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Thread: [Mod] Heroes 5: New Order | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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tihi85
Hired Hero
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posted November 24, 2017 07:01 AM |
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Edited by tihi85 at 16:31, 28 Nov 2017.
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Awesome, I will try to give as much feedback as I can.
EDIT: Ok I played with my friends a little bit.
Surprisingly it wasn't too hard to build lvl 6 and 7 and upgrade it, but it did feel maybe a bit weird that all other resources weren't as useful.
Had a lot of wood and ore, which were mostly used to convert to main resource.
Mage guild asking for 2 wood and ore on all levels was a bit weird too, i wouldn't mind it being increased as you level up mage guild.
And maybe change that level 6 doesnt need the main resource to build like in stronghold, to make some other resource more useful.
I cant say much, we only managed to play till month 1 or 2.
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vulcancolak
Famous Hero
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posted November 29, 2017 12:52 PM |
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It is my first feedback actually. Thank you for all. Nowadays i was thinking about the building costs. I have created 2 excel tables and i was comparing each other. I will think about it again. By the way i am recommend it use this mod when you start with town level 1. But still i am planning to change the things a little bit. Thank you so much. Next version i will re-balance the buildings costs but not T6 and T7 but rest of them i will make changes.
First of all, T6 buildings was required 20 secondary resource. Secondary resource was only tag for me. If your faction main resource is gem, it makes crystal secondary. Same goes for the sulfur and mercury but i was realized T7 was more attractive. But i am planning to return my old system again. Because we we're doing this
Option 1: T6 + Mage Guild opening
Option 2: T7 + Upgrade opening
Option 1 was good because Magic Guild wasn't required the same resource for T6 (for example Magic Guild requires gem, crystal, mercury but T6 requires only sulfur) i will try to combine my first and 1.7 system. Thank you for your feedback. But stil i recommend try it with Town Level 1 maps. Still if you think there is only one good tactic, maybe i will release new version with optional version but still i will think about the costs. This mod tested by me and my 2 friends. More players = more balance, new and different versions.
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tihi85
Hired Hero
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posted November 29, 2017 02:00 PM |
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Edited by tihi85 at 14:07, 29 Nov 2017.
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We are only playing random maps so we are always starting with towns level 1.
Are you saying that T6 buildings are suppose to require secondary resource?
Because I played Inferno and to build T6 I needed 20 sulfur and for T7 40 sulfur, my friend played the elves and he needed 20 gems for T6 and 40 gems for T7.
Also T6 and T7 upgrades required 20 of the main resource which was a bit odd, I was expecting for T7 upgrade to be more expensive then T6.
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vulcancolak
Famous Hero
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posted November 29, 2017 02:38 PM |
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Before 1.7 T6 was 20 secondary (sulfur) and T7 was 30 primary (mercury) and magic guild not needed secondary but as i said i will make arrangements. By the way T7 upgraded creatures more expensive in this mod. More powerful but requires more gold and +1 extra pri-res. And what about other changes? Creature stats, hero skill, spell changes etc etc? Tonight i will start to think about them again.
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tihi85
Hired Hero
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posted November 29, 2017 04:22 PM |
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Edited by tihi85 at 16:25, 29 Nov 2017.
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As I said we didnt manage to play too much, so we didnt test everything.
So I cant say much about heroes, spells and creatures stats.
But looking at that excel file, I like what you did with summoning just didnt manage to try it out yet. I like all the changes to spells except Frenzy, I dont think Frenzy needs to be buffed its already a good spell.
I cant say much about Heroes but I like how they now get additional basic ability, and looking forward to testing the Warlock with Regeneration and Resurrection.
All the creature changes look good except maybe for Master Gremlin having 3 charges for Repair. I think thats a little too good, maybe reduce it to 2 charges or make the gremlin weaker somehow. But it does sounds fun.
When it comes to artifacts, Pendant of Mastery with +3 lucks sounds a bit too good, I think +2 luck is enough. For some towns having that Ultimate skill is pretty good and then of top of that also having +3 luck is a bit crazy, I think +2 is more then enough.
And now when Axe of the Mountain Lords adds +6 attack, I feel Ogre Club could use a change, maybe remove the initiative decrease or add more attack.
I was also surprised that Staff of the Sar-Issus didnt get any changes, I was expecting some extra stats on it.
I think thats all the feedback I got so far, not sure when will I have a chance to play Heroes 5 again with my friends, maybe this weekend, then I might have more feedback then
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vulcancolak
Famous Hero
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posted December 11, 2017 07:51 PM |
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Version 1.8 released with many changes. Check the first post.
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tihi85
Hired Hero
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posted December 11, 2017 10:33 PM |
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I cant find the new changes.
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vulcancolak
Famous Hero
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posted December 12, 2017 01:15 AM |
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Ah still haven't updated on Excel Online but you can find it in the rar file
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tihi85
Hired Hero
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posted December 12, 2017 06:04 AM |
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Edited by tihi85 at 06:16, 12 Dec 2017.
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Wow, a lot of changes to the buildings. Looks a lot more interesting now
Offense: 21% dmg looks interesting but I would also change Redemption ability to at least 3% per moral, it always felt too strong at 5%.
Lighting bolt: I like this change, it always felt underwhelming at lower levels
Luck damage: I think its an interesting change since it is much easier to have luck now
I see you are still keeping Pendant of mastery to have +3 luck.
