Updates RC10 Beta to Beta3. This will include many important bug fixes and propose for gameplay testing a revision of town building cost balance and sylvan channeling issue.
ECONOMY OVERHAUL
The goal of the economic changes is to make economic demands more continues throughout the game instead of having all economic difficulty very early. Economic demands early will actually be a little lower in Beta 2. Also a lot of big balance issues between towns needed fixing.
-To make early game more smooth fort will cost 3000->4000->5000 gold instead of 5000->3500->5000.
-To make choice between T6 and T7 less linear the cost of T7 dwelling building will be reduced by -5 rare resource per level.
-Slave market is moved away from the capital chain in stronghold.
-Shipyards cost less wood.
-Towns will always have a 'wood bias' OR an 'ore bias'. A wood bias means the town will need around 95 wood for building all dwellings and special buildings (and around 80 ore). Sylvan, Necropolis, Dungeon and Stronghold will have a wood bias. The other towns will have an ore bias. You will feel this while playing, basically all towns will now play more like sylvan which always had a wood bias and was therefore harder to build, while some other towns were unfairly easy.
-Gold is now balanced for all towns and will be around ~71000 needed for all dwellings and special buildings, this actually means that some towns like necropolis got significantly more expensive, but haven got a lot cheaper.
-Each town will now require around 140 rare resources (same as previously fortress) to build all dwellings and special buildings, but not more than ~45 of one type and better spread.
Instead of having 1 'favoured' rare resource every faction will 2 'favoured' rare resources. I will explain the new system by example of the Haven faction, but all other factions will be treated in similar way:
Haven has 2 favourite resources: Crystals & Gems
The resource silo produces 1 Gem per day
T6 Building costs 10 Gems (level 1) and 15 Gems (level 2)
T7 Building costs 10 Crystal (level 1) and 15 Crystal (level 2)
(there are of course also ore, wood and gold costs but those are not relevant discussing)
T6 unupgraded costs no Gems
T6 upgraded costs 1 Gem
T7 unupgraded costs 1 Crystal
T7 upgraded costs 2 Crystal
Since a town produces double the amount of T6 the demand on both resources is actually the same and 2xT6 creature are also similar in power to 1xT7.The result is that towns are not entirely self-sufficient since the resource silos will only provide for T6, this may seem unorthodox for H5 players but H5 was actually the first game were all towns were self sufficient. In H2 and H4 there were no silos and in H3 various towns had silos that did not give the resource needed for tier 7.
While testing this system not much difference in gameplay was shown on maps that had mines for each resource available. On maps without mines however the gameplay can become dramatically different and the players will be in constant struggle for T7. It is however not likely a problem to start breeding them early if desired.
BUGS
-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)
-Fixed inferno t4 unable to gate.
-Fixed many perks not giving the right spell.
-Fixed some classes unable to learn power of endurance, arcane armor & power of speed.
OTHER BALANCE STUFF
-channeling costs mana and require feed from dryads
-fixed dungeon shipyard not costing wood, fixed inferno castle not requiring pit.
-Implemented all minor stat fixes added to RC10 details thread.
Changes with impact on txt (translators):
-added skeleton bonus to pile of skulls building for heroes without necromancy
-balanced low level creature growth perks (to give more)
-Added warning to governance contract about governors not able to use more than 10 dragonblood crystals. (blocks shatter-farming)
-Some resource silos have desc changed.
HOW TO INSTALL?
replace MMH55-Index.pak and MMH55-Text-EN.pak with the files in zip the archive.
Location is "Whatever your TOE folder is"\data\MMH55-Index.pak
File has been replaced with Beta 3, because reported bug of treants, thanes, pit lords, devils, fire dragons costing wrong resources was fixed immediately.
Strange, from Beta directly to Beta 3, how odd... ;D
can i play this mod on steam MP with a friend? game doesnt initiate steam ui or steam either
Steam does not offer multiplayer environment. People usually play via game ranger or tunngle VPN software.
More on this here -> Facebook.com
As always great work - here are some annotations,
1. Is there any intention to decrease the necromancer faction stats in toto?
After playing almost every part of HommV and its mods, this faction still seems to be way overpowered. My buddy and I both never play them as both of us consider them to be imbalanced. Either the "raise dead" spell should be lifted to level 4 with increased mana cost or hit points of the whole faction should be reduced.
2. The AI is behaving erratically but in a bad way
While testing our map we found that AI heroes were leaving towns while under attack, probably trying to save heroes but during 7 days not a single counterattack was delivered.
3. Some of the artifact sets from ToE were deactivated (Will of Urgash, Runeforce) which imo would add to the game.
\V/_
2) This bug in the AI is really due to the AI engine developed by another developer (not this mod per se). Unfortunately, he has since stopped working on this version of the AI engine (in favor of another one for Heroes V), so there is no hope to fix this bug. The AI is still much better than the vanilla AI in ToTE, but there are a few bugs like this one...
1. Necro was already nerfed significantly including raise dead, don't forget they have much less initiative than other factions.
2. Not much there can be done about it, you can however still play with TOE AI from utility.exe if you like that one more.
3. They were bugged, effects remained after removing them from hero.
Is there any possibility of adding more heroes in next version? I mean diffrent specialities for example more heros with speciality in units.
Thx
well, it is possible but a lot of work, so not a very high priority.
Hi guys, first things first: great job! I'm back to the Heroes 5 after couple of years thanks to this mod. Lots have changed I must say... Now the question: does this release support NCF? Are NCF executables compatible with RC10 version?
RC10 will get NCF support when it is out of beta because a lot of changes may occur between versions.
Currently RC9b and RC9c have support for NCF. It can be deployed with a few clicks using the NCF manager tool -> Moddb.com