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far_hopper
Tavern Dweller
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posted January 16, 2017 08:49 PM |
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I'm wondering, did anyone come across a situation where Ring of Lightning Protection didn't, in fact, reduce the damage from lightning spells cast by creatures, like Academy's T7? I'm not sure if it's a bug or me not understanding the mechanics, but wearing it on a hero didn't make any difference to the amount of damage my creatures were receiving.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 16, 2017 10:05 PM |
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far_hopper
Tavern Dweller
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posted January 16, 2017 10:27 PM |
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magnomagus said: call lightning is not a spell, but an ability so not affected by the ring.
Ah, fair enough. Thanks, magnomagus.
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thGryphn
Promising
Famous Hero
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posted January 17, 2017 01:22 PM |
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@magno: Check your email! Hope it's not too late
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 17, 2017 05:06 PM |
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far_hopper
Tavern Dweller
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posted January 17, 2017 07:51 PM |
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Don't suppose there is a way to mod game files so that a town's tavern always has at least one hero from that town's roster at the beginning of the week? I can't remember if it was a feature in the original game, but would be nice to have regardless.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 17, 2017 08:16 PM |
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@ThGryphn: there is still time, I'm slowly polishing some scripts
@dredknight: I thought this was better since otherwise it may not be clear that upload cannot be used standalone. Are people bombarding you with questions?
@farhopper: I think this is already the case?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 17, 2017 08:38 PM |
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Nope. Actually I had one question today. A guy asked how can put more creatures and I forwarded the Rc8b download description and the RC9 exe download. I just thought it may be a bit confusing for people who dont know what they are doing.
On a second thought NCF is not for people that do not know what they are doing so no biggie if it stays like this.
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far_hopper
Tavern Dweller
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posted January 17, 2017 09:52 PM |
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magnomagus said:
@farhopper: I think this is already the case?
Afraid not. We had a multiplayer game the other day and after capturing a Stronghold town, there wasn't a Barbarian hero for three weeks; the choices were the same as in the original Dungeon town.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 17, 2017 09:59 PM |
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far_hopper said:
magnomagus said:
@farhopper: I think this is already the case?
Afraid not. We had a multiplayer game the other day and after capturing a Stronghold town, there wasn't a Barbarian hero for three weeks; the choices were the same as in the original Dungeon town.
By default in ToTe, in Tavern there is always 1 Native and one other hero.
Native means from the faction you start the game with.
Other means any hero, it could be from your native faction as well.
@Magno, does a user need a NCF_editor.exe to put NCF creatures on the map? If so it will be good to have one in moddb.
If the default NCF_editor exe is enough to place monsters, that will do. No need to upload it.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 17, 2017 10:37 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 17, 2017 10:42 PM |
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magnomagus said: @farhopper: so yeah, that is not native.
@dredknight: I thought psatkha included the NCF editor with the Rc8b release? it would not have required rc9 updating.
Thanks.
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far_hopper
Tavern Dweller
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posted January 18, 2017 07:57 PM |
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dredknight, magnomagus, thank you for your replies.
I guess that takes me to the original question, which is, do you think it's possible to mod the game so that town's heroes always appear at least in one slot of that town's tavern? I understand that there is a benefit to having native heroes, but since the majority of hero synergies are with their native town creatures, having a Dungeon hero with Stronghold troops is not efficient. What you'd probably want to aim to do anyway is convert the town to your native faction, but in the meantime, it's more mechanically consistent to have town-specific heroes (to me, anyway).
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 18, 2017 09:24 PM |
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What you ask is beyond our possibilities. This is the chosen functionality by the developers so they decided that all taverns will act as one. Even if we had the code this would require some extensive amount of work because new variables should be implemented. So the answer is no, it is not possible.
@Magno, I noticed 2 typos in your article on moddb.
Quote: - Shadow Matriarchs get Swift attack instead of Whip stike (whip strike was bugged with new frenzy)
Should read...
Quote: - Shadow Matriarchs get Hex attack instead of Whip strike (whip strike was bugged with new frenzy)
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 18, 2017 10:40 PM |
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thGryphn
Promising
Famous Hero
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posted January 19, 2017 06:41 AM |
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There is one typo alright: Stike -> Strike
But Matriarchs are really getting Swift Attack. It's the Mistresses with the Hexing Attack
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 19, 2017 06:42 PM |
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Ah ok. I fixed that in the Facebook changes.
So far did revert gremlin hp and init, Titan init, Red dragon hp -5, nerfed archmage ability and changed a lot of stuff to Matrons, Mistresses, Matriarchs based on ToTe vs Rc9 creature XDB because it was big mess.
I just wonder if there is any small change gone unnoticed as for example gremlin saboteur
- Attack reduced by 1
- Defense reduced by 1
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thGryphn
Promising
Famous Hero
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posted January 19, 2017 07:03 PM |
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dredknight said: Ah ok. I fixed that in the Facebook changes.
So far did revert gremlin hp and init, Titan init, Red dragon hp -5, nerfed archmage ability and changed a lot of stuff to Matrons, Mistresses, Matriarchs based on ToTe vs Rc9 creature XDB because it was big mess.
I just wonder if there is any small change gone unnoticed as for example gremlin saboteur
- Attack reduced by 1
- Defense reduced by 1
You are right about Gremlin Saboteur and it is included in the cumulative changelog here: http://heroescommunity.com/viewthread.php3?TID=43668
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 19, 2017 07:11 PM |
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@dredknight: I think that change is the only unnoticed one, because i didn't even notice it myself. Since i know how it happened it is almost certainly the only case. This was done earlier because of the HP boost, which now is reverted, so I think in RC9a i will give them the defense back, but not the attack since the ini boost is relatively stronger with the weaker mini artifacts
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 19, 2017 07:55 PM |
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magnomagus said: @dredknight: I think that change is the only unnoticed one, because i didn't even notice it myself. Since i know how it happened it is almost certainly the only case. This was done earlier because of the HP boost, which now is reverted, so I think in RC9a i will give them the defense back, but not the attack since the ini boost is relatively stronger with the weaker mini artifacts
Alright! Make sure you post in in the release fixes later , this is my only source for modifications when I make the skillwheel DB.
@Gryphn there is one change that is not included:
- "Teleport other" ability range increased by 1.
Not sure how or if it works but I remember Magno shared it somewhere.
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