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= Pumpkin Patch - User Requests = == Monoliths == Hello, I love the changes made to HOTA! Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end? Kind regards * I'm gonna say probably not. The best that could possibly be done is probably something similar to quest messages "The Grail may be found in the %s regions of the world." or "The Grail may be found in the %s regions of the underworld.". But I don't think this could work with more than 1 exit for a portal. I'll put it in the To-Do list, but I'll honestly say I don't think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC) * Update: Melkor showed me that ERA has a similar feature. I'll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC) == Fix Faerie Dragon damage calculation == Faerie Dragons don't increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor). == Request - Mysticism Buff / Mana Regen Items Buff == '''''+Changes Requested:''''' Increased to 6/12/18 (Wouldn't even grant a ''Fly'') - 10/20/30 (''Fly'' + ''Lightning Bolt'', or 1 ''Dimension Door'') Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be. '''''Reasoning:''''' Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn't feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character '''considering that you can just regenerate Mana to ''Full'' while spending a day in Town or by drinking from a Magic Well'''. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn't feel game breaking. I honestly believe that even making it 10/20/30 points per day wouldn't overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or ''considerably'' more in longer games on bigger maps), and could still regen it so much more quickly ''in one go'' even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat. Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and ''maybe'' would be kinda ok/good in the late game. You can just regen Mana too easily with other options... '''''+Mana Items:''''' In relation to the above, mana reg. items are really weak except for the combined item "Wizard's Well". Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement. Hope my suggestions didn't sound overly "stiff/businesslike" :D I'm greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work! Kind Regards, Eldrin * Granted. You'll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) == Request - Various Spell Changes == Seeing as you can edit Spell Schools: '''+Remove Obstacle -''' Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn't really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I'm unsure if that's even possible to edit in. '''+Force Field -''' Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn't feel very 'Earthy'. Mana Cost reduction to 11/8 or 10/7 + ''maybe'' an additional +1 Round Duration at Expert (if possible to edit in). Its a ''really situational'' 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells. '''+Slayer -''' All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn't really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools. '''+Magic Mirror -''' It's still the worst 5th LvL spell. 40 Mana is too high for a chance of ''MAYBE'' reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that's all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense. Thank you for all your hard work! Can't wait for the Mysticism changes! Kind Regards, Eldrin ** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don't want to now put all sorts of spells into all schoos as well. ** Remove Obstacle - I don't think I can make it work on 2 separate obstacles. ** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia! ** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn't it work on all t7? No idea, but its not really a balance issue. I ''could'' move it to another school... but I think Fire fits it very well - first of all, it's sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it's about that inner fire, the will to fight. ** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I'll have to change this spell more. ** I'm glad you like the pumpkin patch! Thanks for the feedback! - Csaros Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. ''Remove Obstacle'' - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work? ''Force Field'' - Saw the video of Dragon Utopia. Interesting play. Still doesn't really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents 'Utility')? But I can understand why you would want to just let it be as-is. ''Slayer'' - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent 'Offense'. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn't a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok. ''Magic Mirror'' - It's a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the 'good' 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered. Keep up the good work! :) - Eldrin * You'll see the Magic Mirror at much higher % values in the next patch. I'll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC) == Request - Small Town Changes == '''[Fortress]''' It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that's why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn't that necessary, but the ''only'' Fortress Archer deserves some love :D '''''+Lizard Warrior (the Upg. Archer) -''''' Add ''Double Attack'' (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. ''Maybe'' increase cost by 20-40g per unit? ''// It's more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly 'defensive'/'tanky' 1-shot Archer is kinda dumb.'' '''''-Glyphs of Fear -''''' Cost increase by 2-4 Ore? ''// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.'' '''''-Blood Obelisk -''''' Cost increase by 2-4 Ore? ''// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.'' '''[Dungeon]''' '''''+Scorpicore -''''' Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur & -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don't have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. ''// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they're the weakest of them all, cost more than better equivalents, die very easily and don't do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost ''less''; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.'' '''''+Dragon Cave (Base) -''''' Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood & Ore instead, up from 15? ''// Wood and Ore usually aren't a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base & Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)'' Probably my last suggestions for a while :D Can't wait for the next patch! - Eldrin ** You'll see a different Lizard Warrior buff in 1.3.1. Don't wanna give away too much before the big day. ** Scorpicores were buffed - now paralyse hits 25% of the time. ** Glyphs of Fear and Blood Obelisk are rather weak. ** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) '''Lizard Warrior''' - OK. '''Glyph/Obelisk''' - Sure, OK. '''Manticores/Scorpicores''' - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn't equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. Maybe if you don't want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - ''Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower'', all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn't be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is ''really'' similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and ''Wyvern Nest'' Costs 3500g + 15 Wood, while ''Manticores Lair'' Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don't have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. Cyclops Dwelling Costs only Ore+Gold at base, and they're Shooters, with ''Siege Walls'', similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost ''Less'' [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are ''much'' better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like ''Altar of Thought'' 3000g, ''Cyclops Cave'' 3500g, both giving better Units. An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g. '''Dragon Cave''' - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore ''Cost Increase'' to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs). And no, I don't favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD ''(The Statistics speak for themselves!)'' - Eldrin * Fair enough, I just checked the numbers and yeah Scorpicores are trash. They'll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) ''And'' the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? ''*Nudge, Nudge*'' :D The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, ''proper'' Tier 6 Units and ''their'' usual Dwelling Costs. The (Upg.) Manticore Lair Costs can freely remain as they are. Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. - Eldrin. * Hey Eldrin, check out 1.3.1! A lot of the stuff you've asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) Zgaduj臋, 偶e skoro planujesz zrobi膰 w艂asne polskie t艂umaczenie, to pewnie komunikacja po polsku b臋dzie 艂atwiejsza? (Skoryguj mnie je艣li angielski jest dla ciebie wygodniejszy!) Og贸lnie, wszystkie zmiany s膮 raczej krokiem w dobrym kierunku, chocia偶 mo偶e w niekt贸rych przypadkach nie s膮 one a偶 tak dotkliwe jak bym tego pragn膮艂 :D Tylko, 偶e co艣 wyst臋puje kilka problem贸w w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi b艂膮d (ResourceManager::GetBitmap816 could not find "bitmap8" resource "HPS219Sh.PCX) i znikn膮艂 polepszony wgl膮d Bohater贸w (szczeg贸艂owe info miast tylko wy艣wietlania Specjalno艣ci Bohater贸w) - niestety nie mam uprawnie艅 by dzieli膰 si臋 tutaj linkami do screenshot贸w ;/ . B艂膮d naprawi艂em, gdy po por贸wnaniu 1.3.1 z archiwum poprzedniej wersji zauwa偶y艂em, 偶e pliki ''Hota.lod'' i ''Hota_lng.lod'', maj膮 i艣膰 do folderu ''Data'' (wtedy te偶 zmiany zacz臋艂y funkcjonowa膰 gdy odpali艂em jak膮艣 map臋), ale wgl膮d Bohater贸w nadal jest 'uproszczony', wi臋c zgaduj臋, 偶e co艣 jest jeszcze nie tak? Po pierszym skopiowaniu plik贸w nie dzia艂a艂o, zrobi艂em 艣wie偶膮 instalk臋, update HD moda i dopiero po tym zauwa偶y艂em to z plikami do ''Data'' - dzisiaj 21.10 HD mod te偶 dosta艂 jak膮艣 艂atk臋, to mo偶e to co艣 sknoci艂o? Bo jak skopiowa艂em Pumpkin 1.3.0 to te偶 szczeg贸艂owego wgl膮du brakowa艂o. Chyba, 偶e jeszcze czego艣 brakuje w folderze Data 1.3.1? (Mam Angielsk膮 wersj臋 GOG) // Update: Yup, co艣 jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przesta艂y funkcjonowa膰. - Eldrin Dla mnie polski, angielski, hiszpa艅ski - oboj臋tnie. Spr贸buj prosz臋 pobrac ponownie 131 i przenie艣膰 Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko dzia艂a? Dzisiaj testowa艂em i by艂o ok... Jak chodzi o szczeg贸艂owe info - co konkretnie nie dzia艂a? W jaki spos贸b? - Csaros Gdy przytrzymywa艂o si臋 prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamk贸w, przed odpaleniem mapy, przy generowaniu Random Map, dawa艂o to zwykle szczeg贸艂owy wgl膮d: jaki ten Bohater ma armi臋, staty, zdolno艣ci, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wy艣wietla mi informacje jak膮 bohater ma specjalno艣膰. Je艣li dobrze kojarz臋, to t臋 opcj臋 z wi臋kszymi szczeg贸艂ami wprowadzi艂 pierwotnie HD mod. Gdy zrobi艂em czyst膮 instalacj臋 dla 1.3.1, i nacisn膮艂em 'Update' na Launcherze HD moda, to zupdatowa艂 si臋 do jakie艣, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami: [ ] Library patcher_x86.dll updated to version 4.18 (bug fixed) [-] HotA 1.7.1: fixed bug with bank in factory. [ ] HotA: Some changes, fixes, optimizations in the online lobby. [ ] Some changes, fixes, optimizations. [!