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 [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills

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Darmani
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Registration Date : 2014-12-27

PostSubject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills   2016-08-19, 07:42

Steven Aus wrote:
Is it possible to have perks in Ironfist?

Yep. We're planning a bunch of these for the Cyborg hero. The ability of the "Mystery Hero" in the Last Stand map (see the trailer) can also be seen as a perk. Smile
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Baronus
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Registration Date : 2016-06-12

PostSubject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills   2016-08-20, 06:11

Implementation HIII and HIV skills will be good. Its only 14 skills in game but if you remove weak really is about 10...
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills   2016-08-24, 06:32

There will be 30 skills to choose from when all the new skills will be implemented, and it will bring a lot of diversity and possibilities in the development of the heroes.
I think it's enough, maybe one or two other skills but more is not a necessity. Smile
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Steven Aus
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PostSubject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills   2016-08-24, 08:46

Is this going to be part of the Ironfist mod, or part of the Unknown Mod specifically?
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills   2016-08-25, 01:32

Steven Aus wrote:
Is this going to be part of the Ironfist mod, or part of the Unknown Mod specifically?

Project Ironfist is primarily a modding tool, so, once the possibility to change/add new secondary skills will be implemented, the skills can be used in different mods, in one form or another, depending the "vision" of the modder for his mod.
So, I will say, they will be available in the Unknown Mod, and you will possibly see them, in a modified way or not, in an Ironfist mod if the modder envisages to use them.
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GodRage
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PostSubject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills   2016-09-06, 04:48

Pitsu wrote:
Mysticism:

I think HoMM5 got it pretty good. Again the mana regeneration should be proportional with the knowledge skill.
none: +1+0*knowledge sp/day
basic: +1+1*knowledge sp/day
advanced: +1+2*knowledge sp/day
expert: +1+3*knowledge sp/day

With knowledge 1 you regenerate 1, 2, 3 or 4 sp/day, with knowledge 10 you regenerate 1, 11, 21 or 31 sp/day.
I would have add the Morale in the math. In the way that a depressed hero won't recover mana point easily.

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