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Advanced Classes Mod
» New Class and Skill System for ERA
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PerryR Offline

Posts: 460
Post: #136

Daemons endurance with translating was fantastic, thanks again for that 177 or lets say you should thank him for that Sm

asandris, You can help with translating. I spend 10h on a Saturday "morning" to migrate all text to a .json file for exactly this reason, that anybody can easily translate without opening a single erm file (in theory, needs to be tested ;-) ).
So if you are willing to help, or anybody I will give him a detailed explanation on what to do. It basically is just translating line by line from a text file. And as Daemon noted the new text is not so much. There are however a few images that need editing, but these details can be done later.
(This post was last modified: 16.03.2020 16:58 by PerryR.)
16.03.2020 16:56
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PerryR Offline

Posts: 460
Post: #137

VERSION 1.04 is ready

Image: channelf9kpq.png

Полный русский перевод сделан Daemon_n
Ссылка на ВК
VK Link

with this version, the circle to the famous Advanced Levels-(Sagamosa) Mod closes, as you can see on the new level up dialogue. I hope you like the design as much as I do. In this version, every class received 1 or 2 new and unique class perks and the visual update. Leveling up your Hero to Grandmaster was never more fun.
We also updated the mechanics for Luck and Morale by removing the old and stupid +3 cap. Finally, it is worth to stack up your Luck and Morale if you want to. GM Eagle Eye will now learn you 5th level spells directly in combat, making it much more useful. The Summoning Elemental spells have been reworked and adjusted, each Element now fulfills a specific role during combat. Some Commanders received new battle features, such as stacking life and damage through killing enemies. There are many more little improvements throughout the whole mod. I also want to note that playing the ACM requires the newest version of ERA, I strongly recommend to use the Daemon_n Assembly. Please delete the old version first, because AC mod now comes with one big-ass erm file.
   
V_Maiko remade the cool Third Upgrade mod, where every creature gets 1 additional upgrade. Third upgrade creatures with Typhon 2.7.1 check it out! and guess what it is fully compatible with the AC mod, just enable both mods at the same time.

Full Changelog:

Version 1.03 -> 1.04

- For the time of the Corona Pandemic, reenabled the Plague Week Bad
- Reworked Advanced-Classes level up dialogue with new graphics, Hello Advanced Levels Mod ;-)
- Several new class perks, at least one for every class, (like Channeling, Concentration, Landlord and more ...)
- Added Medusa creature specialist for Dungeon (Demacon)
- Full compatibility with Battle Replay Plugin
- a lot of code optimization, for texts, functions, loops to work with the newest ERA. Now V2.9 minimum is required
- increased level class requirement all by +1 (+2 for GM at 10 skills)
- M/GM Luck and Leadership now give +4/+5
- Eagle Eye M/GM now can learn 5th level spells directly in combat.
- Improved Luck and Morale mechanics with better scaling and removed the old stupid +3 cap. Props to Igor
- Reworked Summoning Spell Mechanics (Now the number of elements depend on total summoned HP, changed level of spells)
- added Spell Duration Mod as an option (new formula to calculate the duration of spells)
- Show current Magic Week when right-clicking End Turn
- Berserker cast radius changed 1/1/1/3/3/3 Hex (so like Fireball for Expert/M/GM)
- Spell Points cost increase for multicast made consistent (each consecutive cast gets more expensive)
- All Commanders now need at least 1 point in Magic to cast (amount of max casts reduced by 1)
- Shaman (+1 max damage) and Astral Spirit (+5HP) Commander now can increase stats permanently when slaying complete stack in battle (max 3 times per battle)
- adjusted the starting armies of creature specialist
- 3 Piece Secret Warrior Set Bonus now gives +1% chance/damage per 3 fights, same for Mage Set. Adventurer +1% growth per 20 wins
- Ring of the Magi gives +1% Spell Damage per 3 wins (so now it is not automatically a better choice than the secret set)
- Succubus charming now doesn't work on Mind Immune Creatures. HP threshold increased from 50 to 75*Succubus level + Succubus HP
- enabled that certain heroes start with different commanders that better match (thx Xercsin)
- Temple Guarding now regs +2 SP from lvl1 on with attacks
- Brute, removed Gold scaling on higher levels (damage scales good enough)
- Paladin Exp. gain slightly increased on low levels and reduced on high levels (from 10% per level to +5% per level +100%, so it equals out around level 20)
- Casting commander now profits from Sorcery if Hero has that skill (means +10-50% damage)
- reduced damage scaling of Battle Commander and set shots to zero (sometimes he had some which was bad)
- removed that GM Adv gets free Off/Arm/Archery
- Reduced Warfare bonus by 1att/def
- Diplomacy now shows the number of creatures that want to join, price increased by +30% for creatures to buy
- First Aid tent reduced HP bonus from +15% to +10% at GM and reduced total resurrection capacity to 3% of total army HP +100/200/300/500/1000 points
- Scouting gold/experience bonus at high levels slightly reduced and halved the creatures to fight, reduced chance to discover events
- brought the Barkeeper back online!

