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#1
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New Mod Heroes of Might and Magic 3 Babies!
The mod can be downloaded here!
What if you and the various wives in King's Bounty: The Legend created the Heroes of Might and Magic 3? That is the premise of a new mod that I'm working on that I'm classing more as a micro / mini expansion pack for King's Bounty: The Legend. The mod is currently in the alpha stage and I am in the quality assurance phase of the project. Nonetheless, the mod is sufficiently stable to play a game all the way through and nearing a beta release! If you are interested in play testing this mod / mini / micro expansion and providing feedback on your experience, then P.M. me with your email address and I will email you the pertinent files. Note that due to the state of the project, files are still being modified and changed regularly as the quality assurance phase finds and fixes errors that I've made; however, every change has been tested at least once and so I'm hoping to cycle through the code and check more permutations for errors / issues that are currently unknown to me. Here is the link to the YouTube video: http://youtu.be/JE0VbSnfYkM Please watch and provide comments! I've spent over a year working on this project in my free time after working long days at work and it is now time for people to start playing it and provide me feedback. I'm very proud of the work I've done and it will revolutionize how you play the game! More information to follow shortly! Matt P.S. I'm not affiliated in any way with 1CC or Katauri Interactive and I'm hoping to create some modding guides in the future once I finish this project from everything I've learned during this process. Last edited by MattCaspermeyer; 01-15-2012 at 03:38 PM. Reason: Updated with new download link! |
#2
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Great job man. It a big change, and a lott of work to make all this in game
I like your idea for spell moding, and partial skill bonuses for units (like in AP neatness give bonus only for mechanic and no other unit , bad idea developers ). Now demons dont have any bonus in all skill from any hero class, elves almost the same no bonuses ecsept quick draw for archers. I mainly play CW now, but check forum for other KB games and find jewel from time to time, like your mod. I would like to check it if possible to see how you changed hero skill files and spells to try to transfer it to AP/CW. Couple questions : why not edit all spirit skills (not massive changes, but just to add something new)? did you add/change any items here ? , and how did you add stats bonus to some spells (like phoenix summon from skill) ? If i earn any gold from moding i make for AP/CW, i`ll send you % from it W8ing for your mod to see what else you managed (asmirhetf@yahoo.com). Keep up with great ideas man Last edited by Fatt_Shade; 11-12-2011 at 12:24 PM. |
#3
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You're reading my mind!
Thanks! It has been a lot of work, but very rewarding at the same time!
You're reading my mind about AP/CW. The idea was to release the mod on The Legend first, since I think it is superior to AP/CW in the spirit area (but AP/CW superior in other areas) and then translate the mod to AP/CW. The mod will be called Tomes of Heroes of Might and Magic 3 and instead of the HOMM3 heroes being babies, they'll be tomes (or books) that you can equip on your hero. The same system will be used to update those expansion packs eventually, but it takes time! As far as the spirit abilities are concerned, I love the spirit abilities in The Legend, but this is where I think the developers failed in AP/CW as all the pet dragons have the same abilities. Once again, you're reading my mind, but the idea would be to look at the AP/CW spirit abilities and then take the 9 individual abilities and have 3-6 be common between the similar pet dragons and then add many new abilities to give that pet dragon a personality - just like I feel the spirits in The Legend have. I'm not even sure if it's doable, but that was one of my ideas. As far as items are concerned, the new HOMM3 babies count as items (163 new babies + 2 new wives), but I did not add any new items since I felt that it had already been done with the Gift Bag and AP/CW. Give me a bit of time (should be done today) to put together a little README.TXT file for my mod and then I'll email it to you so that you can check it out. I think you'll really enjoy the challenge of playing - especially the limitations to Mana / Rage gain and the new impossible difficulty bonuses! Also I have no problem if you want to implement anything I've done in AP/CW (or even TL for that matter) - just give me credit. I'll eventually get to transferring this mod to AP/CW, but that is still quite a bit on the horizon right now! Quote:
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#4
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Wow, fantastic work, Matt! These are some great ideas to spice things up, and hopefully increase the challenge. I haven't played HOMM3, so I'm unfamiliar with that portion, but I can't say I disagree with any of the changes I could see in the YouTube video. The wives, childrens, and Phoenix summons were in desperate need of revision.
