch based on your request that you can get from here.
You can edit base chance to a value of your choice.

Please test and let me know if it works.

Thank you, your solution for constant chance is working.
I agree that dependence on HP makes sense, but I strongly disagree with the formulas that Nival suggests.
The most logical thing is to make sure that the chance is equal to the ratio of damage dealt to health before the attack.
If you deal 2 times the damage, then the chance to proc should be twice as high, since you are doing twice as many hits.
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#1345
Старый 01.09.2022, 18:27
  #1345
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC15 Beta 14 released 🕹🕹🕹

 
>>> Download <<<

Excuse us for the poor quality.
This is a critical bugfix release to replace RC15 beta 13.


CRITICAL FIXES

Fixed MAJOR issues of anything related to resurrections pretty much not working

  • Fixed MAJOR issues of anything related to resurrections pretty much not working
  • removed new embalmer perk (a technical conflict with eternal servitude will make beta 13 design impossible, flat HP artifact resurrections will not be available for necro)
  • reverted 'Lord of Undead' perk in previous state
  • new perk 'Master of the Hunt' replaces 'Unholy Crusade' perk and gives extra Ghosts
  • Kaspar specialization name reverted to 'Embalmer'
  • fixed resurrection artifacts resurrecting more than died
  • fixed aid kit artifacts not working at all
  • fixed 'Pathfinders Aid Kit' artifact spawning on the map
  • fixed Sprites having wasp swarm and pixies having mana in creaturepedia
  • some very subtle tweaks to skeletons to make sure they are equal:
    • Skeletons: -1 defense
    • Skeleton Warriors: -1 defense, damage 1-3,
    • Skeleton Archers: +1 attack, -1 defense,
  • Succubus and Succubus Mistress: added 'Vulnerability' spell
  • Pit Lords and Pit Spawns -2 damage (values were set too high, goal was to reduce excessive randomness)
  • 'Necromancy' and 'Logistics' skills can no longer be unlearned without mental scarring (hero loses stats)
  • new attempt fix to prevent reward text collision


Добавлено через 48 минут
NargottThe most logical thing is to make sure that the chance is equal to the ratio of damage dealt to health before the attack.
If you deal 2 times the damage, then the chance to proc should be twice as high, since you are doing twice as many hits.

There is no wrong choice here. It is up to what one favours. 

First , the good side of the proposal is that Might hero army will have higher chance of proc in PvP against magic heroes which sounds intuitive but so many other issues arise. Pointed below.

Second, my take is based on the idea that dealing damage is the most important thing in the game. Kill the enemy as swiftly as possible before you suffer casualties. 
Proposed approach ties the chance for proc to damage. This makes creature that are already good even better.

Now you have 2 great things in the same type of units - Damage dealers + high proc chance. That is not good as it reduces the usefulness of other units.

Abilities should be available as an alternative method to turn the tide of the battle when the numbers (and damage) are not in your favor.

Third, here are some creatures that will suffer greatly from the change. 
- Fortress Tier 2 - they do low damage and their cripple ability chance will be non existent.
- Fortress T3 bear roar does not deal damage
- Fortress T3 paw strike, they are not the best damage dealers too
- Sleeping strike, frightful pressence, blinding attack - it is great in circumstances you are facing much stronger foe, so damage vs total hp will be low.

 

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#1346
Старый 02.09.2022, 03:54
  #1346
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Nargott
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknightThere is no wrong choice here. It is up to what one favours. 

First , the good side of the proposal is that Might hero army will have higher chance of proc in PvP against magic heroes which sounds intuitive but so many other issues arise. Pointed below.

Second, my take is based on the idea that dealing damage is the most important thing in the game. Kill the enemy as swiftly as possible before you suffer casualties. 
Proposed approach ties the chance for proc to damage. This makes creature that are already good even better.

Now you have 2 great things in the same type of units - Damage dealers + high proc chance. That is not good as it reduces the usefulness of other units.

Abilities should be available as an alternative method to turn the tide of the battle when the numbers (and damage) are not in your favor.

Third, here are some creatures that will suffer greatly from the change. 
- Fortress Tier 2 - they do low damage and their cripple ability chance will be non existent.
- Fortress T3 bear roar does not deal damage
- Fortress T3 paw strike, they are not the best damage dealers too
- Sleeping strike, frightful pressence, blinding attack - it is great in circumstances you are facing much stronger foe, so damage vs total hp will be low.

You named just those reasons why the option with a fixed chance is good (for example, always 40%).
The first way is to give a fixed chance.
The second way is to give a well controlled chance (linearly dependent on damage).
Both methods each have their own advantages.

Nival's approach is an attempt to sit on both chairs, and do it equally badly.
On the one hand, this is not a fixed chance, and small troops have too low chances to proc.
On the other hand, this is a poorly managed chance, because even a significant overclocking of a key parameter (in this case, health) will usually give a meager 1-2% increase in chance.

In addition to having a 10% (or originally 6%) hole in the chance, Nival made the odds calculation awkward. Rejection of the factor simplifies the calculations, but they still remain unclear.

When you have damage, you can immediately see which part of the squad you can kill (and based on this, understand if the chances of proc are good). When you look at health, you need to do calculations with a calculator if you want to know your chances:
1) multiply the health of the creature by the size of the squad
2) repeat the same for the attack target
3) divide one by the other
4) multiply by 5 (or 3)
5) add or subtract from 40 (or 25)
5 actions for simply know what chance you have!

Either way, you're making things that are better than they were in the original. Because 40 + 5 without factors is better than 25 + 3 with factors.
__________________
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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#1347
Старый 02.09.2022, 05:49
  #1347
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

версия RC15 Beta 14

словил баг с "образованием". (при каких условиях он возник - не разобрался)

создал карту:


при старте игры с выбора героя Anwen "образование"(выученное в хижине) не дает +1 знания. Как и не дает у друида в таверне.

вот сохранение:

еще вот скриншот друида из этого сохранения, купленного в таверне:
https://ibb.co/q9NFtFV



Вложения
Тип файла: zip Maps.zip (1,012.8 Кбайт, 1 просмотров)
Тип файла: zip save_0.zip (8.87 Мбайт, 1 просмотров)
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#1348
Старый 02.09.2022, 06:12
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

дополнение:

тесты показали, что баг "образования" 100% появляется, если выбраны вот такие настройки сложности:
https://ibb.co/2jf299M
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#1349
Старый 02.09.2022, 09:33
  #1349
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Re: MMH5.5 - Герои Меча и Магии 5.5

Thank you Kiko!

We found the issue. It seems there is a collision between game initialization scripts and "HIDDEN ARTIFACTS" option which also initializes the map at the very startup.

Try playing without it and let me know if you still have the issue!



All other options you can use as you want.

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#1350
Старый 02.09.2022, 13:03
  #1350
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

вы правы.
дело в "HIDDEN ARTIFACTS".

Рад, что этот прекрасный мод развивается.

Добавлено через 4 минуты
dredknight

P.S.
мне наверно следовало еще написать:
что я играл с "HIDDEN ARTIFACTS" всегда, и данный баг появился только в последней версии игры.

Добавлено через 1 час 42 минуты
dredknight

заметил еще одно:

без включенной опции "HIDDEN ARTIFACTS" на карте шаблона при старте игры отстроена "гильдия магии" 1-го уровня (как и должно быть... так было на этом шаблоне в предыдущей версии мода)

ну и, разумеется, если опцию "HIDDEN ARTIFACTS" включить - "гильдия магии" будет не отстроена.
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