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author. [!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible. Dlatego te偶 my艣la艂em, 偶e mo偶e HD mod jako艣 zdo艂a艂 wyj艣膰 nowy czasowo tu偶 po twoim updacie do 1.3.1 i wysz艂y jakie艣 nie艣cis艂o艣ci. Opr贸cz tego, gdy par臋 razy wy艂膮czy艂em i ponownie odpali艂em H3 od nowa, po czym wystartowa艂em now膮 gr臋 na nowej mapie, ustawienia jak zmiany do ''Lizard Warrior贸w'', czy ''Manticore Lair'' przesta艂y funkcjonowa膰, zwyczajnie staty/koszty przywr贸ci艂y si臋 do standard Hota - pomimo, 偶e te zedytowane przez ciebie pliki by艂y nadal na swoich odpowiednich miejscach w folderze H3. '''Ale og贸lnie, zrobi艂em teraz jeszcze raz ''kolejn膮'' 艣wie偶膮 instalacj臋 i szczeg贸艂owe statystki pod prawym przyciskiem myszki wr贸ci艂y, i Pumpkin Patch nadal dzia艂a jak powinien po restarcie H3, wi臋c mo偶e ta poprzednia instalacja si臋 u mnie co艣 zchrani艂a. Albo te偶 to, 偶e poprzednio raz odpali艂em gr臋, zanim doda艂em te brakuj膮ce pliki do folderu ''Data'', i to mog艂o ju偶 co艣 uszkodzi膰, zanim je p贸藕niej doda艂em. Jakby co艣 znowu zacz臋艂o si臋 psu膰, to dam zna膰.''' - Eldrin == Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) == '''Imps and Familiars''' - Nawet fajna zmiana. Doda艂bym jeszcze info ''Flies'' w opisie jednostek. * Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie b艂臋dy naprawione z brakuj膮cym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) '''Lizard Warrior''' - Spoko, jest to napewno co艣 innego ni偶 pozostali 2-poziomowi Strzelcy, i dzia艂a ca艂kiem w porz膮dku za te koszta jednostki. Mo偶e zamieni艂by艣 te偶 Atk.<->Def. '''Podstawowych ''Lizardman'贸w''''', 偶eby mia艂y troch臋 wi臋kszy Atak miast Obrony? (Lizard Warrior dostaje jak膮艣 zbroje sk贸rzan膮 po ulepszeniu - to mo偶e by膰 ten odpowiednik 1 Def. r贸偶nicy :D) * Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) ''// Nice!'' '''Manticore Lair''' - ca艂o艣ciowo powiedzia艂bym, 偶e nadal kosztuje zbyt du偶o w por贸wnaniu z tym jakie jednostki daje - wi臋kszo艣膰 6-poziomowych jednostek jest nadal mocniejsza ni偶 zwyk艂a Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale '''Podstawowy Manticore Lair''' nadal nie ma powodu by kosztowa膰 dodatkowe 5 Siarki i 5 Rt臋ci - jak ju偶 pisa艂em powy偶ej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystuj膮 ''rzadsze surowce ni偶 Kamie艅/Drewno'', produkuj膮 jednostki maj膮ce jak膮艣 dodatkow膮 zdolno艣膰 pasywn膮 b膮d藕 aktywn膮 (przyk艂adowo '''Unicorn Glade''', 5 Drewna, 5 Kameni, 10 Klejnot贸w, 4000g (Bardzo zbli偶one koszta Budowli do Manticore Lair, zamieniaj膮c Klejnoty na Rt臋膰 i Siark臋) - Jednostki maj膮ce ''Blind + Magic Res.'' [Ulepszona Budowla tylko ''5 Klejnot贸w!'', 3000g]; '''Wyvern Nest''', 15 Drewna, 3500g - Najta艅sza budowla 6-poziomowa, ale Wyverny nie maj膮 偶adnych dodatkowych zdolno艣ci i nale偶膮 do s艂abszych 6-tek. Nieulepszone Wyverny mo偶na za to te偶 'uratowa膰' z Dragon Fly Hives co polepsza ich sytuacj臋. Koszt 'specjalnych' surowc贸w dopiero jest dodawany, na '''Ulepszone Wyvern Nest''' - ''10 Rt臋ci'', 10 Drewna, 3000g - gdy zyskuj膮 ''Poisonous''). '''''Sugestia:''''' Wyrzucenie ''5 Siarki'' [lub redukcja na ''3 Siarki + 3 Rt臋ci'' - cho膰 z tym pragn膮艂bym jaki艣 ma艂y buff jak 10-15% Venom ju偶 u samych Mantykor] z koszt贸w Podstawowej Budowli ''<- moja preferowana opcja'', TUDZIE呕 dodanie Mantykorom 25% ''Paralyzing Venom''. Pragn臋 te偶 zaznaczy膰, 