I'm definitely going give your mod a try--I'm currently in the middle of my self-modded all Dwarf game--and will let you know when I get to it. This sounds like it will add a lot of replay to KBtL. (Unfortunately, I can't read the in-game screens on the YouTube video due to my monitor's limitations, so I can't comment on them yet, but will check it out again on a different monitor.) EDIT: OK, I've seen the trailer on a different monitor now. It sounds very interesting, and will definitely make the game a serious challenge with enemy heroes regaining mana, for instance. How did you come up with the numbers for the changes you made, for example: the huge increase in mana cost for the Helplessness spell? And have you done much checking for game balance, yet? Last edited by Helios; 11-14-2011 at 10:29 PM. |
#5
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Rationale to changes mentioned
With respect to a lot of the changes I made, I used a formulaic approach to the value adjustments.
For example, if any spell was mass at level 3 and the only difference between its level 2 and level 3 values were mass, then I simply multiplied the mana cost by 5 (assuming it could be cast on 5 units simultaneously). This way, all the spells that I made mass (list coming shortly) are essentially automatically balanced if I get the mana cost for level 2 right. I also used a formulaic approach for computing the mana cost for each spell level based on a formula that compared the increase in spell values from level 1 to level 2 and then applied the average increase to the mana cost. This makes the spell mana cost parameter driven which aids in balancing out the costs. The only issue is then whether the level 1 values are consistent. This is the subjective part here and may be a part that needs some tweaking based on feedback, but I think I got the "feel" of most spell's level 1 mana cost about right and therefore the level 2 and 3 values "feel" right to me since they are all driven. I still have a favored spell's list so I'm biased by that and so could use feedback on spells that I don't use as often. Time will tell. I essentially used this same formulaic approach for the skill tree where I compared the level 1 values to level 2 and 3. So for example if I had a skill that gave +5%, +15%, and +30% to a value, then I could simply decide what I wanted the runes to be for level 1, and then level 2 would use twice as many runes (15-5 = +10 - twice as much as +5) and then level 3 would be the sum of the rune cost for level 1 and level 2 (levels 1 and 2 brought you to +15 so spend the same amount for another +15). Once again if a skill had more than one value, then I averaged the increases to get an estimate. I used a master skill list rune cost and compared it to the number of runes you could get via level up to determine if the level 1 skill runes needed to change. Once again, somewhat subjective, but I had the total rune count to aid me with reducing / increasing the level 1 skill value and then the level 2 and 3 runes were automatically computed. With respect to the additional values that some skils have, I used (I think it was) Razorflame's original post plus people's comments (along with my own opinion) to give weak skills more bonuses to make them better. Now I feel most skills are pretty useful especially with respect to those skills in your hero's class skill tree. By the way, for those who played my Emperor of the Fading Suns Hyperion mod back in the day, I used this same formulaic approach to design units that were based on their resource inputs. This worked incredibly well for designing well-balanced units and I received a tremendous amount of positive feedback to how good the mod was because of this methodology. So I approached this mod with the same mindset and I think it has worked incredibly well so far. Time will tell, and certainly I only have a sample of 1 right now and so will rely on feedback to aid with setting up the initial conditions, but I can tell you that I'm having more fun playing this instead of Armored Princess and Crossworlds, which I will hopefully get to modding after I'm done with this mod. For spirit abilities, I used another set of formulas to aid in setting the power, rage, etc. values. Single-target abilities grow by a factor of 100%, while multi-target, and all-target attacks grow by a formula based on level (which are more percentage based on the level 1 damage than the current level damage). The idea here was that Single-target abilities would do the most damage since they targeted a single unit, then multi-target abilities would do the next most damage, and all-target abilities the least so that there was some strategy associated with choosing an ability. I did a similar thing for spells so that single target spells would not be so useless and the burn and poison damage system made choosing those spells more interesting because Magic Pole Axe might do more damage this turn, but Flaming Arrow or Poison Skull might do more damage over 2-4 turns. Also Ghost Sword does less damage than Magic Pole Axe, but may be able to do more damage than Magic Pole Axe to units with good physical resistance. You also probably get more bang per buck with Flaming Arrow than Fire Ball or Fire Rain, but it takes longer to do more damage to multiple targets with Flaming Arrow and so there's the trade-off there. Then with respect to Fire Ball and Fire Rain, Fire Ball does more damage to the central target but less damage to the peripheral targets, whereas Fire Rain does