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 Feature requests: General topic

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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:53

You will definitely like this one :-)

Bug: griffins and green dragons resurrected at the same time and invisible stacks.

http://speedy.sh/TjGgR/0833-bug-resurrect.GM1

Launch HEROES2W.EXE
Load "0833 bug resurrect.GM1"

End turn.

First combat.

For the purposes of demonstration Sandro retreat (or you can win and learn basic estates ;-) )

Second combat.

Derick cast Mass Bless.
Wolves move B10-11.
War trolls shoot Green dragons.
Cyclops move H10.

Catapult destroy top wall A9.
Griffins attack War trolls.

Goblins move C9.

Green dragons attack Cyclops G9-10, Green dragons get Moral and attack Cyclops.

Halflings shoot Griffins.

Wolves attack Griffins and kill them.
War trolls shoot Hydras.
For the purposes of demonstration Cyclops skip.

Green dragons attack War trolls, War trolls replicate and kill them.

Goblins move E8.
Halflings shoot Hydras.

Wolves move E10-11.
War trolls shoot Hydras.
Cyclops skip.
Goblins skip.
Halflings shoot Hydras.

Catapult destroy wall G8.
Wolves skip.
War trolls shoot Hydras.
Cyclops attack Hydras G8.
Goblins skip.
Halflings shoot Hydras with Luck.

Then Bug.

Storgh cast Resurrection on griffins, 14 griffins rise from the dead.

The Griffins corpses are under the Green dragons corpses, so Storgh (AI hero) should not be able to cast the resurrect spell on the Griffins (the humain controlled hero cannot cast a spell on a under corpses creatures, only on the top corpses creatures if they are more than one stack of corpses creatures on a hexagon).
So, the Griffins rise from the dead, and the Green dragons (immune to magic) are also resurrected. Both on the same hexagons and both invisible ;-)

Invisible Griffins attack War trolls.

Ballista and tower shoot invisible Griffins.

Move the mouse cursor over A9 or A10, the bottom bar display attack green dragon, right click on A9 or A10, the info window display Green dragons info but not their number, there is 73 hit points left.

Wolves attack invisible Green dragons and do 74 damages, but only 1 attack instead of 2, invisible Green dragons do not replicate. Remark: there is never Dragon sound played when the Green dragons are attacked.

Right click on A9 or A10, there is 199 hit points left.

War trolls attack invisible Green dragons and do 65 damages.

Invisible Griffins attack War trolls.

Right click on A9 or A10, there is 70 hit points left.

Goblins attack Hydras.
Halflings shoot invisible Green dragons with Luck.

Ballista and tower shoot invisible Griffins.

Right click on A9 or A10, there is 196 hit points left.

Wolves attack invisible Green dragons only 1 attack, invisible Green dragons do not replicate.

Right click on A9 or A10, there is 122 hit points left.

War trolls attack invisible Green dragons and get Moral.

Right click on A9 or A10, there is 59 hit points left.

War trolls attack invisible Green dragons and do 60 damages.

Invisible Griffins attack War trolls.

Right click on A9 or A10, there is 139 hit points left.

Goblins attack Hydras.
Halflings shoot invisible Green dragons.

Ballista and tower shoot invisible Griffins.

Right click on A9 or A10, there is 95 hit points left.

Wolves attack invisible Green dragons only 1 attack, invisible Green dragons do not replicate.

Right click on A9 or A10, there is 26 hit points left.

War trolls attack invisible Green dragons and do 59 damages.

Invisible Griffins attack War trolls.

Right click on A9 or A10, there is 50 hit points left.

Halflings shoot invisible Green dragons with Luck.

Ballista and tower shoot invisible Griffins.

Right click on A9 or A10, there is 166 hit points left.

Wolves attack invisible Green dragons only 1 attack, invisible Green dragons do not replicate.

Right click on A9 or A10, there is 102 hit points left.

War trolls attack invisible Green dragons and do 64 damages.

Invisible Griffins attack War trolls.

Ballista and tower shoot invisible Griffins and kill them.

There is no more invisible Green dragons.

Win the combat, capture the Endless Purse of Gold, and learn archery basic ;-)
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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:53

Other bugs. Two bugs in the same save ;-)

First bug.
This one is really frequent, and you have probably seen it already.

Bug: AI hero cast Dispel Magic on stack (or mirror stack?).

http://speedy.sh/TbJBR/0791-bug-dispel-magic-mirror-image.GM1

Launch HEROES2W.EXE
Load "0791 bug dispel magic mirror image.GM1"

End turn.

Roxana cast Blind on Wolves.
Wolves move E8-9.
Ogre lords move A10.
Goblins move I8.
Orc chiefs shoot War trolls.

Roxana cast Blind on War trolls.
Wolves skip.
Ogre lords skip.
Goblins move I4.
Orc chiefs skip.

Wolves skip.
Ogre lords skip.
Roxana cast Mirror Image on Goblins.
Goblins attack War trolls H2.
Mirror Goblins attack War trolls I2.

Right click on Conan, he has 84 magic points left.

Orc chiefs shoot Wolves.

Then bug.

Conan cast a spell on the Goblins (or the Mirror Goblins?), the bottom bar display "The goblins resist the spell!" certainly Dispel Magic as Conan has now 79 magic points left.

Second bug.
This one is also frequent.

Bug: Unable to attack in the moat.

Continue the combat.

Roxana cast Blind on Wolves.
Wolves move E9-10.
Goblins move D4.
Mirror Goblins move E4.
Orc chiefs skip.

Wolves skip.
Goblins move A6.
Mirror Goblins move B7.
Orc chiefs skip.

Wolves skip.

Goblins are selected, move mouse cursor over B8 in the moat to attack the Wolves, Goblins can attack the Wolves.

Roxana cast Bless on Goblins.
Globins attack wolves A7.

Then bug.

Mirror Goblins are selected, they can move in B8 but they cannot attack the Wolves in B8.

*****

Another save, faster to reach the Dispel Magic Mirror Image bug.

http://speedy.sh/yprA5/0811-bug-dispel-magic-mirror-image-02.GM1

Load "0811 bug dispel magic mirror image 02.GM1"

Miranda attack Glaysa.

Miranda cast Mirror Image on Vampire lords.
Vampire lords attack Green dragons F10.
Mirror Vampire lords attack Green dragons F11.

Glaysa cast a spell. "The vampire lords resist the spell!"

***** Added 05/15/2014. Start.*****

Another save, this time the enemy hero casts Mass Dispel to remove Mirror Image.

http://speedy.sh/9fTjf/0657-bug-mass-dispel-mirror-image-03.GM1

Load "0657 bug mass dispel mirror image 03.GM1"

Death Knight attack Zom.

Death Knight cast Mirror Image on Power liches.
Power liches skip.

Zom cast Mass Dispell.

***** Added 05/15/2014. End.*****
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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:54

Today, a bug, and some tweaks I would like to do in Heroes 2.

Bug: Mass Slow with Dragons.

http://speedy.sh/wPSDm/0770-bug-mass-slow-dragon.GM1

Launch HEROES2W.EXE
Load "0770 bug mass slow dragon.GM1"

Lord Soth attack the Liches.

Lord Soth cast Mass Slow.

Then bug.

"The black dragons resist the spell!"


*****


Artifacts and Secondary Skills tweaks.

Golden Bow: eliminates the 50% penalty for your troops shooting past obstacles.
If you have Archery secondary skill, the Golden Bow is useless.

Need some tweaks: The Golden Bow artifact eliminates the 50% penalty for your troops shooting past obstacles and does +25% damage for shooters (ranged attack only).

Ammo Cart: provides endless ammunition for all your shooters.
The Ammo Cart is useless, except in some rare combats in early game.

Need some tweaks: The Ammo Cart artifact provides endless ammunition for all your shooters and does +10% damage for shooters (ranged attack only).

So with Expert Archery and Ammo Cart: Total damage = Base damage + 50% base damage (from Expert Archery) + 10% base damage (from Ammo Cart artifact) = 160% Base damage.

Damage should also be added by Golden Bow and Ammo Cart to the turrets and ballista damage during siege (only if in defender hero inventory).

I don't know how it work in Heroes 2, but Archery secondary skill should affect damage from turrets and ballista during siege (defender hero).
And Shield spell should also reduce damage from turrets and ballista (attacker hero troops).


*****


Diplomacy:

With Diplomacy skill army camps will sometimes offer to join your army.
Percentage shown is the percentage of monsters in the stack.

Basic: 25% will join, cost 100%.
Advanced: 50% will join, cost 100%.
Expert: 100% will join, cost 100%.

It's always frustrating for me to not be able to recruit all creatures.

Need some tweaks:

Basic: 100% will join, cost 200%, and reduces the cost of surrender to 80% of the total cost of your army.
Advanced: 100% will join, cost 150%, and reduces the cost of surrender to 60% of the total cost of your army.
Expert: 100% will join, cost 100%, and reduces the cost of surrender to 40% of the total cost of your army.

So all the creatures will always join your army but you pay different cost for each Diplomacy level, and you get a cost reduction when the hero surrenders.

Statesman's Quill: reduces the cost of surrender to 10% of the total cost of your army.
Tweaks: The Statesman's Quill reduces the cost of surrender to 10% of the total cost of your army, and reduces the cost by 10% when the creatures will join (and perhaps it should also increase the likelihood that creatures will join).

So with Expert Diplomacy and Statesman's Quill: Total cost = Base cost without penalty (cost 100% from Expert Diplomacy) - 10% (from Statesman's Quill artifact) = 90% Base cost.


*****


Eagle Eye:

Your hero gets a chance to learn spells that have been cast against him in combat.

Basic: 20% 2nd level max.
Advanced: 30% 3rd level max.
Expert: 40% 4th level max.

Sometimes useful in the early game, skill becomes increasingly useless as the game progresses.

Need some tweaks:

Basic: 50% 2nd level max, your hero restores 1 magic point each time the opponent hero cast a spell during combat.
Advanced: 75% 3rd level max, your hero restores 2 magic points each time the opponent hero cast a spell during combat.
Expert: 100% 4th level max, your hero restores 3 magic points each time the opponent hero cast a spell during combat.

The Dispel Magic spell animation can be used on the hero when magic points are restored. And I think the hero should restore magic points above his max magic points (ex: 22/20).
The hero can use the learned spells during the current combat and he can learn several spells during the same combat (a window is displayed during combat each time the hero learn a spell and he can use the learned spells during current combat).