偶e po twoim przeniesieniu 1000g z '''''Podstawowej''''' na '''''Ulepszon膮''''' '''Manticore Lair''', jest to teraz jedyna '''Ulepszona''' Budowla 6-poziomowa spo艣r贸d wszystkich zamk贸w, kt贸ra kosztuje 4000g, wszystkie inne posiadaj膮 koszty z艂ota wynosz膮ce 3000g, nawet '''Ulepszona Hall of Darkness''', produkuj膮ca najpot臋偶niejsze 6-poziomowe jednostki. Prosi艂bym wi臋c o upuszczenie tych 1000g r贸偶nicy (Utrzymywanie r贸wnie wysokich koszt贸w budowli jakie by艂y pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie maj膮 tak silnych istot, by gwarantowa膰 te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach koszt贸w ''Mana Vortex'' oraz ''Portal of Summoning'', Dungeon jest najdro偶szym miastem po Factory i Conflux pod wzgl臋dem Z艂ota za Budowle. Te troch臋 zmian do ''Manticore Lair'' balansu gry nie zniszczy - ''a wr臋cz go poprawi!'' (Swoj膮 drog臋, pragn臋 zaznaczy膰, 偶e wcze艣niej ''mylnie'' my艣la艂em o mo偶liwo艣ci przeskoczenia Mantykor, by szybciej budowa膰 Smoki, ale ''Manticore Lair'' jest potrzebny by m贸c budowa膰 ''Dragon Cave'', wi臋c nawet przeskoczy膰 ich si臋 nie da...) * Chcia艂bym by Rt臋膰 i Siarka pozosta艂y wymaganiami, 偶eby budowanie Smok贸w by艂o r贸wnie trudne. Ale masz racj臋 - s膮 strasznie drogie. Jestem gotowy zmieni膰 koszt budynku podstawy na '''3''' rt臋ci, '''3''' siarki, 5 drewna, 5 kamieni, '''3'''000 z艂ota, koszt ulepszenia cofn膮膰 do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymaga艂oby w zasadzie stworzenie nowej zdolno艣ci dla nich; dodawanie go w pe艂ni na podstawie usun臋艂oby w og贸le potrzeb臋 ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) ''// Ok, Super. To ju偶 powinno by膰 w porz膮dku nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) '''Magic Mirror''' - Nadal jest raczej s艂abe, jak na 5-pz Czar. Zmieni艂bym na ''All Schools'' (- naprawd臋 s膮dz臋, 偶e to by bardzo do tego Spella pasowa艂o) i da艂 ''Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)'' - tak jak posiada Anti-Magic (o ile da si臋 to wkodowa膰 do innego Spella). Wtedy Czar by艂by git. M贸g艂by艣 te偶 ewentualnie miast tego obni偶y膰 poziom na 3/4th lvl, ale powiedzia艂bym, 偶e wi臋kszo艣膰 czar贸w przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko by艂by przesadnie zbuffowany, je艣liby艣 nagle zmieni艂 go na All-Castem - to by by艂o OP. * Nie wiem jak doda膰 clearowanie jaki艣 konkretnych efekt贸w spellem, kt贸ry normalne niczego nie clearuje. Ten spell by艂 b艂臋dem gdy powsta艂. Teraz daje tak wysokie szanse na odbicie, 偶e 偶aden rozs膮dny gracz nie rzuci 艂a艅cucha piorun贸w ani innych spelli na kogo艣 obdarzonego tym czarem. Jakby go da膰 do all schools, to jeszcze bardziej os艂abi Air magic a ju偶 s艂ysza艂em narzekanie, 偶e Fire jest lepszy od Air teraz. Przesuni臋cie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenie艣膰 co艣 z 4 do 5 (by si臋 liczba spelli zgadza艂a) a po drugie, wtedy Z艂ote Smoki by艂yby jeszcze gorsze (Magic Mirror to taki AntiMagic dla z艂otych smok贸w). Jedyny spos贸b w jaki m贸g艂bym polepszy膰 ten spell to a) zmieni膰 koszt b) zmieni膰 szanse c) zrobi膰 all-cast z mniejsz膮 szans膮 (ale to by艂oby kind of cancer jak chodzi o usuwanie wszystkich hirk贸w z spellami z obra偶eniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) ''// Osobi艣cie uwa偶am, 偶e Air jest nadal spoko - Dimension Door by艂 spellem, kt贸ry kompletnie trywializowa艂 poruszanie si臋 po mapie, zmiana jego na Fire ca艂kiem dobrze mi odpowiada艂a i pasowa艂a tematycznie (portal 'wypalaj膮c' wyrw臋 w czasoprzestrzeni + oczywi艣cie Gate u Inferno) no i Air ma jeszcze czar 'podr贸偶ny' w postaci Fly. Chain Lightning poniek膮d da si臋 wycelowa膰, zaj臋艂oby raczej 3-4 casty Mirror by kompletnie zniesmaczy膰 Chain Lightning i AOE Debuffy (i nadal mia艂by 30% szans臋 na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision s膮 wszystkie spoko. Fly niweluj膮cy dodatkowe koszta terenu czasem bardziej si臋 op艂aca ni偶 DD. Ale jak tak jeszcze raz rzuci艂em okiem na Elementarne Szko艂y potrafi臋 zrozumie膰 dlaczego inni gracz臋 mogliby argumentowa膰, 偶e za bardzo nerfisz Air, gdyby艣 da艂 Mirror na All Schools. '''To co powiesz na to:''' 50/75/100% (<- To by by艂o chyba najlepsze, by Air School si臋 bardziej op艂aca艂o bra膰) albo 60/80/100% na Mirror i zmniejszenie koszt贸w do tych samych co Anti-Magic. Wiem, 偶e 100% mo偶e brzmie膰 na pierwszy rzut oka przesadnie, ale bez mo偶liwo艣ci wkodowania 'oczyszczenia' jednostek gdy si臋 na nich rzuca Mirror, du偶o zale偶y od tego czy masz pierwszy ruch w walce, by uchroni膰 dan膮 jednostk臋 przed Debuffem, troch臋 mniej wa偶ne w cz臋stszych situacjach przed 1-osobowym zmia偶d偶eniem jak Implozja, bo nie zawsze kto艣 Implozj臋 ma - oczy艣ci膰 jej ju偶 za jednym zamachem z Debuffa nie oczy艣cisz, wi臋c niech ju偶 Mirror ma przynajmniej to 100% na Expercie. W przeciwnym wypadku Anti-Magic+Earth Magic Skill wydaje si臋 nadal silniejsze/bardziej op艂acalne. Ochrona z艂otych smok贸w przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje si臋 raczej jak patchowanie niedoci膮g艂o艣ci jednej jednostki ni偶 jak 5-pz spell jak Mirror powinien w rzeczywisto艣ci fungowa膰. '''Mysticism''' - Pocz膮tkowa regeneracja nadal mierna, i p贸藕niejsza mog艂abyby膰 troch臋 wy偶sza - ''da艂bym 5/13/25'' albo ''8/16/25''. Na wi臋kszych mapach (L+) wydaje si臋 wci膮偶, 偶e lepiej jest ignorowa膰 ten Skill i Bohater贸w maj膮cych Mysticism od pocz膮tku. (Gdy gram, balansuj膮c 3/2 - Power/Wisdom, mana prawie mi si臋 nie ko艅czy. Zawsze znajdzie si臋 Miasto z Gildi膮, albo Magic Well w pobli偶u - wystarczy tylko troch臋 patrze膰, gdzie si臋 rusza Bohater贸w. To po co mia艂bym w og贸le bra膰 Mysticism? Wola艂bym nawet mie膰 ten nowy Learning albo Eagle Eye XD) * Mi艂o mi s艂ysze膰, 偶e podoba ci si臋 nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest ju偶 ca艂kiem dobry jak grasz na Impossible i chcesz wysoki Score zdoby膰 (by si臋 nie wraca膰 do zamku ci膮gle). Na stronie [[Mysticism]] wstawi艂em por贸wnanie z inteligencj膮 - wi臋c m贸j nowy ekspercki mistycyzm dzia艂a idealnie jesli u偶ywasz 60 many dziennie (DD, TP i "co艣 extra"). Poza tym, nie podoba mi si臋 5/13/25. Pr臋dzej bym da艂 6/11/21 (i przedstawi膰 to jako 1+5/10/25) no mo偶e 10/20/30 (cho膰 to chyba troch臋 za du偶o). Co s膮dzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) Edit: szczerze m贸wi膮c 6/11/21 bardzo mi sie podoba i chyba tak dam. ''// Ja bym szczerze gor膮co poleca艂 Ci wypr贸bowa膰 przynajmniej na kilku grach u siebie '''10/20/30''' na jaki艣 Wi臋kszych Random Mapach L/XL/H + Podziemia, je艣li jeste艣 bardziej do tego skory ni偶 5/13/25 - 8/16/25 i inne kombinacj臋 (mo偶e '''5/15/25''' XD?). Te偶 si臋 zgodz臋, 偶e pod wzgl臋dem estetyki 10/20/30 wygl膮da naj艂adniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosy膰 s艂abe, i Expert te偶 nie jest a偶 tak mocny, chyba, 偶e ma si臋 szybko Artefakt(y) - 'Mystic Orb' daj膮cy dodatkowe 7 Many/dzie艅 albo te dwa mniejsze odpowiedniki, tudzie偶 jest to posta膰 z Specjalno艣ci膮 Mistycyzm maj膮ca ju偶 dobr膮 gar艣膰 lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje si臋 'a偶 tak silne', tylko raczej takie 'jako艣膰-tak-mo偶e-ok'. Jak za pierwszym razem pisa艂em o Mistycyzmie, wspomina艂em o procentowym regenerowaniu jako opcja u WOGa (10/20/30 >%<) - t膮 opcj臋 testowa艂em wielokrotnie, wydawa艂a si臋 dobra [i nawet wcale nie a偶 tak mocna, jak si臋 nie mia艂o w艂膮czone 10 miast 8 Secondary Skill, ni偶by si臋 na pierwszy rzut oka wydawa艂o], ale nie przesadna - wi臋c nie s膮dz臋 偶eby nawet 10/20/30, maj膮c tylko 8 Skill-slot贸w do dyspozycji, zniszczy艂o balans, ale sprawi艂oby by Bohaterowie-Czarodzieje biliby bardziej sk艂onni do brania Mana-Regena nawet je艣liby nie mieli Specjalno艣ci. 