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Comment History
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC18e)

I am honored to be invited. But for now i'll wait with visiting your discord until Utraag is ready to be released. There are work-intense issues to take care of since i experimented too much.

I estimate the map to be polished by summer 2024.

Feel free to spread the screenshots already, if you like to.

Good karma+2 votes
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC18e)

I was referring to the adventure map building.
With its implementation to the mod you gave me the opportunity to overhaul my map (that i've been working on 300+ hours within the past 3 years) into a certain 'game mode':

Now there are two unreachable towns such as mines for both players with blocked taverns to have an open-worlded survival map where both players solely use one hero. There is a patterned network consisting of Dimension Doors all over the map with an estimated 2-3 days walking distance from each other. The mini map has to be hidden and your point of view has to have your hero within - so that the permanent threat of suprisingly encountering your enemy serves for ongoing tension.

I'm considering to work 40-50 more hours on the map before its release - not to mention additional in-game testing.

But I am happily looking forward to give something back to you guys, since H5.5 is the one and only reason for me to have started this ambitious project.

Utraag - 2P XL(u)

Ibb.co
Ibb.co
Ibb.co

Good karma+1 vote
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC16c)

Greetings,

I'm creating a cooperative 2 Player campaign and thought about certain smaller areas within the map where the AI is locked up by player-owned garrisons with unbeatable amount of troops (not withdrawable of course) to have some kind of boss fights.

Since permanent simultaneous turns are needed to have a fluent gameplay my question would be whether the AI works via LAN by now. And if not, whether the utility.exe would work instead.

I currently have no possibility to test it myself and wanted to find this out before i invest time in implementing such areas.

Good karma+1 vote
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC15 Beta 16)

In my opinion you can't implement these magnificent gameplay changes like 'Dimension Door' without recreating certain parts of the campaigns in order to maintain the difficulty & playability.

I must admit that with all the effort those guys put into this mod they seem to be Titans, but don't forget that they are humans themselves. For me it would be absolutely fine if they don't consider this.

Good karma+1 vote
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC15 Beta 15)

(...)\Artifacts\Ring_of_Haste.(AdvMapArtifactShared) unfortunately spawns Ring of the Saint.
If you find out which code belongs to Asha's Staff please let me know.

Then i'd like to disable the generated mixed stacks solely on my custom map while keeping it activated for every other.

H55_GenerateMixedStacks = 0;

and

H55_ForceMixedStacks = 0;

in the map's script haven't worked so far.
Any idea?

Good karma+1 vote
fatluum
fatluum - - 8 comments @ Might & Magic 5.5: Great Duelist Pack

Very decent work.
Truely atmospheric sites.

Is it functioning via Local Network if both player's game files include your mod?

Good karma+2 votes
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC15 Beta 15)

I wasn't aware of the necessity to run the RC15's Mapmixer to overwrite the map's script with 'enable scripts for hotseat/LAN'.

Thanks for the help!

There are still two minor issues left:

- Tieru from Sylvan faction does not spawn elementals at the start of combat. (The formula says 1 + [some factor] - so there should be at least one)

- Staff of Asha's Eightfold can't be placed manually in the editor.
AdvMapArtifactShared:MapObjects\Artifacts\Eightfold.(AdvMapArtifactShared) spawns Angelic Alliance & I haven't found a code [instead of Eightfold] that spawns Asha's Staff.

*Edit*
P.s.
The code 'Angelic' spawns an artifact with an empty information box. When picked up it says "Can't take artifact" in red letters.

Good karma+1 vote
fatluum
fatluum - - 8 comments @ MMH5.5: Release Notes (RC15 Beta 15)

I have encountered issues solely on custom made maps on the RC15 BETA 14&15; while using the MMH55.exe & the MMH55_Utility.exe
At first i assumed it's due to the fact that those maps have been created with the MMH55_Editor.exe from RC13 & earlier - but that is not the case.

The following features do not work properly:

- Starting bonuses
- Hero abilities that include 'At the start of combat'
- Potions (MMH55_Settings set to 1)
- Ressource Artifacts
- Artifacts that are calculating the Hero's knowledge
- Artifact Sets
- Crypt, Vault of the Mages (etc.) [Looted artifacts vanish]

This is probably not everything - but at this point i downgraded back to RC13a because my friend was about to arrive & then we enjoyed a 2-days PEST session via LAN without encountering any issues. Thank you guys for your tremendous work by the way.

I hope you can fix this or explain to me what i am doing wrong.

Cheers,
Phil

Good karma+1 vote