On the adventure map, the hero also gets a chance to learn spells that have been cast by opponents heroes located in his viewable area.
So your hero has Expert Eagle Eye. If a opponent hero is located in your hero viewable area and casts Town Gate spell, there are 100% change your hero learns Town Gate spell (a window is displayed at the beginning of turn to inform player).


*****


Pathfinding:

Reduces the movement penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert).

Basic: -25% movement penalty.
Advanced: -50% movement penalty.
Expert: -100% movement penalty.

If the map has no rough terrains, the skill is useless.

Need some tweaks:

Reduces the movement penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert), and adds additional land movement.

Basic: -25% movement penalty, +10% movement.
Advanced: -50% movement penalty, +20% movement.
Expert: -100% movement penalty, +30% movement.


*****


Scouting:

Increases hero's viewable area on adventure map.

Basic: +1 square.
Advanced: +2 squares.
Expert: +3 squares.

Very useful in the early game, skill becomes less useful endgame.

Need some tweaks:

Increases hero's viewable area on adventure map, and adds additional land movement.

Basic: +1 square, +10% movement.
Advanced: +2 squares, +20% movement.
Expert: +3 squares, +30% movement.


*****


Logistics:

Hero gets an additional land movement.

Basic: +10% movement.
Advanced: +20% movement.
Expert: +30% movement.

As Pathfinding and Scouting secondary skills are changed, Logitics secondary skill should be adjusted.

Tweaks:

Basic: +20% movement.
Advanced: +30% movement.
Expert: +40% movement.

I don't know how the movement points are calculated with the artefacts (Nomad Boots of Mobility, etc.), ((movement points + artefacts bonus) x Logitics bonus) or ((movement points x Logitics bonus) + artefacts bonus)?

Perhaps the movement bonus should be changed by mouvement points instead of percentage to avoid overkill bonus. In this case +1, +2, +3 movement points for Pathfinding and Scouting, and back to original values for Logistics.

Something like that: ((movement points + artefacts bonus) x Logitics bonus) + (Pathfinding movement points + Scouting movement points)).


*****


Mysticism:

Increases rate per turn in which hero regenerates magic points.

Basic: 1 magic point per day (2 with the hero magic point restored every day).
Advanced: 2 magic points per day (3 with the hero magic point restored every day).
Expert: 3 magic points per day (4 with the hero magic point restored every day).

Useful on some maps, useless on other.

Need some tweaks:

Basic: your hero regenerates 1 magic point per day on the adventure map, your hero regenerates 1 magic point per turn during combat.
Advanced: your hero regenerates 2 magic points per day on the adventure map, your hero regenerates 2 magic points per turn during combat.
Expert: your hero regenerates 3 magic points per day on the adventure map, your hero regenerates 3 magic points per turn during combat.

The Dispel Magic spell animation can be used on the hero when magic points are restored. The hero should not restore magic points above his max magic points (ex: max 20/20).

Power Ring: regenerates 2 magic points per turn on the adventure map.
Just like Mysticism, useful on some maps, useless on other.

Need some tweaks: The Power Ring artifact regenerates 2 magic points per turn on the adventure map and regenerates 2 magic points per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20).


*****


Navigation:

Hero gets an extra movement on water.

Basic: +50% movement.
Advanced: +100% movement.
Expert: +150% movement.

If map has no water, the skill is useless.

Need some tweaks:

Hero gets an extra movement on water and generates gold each turn. (Never enough gold in Heroes 2.)

Basic: +50% movement on water, 25 gold per day.
Advanced: +100% movement on water, 50 gold per day.
Expert: +150% movement on water, 100 gold per day.

Think about it as an isolation compensation of the mariner ;-)

Sailor's Astrolabe of Mobility: increases movement on water.
If map has no water, the artefact is useless.

Need some tweaks: increases movement on water and generates 100 gold each turn.

Masthead (POL): increases luck and morale by 1 each in sea combat.
If map has no water, the artefact is useless.

Need some tweaks: increases luck and morale by 1 each in sea combat and generates 125 gold each turn.


***** Added 05/06/2014. Start.*****


Add: protects troops from whirlpools.[b]

[b]Navigation:


Hero gets an extra movement on water, generates gold each turn (Never enough gold in Heroes 2), and protects troops from whirlpools.

Basic: +50% movement on water, 25 gold per day, and protects troops from whirlpools.
Advanced: +100% movement on water, 50 gold per day, and protects troops from whirlpools.
Expert: +150% movement on water, 100 gold per day, and protects troops from whirlpools.

Sailor's Astrolabe of Mobility: increases movement on water, generates 100 gold each turn, and protects troops from whirlpools.

Masthead (POL): increases luck and morale by 1 each in sea combat, generates 125 gold each turn, and protects troops from whirlpools.


***** Added 05/06/2014. End.*****


*****


Estates:

Hero generates gold each turn.

Basic: produces 100 gold per turn.
Advanced: produces 250 gold per turn.
Expert: produces 500 gold per turn.

Tweaks to always stay better than Navigation Expert:

Basic: produces 125 gold per turn.
Advanced: produces 250 gold per turn.
Expert: produces 500 gold per turn.


*****


Enchanted Hourglass: extends duration of all spells by 2 turns.
Useful in the early game or with a weak hero in Spell Power, this artefact becomes less useful endgame.

Need some tweaks: extends duration of all spells by 5 turns, +1 to Spell Power.

Wizard's Hat: increases the duration of your spells by 10 turns.
As Enchanted Hourglass is changed, Wizard's Hat should be adjusted.

Tweaks: extends duration of all spells by 10 turns, +2 to Spell Power.


*****


Ballista of Quickness: 1 extra catapult shot per combat turn.
Very useful but only for the attacker hero, useless for the defender hero.

Tweaks: 1 extra catapult shot per combat turn (attacker hero), 1 extra ballista and towers shot (for each tower) per combat turn (only if in defender hero inventory).


*****


The Crystal Ball (POL) allows anyone within a certain radius of the hero holding it to obtain detailed information on army camps, heroes, and towns by right clicking on them.
Tweaks: The informations should be given in the whole viewable area of the hero who possesses the Crystal Ball (Scouting secondary skill, artefacts and bonuses are taken into account).


*****


Tweaks for Spells.

Cure: Removes all negative spells and heals 5x Power in hit points.
Tweaks: Removes all negative spells and heals 10x Power in hit points.
I just find it a bit weak.

Mass Cure: Removes all negative spells and heals 5x Power in hit points.
Tweaks: Removes all negative spells and heals 10x Power in hit points.
Needs adjustment with the Cure boost.

Death Ripple: Inflicts 5x Power in death magic to all non-undead creatures.
Tweaks: Inflicts 10x Power in death magic to all non-undead creatures.
The same, I just find it a bit weak.

Death Wave: Inflicts 10x Power in death magic to all non-undead creatures.
Tweaks: Inflicts 15x Power in death magic to all non-undead creatures.
Needs adjustment with the Death Ripple boost.

Fireball: Inflicts 10x Power in fire damage to the target hex and each adjacent hex.
Tweaks: Inflicts 15x Power in fire damage to the target hex and each adjacent hex.
I rarely use it, too weak. Generaly it's better to cast another damage spell.

Fireblast: Inflicts 10x Power in fire damage to the target hex, and to the 18 adjacent hexes.
Tweaks: Inflicts 15x Power in fire damage to the target hex, and to the 18 adjacent hexes.
Needs adjustment with the Fireball boost.

Cold Ring: Inflicts 10x Power in cold damage to the adjacent hexes of the target hex.
Tweaks: Inflicts 15x Power in cold damage to the adjacent hexes of the target hex.
Usefull, but needs adjustment with the Fireball boost.

Holy Word: Inflicts 10x Power in holy damage to all undead creatures.
Tweaks: Inflicts 15x Power in holy damage to all undead creatures.
Needs adjustment with the Death Ripple boost.

Holy Shout: Inflicts 20x Power in holy damage to all undead creatures.
Tweaks: Inflicts 25x Power in holy damage to all undead creatures.
Needs adjustment with the Holy Word boost.

Resurrection: Regrows 50x Power in hit points of killed units. Duration: Combat.
Tweaks: Regrows 40x Power in hit points of killed units. Duration: Permanent.
I rarely use the Resurrection spell because it's not permanent, this smaller version of Resurrect True spell will enable more adapted use.

Hypnotize: Takes control of the creature if the hit points of the stack are less than 25x Power.
Tweaks: Takes control of the creature if the hit points of the stack are less than 50x Power.
Great spell but I rarely use it, not enough opportunities.


*****


Tweaks for Spells fonctioning.

Animate Dead, Resurrect and Resurrect True spells.

All generated hit points should be added to the targeted troop.

How it works in Heroes 2.

An original troop of 9 creatures (300 hit points each) now contains 6 creatures, it remains 150 hit points to the first creature of the troop.

The hero has a Spell Power of 6 points, he casts the True Ressurect spell on the troop to add 300 hit points (6 x 50), a creature is resurrected and has 150 hit points.
The troop now has 7 creatures, the first creature of the troop has 150 hit points.

The hero has a Spell Power of 8 points, he casts the True Ressurect spell on the troop to add 400 hit points (8 x 50), a creature is resurrected and has 150 hit points.
The troop now has 7 creatures, the first creature of the troop has 150 hit points.

So Spell Power 6 or Spell Power 8, same résult, this can be considered as a bug.

It should be: The troop now has 7 creatures, the first creature of the troop has 250 hit points.

If you cast Resurrection spell and then Ressurection True spell on a troop, at the end of the combat the troop should be resurrected. This is not the case in Heroes 2.


*****


View Mines, View Resources, View Artifacts, View Heroes, View Towns, View All.

These spells must remain active all day long just like the Identify Heroes spell.
You cast the spell only once a day (you cast a spell to enter the spell screen, look at the spell screen and then close the spell screen) and when you open the View World screen, all the informations they provide are displayed for the entire day, no need to cast the spell several times.
You can cast several spells (ex: View Resources, View Heroes), all the informations they provide are displayed at the same time in the View World screen.

On a large map with many heroes, it can cost you a lot of magic points for planning your moves and it's quite boring to cast the same spells several times a turn.

If the player tries to cast the View Mines spell while the spell is already active, a window is displayed to inform the player.
If the player tries to cast the View Mines spell (or others) while the View All spell is already active, a window is displayed to inform the player this is not necessary.