30% to 90% Max Many 'dopiero' po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma si臋 cz臋sto o 'wiele' wi臋cej, i Procentowy Regen balansu gry nie zniszczy艂. Intelligence nadal wydawa艂 si臋 du偶o mocniejszy pomimo '%' Regena, bo graj膮c agresywnie i podbijaj膮c Zamki / rozplanowuj膮c ruch bohatera po ju偶 kontrolowanych terytoriach do Magicznych Studni i Zamk贸w (+ te偶 rzadszy Magic Spring, o kt贸rym wspomnia艂e艣 w adnotacji na stronce o Mistycyzmie), nadal o wiele pro艣ciej da艂o si臋 regenerowa膰 o wiele wi臋kszy zas贸b Many i to w pe艂ni(!), w ci膮gu tylko jednego dnia(!) ni偶 czeka膰 na dzia艂anie 'procentowego' Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 'Punktowego' Regenerowania naprawd臋 nie powinno si臋 okaza膰 nazbyt silne, da co najwy偶ej par臋 spelli w pierwszych walkach z neutralnymi NPC blokuj膮cymi drog臋 na mapie. Mo偶e to zwyczajnie kwestia r贸偶nych Styl贸w-gry - tak jak pisa艂e艣 o 艣redniej Manie zu偶ywanej na dzie艅 - i ostatecznie wezm臋 to co dasz na Mistycyzm (HOTA z Pumpkinem jest ju偶 bardzo w porz膮dku, i nowe Factory bardziej mi si臋 spodoba艂o ni偶 w pierwszej chwili s膮dzi艂em), ale jest pow贸d dla kt贸rego apelowa艂em/-uj臋 o przynajmniej podbicie jeszcze troszk臋 Advanced (12-16) i Expert (przynajmniej do 25), Basic niech sobie b臋dzie tym przys艂owiowym 'Basic'iem'. Je艣li nie '''10/20/30''' to '''5/15/25''' brzmi chyba te偶 ca艂kiem nie藕le ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) Dalsze pomys艂y: '''+Scholar''' - Przy testowaniu 1.3.1 zauwa偶y艂em, 偶e '''Scholar''' uczy tylko 1-2/3/4-lvl max czar贸w. Czy zmiana na 1-3/4/5 by艂aby zbyt pot臋偶na? Komponowa艂by si臋 lepiej z nowym '''Eagle Eye'''. * No zmiana na 3/4/5 troch臋 by zrujnowa艂a ca艂y koncept postaci Gwenneth. By艂aby do艣膰 pot臋偶na (obecnie g艂贸wne ograniczenie hirk贸w ze scholarem to wymaganie level-upu by dzieli膰 silniejsze czary) no i tbh ja zawsze chc臋 mie膰 co najmniej jednego hirka ze scholarem tak czy siak. No i wyobra藕 sobie takiego Alamara, kt贸ry na 2 poz. (czyli 1. tura z Battle Scholar Academy) mo偶e ju偶 uczy膰 wszystkich nowych hirk贸w Wskrzeszenia... My艣l臋 偶e Scholar jest okej. ''// Z tym si臋 zgodz臋, za szybkie dzielenie si臋 4th lvl Spellami, z kt贸rymi startuj膮 niekt贸rzy Bohaterowie, na samym 'Advanced Scholar', mog艂oby by膰 za silne w Early-gamie. Scholar wydawa艂 mi si臋 ju偶 w stanie obecnym ca艂kiem dobry, bo samo przenoszennie 4-pz Czar贸w jest ca艂kiem spoko, ale wola艂em podrzuci膰 zapytanie. - korzystam raczej sporadycznie ze Scholara, jak si臋 natrafi, na swoich Utility-Heroesach i p贸偶niej rozsy艂am by przenosi艂y Spelle dalej od Zamk贸w/G艂贸wnego Bohatera, ale te偶 nie zawsze. Tak jak teraz pisz臋, to ciekawe by艂oby, gdyby istnia艂 jaki艣 (Major?) Artefact, kt贸ry by Scholar zwi臋ksza艂 o 1-lvl Spelli.'' --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) '''Dragon Cave''' - Ponownie prosz臋 o przeniesie 5 Kamieni i 5 Drewna (:D) z koszt贸w Bazowych do Ulepszonych, by wygl膮da艂y: '''Podstawowe Dragon Cave''' (Czerwone Smoki) ''10 Drewna, 10 Kamienia'', 20 Siarki, 15000g; '''Ulepszone Dragon Cave''' (Czarne Smoki) ''20 Drewna, 20 Kamienia'', 20 Siarki, 15000g (''Total costs for both dwellings remain the same.''). Posiadanie takich samych koszt贸w Bazowych i Ulepszonych Budowli, jest dosy膰 'nudne', a wiele innych zamk贸w ma inaczej - szczeg贸lnie Rampart, kt贸re ma niemal偶e lustrzane odbicia Smok贸w Dungeon'a (Tematycznie Dobre vs. Z艂e Smoki?). U Rampart '''Bazowe Dragon Cliffs''' kosztuje 30 Kamienia, 20 Kryszta艂贸w, ''10000g'', a '''Ulepszone Dragon Cliffs''' 30 Kamienia, 20 Kryszta艂贸w, ''20000g''. Kamienia i Drewna raczej na mapach nie brakuje, wi臋c na Ca艂o艣ciowy Balans nie powinno to raczej wp艂yn膮膰 (mo偶e gracz Dungeon b臋dzie mia艂 250g