* No longer affects mechanicals, they aren't really organic. * No longer affects elementals, they "see" with their element. * Changed from Order, since order has Freeze now. Immortal Coil can generate the same effect for Death now, though, but it grants less lives. They can still guard elementals and machines. * Can no longer be cast on enemies (caused AI bug). * Now correctly counts as damaging spell. Plus, this way it doesn't share a tier slot with the somewhat more useful Mass Death Ward (which protects against all Death creatures, not only magic-reanimated ones). While I made two new raise spells (One in Death, another in Order), this doesn't change the battle so much. You need to practically face a Necromancer, and even then it only forbids their Raise spells and nothing else. * Effect is the same as potionof quickness. * Made demonology summons learnable normally in Death magic (not Nature like they actually were before). These are not only free spells, but also Demonologist class and Demonary artifact upgrades them specifically. Nerfed demonology summons to now NOT be two level higher power than the rest of the spells. Creatures that had a spell point nerf before will get some points restored, as this change is aimed to curb the power of magic specialist heroes foremost, not creatures. This will make the upgrade SP artifacts a bit more useful, as well as add a little more tactical management to spell point resources from heroes. The even numbers have a justification and it is that scroll cost will be exactly half as normal cost, which means it isn't rounded up for some spell levels and not others (as it happens in vanilla h4). Level 5 spells are really powerful in general, and not only that, but require grandmaster in a mana skill too (which means their heroes will have lots of SP already), so their cost is well justified. Similarly to level 3, these could cost 11 points too, to be closer to the 33% increase, but besides being an odd number, it's not a very aesthetically pleasing one. This wasn't made 7 now to keep all spell tier costs in even numbers, but this decision may be revised later. Level 1 spells in many cases become quickly obsolete, and while I tried to remedy that a little, their usability certainly diminishes with game progression. Higher level spells have been made more expensive in SP to cast for balance reasons, since there are more spells and the utility of magic is stronger in general. Part of the cost from Castle moved to Citadel to compensate for this. All citadels now have a single archer tower. Several dwelling costs rebalanced across all towns (new creature roles and stats). (Take into account ships also cost 10 wood more!) Shipyard costs 5 less wood, but 500 more gold (15 from 20 wood) However they also cost either 2 wood or 2 ore Basic creature dwellings cost 1250 from 1500 Putting all three skills into the main 4-class. Also, the problem was likely to put "Pathfinding" before "Scouting", given that they are same line. "Multiclassing" only with NON-main skills. (actually, this is what didn't work, for archer.) If this keeps not working, will have to try: This may be because the script that checked class before combat was Equilibris. It is not advancing into "combined classes", even after multiple. Make advanced classes require advanced skills instead of basic skills (see advanced classes hexes) ** Basic Melee switched for Basic Archery. + Additionally starts with Basic Summoning. ** Mana skill switched for Meditation +20%. + Additionally starts with Basic Scouting. ** Basic Archery switched for Basic Pathfinding. + Additionally starts with Basic Sorcery. + Aditionally starts with Basic Necromancy (it's in the name!). * Occultism switched with Demonology +20%. ** Starts with Basic Defense instead of Basic Offense. + Additionally starts with Basic Diplomacy. + Additionally starts with Basic Resurrection. ** Starts with Spirituality +20% instead of mana regen. ** Starts with Basic Offense instead of Basic Defense. Please read the full description in ModDB for V7 changelog. Welcome, Heroes, to the new era! NOTICE!: This must be preferentially installed on the GoG version of the game. Mods, please mark this as project, to allow editing later. V7 is probably the final version for a long, long time, so do take care to enjoy it The latest version of HEROES 4 ULTIMATE with many changes and bugfixes is live!
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