*****


Visions.

This spell must remain active all day long, and the informations should be given in the whole viewable area of the hero who casts the spell (Scouting secondary skill, artefacts and bonuses are taken into account).
When the hero moves, the spell continues to act and new informations are given.
The complete informations from the casting of the spell and during the movement of the hero remain active for the current day.
However, the informations are displayed only if the hero who cast the spell is selected, and the hero army should not have changed in the meantime.


*****


Summon Boat.

To replace the "Summon Boat failed!!!", the spell should not be available in the magic book (grayed) if there is no boat available or if the hero is not at a good position at the edge of the water. And the player can select the square where the boat will be summoned on the water (if possible).


*****


Town Gate.

Teleports hero to nearest friendly town.
Tweaks: Teleports hero to nearest friendly free town.

If the nearest town is occupied, the spell fail and there is no way to known the nearest town. Instead the hero should be teleported to the nearest inoccupied town, if there is no free town, the spell should not be available in the magic book (grayed).


*****


Tweaks for Buildings, Creatures and Heroes.

The heroes bonuses are intended to that each hero type have a different kind of bonus throughout the game.


Knight Castle.

The Farm increases production of Peasants by 8 per week and generates 100 gold per day.

Each Peasant generates 1 gold per day (if recruited).

The Knight hero receives 2 extra temporary defense points when attacking or when defending every types of town/castle.

The Fortifications toughens castle walls, gives permanent +1 Defense to all visiting heroes and upgrades Peasant to Archer or Pikeman (at the player choice, the Archery Range must be build to allow the upgrade to the Archer, the Blacksmith must be build to allow the upgrade to the Pikeman).


*****


Sorceress Castle.

The Rainbow generates from 2 to 5 different random resources each week (ex: 50% for 2 resources, 30% for 3, 15% for 4, 5% for 5).

The Sorceress hero recovers 2 extra magic points at the beginning of each combat turn. The Dispel Magic spell animation can be used on the hero when magic points are restored.


*****


Warlock Castle.

The Marketplace allows to buy and sell artifacts.

The Warlock hero has 2 extra squares of viewable area.


*****


Wizard Castle.

The Marketplace allows to buy and sell artifacts. (Same as in the Warlock's Castle.)

The Library allows to store and remove cursed artifacts.

The Wizard hero recovers 2 extra magic points at the beginning of each day.


*****


Necromancer Castle.

All undead creatures (Ghosts inclued) must be immune to the Lich/Power Lich ranged attack area effects (7 hexes attack) and only take damage by direct hit.
Sometimes, it's necessary to skip the Lich/Power Lich turn because this is more beneficial this way, always annoying to not be able to use them at their full potential.

The Necromancer hero recovers 2 extra magic points each time the enemy hero cast a spell during combat. The Dispel Magic spell animation can be used on the hero when magic points are restored.

Give Vampire the same ability as Vampire lord: Vampire Lord gain back some of the damage they do as hit points.
I never buy them to not lose them in combat as the Vampire lord is better.

Change how it works. The Vampire lord should gain back all the damage they do as hit points.

How it works in Heroes 2.

An original troop of 5 Vampire lords (40 hit points each) now contains 3 creatures, it remains 20 hit points to the first creature of the troop. The Vampire lords troop make 50 damage, the Vampire lords troop gain back only 20 hit points. The troop has now 3 creatures with 40 hit points each.

It should be: The troop now has 4 creatures, the first creature of the troop has 30 hit points (50=20+30).

Perpetual Storm gives +2 Spell Power to defending hero or captain and gives permanent +1 Spell Power to all visiting heroes.

The Shrine (POL) increases the number of skeletons resurrected after a battle by 10% (to a maximum of 60%) and generates 16 skeletons per week.

The Shrine allows to transform creatures. All tranformed creatures become Undead (Ex: Undead Champion, Undead Cyclop, etc.).

The Skull Pile allows to transform creatures.

Reference for transformation of creatures (Skull Pile):

KNIGHT CASTLE

Peasant: Skeleton
Archer: Skeleton, Zombie
Ranger: Skeleton, Zombie
Pikeman: Skeleton, Zombie, Mummy
Veteran Pikeman: Skeleton, Zombie, Mummy
Swordsman: Skeleton, Zombie, Mummy
Master Swordsman: Skeleton, Zombie, Mummy
Cavalry: Skeleton, Zombie, Mummy
Champion: Skeleton, Zombie, Mummy
Paladin: Skeleton, Zombie, Mummy
Crusader: Skeleton, Zombie, Mummy

BARBARIAN CASTLE

Goblin: Skeleton
Orc: Skeleton, Zombie
Orc Chieftain: Skeleton, Zombie
Wolf: Skeleton
Ogre: Skeleton, Zombie, Mummy
Ogre Lord: Skeleton, Zombie, Mummy
Troll: Skeleton, Zombie, Mummy
War Trol: Skeleton, Zombie, Mummy
Cyclops: Skeleton, Zombie, Mummy

SORCERESS CASTLE

Sprite: Skeleton
Dwarf: Skeleton, Zombie
Battle Dwarf: Skeleton, Zombie
Elf: Skeleton, Zombie, Mummy
Grand Elf: Skeleton, Zombie, Mummy
Druid: Skeleton, Zombie, Mummy, Lich
Greater Druid: Skeleton, Zombie, Mummy, Lich
Unicorn: Skeleton
Phoenix: Skeleton

WARLOCK CASTLE

Centaur: Skeleton
Gargoyle: Skeleton
Griffin: Skeleton
Minotaur: Skeleton, Zombie, Mummy
Minotaur King: Skeleton, Zombie, Mummy
Hydra: Skeleton, Bone Dragon
Green Dragon: Skeleton, Bone Dragon
Red Dragon: Skeleton, Bone Dragon
Black Dragon: Skeleton, Bone Dragon

WIZARD CASTLE

Halfling: Skeleton
Boar: Skeleton
Iron Golem: Skeleton
Steel Golem: Skeleton
Roc: Skeleton
Mage: Skeleton, Zombie, Mummy, Lich
Archmage: Skeleton, Zombie, Mummy, Lich
Giant: Skeleton
Titan: Skeleton

NECROMANCER CASTLE

Skeleton: none
Zombie: none
Mutant Zombie: none
Mummy: none
Royal Mummy: none
Vampire: none
Vampire Lord: none
Lich: none
Power Lich: none
Bone Dragon: none

NEUTRAL

Rogue: Skeleton
Nomad: Skeleton, Zombie
Ghost: Skeleton
Genie: Skeleton
Medusa: Skeleton, Zombie, Mummy
Earth Elemental: Skeleton
Air Elemental: Skeleton
Fire Elemental: Skeleton
Water Elemental: Skeleton


*****


Barbarian Castle.

The Marketplace allows to sell creatures.

The Barbarian hero has 2 extra movement points on the adventure map.

The Barbarian hero can sell creatures at the Trading Post on the adventure map.

The Barbarian hero can buy artifacts at the Rogue Wagon.

The Coliseum gives defenders +2 Morale and gives permanent +1 Attack to all visiting heroes.


*****


Neutral creatures.

Nomads gives one additional movement point to the hero on the adventure map.

Rogues increases the hero's viewable area by 1 point.

Ghost is an undead creature and must be immune to the Lich/Power Lich ranged attack effects (7 hexes attack) and only take damage by direct hit.

Month of the transformation of the Ghosts: When the "Month of the transformation of the Ghosts" come, all the ghosts in towns/castles and in the armies led by human and AI players are transformed into Peasants.
The Ghosts in neutral towns/castles and on the adventure map are not transformed.


*****


For all changes, and to allow modders/players to tweak the data, all the values should be accessible in xml files.

For more precisions, you can go here:
http://sourceforge.net/p/fheroes2/feature-requests/95/

And if you have some time, you can go here:
http://sourceforge.net/p/fheroes2/feature-requests/91/


Good reading ;-)
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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:55

Fonctioning problem with resurrect spells (Animate Dead, Resurrect and Resurrect True spells) in a save.

Bug: Resurrect True.

http://speedy.sh/ZebQc/0720-bug-resurrect-true.GM1

Launch HEROES2W.EXE
Load "0720 bug resurrect true.GM1"

End turn.

Kathadar cast Chain Lightning on Titans A11.

Titan has 280 hit points left.

Myrini has Spell Power: 3.
Myrini cast Resurrect True on Titan A11.

Then bug.

0 titan rises from the dead!

Titan still has 280 hit points left.

The spell should have restored 150 hit points to Titans troop, 1 titan resurrected the first Titan in the troop with 130 hit points left.


*****


Tweaks to the game.


Replace all the terms used for the number of creatures by real numbers would be nice.

I never remember what is Pack, Lots, Horde, and fight 10-19 Vampire lords is not the same as 50-99 ;-)

So replace:

Few by 1-4
Several by 5-9
Pack by 10-19
Lots by 20-49
Horde by 50-99
Throng by 100-249
Swarm by 250-499
Zounds by 500-999
Legion by 1000+


*****


Allow to capture Magic Gardens, Windmills and Water Wheels (player color flags).

Every Day 1, a window is displayed to inform player:

Windmill(s):
2 Cristals, 2 Gems (resources icons with numbers).

Water Wheel(s):
3000 Golds (resources icon with numbers).

Magic Garden(s):
5 Cristals, 1000 Golds (resources icons with numbers).

It' quite boring to assign 1 or 2 heroes to collect these resources, and impossible to collect them all on big maps.


*****


Allow to cast Set Guardian Spells and Haunt Spell on Alchemist Labs and Sawmills.
I never understood why this was not possible.

And add the possibility to cast Set Guardian Spells and Haunt Spell on Magic Gardens, Windmills and Water Wheels.


*****


Change the cost when upgrading base creatures to upgraded creatures, make it cost only the cost difference instead of double the cost difference.
This restricts the player to not buy base creatures and wait for improved creatures when available. To upgrade a Giant to a Titan cost more than to buy directly the Titan, it's insane.

Design failure.


*****


Allow the player to buy base creatures and upgraded creatures when the upgraded structures are built.

Sometimes I have not enough gold to buy all the upgraded creatures, I want to be able to buy the base creatures and upgrade them later.
Sometimes I have already built an upgraded structure (Ex: Armory Upgrade) and I discover a Freeman's Foundry near my castle. I want to be able to buy the base creatures (Ex: Swordsmen) and upgrade them at the Freeman's Foundry.