Cant say much about other changes except that i am looking forward to trying this new version
Edit: Yea forgot to mention Snatch. I am not sure how I feel about this change. In one case, it messes with the skillwheel which I dont really like, unless you want to make your own skillwheel.I wouldnt mess with the skill requirments. And second, needing navigation, I am not sure how many people play on the water maps. My friends and me for example we maybe create 1 water map in 10 maps, so we very very rarely use navigation. But then again we also very rarely use Snatch.
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vulcancolak
Famous Hero
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posted December 12, 2017 12:03 PM |
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Because in this version i was focused on buildings (thanks to you) and the next is heroes (all heroes starting skills, spells, stats, abilities) and next progress is all artifacts (i will think about the pendant) progress can be slow because as you see you are my "only" resource for feedback because everyone plays 5.5 and creating resources (fixes, overhauls, icons etc etc) for 5.5 but i am alone man without players i need to ask you for patience. Don't worry i am not thinking giving up easily.
By the way about spell changes, i cannot change everything i want because they are hardcoded and after 2 months i haven't learned any single entry about that and nobody told me the which offsets i need.
1.9 comes with many hero remakes and spells (i have different plans about lightning bolt and chain lightning and of course about the other spells)
2.0 comes with artifacts and new creature abilities (i have created excel files for the all calculations)
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tihi85
Hired Hero
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posted December 12, 2017 01:33 PM |
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Edited by tihi85 at 21:55, 12 Dec 2017.
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Oh man, I cant wait for more changes =p
I am gonna have to start playing alone because my friends didnt come over for a while now.
Edit: I have some suggestions for buildings, I am sorry I didnt say it earlier.
Fortress: I dont see the reason for Fortress to have cheaper City Hall, Capital, Fort, Citadel and Castle. I would put the cost of those buildings same as any other faction.
Stronghold: Slave Market costs 3500 gold I think it should be reduced to 1000 - 1500, or make their Capital cost 8000. You rarely have more then 1 slave market to make it useful.
I see Sacrificial Pit in Inferno is already changed, I like it.
EDIT2: Warlock hero, Sorgal, doesnt start with Resurrection spell, only Regeneration.
And why Urghat, orc hero, has 0/0/1/1 stats?
EDIT3: I think negative luck doesnt reduce damage at all now. Not 100% sure.
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vulcancolak
Famous Hero
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posted December 17, 2017 03:56 PM |
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tihi85
Hired Hero
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posted December 17, 2017 07:49 PM |
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Wow, thats a lot of hero changes.
Chain lighting change looks very interesting, just what will that do to the Sky Daughters in Stronghold?
Shadow Witches/Matriarch, I am not sure how I feel about this change. Now they will have same damage as liches, but liches can hit multiple targets or raise dead and you can have a lot more liches with Necromancy.
Battle Griffin losing Rush Dive I think is a good change, that ability was too powerful.
Wasp Swarm change, how will this affect Sprites? Will they now cast Wasp Swarm with 40 damage?
I see Warlock Sorgal got his Resurrection now, did you test negative luck damage?
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vulcancolak
Famous Hero
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posted December 18, 2017 04:14 PM |
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I was totally forgot that. In the next version (2.0) i am planning to change abilities to creatures and removing wasp swarm from sprite was one of that. Sorry for this but if you are hurry i can fix and send you new file. Or wait for the 2.0
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tihi85
Hired Hero
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posted December 18, 2017 05:18 PM |
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No no I am not in a hurry, dont worry. Just take your time.
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vulcancolak
Famous Hero
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posted January 12, 2018 09:51 PM |
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i wasn't expected this from someone but this man created 2 hours video for New Order. Click for the video (russian)
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vulcancolak
Famous Hero
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posted February 02, 2018 07:31 AM |
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tihi85
Hired Hero
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posted February 12, 2018 09:51 PM |
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Edited by tihi85 at 21:57, 12 Feb 2018.
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I keep forgetting to post a reply, I also managed to test the new 2.0 version this weekend with friends.
I would like to know why did you reduce Stronghold weekly growth of T1-4 creatures? Also why stronghold capital need to cost 12k gold?
I didnt had time to test Stronghold and see how it all works out but I am not a fan of those changes. I only like the hero and rage changes.
Unicorn bow in the change log it says it reduces 2 luck but when I saw the bow in the game it said that reduces attack and defense by 4.
If its just reduce 2 luck I dont mind the change since its a bit easier to get good luck now.
Dragon Armor set, I dont like the change, I think removing creature growth from the set would be a better option, its too powerful and leaving +1 and +3 stats as they were. Also it still shows that it adds stats even though it doesnt.
Staff of Sar Isus having +4 spell power is great I love it.
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vulcancolak
Famous Hero
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posted February 13, 2018 06:52 AM |
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About Stronghold. If you realize capital cost increased by 2000 but slave marked lowered from 3500 to 500. And all of my friends (including me) was clearing starting areas too fast regardless of the map and we decided to nerf Stronghold. But it was not fair nerf the whole race, then i have decided to improve bloodrage
Unicorn Horn Bow yes it is text bug. Correct one is -2 luck i forgot the re-name.
And about the Dragon set. As i told you before, you are my only feedback resource. If i had few more players it would be a better to discuss about it. Besides we are decided to remove Dragonish set in our maps. Now we started to use other items effectively. Dragonish set was a cancer for us our objective was complete the set and full set = was victory for us. And another thing is, i cannot edit the whole set. If i could, i was planned to provide huge all stats bonus when we complete full set but it seems hardcoded or i don't know how to do it.
Update: I have added all creatures's stats to onedrive
CLICK for the list
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vulcancolak
Famous Hero
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posted July 12, 2018 07:14 PM |
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Finally i have released version 2.1 and updated introduction. Sorry for the delay
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