more average damage to all targets. These and other tradeoffs went through the spell redesign process and how to make spells more usefull and add strategy to their use. The original spell list balance I thought was especially weak and I only thought a handful of spells were useful. Now I feel that there are fewer useless spells. Anyway, I've actually placed a lot of thought into the game and I've played the Mage 3 times, Warrior once, and am just starting my 2nd Paladin game all with my mod over the past year since I started (I've found that it seems to take me about 2 months or so to finish a game, when I'm playing, analyzing, modding, adding new features, and fixing issues). I basically learned how to do virtually everything myself with the help of some of the posts in this forum. Unfortunately, since I got into this game about 2 years after it was released, I wasn't able to get really any help from any of the modders and developers of the game. This was especially true when it came to editing the *.CHAT files with their hexadecimal codes that I couldn't figure out how to generate. I PM'd quite a few people and essentially either no one responded or they responded with information that I already knew. So I basically had to just try it out and figure it out as I went. The changes to River Fairy Diana and the new addition of Orcelyn Ordy seem to work okay, but I have no idea if there are any side effects from what I did since I couldn't get any help. Also, unfortunately, the Crossworlds Editor cannot import The Legend *.CHAT files - it crashes to desktop when I do it. So I had to look at the other wives as examples and have the new wife *.CHAT files use a lot of the same code. More play testing will tell whether I got this right or not, but I was able to finish my last game with the River Fairy Diana changes. Orcely Ordy is completely new for this go around and I need to work on her dialog to make it more interesting, but you can at least talk to her and have babies! By the way I'm slowly working on the Change List and have completed the *.ATOM change list and will post it shortly after this post. Feel free to ask any more questions! Quote:
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#6
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*.ATOM New Abilities and Change List
Okay, here is the list of changes for all the *.ATOM files I changed in the game:
New ATOM Abilities and Changes ------------------------------ If a stat says +X or -Y delta it means that it is a change relative to its previous value. For example if it says Resist All +8 it means that each resistance is increase 8 points. Also Resist All does not apply to astral resistance (just like the spell Divine Armor). Astral resistance is special and needed in order for certain damage effects to work correctly (like Ghost Sword) and so I have not changed any astral resistance values.
I can provide the rationale for any change if you have any questions about why I decided to change it - feel free to ask and this posting should serve as a good basis for discussion. I'll try to work on the other file list changes over the next couple of weeks or so and get them out as well. Thanks for reading! /C\/C\ Matt Click Here for the *.LNG List Click Here for the *.TXT List Last edited by MattCaspermeyer; 11-22-2011 at 12:22 AM. Reason: Added links to other change lists |
#7
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I'm not sure if this is the right thread, or the other one is. Anyways, I'm playing a mage. Near the end of Haas's Labrynth, and I have 45 int. I think a couple spells may be a bit unbalanced at this point.
Armageddon - does 0% damage to friendlies. They take 1 damage, and 1 burn damage/turn. Stone skin - +80% phys resist for -1 init. Add in Tolerance + Slippery Cuirass or Twinkling boots, and everyone has 95% phys resist. Physical attacks might be a bit underpowered given this. Battle Cry - +5 morale, mass. Thing is, between diplomacy and wife bonuses, it's easy to hit the morale cap anyways. So it doesn't seem very useful. |
#8
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Found a bug - thanks! And interesting comments!
I prefer this one (although I pretty much respond to either)...
Quote:
sp_hero = 1.30 (assume that you're level 30) sp_destroyer = 1.50 (assume you've got level 3 Destroyer skill) int_power = 1.45 (you have 45 intellect) int_pwr = 1.60 (45/7 floored is 6 so +60% total) Your multiplier is a minimum of 1.30 * 1.50 * 1.45 * 1.60 = 4.52. Wow! That is pretty high... Quote:
You are doing at least 100 - 300 damage times the 4.52 modifier and the +125% increase per spell level, which is 1 + ( spell_level - 1 ) * 125 / 100 = 3.5. So your damage range is 100 * 4.52 * 3.5 = 1585 to 300 * 4.52 * 3.5 = 4750. At the minimum, 9.5% of that is 150-450 damage. This is kind of what I was targeting for a really high level and powerful mage, but your bonus is 100 or over so that you get 100 - 100 = 0 on the friendly damage. I just looked into SPELLS_POWER.LUA and I see that I have a limit for it, but I set it wrong - I'm limiting the value between 0 and 95, but since it works backwards, I should be limiting it between 5 and 100 (so that it does between 5-100% of normal damage). So thanks for pointing this out! As an aside, the thought here was to limit Armageddon's friendly damage to 5% of total damage and so I'm not sure how much your damage actually is (but it is probably higher than I listed) so I was thinking a few hundred points of damage would encourage you to use it because there is no resistance to it. I'll fix this in my latest build - in fact I just did! Quote:
sp_hero = 1.30 sp_healer = 1.30 (assume you've got level 3 Healer skill) int_power = 1.45 int_pwr = 1.60 Your multiplier is a minimum of 1.30 * 1.30 * 1.45 * 1.60 = 3.92. So Stone Skin power = 20 * 3.92 = 78 (so once again you may have another bonus somewhere). Once again that is pretty high and to your point, another item or two and you've got 95% physical resistance. There are other factors, too, like other resistances that you get from skills and your Hero's Defense. If you've got your Tolerance skill up to level 3 you get another +6% resist all and then you get +2% resist all for every 7 Defense. So maybe you have another +10% resist all total. This one is tricky to get its power right compared to Divine Armor. Incidentally, you'd probably have +60% resist all at Level 3 Divine Armor (since it is 15 * 3.92 = 59). The trick here is that Stone Skin has to be better than Divine Armor otherwise you wouldn't use it. Some of this goes back to when Stone Skin was not mass at level 3, so perhaps if I set the bonus to be 15 (just like Divine Armor is at level 3) the mass cast may be enough of a difference to get you to use it. There are plenty of enemies, though, that do damage other than Physical towards the end of the game, so maybe it is okay. For hero battles, I'm not too worried about having it be that high because their damage scales very well. So I'll think about changing Stone Skin's power progression from 10, 20, 20 to 10, 15, 15. This change will cause a decrease in the mana / crystals as well as its cost since I have all this linked via formula. Quote:
Well thanks for the comments - feel free to post any other inconsistencies you feel are present since they just might be a bug like the limits I had on Armageddon! By the way, I haven't played a Mage for a while, can you tell me what you're Spirit levels are? I'd like to get a feel for how high you can get them now with a Mage since I'm playing a Paladin. Thanks! /C\/C\ |
#9
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Beat the game. Ended at level 30 with 47 int.
Items that helped int: Old skull, dead skull, ancient amulet. Also consumed one of those +3 int rings whose name I forget. Neoka - no bonus. Aeris is the only kid of hers I have with spell bonuses Aeris, int sp +20%. Scouting 3 Inquisition Healer 3 Archmage 3 Destroyer 3 High magic 3 I think I took leadership only once on level up. Always went for int or sp bonuses when offered. Incidentally, my phantoms are 95% (didn't use that spell much though), Pygmy is -73%, Plague is -73%. Those are how I take down really strong stacks. Armageddon is doing 1925-5780 damage. Incidentally, the 1 damage and 1 burn damage it does to me is actually helpful. Mana spring is giving me 43 mana at 8 duration, so casting that on someone and mana for armageddons is no longer an issue. I never got a copy of divine armor in this run. Using a cheat code to get it in the book, it gives +72% resist all. Compare to stone skin's +80% phys, but divine armor isn't mass. Which leads to a really overpowered strategy that I never used: A single level 5 stack with mana spring and divine armor casted on round 1. After that, they'd take almost no damage, and I could spam armageddon. I didn't go for a true spell power build. I wonder how broken this would be with that water nymph for a wife instead of Neoka. Spirits are all ~level 20. Except the reaper, who is low 30s. I basically chose one ability on each to specialize on. Smashing sword (was actually aiming at underground blades, but the random number generator god did not like me), Poison cloud, Ice orb, and the Reaper was a mix of all abilities. Late game, most fights went like this: My army was elves, hunters, druids, ancient ents, and dryads. Round 1: Target on the ancient ents, plus magic shackles (if useful), mass slow, a mass slayer, ancient pheonix, occasionally mass helplessness. Sometimes kamikaze if I'm trying to kill a big black dragon stack. Round 2: Magic spring on ancient ents, then start chucking armageddons. Round 3 and beyond: More armageddons. Resurrection as needed. Geyser was useful when I first got it, but I ditched it once I found armageddon was at 0% damage to friendlies. Plus, the physical resists made it useless against heroes. Well, I occasionally used it for the stun. The change to armageddon should help make other damage spells useful again. A couple balance issues aside, it's fun to laugh at impossible armies as I squish them like bugs. Early game was way harder, but that's always felt true with King's Bounty. A number of dangerous heroes like Sonya, I had to retry the fights a couple times to have low casualties. With the dryad sleep thing, I literally prevented her from ever getting a spell cast. Last edited by Kiras; 05-02-2014 at 08:49 PM. |
#10
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@Kiras Nice run man. Only question : what kids you had at end ? Maybe some screen of end game hero screen
About this spell bonuses now isnt big problem, but it will be if this mod get functional for Ap/Cw where intellect can get to 80+. Some change should be done, but not linear if possible. Suggestion : to make intellect bonus for some spells go in some formula until 30-40 int, above that lower bonus, above 70 still some bonus but again lower.Same as with plague spell there is cap for penalty to unit stats.Why not make stone skin/divine armor and rest? |
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