*****


Allow the player to buy upgraded creatures in the creature generators on the adventure map (Archer's Houses, Watch Towers, Dwarf Cottages).
The base creatures join the hero for free as usual, but the hero can also buy the upgraded creatures (he has to pay the cost difference from base creature to upgraded creatures).

The same for the other creature generators (Troll Bridges, Cities of the Dead, Dragon Cities).
The hero can buy the base creatures and the upgraded creatures (the cost is also different between the base creatures and the upgraded creatures).

I think the player should also be able to upgrade this creatures types already in his army at a cost in the creatures generators on the adventure map.
Ex: A troop of Archers has joined the hero, the hero can go to an Archer's House to upgrade them, he has to pay to upgrade the Archers to Rangers.


*****


Add damage for all the upgraded structures in a castle during combat.

Each structure add 1 Archer to the strength of the Ballista and Each Mage Guild level add +1 bonus to the Archers attack skill.

Ex. with standard Knight Castle:

Captain's Quarters, +1 Archer.
Mage Guide level 1, +1 Archer.
Tatched Hut, +1 Archer.
Etc.

Mage Guild level 1, +1 attack skill.
Mage Guild level 2, +2 attack skill.
Etc.

So 19 Archers with all the base structures built, and +5 bonus to attack skill with Mage Guilde level 5 built.
"The Ballista fires with a strength of 19 Archers, each with a +5 bonus to their attack skill. etc."

Now, with adding Archers for all upgraded structures:

Ex. with changed Knight Castle:

Captain's Quarters, +1 Archer.
Mage Guild level 1, +1 Archer.
Mage Guild level 2, +1 Archer.
Mage Guild level 3, +1 Archer.
Mage Guild level 4, +1 Archer.
Mage Guild level 5, +1 Archer.

Tatched Hut, +1 Archer.
Archery Range, + 1 Archer.
Archery Range Upgrade, + 1 Archer.
Etc.

Mage Guild level 1, +1 attack skill.
Mage Guild level 2, +2 attack skill.
Etc.

28 Archers with all the base structures and the upgraded structures built, and +5 bonus to attack skill with Mage Guilde level 5 built.

So it's always beneficial to build upgraded structures, even if you can recruit base creatures when upgraded structures are built.


*****


Allow the player to control the Catapult (attacker), and the Ballista and Turrets (defender). No need to have a secondary skill. The player can skip the Catapult, and each Ballista and Towers turn.

An option allow two ways of working.
H2 style, the player can cast a spell only when his first troop can play (default).
H3 style, the player can cast a spell when he controls the catapult or the turrets.


*****


During siege, the defender's troops should not stop at the moat when they leave the castle (when they will return, the drawbridge opens). If a troop can move 6 hexagons, she can continue its movement. The drawbridge closes behind her.

Suggestion, as long as a creature is in the moat, the moat reduces the defense creature and also reduces the creature speed to half movement (same effect as the Slow spell).
When a creature is in the moat, the defense and speed changes are displayed in the creature info.


*****


The shooters should have the choice to shoot or attack in melee (when they have enough movement points).


*****


The player can choose the hexagon destination when he cast the Mirror Image spell (first ring of hexagons, second ring of hexagons if the first ring is fully occupied, etc.).
Just like the Teleport spell, select your troop, then select the destination.

The player can choose the hexagon destination when he cast the Summon Elementals spells (first column of hexagons, second column of hexagons if the first column is fully occupied, etc.).


*****


When troops characteristics are changed (Bone Dragon lowers enemies morale by 1, Tavern morale bonus, etc.), this should be updated in the creature info during combat.

When the Dragon Slayer spell is active on a troop, the bonus should be displayed.


*****


When the player accesses a hero screen or a castle screen from the Kingdom Overview screen (HEROES button "on" or TOWNS/CASTLES button "on") and he exits the screen (hero screen or castle screen), it should be nice if the player goes back to the Kingdom Overview screen (HEROES or TOWNS/CASTLES) when he exits the screens instead to go to the adventure map.


*****


An option to play with the Shrine (building in the Necromancer castle) in Succession Wars scenarios (if POL data available).


*****


On the adventure map, right click on interactive sites (where the hero can move) shows information (ex: Witch Doctor's Hut (not visited), Fort (already visited), etc.).

Add information for all types of sites.


*** Ex. with Witch Doctor's Hut.

* With a hero selected, not visited:
Witch Doctor's Hut (not visited) (actual Knowledge: 2)

* With a hero selected, already visited:
Witch Doctor's Hut (already visited)


*** Ex. with Shrines.

* With a hero selected, not visited:
Shrine of the First Circle (not visited)
Shrine of the First Circle (no magic book)

* With a hero selected, visited by at least one hero:
Shrine of the First Circle (Slow) (can be learned)
Shrine of the First Circle (Slow) (already learned)
Shrine of the First Circle (Slow) (no magic book)

* With no hero selected, visited by at least one hero:
Shrine of the First Circle (Slow)

* With a hero selected, not visited:
Shrine of the Third Circle (can be learned)
Shrine of the Third Circle (already learned)
Shrine of the Third Circle (no magic book)
Shrine of the Third Circle (no Wisdom skill)
Shrine of the Third Circle (no magic book) (no Wisdom skill)

* With a hero selected, visited by at least one hero:
Shrine of the Third Circle (View Heroes) (can be learned)
Shrine of the Third Circle (View Heroes) (already learned)
Shrine of the Third Circle (View Heroes) (no magic book)
Shrine of the Third Circle (View Heroes) (no Wisdom skill)
Shrine of the Third Circle (View Heroes) (no magic book) (no Wisdom skill)

* With no hero selected, visited by at least one hero:
Shrine of the Third Circle (View Heroes)


*** Ex. with Gazebo.

* With a hero selected, not visited:
Gazebo (+ 1000 xp) (actual level: 3) (next level: 500 xp)

* With a hero selected, already visited:
Gazebo (already visited)


*** Ex. with Witch's Hut.

* With a hero selected, not visited:
Witch's Hut (3 free slots)
Witch's Hut (no free slots)

* With a hero selected, visited by at least one hero:
Witch's Hut (Estates) (3 free slots)
Witch's Hut (Estates) (no free slots)
Witch's Hut (Estates) (already known)

* With no hero selected, visited by at least one hero:
Witch's Hut (Estates)


*** Ex. with Tree of Knowledge.

* With a hero selected, not visited:
Tree of Knowledge (not visited) (actual level: 3) (next level: 500 xp)

* With a hero selected, visited by at least one hero:
Tree of Knowledge (free) (already visited)
Tree of Knowledge (2000 gold) (already visited)
Tree of Knowledge (10 gems) (already visited)
Tree of Knowledge (free) (not visited) (actual level: 3) (next level: 500 xp)
Tree of Knowledge (2000 gold) (not visited) (actual level: 3) (next level: 500 xp)
Tree of Knowledge (10 gems) (not visited) (actual level: 3) (next level: 500 xp)

* With no hero selected, visited by at least one hero:
Tree of Knowledge (free)
Tree of Knowledge (2000 gold)
Tree of Knowledge (10 gems)


*** Ex. with Trading Post.

* Player has less than 3 marketplaces:
Trading Post (best rate currently)

* Player has 3 marketplaces:
Trading Post (same rate as marketplace)

* Player has 4 or more marketplaces:
Trading Post (better rate at marketplace)


*** Ex. with Fountain.

* With a hero selected:
Fountain (Luck +1) (actual Luck level: 2) (already visited)
Fountain (Luck +1) (actual Luck level: 2) (not visited)
Fountain (Luck +1) (actual Luck level: 3) (not visited) (no need)


*** Ex. with Temple.

* With a hero selected:
Temple (Morale +2) (actual Morale level: 2) (already visited)
Temple (Morale +2) (actual Morale level: 2) (not visited)
Temple (Morale +2) (actual Morale level: 3) (not visited) (no need)


*** Ex. with Xanadu.

* With a hero selected:
Xanadu (already visited)
Xanadu (can be visited)
Xanadu (not enough level/diplomacy) (actual level equivalence: Cool

The hero need to be level 10 to enter Xanadu.
Each level of Diplomacy count as a level. A level 7 hero with Expert Diplomacy can enter Xanadu (7+3 = 10).

The Statesman's Quill Artefact should also count.
Statesman's Quill tweaks 02: The Statesman's Quill also count as a level to enter Xanadu.

So with Expert Diplomacy and Statesman's Quill, a level 6 hero can enter Xanadu (6+3+1 = 10).


*** Ex. with Pyramid.

* With a hero selected:
Pyramid (already visited)
Pyramid (can be visited)
Pyramid (no magic book)
Pyramid (no Wisdom skill)
Pyramid (no magic book) (no Wisdom skill)
Pyramid (no magic book) (not enough Wisdom skill) (actual Wisdom level: 2)
Pyramid (not enough Wisdom skill) (actual Wisdom level: 2)


*** Ex. with Freeman's Foundry.

* With a hero selected:
Freeman's Foundry (2 troops to upgrade)
Freeman's Foundry (no troops to upgrade)


*** Ex. with Graveyard.

* With a hero selected, visited by at least one hero:
Graveyard (already visited)

One hero player has already visited the site (another friendly hero win the combat, or the site was already visited by an opponent hero and the friendly hero took a morale penalty).


*** Ex. with City of the Dead.

* With a hero selected, visited by at least one hero:
City of the Dead (last visitor) (you can recruit) (8 units)

Right click on interactive sites with possible recruitments, shows information.

(last visitor): one hero of the player has fought, he has won the combat or not. No enemy heroes has moved on the interactive square (it does not need the enemy hero entered the site, it may just have moved on the interactive square without entering the site).
(you can recruit): one hero of the player has fought and has won the combat. You can now recruit creatures.
(8 units): 8 units are available to buy. One hero of the player has fought and has won the combat 3 weeks earlier (2 creatures just after the combat + 2 creatures each week).

Number of available creatures is also displayed with free creatures generators on the map (ex: Archer's House) if at least one friendly hero is the last visitor ((you can recruit) (20 units)).

Suggestion here concerning the interactive sites with combats (Pyramid, Graveyard, City of the Dead, etc.).
If a hero has eliminated some of the créatures and then fled, the next time, he will fight only the remaining number of créatures (friendly or opponent heroes are taken into account).
Right click on the combat site shows the remaining number of creatures (only if no enemy heroes has moved on the interactive square (it does not need the enemy hero entered the site, it may just have moved on the interactive square without entering the site)).