wi臋cej na Budowl臋 Czerwonych Smok贸w po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD) * No w zasadzie... Dobra. ''// Nice! ''--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) Jeszcze raz dzi臋ki za twoj膮 prac臋 nad patchowaniem H3. Nawet je艣li postuluj臋 o dalsze dzia艂ania, twoje ju偶 zaimplementowane zmiany o wiele polepszy艂y moj膮 gr臋 w Heroes'y (wreszcie gram w HOTA i nie musz臋 si臋 ju偶 m臋czy膰 z WOG/Era, je艣li nie chc臋 zbyt odbiegaj膮cych, dalszych customizacji). Mam nadziej臋, 偶e moje sugestie polepsze艅 nie wydaj膮 si臋 zbyt 'upierdliwe' XD. Dziel臋 si臋 nimi z w艂asnej mi艂o艣ci dla Heroes III (i maj膮c troch臋 bzika na punkcie statystyk i analizowania/balansowania r贸偶nych gier...). - Eldrin * No oczywi艣cie, 偶e mi nie przeszkadzaj膮! Bardzo mi mi艂o, 偶e kto艣 chce ze mn膮 omawia膰 balans gier. Masz mo偶e jaki艣 inny komunikator poza tym czatem? Discord, acidcave.net, etc.? ''// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. '''Za艂o偶y艂em konto na acidcave.net, i podes艂a艂em wiadomo艣膰 :)''' . Tutaj jeszcze odpisa艂em powy偶ej na dyskusj臋, ale jakby co to mo偶emy ju偶 na Kwasowej pisa膰.'' --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) == Interference and Water/Fire magic == Would you be okay with Interference to give same values as the original Resistance? I feel like removing in completely on most magic heroes was not good idea. Also additionally some heroes originally have fire and water magic banned. In some ways this can be thought of as an advantage (these heroes can guarantee earth and air), but with the spell rebalance, it seems like unnecessary lacking. The only issue I can see with the changes would be breaking of the skill trees (same seed and same progression would result in different skills), but imo this already happens with the multiplayer maps if some skills are disallowed. And of course making some skills more viable to pick did already change that anyway. * Interference - From 1.3.7 interference will have 1 chance to roll and no longer be banned for all hero classes other than Wizards, Warlocks, Elementalists and Artificers; same with Resistance. Barbarians, Rangers etc will be able to learn all magic schools, with some schools being significantly favoured compared to others. * It's there! Enjoy. == Request - Alt Version with DD/TP Nerfs reverted for single hero templates like duel == Hi there, loving the mod but am struggling to play and enjoy popular single hero templates like "duel 2.7" with the mana cost and movement cost nerfs to DD and TP. While the nerfs feel really good on standard multi-hero templates and open up more choices in building your hero, on single hero templates like duel they feel punishing and somewhat force you to pick a few specific heroes to offset the significant reduction in tempo from the changes. A lot of these templates are built around immediate access and use of these spells so the balance of the spells is less of an issue. The spell school change is interesting and seems good, although fire magic now feels really strong since it covers expert DD and expert TP, but since fly is still air the balance does not seem affected too strongly by this change. Making a alternate version is hard enough let alone maintaining one so I fully understand if it is not something you want to do at this time. * The feature you're describing is currently being prepared. Melkor and I are working on a hex-swapper project which will allow you to customize which Pumpkin patch changes you want to keep and which you want to get rid of, with the possibility of changing these in-between games. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])
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