- fix Elemental Specialist didn't work as intended. Now they can only multicast their own elements spell and not every spell
- fix Adventurer could learn Wisdom at M/GM
- fix Battlemage no longer shoots damage ray before combat
- fix with State of Shock modifier from Air spells
- fix with 5% neutral upgrade per week option, could lead to neutral stack overflow on map
- fix for Scholar spell points regenenration when meeting with allied heroes
- fix in Neutral Units Scripts (Division trough Zero bug)
- fix sometimes First Aid Tent would heal the first unit in the stack fully (only noticeable for Commanders or high HP creatures)


Please delete old version first before installing!
Download Link (Dropbox)use [LATEST]:
http://bit.ly/2Ixe3fX

After 1.04 there will be one more version 1.05, which will be the final version. Theres only so much you can improve in a game. after that it is time for new projects...

A few things to note: When using the Daemon_n assembly, it comes with the new HD mod in version 5. To enjoy the correct colours we intended for the mod, the game must run in the Mode: (stretchtable 16-bit OpenGL by Verok) or something similar. Please make the correct setting in the HD_Launcher.

When using the 10 skills plugin the new level up Dialogue will look distorted, this might soon be fixed, depending on motivation.


Image: druidscreenicj1u.png
Image: channelf9kpq.png Image: thirdupm7ju4.pngImage: firesummonezj1o.png Image: hunterhsf9jw1.png Image: luckwindowi6k7h.png
(This post was last modified: 27.03.2020 11:44 by PerryR.)
27.03.2020 11:22
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Algor Away
Administrators

Posts: 3881
Post: #138

132
Quote: Berserker cast radius changed 1/1/1/3/3/3 Hex (so like Fireball for Expert/M/GM)
Но вот Berserker'а зря обидел. (Berserk!=Berserker)


BattleHeroes Rus/Eng | ERA scripts (+ReMagic) Rus/Eng
27.03.2020 11:50
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helgtla Offline
Moderators

Posts: 302
Post: #139

PerryR, about fix in Neutral Units Scripts (Division trough Zero bug) : could you give me the part of the code where the edit was made ?


Карта-мод: STALKER
27.03.2020 11:50
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PerryR Offline

Posts: 460
Post: #140

(27.03.2020 11:50)Algor Wrote:  132
Quote: Berserker cast radius changed 1/1/1/3/3/3 Hex (so like Fireball for Expert/M/GM)
Но вот Berserker'а зря обидел. (Berserk!=Berserker)
96 (sorry I cannot change that)

@helgtla
I looked and looked with the compare tool and old version but cannot find the change. If my memory serves me correct it was in the Option to "upgrade neutrals weekly" where I used the wrong syntax. You should be okay if you downloaded the file after beginning of 2020

Check somewhere at this code

(This post was last modified: 27.03.2020 12:31 by PerryR.)
27.03.2020 12:27
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Berserker Offline
Administrators

Posts: 16657
Post: #141

PerryR, great release indeed! Sagamosa's mod is dead, but you made a huge mod including its best parts. Congratulations!


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
27.03.2020 16:26
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Sandris Offline

Posts: 422
Post: #142

PerryR, an amazing update of the Mod! Sm
Your work is very appreciated and we all wait for more new good ideas and their effective and useful implementations in the near future. Sm

И огромное спасибо daemon_n за личное время, которое он посвятил переводу мода на русский.
(This post was last modified: 27.03.2020 16:58 by Sandris.)
27.03.2020 16:57
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Khohloma Offline

Posts: 19
Post: #143

Hey man, can u check the second cast ability on elemental magic specialists ? It seems doesnt work, spells just not show in spellbook.
02.05.2020 19:36
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PerryR Offline

Posts: 460
Post: #144

Khohloma,
sometimes it is necessary to "turn" the page of the spellbook, it is just a graphical update problem, then spells will appear on the first page.
If the problem still persists and you are using 1.04 version, go in-game press F11 and send me the zipped "Debug" folder together with your savegame please.
Also, the mod received a silent update two weeks ago. I recommend using this.
02.05.2020 20:39
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Khohloma Offline

Posts: 19
Post: #145

PerryR, Thx a lot, will try it.
03.05.2020 15:16
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Khohloma Offline

Posts: 19
Post: #146

Check it pls, komяade , there is also a map here , just go to fight with vampires.
(This post was last modified: 10.05.2020 00:00 by Khohloma.)
09.05.2020 23:59
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PerryR Offline

Posts: 460
Post: #147

Khohloma,
haha I see the confusion.
The Elemental Specialist will allow you to cast additional spells of the same school. In this case, Serena is Air specialist but you have no Air spells 105
So you get extra cast and now your book is empty because you have no Air spells. And looks like Magic Arrow is not counted.
Once you learn some more spells the problem will be no more Sm

Also, these Vampires give me a heavy beating 36 you sure you want to attack.
(This post was last modified: 10.05.2020 15:54 by PerryR.)
10.05.2020 15:49
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Khohloma Offline

Posts: 19
Post: #148

PerryR, Oh, thx a lot, i thought Magic Arrow will be able to cast too. =)
Btw, i beat Vampires easy enough after 1-2 turns, but the first one AI that i met was rly strong!
12.05.2020 17:48
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PerryR Offline

Posts: 460
Post: #149

(12.05.2020 17:48)Khohloma Wrote:  PerryR, ...
Btw, i beat Vampires easy enough after 1-2 turns,
hmm 102

(12.05.2020 17:48)Khohloma Wrote:     but the first one AI that i met was rly strong!