So a friendly hero has fought 100 mutant zombies in a graveyard. He has eliminated 60 of them and has fled.
Right click on the graveyard shows (guarded by 40 mutant zombies).
Next time a hero will enter the graveyard (friendly or opponent hero), he will fight only 40 mutant zombies.

If a enemy heroes has moved on the interactive square even without entering the graveyard, right click shows (you tried) (not the last visitor).

Day 3, a friendly hero has fought 100 mutant zombies in a graveyard. He has eliminated 60 of them and has fled. There is now 40 mutant zombies to guard the graveyard, but only until the end of the week (day 7). Next week (day 1), the guardian creatures are resupplied (100 mutant zombies to guard the graveyard).


*** Ex. with wandering creatures.

Right click on a square with wandering creatures (and adjacent squares) shows information.

* With a hero selected:
(100-249 wolves) (actual Diplomacy level: 1) (Hideous Mask)

(actual Diplomacy level: 1): informs the player that selected hero has the diplomacy secondary skill at basic level (creatures will sometimes offer to join the hero army).
(Hideous Mask): informs the player that selected hero has the Hideous Mask (prevents all wandering creature from joining the hero).

Right click on a square with wandering Bone Dragons (and adjacent squares) shows information.

* With a hero selected:
(1-4 bone dragons) (combat Morale -1) (actual Morale level: 3)


*** Ex. with Magic Well.

* With a hero selected:
(already visited) (actual spell points: 10/50)
(not visited) (actual spell points: 10/50)
(no need) (actual spell points: 50/50)


*** Ex. with Artesian Spring.

* With a hero selected:
(not visited) (actual spell points: 10/50)
(no need) (actual spell points: 100/50)

* With a hero selected, visited by at least one hero:
(already visited this week) (actual spell points: 10/50)
(not visited) (actual spell points: 10/50)
(no need) (actual spell points: 100/50)

If the player can see an ennemy hero move onto the Artesian Spring, it's taken into account and right click on this Artesian Spring displays the info (already visited this week).


*** Ex. with Sphinx.

* With a hero selected, visited by at least one hero:
(already visited)


*** Ex. with Daemon Cave.

* With a hero selected, visited by at least one hero:
(already visited)


*** Ex. with Alchemist’s Tower (POL).

* With a hero selected:
(no cursed artifact)
(2 cursed artifacts)


*** Ex. with Tents and Barriers (POL).

* Tent.
* With a hero selected, visited by at least one hero:
(already visited)

* Barrier.
* With a hero selected, Tent visited by at least one hero:
(Tent already visited)

Change: If a Tent is already visited by a hero player, open directly the Barrier when a hero move into it, there is no need to have to remind password.


As some of the suggestions changes the playstyle (ex: upgrading cost of creatures), they should be optional and editable in a xml file.


I certainly forget something ;-)


***** Added 05/05/2014. *****


I forgot:

*** Ex. with Lean-To, Skeleton (Desert), Wagon.

* With a hero selected, not visited:
Lean-To (not visited)

* With a hero selected, visited by at least one hero:
Lean-To (already visited)

Also, when an enemy hero has be seen on one visit map object that can give something (Ex: Lean-To, Skeleton (Desert), etc.), the info is displayed (already visited).


*** Ex. with Artifact.

* With a hero selected:
(Artifact) (no free slot)
(Artifact) (X free slots)

Also, when right click on an map object that can give Artifact (Ex: Skeleton (Desert), Graveyard, etc.), the info is displayed (artifact: no free slot) (artifact: X free slots).
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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:57

Bugs and Tweaks to the game.


Bugs.

First bug.

Bug Hero on Resources and Creatures Generators Day 7.

http://speedy.sh/RHgVU/0695-bug-hero-over-generator-day-7.GM1

Launch HEROES2W.EXE
Load "0695 bug hero over generator day 7.GM1"

Day 7.

Sandro is over Windmill.

Click next hero.
Balor is over Water Wheel.

Click next hero.
Lord Bartam is over Dwarf Cottage.

Select Arilum, second hero in the hero list.
Arilum is over Magic Garden.

End turn.

Day 1.

Select Arilum.
Move Arilum outside Magic Garden.
Move Arilum inside Magic Garden.

Then bug: No new resources generated.

Select Sandro.
Move Sandro outside Windmill.
Move sandro inside Windmill.

Then bug: No new resources generated.

Select Balor.
Move Balor outside Water Wheel.
Move Balor inside Water Wheel.

Then bug: No new resources generated.

Select Lord Bartam.
Move Lord Bartam outside Dwarf Cottage.
Move Lord Bartam inside Dwarf Cottage.

Then bug: No new creatures generated.


*****


Second bug.

Bug: move and move back Knowledge Artifacts between hero reduces Spell points.

Same save, no need to reload.

Select Derick.
Move Derick to the Magic Well.
Derick has Spell Points: 60/60.

Derick mets Zom.

Click on Derick portrait to open the Derick screen.
Derick has Spell Points: 60/60.
Exit Derick screen.

Move Minor Scroll (+2 Knowledge) from Derick inventory to Zom inventory.

Click on Derick portrait to open the Derick screen.
Derick has Spell Points: 40/40.
Exit Derick screen.

Move back Minor Scroll (+2 Knowledge) from Zom inventory to Derick inventory.

Click on Derick portrait to open the Derick screen.
Derick has Spell Points: 40/60.
Exit Derick screen.

Exit meeting screen.
Derick has Spell Points: 40/60.

This is a bug, the spell points should be updated only when the player exit the meeting screen, and Derick should have Spell Points: 60/60.


***** Added 05/06/2014. Start.*****


The bug also appears if you move the artefact from a slot to another slot in the same inventory.

Move Minor Scroll (+2 Knowledge) from start slot in Derick inventory to another slot in Derick inventory.
Click on Derick portrait to open the Derick screen.
Derick has Spell Points: 40/60.


***** Added 05/06/2014. End.*****


*****


Third bug.

Bug: Blood Lust spell lasts only 3 turns.

Unlike the spell definition, the Blood Lust spell lasts only 3 turns even if the hero has Spell Power: 11.

Blood Lust
Cost: 3
Type: Combat
Target: 1 ally
Duration: 1 rnd / Power
Adds +3 to the creature’s Attack skill.

Same save, no need to reload.

Select Miranda.
Miranda attack Krystala.

Black dragons attack Ogre lords G9-10.
Vampire lords attack Ogre lords F11.
Bone dragons attack Orc chiefs H10-11.
Miranda cast Blind on Halflings.
Skeletons skip.

Miranda has Spell Power: 11.
Miranda cast Blood Lust on Skeletons.

Skip 3 turns.

Then bug.

Skeletons have no more Blood Lust spell.


***** Added 05/06/2014. Start.*****


Fourth bug.

Bug: Unable to build structure after buying boat.

Same save, no need to reload.

Select Y'Gael Castle, second castle in the castle list.
Open the Castle Options screen, you can build structures (Ex: Mage Guild, Level 2).
Exit the Castle Options screen.
Build a new ship at the Dock.

Then bug.

Open the Castle Options screen, you can no more build structures.


***** Added 05/06/2014. End.*****


*****


Problem defender creature stop at the moat.

http://speedy.sh/GMUVH/0707-defender-creature-stop-at-the-moat.GM1

Launch HEROES2W.EXE
Load "0707 defender creature stop at the moat.GM1"

Myrini attack Felkorr.

Titans shoot Rangers.

Cavalries move outside and stop at the moat (they can move further).


*****


Similar to bugs.

Should not be possible to cast Stoneskin when Steelskin is active on a troop.

Should not be possible to cast Disrupting Ray when the troop defense is already at minimum (1).

Should not be possible to cast Cure when the troop has no negative spell and no hit points to restore.

Should not be possible to cast Dragon Slayer when there is no Dragon in enemy army.

Should not be possible to cast Earthquake when there is no more wall, tower, drawbridge, ballista to destroy.

Should not be possible to cast Identify Hero when the spell is already active or when there is no enemy hero visible on the map.


*****


I watched a let's play, and I saw a bug I encountered sometimes.
A save next time it appears.

Bug: Resurrection 2 stacks creatures.

Go at 18:20 to 21:40.

https://www.youtube.com/watch?v=WLGdpbrkZjI&list=PLE_9PUqCSSrRI6BkIvYEnD7I2n2N_7qd3

This bug often appears with 2 hex creatures (Roc, Bone Dragon, Phoenix, etc.).


*****


Tweaks.

Captain can gain xp, capture artefacts and learn secondary skills during sieges.


*****


Display the Shrines necromancy bonus (POL) in the heroes screens with Necromancy secondary skill (ex: Necromancy - Expert (+40%)).


*****


Allow the keyboard spacebar to revisit the same location (resources generators, creatures, teleporters, etc.) for the hero. Each revisit (1 spacebar pressing) cost 1 movement point.


*****


Allow to buy a ship at the Lighthouse if located near the water (same cost as in a castle, 10 wood, 1000 gold), the hero must be on the Lighthouse.


*****


Show the effect area of spells during combat (grayed hexagons).


*****


Show the destination area of creatures during combat (grayed hexagons), move for 2 hexagons creatures (EX: destination move for Black dragons), attack for 1 hexagon and 2 hexagons creatures (EX: destination attack for Vampire lords, destination attack for Black dragons).


*****


Treasure Chest window.

Image link: http://img641.imageshack.us/img641/7827/heroes2screen22.png



1) This button allows to access the Hero screen so you can consult it.
When you exit the Hero screen you go back to the Treasure Chest window.

Just above the button, 3/8 informs you about the number of secondary skills already learned by the hero. In this case, the hero has already learned 3 secondary skills.

2) (5500) your total gold after the transaction if you choose to keep the gold.

3) (1800) shows the experience points needed to reach next level.


*****


Hero level up window.

Image link: http://img818.imageshack.us/img818/1627/heroes2screen23.png



1) This button allows to access the Hero screen so you can consult it.
When you exit the Hero screen you go back to the Hero level up window.

Just above the button, 3/8 informs you about the number of secondary skills already learned by the hero. In this case, the hero has already learned 3 secondary skills.


More suggestions here:
http://sourceforge.net/p/fheroes2/feature-requests/94/


*****


Medusa has 20% chance to turn creature to stone. Creatures turned to stone take half damage when attacked (when a creature is turned to stone the half damage info should be displayed in the creature info).
Tweaks: when a medusa troop attack a petrified creature troop, she has not the half damage penalty and she make double damage.


*****


Genie has 10% chance to halve enemy troop. Change the way how it works to always have the best result.
Ex: the hero sends his 10 Genies to eliminate a troop of 2 Archers, the Genie ability takes effect and the 10 Genies eliminates half the troop (1 Archer), the result would have been much better without the ability.


*****


During combat, display the number of turns a spell will be active in the creatures info under each spell. Also the spells are not displayed in the order of casting.


*****


Allow to cast Anti-Magic on a Mirror Image troop.


*****


Allow to access the hero screen during combat (to look at the spells and the artifacts). Sometimes, I need to know if the hero possesses an artifact that improves a spell, or I need to look at the spells before I move a troop and I already have casted a spell this turn.


*****


AI tweaks.

When the AI feels threatened, the AI recruits a hero in a hurry to defend a castle (or the AI moves a hero to a castle with some troops (8 Sprites, 4 Dwarfs, 5 Zombies, you get the point)) but does not reorder the troops.
So, the hero has an army with 12 Peasants, 6 Archers, 100 Goblins, 25 Orcs, 20 Wolves, and there are 50 Ogre lords, 15 Cyclops, 20 War trolls in the castle garrison... ... wasted if the battle is lost.
It would have been more difficult to attack the castle (or even no attack) if the best troops were in the hero army.


*****


AI heroes never surrenders. Make the AI hero to surrender if it's beneficial.
Ex: the AI hero has the Statesman's Quill (reduces the cost of surrender to 10% of the total cost of your army) when she has good troops.


*****


Tweaks for Scouting secondary skill.

Scouting gives more advanced info (right click) to the hero on map objects located in the hero's viewable area on adventure map.
All the discovered info remain visible for the rest of the game (or the entire week, ex: Water Wheel, etc.) when it's possible (as if the hero had physically visited the map objects), even if they are no longer located in the hero's viewable area (ex: Witch's Hut, Shrine, Daemon Cave, Tree of Knowledge, etc.).


Basic level.

Pile of resource (ore, gem, wood, ect.): resource quantity.

Campfire: gold and resource quantity.

Treasure Chest: xp, gold, which artefact.

Sea Chest: gold, which artefact.

Flotsam: nothing, wood quantity.

Shrine of the First Circle: spell.

Wandering creatures level 1 to 2: creature number, if they will join.

Artesian Spring: if already visited.

Oracle: distance consultation.

Sign: distance consultation.

Bottle: distance consultation.


*****


Advanced level.

Shipwreck Survivor: which artefact.

Windmill: resource type, already visited.

Magic Garden: gold, 5 gems.

Water Wheel: if already visited

Artefact: if guardian and which.

Lean-To, Skeleton (Desert), Wagon: resource quantity, gold, which artefact, if already visited.

Wandering creatures level 3 to 4: creature number, if they will join.

Creatures generators level 1 to 3 (Archer's House, etc.): creature number.

Witch's Hut: secondary skill.

Shrine of the Second Circle: spell.

Tree of Knowledge: cost (free, 2000 gold, 10 gems).


****


Expert level.

Wandering creatures level 5 to 6: creature number, if they will join.

Creatures generators level 4 to 6 (Troll Bridge, etc.): creature number.

Ancient Lamp: Genies number.

Graveyard: which artefact, if already visited.

Daemon Cave: gardians number, recompense, if already visited.

Shipwreck: Ghosts number, recompense, if already visited.

Derelict Ship: Skeletons number, recompense, if already visited.

Shrine of the Third Circle: spell.

Pyramid: spell, if already visited.

Sphinx: recompense, if already visited.

Jail (POL): full hero info.


*****

Greetings.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:59

Some Secondary Skills I would like to try in Heroes 2.

Offence:

Increases the damage in hand-to-hand combat.

Basic: +10% damage.
Advanced: +20% damage.
Expert: +30% damage.


*****


Defense:

Reduces the damage in combat.

Basic: -10% damage.
Advanced: -20% damage.
Expert: -30% damage.


*****


Sorcery:

Increases Hero Spell Power.

Basic: +1 to Spell Power.
Advanced: +3 to Spell Power.
Expert: +5 to Spell Power.


*****


Resistance:

Reduces enemy Hero Spell Power during combat.

Basic: -1 to enemy Spell Power.
Advanced: -2 to enemy Spell Power.
Expert: -3 to enemy Spell Power.

Note: the enemy Hero Spell Power cannot be less than 1.


*****


Learning: But the AI must be teached how to use it between heroes.

Increases experience gained by hero during combat, allows hero to automatically exchange spells with other heroes during trading sessions. Hero learns spells that he/she doesn't know and teaches spells other hero doesn't know.

Basic: +25% experience, teach and learn spells level 2 and below.
Advanced: +50% experience, teach and learn spells level 3 and below.
Expert: +100% experience, teach and learn spells level 4 and below.

Note: the hero must have the appropriate level of Wisdom to learn spells.


*****


Tactics: But this one only if the AI can fully use it.

Allows you to arrange your troops on the battlefield before combat begins.

Basic: Your tactics - enemy tactics = 1, placement allowed within the first 2 hex coloumns.
Advanced: Your tactics - enemy tactics = 2, placement allowed within the first 3 hex coloumns.
Expert: Your tactics - enemy tactics = 3, placement allowed within the first 4 hex coloumns.

And an option for the Tactics skill:
No movement penalties for embarking and disembarking on boat, the hero can move on the water when he embarks, and he can move on ground when he disembarks, if he has movement points left.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 05:59

Woah, these are some really good ideas! The Eagle Eye one sounds especially interesting. You've also reminded me that we should incorporate all the changes made in the pre-Ironfist balance patch I created with UndeadHalfOrc, which includes changing the Fireball multiplier to 13xSpellpower.

It would take a long time to comment on all of these, but you will be very surprised if I told you which things are hard and which are easy. I'm pretty excited to get started implementing some of the minor ones, but each change that affects gameplay will need a lot of thought, and playtesting afterwards. For example, letting the player cast Anti-Magic on mirror images would be a small tweak, but it will have a huge effect on combat -- not a decision to be made lightly.

We certainly intend to put as much as possible into data files. You can already freely edit creature stats and abilities using the creatures.xml file: http://projectironfist.pbworks.com/w/page/68312055/Setting%20Creature%20Stats
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:00

Quote :
I'm pretty excited to get started implementing some of the minor ones, but each change that affects gameplay will need a lot of thought, and playtesting afterwards.

I look forward to test the implementations ;-)


Quote :
It would take a long time to comment on all of these, but you will be very surprised if I told you which things are hard and which are easy.

I like good surprises ;-)


Quote :
You've also reminded me that we should incorporate all the changes made in the pre-Ironfist balance patch I created with UndeadHalfOrc

Quote :
For example, letting the player cast Anti-Magic on mirror images would be a small tweak, but it will have a huge effect on combat -- not a decision to be made lightly.

Yes, I saw this balance path, I have never tried it. It change a lot of creatures cost and specs, structures cost, and spells costs to balance the game, I think most in the goal to equilibrate multiplayer game.

The only creature I would change is the Peasant. They are quite powerfull in great number with a hero with great Attack and Defense, but you must play them wisely (attack troop with no more retaliation, etc.), and as soon as the AI consider them too dangerous, they are evaporated, and with them all the time you took to recruit them ;-)

Thus my change so that they generate 1 gold per day, and that they can be upgraded to Archers and Pikemen. So, you can play them differently, as a gold source, as a ranged attack troop (Archer, at a high upgrade cost), or as a hand to hand attack troop (Pikeman, to an even higher upgrade cost).

I find the game "well balanced / well unbalanced" ;-)

As a single player game, it offers a lot of possibilities, a lot of differents strategies with "unbalanced" castles/heroes types. It's really great, I like it this way.

As a strategy game, the player should play the game depending on what he has, and then adjust his strategy accordingly to what he gets.

I never play multiplayer games, and I think it's not possible to balance different castles/heroes types.
You can tweak everything to infinity, it will never be balanced, it's wasted time.
The only way to balance the game: 1 size of map, 1 castle, 1 hero, 1 creature, 1 spell, 1 resource, 1 etc., balanced but quite boring...

I think every player/modder would play/mod the game in a different way.

Thus, it should be possible to enable/disable each change at will (be it in game settings or in an initialization file (text, xml, whatever)), it's surely a lot more work, but it's the only way to make everybody happy.

As you say, "to put as much as possible into data files" is also the way to go for maximum flexibility, it's great.


*****


Today, some new artifacts.

Sorry for all the Amulets, Rings and Pendants, can be changed later ;-) ...and also for the artifacts bad names wording ;-)

The artefacts levels (level 1, level 2, level 3) are not precised, to be set later.


Ultimate Artifacts:


Amulet of Abundance: +5 to all resources (wood, ore, gem, cristal, sulfur, mercury) and +5000 gold per day.


*****


Ring of Profusion:

+ 1 creature (level 6) per week for all dwellings in all towns/castles.
+ 2 creatures (level 5) per week for all dwellings in all towns/castles.
+ 3 creatures (level 4) per week for all dwellings in all towns/castles.
+ 4 creatures (level 3) per week for all dwellings in all towns/castles.
+ 5 creatures (level 2) per week for all dwellings in all towns/castles.
+ 6 creatures (level 1) per week for all dwellings in all towns/castles.


*****


Cloak of Supreme Spellcaster: +4 Knowledge, the hero can cast 2 spells per turn during combat (no obligation to cast 2 spells, he can only cast 1 spell at his wish).

Sum of level of casted spells cannot be more than 6, but can be less.

Ex: one level 5 spell and one level 1 spell (level 5 + level 1: 5 + 1 = 6).
Ex: one level 4 spell and one level 2 spell (level 4 + level 2: 4 + 2 = 6).
Ex: two level 3 spells (level 3 + level 3: 3 + 3 = 6).
Ex: two level 1 spells (level 1 + level 1: 1 + 1 = 2 <6).


*****


Artifacts:


Amulet of Speed: +1 to speed for all troops during combat.


*****


Snail Ring: -1 to speed for all enemy troops during combat (Note: the enemy troops speed cannot be less than 1).


*****


Ring of Heaviness: all enemy flying creatures can only move their base speed points (ex: a creature with speed average (4) can only move 4 hexagons) but they can fly (pass the wall during siege).