Don't forget that in case you have used options from the Difficulty settings at map start, you can revert them during your current game by right-clicking system icon on the adventure map.
If you haven't used any then I wish you good luck vs AI 96
(This post was last modified: 12.05.2020 18:20 by PerryR.)
12.05.2020 18:20
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PerryR Offline

Posts: 460
Post: #150

Image: diffffmodg4jir.png

Advanced Classes Mod 1.05 Final

We proudly present to you the last version of our Advanced Classes Mod. I know the wait has been long but it is a worthy last update I would say. We tried to polish and improve all the little edges that still remained in the previous versions. The mod can now be considered complete. Because of the positive feedback I received over the last months, we put extra effort in creating this last update. I had great help from Daemon_n and Sandris they produced fantastic graphics which you will notice immediately when you start the mod.


Difficulty Mod
Image: neutralsmcxk8f.png
New in 1.05 is the completely reworked interface of the Difficult Mod as you can see in the picture above. I started this project together with Daemon at the beginning of the year. ERA now has a fully customizable and easy to understand mod to adjust your gaming experience vs the computer player. All options have descriptions when you right-click them. This mod will also be released as a standalone.


Warmachines
Image: tentenchantmentdzjir.png
It is now possible to buy new Upgrades and Enchantments for all your Warmachines in the town by right-clicking the Blacksmith and the Mage Guild. Most of these new upgrades require your hero to have knowledge of a certain secondary skill. So it will not be possible for a hero to buy all upgrades. This will increase replay value and strengthen certain skills because they give you acess to powerful enchantments. Both the Blacksmith as well as the Wizard living in the Mage Guild will great you with sounds I imported from Might and Magic 7. All factions have a different sound. These guys will even start to insult you when you don't buy upgrades, so better go shopping with enough money in your stash :P


Game Options
Image: gameoptions3fkh0.png
When you start your game you now have the choice of several gaming options:
Spell Trainer, 10-Skills,Easy Classes,Classic Skin,Alternative Necromancy Balancing and Spell Duration
All options have an ingame description. Especially the "Easy Class" option you'll appreaciate because it allows to play a less strict game in regards to the secondary skills you have to choose.
ACM is the first H3 mod that offers a skin pack you can choose at the game start. Freely choose between class skill icons from between version 1.04 and 1.05. Both look great in my opinion. Many thanks again to Sandris, he put a lot of work in these icons. His art style is now immediately recognizable among the H3 modding community.
The Spell Trainer option allows you to train your spells by using them in combat. The effect is now displayed in your spellbook as well as the times you cast this spell, this gives a much better immersive feeling. Spell damage in your spellbook is now also correctly updated. This updated damage includes all sources like from artifacts or Grandmaster skills.

   
Reworked Secondary Skills
back to basic and close to original H3 mechanics. Some secondary skills have been reworked to better fit in the game, like Learning, Pathfinding, Luck or Necromancy.


And now?
I will continue to provide support for this mod for all upcoming ERA versions and I will fix all bugs reported to me. The work on this mod was massive, Iam sure it were several thousand hours of work time. Overall it contains nearly 30000 lines of ERM code this is nearly as much as the total of all WoG scripts combined. In fact, I have rewritten nearly every worthy WoG script/option. This has taken 4 years to complete. The mod can be played in 4 different languages, which is a lot, considering the amount of text that needs translation.
All people helping me with translation have received the release version beforehand, so we can expect a Russian, Korean and Chinese version soon Sm



**********************************************************************
Changelog Version 1.05:

It is very likely that there will be a 1.05f (fixed) version because the transition to ERA 3 and the amount of added code and last-minute changes always lead to a few unnoticed errors.


Please delete old version first before installing!
Download Link (Dropbox)use [LATEST]:
http://bit.ly/2Ixe3fX

Image: mageguildwmrwj62.png Image: wmupgramhj4o.png Image: diffffmodg4jir.pngImage: adelaclassonk5u.png Image: adelaclass252klf.png Image: ai_difffdbkul.png Image: bal_upgrades1kjvr.png Image: collard0jrb.png Image: counterstrikegmzwj20.png Image: counterstrikemlqj6m.png Image: diff_modjcj1n.png Image: gameoptions3fkh0.png Image: mpiercekjjj4.png Image: neutralsmcxk8f.png Image: precisionmg8jl0.png Image: tamikanecrob7jg4.png Image: tentenchantmentdzjir.png Image: tivaluck3lkht.png Image: trainfrost62j7b.png Image: versatilityhjk2h.png
06.09.2020 13:43
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