*****


Amulet of Robustness: immune all troops to speed reduction Artifacts (ex: Snail Ring, Ring of Heaviness).


*****


Pendant of Recovery: restores half creature base hit points to all first creatures in troops every beginning of turn during combat.


*****


Amulet of Pain: all enemy troops suffers (5 x level creature) damage at the beginning of each turn (level 1 stacks takes 5 damage, level 2 stacks takes 10 damage, etc.).


*****


Ring of Protection: immune all troops to damage effects Artifacts (ex: Amulet of Pain).


*****


Ring of Regeneration: all troops restores (5 x level creature) hit points at the beginning of each turn (level 1 stacks restores 5 hit points, level 2 stacks restores 10 hit points, etc.).


*****


Dwarf Ring: -1 to enemy Spell Power during combat (the enemy Hero Spell Power cannot be less than 1).


*****


Pendant of Nature Gift: +1 to all resources (wood, ore, gem, cristal, sulfur, mercury) and +1000 gold per day.


*****


Amulet of Constraint: adds half the cost to all enemy hero spells (ex: Slow cost 4 spell points (3 + 1.5 = 4.5 rounded to 4), Steelskin cost 9 spell points (6 + 3 = 9), etc.)).


*****


Amulet of Adjusting: immune the hero to increasing spells cost Artifacts (ex: Amulet of Constraint).


*****


Pendant of Summoning: +1 to base generation to all the summoning spells (becomes: sets 5x Spell Power Ghosts to guard mine for Haunt, becomes: sets 5x Spell Power Elementals to guard mine for Set Elemental Guardian spells, becomes: summons 4x Spell Power Elementals for Summon Elemental spells).
The bonus is cumulative with the Book of Elements (doubles the effectiveness of all summoning spells). So with the Pendant of Summoning and the Book of Elements, the hero with Spell Power: 5 can generate (4 + 1) x 2 = 50 Elementals with Set Elemental Guardian spells.


*****


Pendant of Serenity: during combat, each time the enemy hero casts a spell, the hero recovers half magic points needed to cast the spell (ex: the enemy hero cast Haste (cost: 3 spell points), the hero restores 1 spell points (3 : 2 = 1.5 rounded to 1), the enemy hero cast Blind (cost: 6 spell points), the hero restores 3 spell points (6 : 2 = 3)).
The Dispel Magic spell animation can be used on the hero when magic points are restored. The hero should not restore magic points above his max magic points (ex: max 20/20).
The bonus is cumulative with all the bonuses of abilities to recover magic points.


*****


Ring of Magnificence: +1 to Attack, +1 Defense, +1 Spell Power, +1 Knowledge.


*****


Amulet of Mastering: +3 to Attack, +3 Defense, +3 Spell Power, +3 Knowledge.


*****


Ring of Restriction: halves the effectiveness of all enemy summoning spells (becomes: summons 1x Spell Power Elementals for Summon Elemental spells (3 : 2 = 1.5 rounded to 1) during combat).


*****


Amulet of True Summoning: immune the hero to all effectiveness limitation of spells Artifacts (ex: Ring of Restriction).


*****


Pendant of Spellcaster: halves the cost of all hero spells.


*****


Ring of Life Force: +50% to base hit points to all creatures.


*****


Amulet of Decrepitude: -50% to base hit points to all enemy creatures (Note: the enemy troops hit points cannot be less than 1).


*****


Ring of Full Life: immune all troops to base hit points reduction Artifacts (Ex: Amulet of Decrepitude).


*****


Amulet of Bitterness: -2 Morale to all enemy creatures.


*****


Minotaur Ring: immune all troops to Morale reduction Artifacts (Ex: Amulet of Bitterness).


*****


Mirror of Misfortune: -2 Luck to all enemy creatures.


*****


Unicorn Horn: immune all troops to Luck reduction Artifacts (Ex: Mirror of Misfortune).


*****


Pendant of Beatitude: all troops make max damage and are immune to Curse.
So, no need to cast Bless (window message when trying to cast the spell: "No need to cast this spell, already max damage for all troops!") and enemy hero cannot cast Curse (window message when enemy hero trying to cast Curse: "That spell will affect no one!").


*****


Ring of Tranquility: all enemy troops make min damage and are immune to Bless.
So, no need to cast Curse (window message when trying to cast the spell: "No need to cast this spell, already min damage for all enemy troops!") and enemy hero cannot cast Bless (window message when enemy hero trying to cast Bless: "That spell will affect no one!").


*****


Amulet of Strength: immune all troops to troop damage limitation Artifacts (Ex: Ring of Tranquility).


*****


Amulet of Stroke: all enemy troops cannot retaliate.


*****


Ring of Revenge: immune all troops to retaliate limitation Artifacts (Ex: Amulet of Stroke).


*****


Cloak of Defensiveness: all troops can retaliate 2 times.


*****


Ring of Fortune: generates 1 random resource each day.


*****


Ring of Wealth: generates 2 random resources each day.


*****


Amulet of Lucky Man: generates random gold (100 to 500 gold) each day.


*****


Amulet of Liberty: +1 movement point, no penalty on rough terrains (Beach, Cracked land, Snow, Swamp, Desert).


*****


Amulet of Apprentice: regenerates 1 magic point per turn on the adventure map, and regenerates 1 magic point per turn during combat. The hero should not restore magic points above his max magic points during combat (ex: max 20/20).


*****


Amulet of Practice: +25% experience gained by hero during combat.


*****


Ring of Knowledge: +2 Knowledge to hero, allows hero to automatically exchange spells with other heroes during trading sessions. He can teach and learn spells level 2 and below (Note: the hero must have the Magic Book to learn spells).


*****


Ring of Mobility: +2 movement points, no movement penalties for embarking and disembarking on boat, the hero can move on the water when he embarks, and he can move on ground when he disembarks, if he has movement points left.


*****


Elf Bowstring: +15% damage for shooters (ranged attack only).


*****


Book of Spirits: +1 Spell Power, doubles the effectiveness of Haunt spell.


*****


Ring of Ghosts Hunter: gives the ability to cast Ghosts Annihilation spell (the hero must have a Magic Book).

Ghosts Annihilation.

Level: 3
Cost: 12
Type: Combat
Target: 1 Ghosts stack
Duration: Instant

Destroys 1 Ghosts creatures stack no matter the number.


*****


Peace of Soul Ring: protects the troops against Ghost creature ability (creatures eliminated by Ghosts become Ghosts), Ghosts make damage only.


*****


Ring of Frailness: gives the ability to cast Weakness spell (the hero must have a Magic Book).

Weakness.

Level: 4
Cost: 20
Type: Combat
Target: 1 enemy
Duration: 1 attack (hand to hand, ranged attack, spell damage)

Halves the base hit points of an enemy troops (Note: the enemy troops hit points cannot be less than 1).


*****


Enchanted Pirate Hook: gives the ability to cast Scuttle Boat spell (the hero must have a Magic Book).

Scuttle Boat.

Level: 3
Cost: 7
Type: Adventure
Target: adjacent inoccupied ship
Duration: permanent

Destroys adjacent inoccupied ship.


*****


Cursed Artifacts.


Amulet of Desperation: -2 to Luck.


*****


Hat of Landlubber: halves the movement on water.


*****


Obstruction Chains: -1 movement point on adventure map.


*****


Too Small Boots: -2 movement points on adventure map.


*****


Amulet of Evil Leprechaun: prevents learning a secondary skill next level up, then disappears.


*****


Acknowledgment of Debt: costs you 500 gold per turn.



*****


Amulet of Disturbance: doubles cost of Spells on aventure map and during combat.


*****


All the spells given by artifacts should not appear in Mage Guilds nor Shrines (too powerfull or too specific).

Should be nice to be able to set the % of apparition for each artefact, and to be able to enable/disable them.

All cursed artifacts should be "glued" to the hero and switch to another hero only when captured in combat. Also, it should be a game option.


*****


Tweaks to the Alchemist's Tower (Pol):

Alchemist's Tower: Offers to remove all your cursed artifacts for 750 gold.

Tweaks: Instead of a fixed cost (750 gold), each cursed artifact should have a unique cost to be removed.
Also, the negative effect can be inverted for each cursed artifact at a cost.
When the negative effect of a cursed artifact is inverted, the artifact is no more "glued" to the hero.

Ex: Hideous Mask (prevents all wandering armies from joining your hero) becomes the Mask of Diplomat (increases the likelihood that wandering creatures will join your hero).

Ex: Fizbin of Misfortune (-2 to Morale) becomes Amulet of Gladness (+2 to Morale).

Ex: Tax Lien (-250 gold per turn) becomes the Annuity Contract (+250 gold per turn).

Ex: Amulet of Desperation (-2 to Luck) becomes the Amulet of Happiness (+2 to Luck).

Ex: Amulet of Evil Leprechaun (prevents learning a secondary skill next level up, then disappears) becomes Amulet of Expertise (allows 2 secondary skills to be learned next level up, then disappears).

Etc.


*****
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:00

Most of the surprises as far as difficulty are not interesting, since they have a lot to do with the way the game's code is built. For example, being able to view the hero screen while in combat might be as hard as the rest of your suggestions combined. (The hero screen is controlled by the Adventure Manager; not sure what will happen if I try to make both the Adventure Manager and the Combat Manager run at the same time.)

A couple things to keep in mind is that we're trying to make sure every new piece is well-designed and interacts well with the rest of the game before we add it, and the main thing keeping us from adding most new stuff is lack of art.

But, you've inspired me to make a decision on the next feature: the ability for mapmakers to create their own artifacts using Lua scripting!
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:01

I'll be spending all day tomorrow working on some of this. I'm pumped!
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:01

You are a model user. Your instructions for repoducing the bugs are clear and easy to follow.

I'm working through these now, starting from the top with the Bone Dragon/Animate Dead bug. Congratulations! You've found a bug in the original game.

The bug happens when a creature dies that had turned around (because it attacked something behind it), and then you resurrect it. I'm currently 2/3s of the way through writing the fix, and should have it out over the next few days.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:02

Quote :
For example, being able to view the hero screen while in combat might be as hard as the rest of your suggestions combined.
If it's too difficult this way, maybe something like this could do the job to show the needed info during combat.

Concerning the possessed artifacts and their effects.

Image link: http://sourceforge.net/p/fheroes2/feature-requests/_discuss/thread/f8fab63e/e3bf/attachment/heroes2screen52.jpg



1) The damage points, the number of summoned creatures, the hit points restored, the number of turns are shown for each spell.
The artifacts and the hero Spell Power are taken into account.

Lightning Bolt (337 pts) [7]

Ranloo has the artifact "Lightning Rod" (lightning spells do 50% more damage, attacker) and has Spell Power: 9.
Damage: (9 x 25) x 1.5 = 337,5 rounded to 337 pts.

Ranloo has the artifact "Lightning Helm" (lightning spells do 50% less damage, defender).
The yellow colored text shows that his troops are partially immune to this spell.

Summon Air Elemental (27 units) [15]

Air Elemental: (9 x 3) = 27 units.
Ranloo has the artifact "Elemental Ring" (halves cost of summoning spells). He only need 15 points to cast the spell.

Death Ripple (45 pts) [6]

Ranloo has the artifact "Pendant of Life" (immune to death wave/ripple).
The green colored text shows that his troops are completly immune to this spell.

Blind (9 turns) [6]

Duration of the spell: 9 turns.
Ranloo has the artifact "Seeing-eye Pendant" (immune to blind).
The green colored text shows that his troops are completly immune to this spell.

*****

Concerning the possibility to look at the spells when the hero has already cast a spell.

The hero can access the book for consultation only, but he cannot cast another spell.

For more suggestions, you can go here:
http://sourceforge.net/p/fheroes2/feature-requests/96/

*****

Quote :
A couple things to keep in mind is that we're trying to make sure every new piece is well-designed and interacts well with the rest of the game before we add it, and the main thing keeping us from adding most new stuff is lack of art.
Yes, the art part is also important. It's a really hard part because the new elements must have the graphic style and the graphic quality of Heroes 2. A lot of work, especially for a new castle. Unfortunately I'm not a graphic designer.

Quote :
But, you've inspired me to make a decision on the next feature: the ability for mapmakers to create their own artifacts using Lua scripting!
Good news, I hope we can also change the already in game artifacts easily ;-)

Quote :
You are a model user. Your instructions for repoducing the bugs are clear and easy to follow.
Thanks. I always try to be as precise as possible. That's why it bothers me when I right click on a map object, and I do not have complete info ;-)

Quote :
I'm working through these now, starting from the top with the Bone Dragon/Animate Dead bug. Congratulations! You've found a bug in the original game.

The bug happens when a creature dies that had turned around (because it attacked something behind it), and then you resurrect it. I'm currently 2/3s of the way through writing the fix, and should have it out over the next few days.
Thanks. As you said: "The bug happens when a creature dies that had turned around", I think the same bug appears with the Resurrection spell (and perhaps Resurrection True spell?).

Quote :
I watched a let's play, and I saw a bug I encountered sometimes.
A save next time it appears.

Bug: Resurrection 2 stacks creatures.

Go at 18:20 to 21:40.

https://www.youtube.com/watch?v=WLGdpbrkZjI&list=PLE_9PUqCSSrRI6BkIvYEnD7I2n2N_7qd3

This bug often appears with 2 hex creatures (Roc, Bone Dragon, Phoenix, etc.).
At 16:00, the Roc troop had turned around just before the troop gets eliminated.

Hoping the fix will removes all bugs in one time, otherwise more work... ;-)
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:04

I haven't tested, but the same bug almost certainly happens for Resurrect and Resurrect True as well -- it's the same code for each. If you look in the video, the Roc turns around right before it days to take a beating from the Steel Golem.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:04

Another bug.

Bug: Cast Town Portal and Dimension Door spells then cancel them, reduce movement points.

http://speedy.sh/htSet/0713-Town-Portal-and-Dimension-Door-spells-reduce-movement-points.GM1

Launch HEROES2W.EXE
Load "0713 Town Portal and Dimension Door spells reduce movement points.GM1"

Myrini can move 2 squares.

Myrini casts Dimension Door, then click the exit button.
Click on the Magic Well to update the movement path.
Myrini can only move 1 square.

Myrini casts Town Portal, then click the cancel button.
Click on the Magic Well to update the movement path.
Myrini can no longer move.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:04

Yeah, that one's annoying (and also in the original game). It's made me afraid to check where I can dimension-door to, because just checking drains momevent. I can see no good game-design reason for this, so it should probably be addressed.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:07

Yes, always make a save before casting these spells, quite annoying.

Today, a bug again.

Bug: Spells on decimated units not canceled.

http://speedy.sh/4fhHm/0712-spells-on-decimated-units-not-canceled.GM1

Launch HEROES2W.EXE
Load "0712 spells on decimated units not canceled.GM1"

Myrini attack Unicorns.

Myrini cast Stoneskin on Halflings.
Titans skip.
Halflings move A4.

Titans skip.
Unicorns decimate Halflings.
Myrini cast Resurrect True on Halflings.

Then bug.

Halflings resurrects and the Stoneskin spell is still active.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:08

I continue my series of bugs ;-)

Bug: Spell points above max Spell Points removed when meeting.

http://speedy.sh/XTysa/0833-spell-points-removed-meeting.GM1

Launch HEROES2W.EXE
Load "0833 spell points removed meeting.GM1"

XENIE has Spell Points: 440/260

XENIE meets Ambrose.

Click on XENIE portrait to open the XENIE screen.
XENIE has Spell Points: 440/260.
Exit XENIE screen.

Move any artifact from a slot to another slot in the XENIE inventory, or, from a slot in the XENIE inventory to a slot in the Ambrose inventory.

Then bug.

Click on XENIE portrait to open the XENIE screen.
XENIE has Spell Points: 260/260.

All the spell points above the max Spell Points are removed.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:08

Excellent! Keep them coming.

FYI, I have a major deadline coming up at work, but I should be able to resume working on Ironfist in just over a week.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:08

Life's calming down...for now. Just finished fixing the Resurrect bug! I'm excited to start the next one on the list.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:09

I had some time to test the Resurrect bug corrected ironfist.exe, works great, one bug less, good work ;-)
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:09

By the way, I have just thought about enhancing the map editor. What about a more functional player ally system? As we know, in H2 we have to make ally colors near each other, otherwise the teams will not be composed properly. This is not convenient in many cases because sometimes we want some players to be aggressive towards everyone, multiple teams, etc.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:10

Hello, I didn't read all yet, but I think we(you :p) must make a new topic for each feature requests, or we may repeat others heroes'words.
Also, it's my first post, and... I wasn't able to put my avatar on my profile here because of 4Ko restriction... :s (so I put it in my signature instead.. :s)

Unknown Hero wrote:
Allow to cast Set Guardian Spells and Haunt Spell on Alchemist Labs and Sawmills.
I never understood why this was not possible.

And add the possibility to cast Set Guardian Spells and Haunt Spell on Magic Gardens, Windmills and Water Wheels.
I would say : Being able to set guardians spells anywhere on the map (even on water).
And, maybe changing something about that :
The "guardian spell" should put neutral guardians. And add a "Random guardian spell" that set allied guardian.
About the rarity to get it in Mage guild... Guardian spell is 1% ... so "Random allied guardian" shouldn't be more than 1%...
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:10

I did read all but some propositions of Unknown Hero yet ; there is too much to read for a single day. Very Happy

And I agree with (I don't remember), each player/modder would equilibrate the game in a different way. Smile
So, it would be good to be able in the future to makes "mod versions" (I don't know how to call that, i will explain : Orzie~mod, Unknown~Hero~mod, GodRage~mod) easily to put in the ironfist... (right now, we can have only 1 creature.xml file... the only way is to rename files to keep the "original xml".. Razz)

ps : this forum is kind of broken ; clicking on B or IMG or URL (and also others) (and smileys) doesn't put tags in the message.
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:10

@Orzie

Quote :
By the way, I have just thought about enhancing the map editor. What about a more functional player ally system? As we know, in H2 we have to make ally colors near each other, otherwise the teams will not be composed properly. This is not convenient in many cases because sometimes we want some players to be aggressive towards everyone, multiple teams, etc.
Yes, the map editor needs some work. Also, it would be nice to have a campaign editor.

@GodRage

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Hello, I didn't read all yet, but I think we(you :p) must make a new topic for each feature requests, or we may repeat others heroes'words.
Perhaps, I don't know if Darmani prefers it this way (all requests in the same thread), we will wait to see what he says.

Quote :
I would say : Being able to set guardians spells anywhere on the map (even on water).
You have to think about the AI, it would be difficult for it to use it efficiently.
And the player can spam Guardians all over the map, not so good.

I think it's better to limit it to strategic places, and much easier for the AI.

I was also thinking to allow casting the Haunt spell (but not the elementals guardians spells) on the creature generators on the adventure map (Archer's Houses, Watch Towers, Dwarf Cottages, etc.).

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And, maybe changing something about that :
The "guardian spell" should put neutral guardians.
Why put neutral guardians, better to have an active mine. Also, if you want neutral guardians, there already is the Haunt spell.

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And add a "Random guardian spell" that set allied guardian.
About the rarity to get it in Mage guild... Guardian spell is 1% ... so "Random allied guardian" shouldn't be more than 1%...
I think there is already enough guardians spells, why another spell, and moreover random.

I'd rather have an artifact with all the Elemental Spells (adventure/combat), so I can choose which spell to cast.

Tome of Elements: adds all the elementals spells to the hero magic book, the hero needs to have the required wisdom skill level to be able to cast the spells.

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And I agree with (I don't remember), each player/modder would equilibrate the game in a different way. Smile
They have made a good work about this in Free Heroes2, every change, every new feature can be set on/off by the player, so you have all the flexibility to play the game the way you like, nicely done.

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So, it would be good to be able in the future to makes "mod versions" (I don't know how to call that, i will explain : Orzie~mod, Unknown~Hero~mod, GodRage~mod) easily to put in the ironfist... (right now, we can have only 1 creature.xml file... the only way is to rename files to keep the "original xml".. Razz)
A solution is to put a folder for each mod in the Data folder, and the player selects the mod to use before launching the game (ini file, or xml file, or whatever), or better an in game setting to select the mod.

@Darmani

Some news about fixing bugs, hey, there are more to come, but I'll wait for others to be fixed before. ;-)
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PostSubject: Re: Feature requests: General topic   2015-07-22, 06:11

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Perhaps, I don't know if Darmani prefers it this way (all requests in the same thread), we will wait to see what he says.

Dude, I'm not God. You don't need my permission to create a new thread.
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