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Third Upgrade Mod [Typhon Edition] v1.6.5
» Creatures of Third Upgrades made in Typhon.
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V_Maiko Offline

Posts: 125
Post: #1
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Third Upgrade Creatures V1.6.5


Attention: Now the mod is available in Russian but there may be translation errors so stay tuned for future micro updates for patches that fix translations. Gamer1

This mod is based on Amethyst Upgrades by majaczek/feanor and improved in Typhon.
I owe many thanks and credit to PerryR for collaborating with the scripts and making this mod go further, he is the co-author of this mod.
Also to Berserker with his "Extended Upgrades" script that he adapted to work with my mod.


NEW!
✨Third Upgrades Creature Specialization

    Heroes who specialize in creatures have the following scaling:

    Attack/Defense: +1 Att/Def for every 7 hero levels
    Damage: HeroLvl:Value(based on creature level)
    Health: 9%+1*HeroLvL
   
    This bonus is added to the creatures only in combat! The normal Heroes 3 mechanic (+1 Speed and +Att/Def after each x-level) still works and can be seen directly on your creature in the hero screen.
    You will find this scaling much fairer then the busted WoG script, where each creature ended with +50 Att/Def after enough hero levels.
    If you are no fan of this script you can just delete the "Creature Specialization Third Upgrade Mod" and "81 wog - disable options" erm file in the Data/s folder.

✨Specials Buildings for Upgrades!

Now every town can have a new building that is used as a general 'upgrade guild'. Thanks to this the player will be able to upgrade creatures in the town to their new forms.
Each town type has a different building, a different description, a different animation and a different cost.
To try to build the new building RIGHT-click on your Town Hall (or Village Hall, City Hall, or Capitol).
You have always only one prerequisite to build - you must have a Castle. And of course, you have to have the right resources:

for the Heavenly Tower (Castle) you need: 22000 gold, 30 gems and 30 ore
for the Order of The Sun (Rampart) you need: 20000 gold, 25 crystal and 40 wood
for the Cloud Castle (Tower) you need: 25000 gold, 30 gems and 15 mercury
for the Kreegans' Gate (Inferno) you need: 19000 gold, 30 mercury and 15 sulfur
for the Hall of The Pit (Necropolis) you need: 21000 gold, 25 mercury and 35 wood
for the Underworld Entrance (Dungeon) you need: 23000 gold, 30 sulfur and 35 ore
for the Barbarian Citadel (Stronghold) you need: 19000 gold, 60 ore and 15 crystal
for the Temple of The Snake (Fortress) you need: 18000 gold, 50 wood and 20 sulfur
for the Escaton's Crystal (Conflux) you need: 20000 gold, 30 crystal and 15 gems

Note, that the right-clicking on the town hall doesn't disable the town destroying feature. However, when it is not needed, the standard text will not be shown.
It will 'return' if you build a capitol or destroy the fort - then you'll see the standard text after you click on the 'OK' button. If you completely destroy a town, the new structure will be destroyed as well.
The creature upgrades become available in the town after building the new special structure there *and* having the right upgraded dwellings built.
Just click on the creature and you should notice the upgrade arrows. Of course, like with any upgrades, this costs some gold (or even resources).
Note, that in the Hill Fort every new upgrade is also available and all new upgrades are aligned with their towns.

NEW: Now you can recruit the creatures in their respective dwellings once the new structure has been bought.

IMPORTANT FEATURE: A new function has been implemented and it's important not to forget it, with the numeric buttons (1,2,3) you will be able to change the type of attack for creature, specially shooters with cast, between melee(1), shooting(2) and cast(3), but for this new function, the old way of changing the attack style by right-clicking the 'defense' button is disabled, so please don't report it as a bug. The respective credits go to xericsin, an HC user who provided me with this important script.


Image: unknown.png


Creatures


Castle:

Rampart:

Tower:

Inferno:

Necropolis:

Dungeon:

Stronghold:

Fortress:

Conflux:

Neutrals:

✨The Emissaries Return: Now, Rock Covered Position and Snow Covered Position are guarded by a legion of Messengers, Lava and Snow Sharpshooters, once defeated, can be recruited not only the Guardians, but also the Emissaries at worthy high prices of an endgame.

Image: Screenshot-1.png


Changelog:

[-]"Typhon.snd" was added that allows you to add custom sounds to creatures.
[-]The sprites and sounds of the Orcs were adapted to the HoTA version and fixed in Random Map Generator.
[-]Fixed bug in HoTA Creatures aren't generated correctly in the random map generator causing a crash when trying to spawn.
[-]A known bug during testing is the sound of Antichrist when it moves, It's a defect that cannot be fixed in this current version of Typhon.
[-]Reduced the number of Inferno Attacks that Avernum Magog can cast from 24 to 12.
[-]Efreet Rajah speed decreased from 15 to 12.
[-]Fix Elves Sacred could't shoot.
[-]Balanced the price of the Avernum Magogs.
[-]Added some objects to the map editor.
[-]Fixed related text about the requirements to buy the new special structure.
[-]Various decorative objects and graphic variety have been added to enrich the gaming experience.
[-]Improved the Acid Wyvern sprite the way it looks on the World Map.
[-]Reduced Guardians of Zeus' health from 850hp to 750hp, thanks to Harrowk for providing me with the review to better balance creatures.
[-]The new dragons have been completely removed from the game at the request of their original creator.
[-]Fixed Resource manager message in Dark Tiamat needing shot sound.
[-]Lord of Thunders sprite has been replaced, and the level 8 creatures' original sprites have been added so they don't look overwritten and matched with the assembly.
[-]Now no creature from any faction is neutral, everyone is 100% aligned to their factions, *Sharpshooters, Enchanters, Mommies, etc.
[-]Sharpshooters become Sharpshooters Elves, their health is increased, their min-max damage is reduced and they now shoot double.
[-]Master Archangels no longer resurrect allies fallen into angels, they now resurrect allies normally like other archangels but 3 times.
[-]The ultimate monster, "Dark Tiamat" is now much more powerful and very difficult to kill, but pitifully like all living creatures it will continue to be vulnerable to death stare.
[-]Balanced the parameters between Dark Tiamat and Necross Dragon.
[-]The name of the Energy Elemental Third Upgrade has been changed from "Flux Elemental" to "Plasma Elemental".
[-]Fixed bug of ghosts that are not obtained as a prize after completing Death Chamber.
[-]Fixed Some Third upgrades were not applicable in the dwellings.
[-]Adjusted Elf sacred DEF position
[-]Fixed Necross Dragon bug not showing up in map editor.
[-]Wolf Raider's Third Upgrade has been completely redesigned to a unit that is more faithfully based on its original version.
[-]Changed some creature abilities for more balance, and others because they were not compatible with other abilities, causing them not to work.
[-]Now Dark Tiamat is not paired with the Gorynyches because they already have their own Dwelling, the fear of facing the Gorynyches is over!
[-]Necross Dragon also has their own Dwelling, however they will continue to line up with the Dracoliches due to their nature matching.


From version v1.6.2 a "Balance Update" is released

-All creatures from all factions are less powerful but also cheaper.
- Revamped all units stats: Made castle units for exemple with much more defense skill, but with less HP, so they are easier to resurrect, but also this made them more susceptible to direct damage spells.
-Now Dragons and beasts like wyverns, hydras and behemoths have more HP, but with less defence.
-Adjusted all units price as follow:
Fight Value * skills value price increase / unit level price reduction

Skills price increase examples:
+3% of every point in speed after 5 speed
+25% for ranged
+20% for Flying
+20% for drain life
+20% for Death stare
+15% for preventive counterstrike
+15% for no retail
+15% for double strike
+15% for strike all around
+10% for no melee penalty
+10% for chance to block 50% damage
+5%/10% for almost all other skills

Level price reduction:
-50% for lvl 1 and 2
-60% for lvl 3
-70% for lvl 4
-80% for lvl 5
-90% for lvl 6
-100% for lvl 7 and 7+
-20% more price reduction for neutral units (this is made to give a little incentive to hire them)

DOWNLOAD RUS ver. 1.5.1

DOWNLOAD v1.6.5
(This post was last modified: 08.04.2020 02:47 by V_Maiko.)
08.03.2020 21:41
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Berserker Offline
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Posts: 12109
Post: #2

V_Maiko, congtratulations with the first release! Thanks for sharing your work with us! 109
Cannot upgrade Archangels even on fort-on-the hill ))
In fact, I cannot upgrade any 7-level creature at all.
Using !?CM0; !!HE-1:D; to open fort on the hill


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08.03.2020 23:49
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Berserker Offline
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Post: #3

A few screens: (Click to View)


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09.03.2020 00:04
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Mr.S Offline

Posts: 161
Post: #4

You forgot about:
Image: bBiNkqq.jpg
Everything looks great with this109
(This post was last modified: 09.03.2020 00:18 by Mr.S.)
09.03.2020 00:15
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V_Maiko Offline

Posts: 125
Post: #5

Berserker, Level 7 creatures do not improve at level 8, the upgrades are for those at level 8 and if there are some level 7 that do improve to 8 it is my mistake, but it has an easy fix.

Mr.S, That script crash in typhon, I can't use it at least
(This post was last modified: 09.03.2020 00:23 by V_Maiko.)
09.03.2020 00:21
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Mr.S Offline

Posts: 161
Post: #6

I tested with mini-script for upgrade 7->8, forgetting to turn it off. Everything works with him as planned. But in Mod 7->8 does not upgrade.

(09.03.2020 00:21)V_Maiko Wrote:  Mr.S, That script crash in typhon, I can't use it at least

I haven’t had any problems yet

Upd. 7->7.5->8->8.5 that's cool. Yes, and in the cityDance3
(This post was last modified: 09.03.2020 00:37 by Mr.S.)
09.03.2020 00:23
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V_Maiko Offline

Posts: 125
Post: #7

Mr.S, I'm glad that it worked for you that way, I programmed so that only level 8 creatures are upgraded for balance reasons but if you want it that way it seems fine Ab
09.03.2020 00:38
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V_Maiko Offline

Posts: 125
Post: #8

Updated to v.1.0.5 fixed the problem of Centamoth that was not double wide. Level 7 creatures will still not be upgraded to level 8 because the fourth upgrade or upgrade 8.5 has a problem with prices at Hill Fort and they need to be fixed in the next update. The problem is not serious, but it has a great impact on the imbalance of the game.
09.03.2020 21:19
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Berserker Offline
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Post: #9

Quote:In the future it is planned to implement a script that allows upgrades of creatures in cities
ERM event for this feature was requested a few times. If we add new event to Era, it will become easier.


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09.03.2020 22:49
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V_Maiko Offline

Posts: 125
Post: #10

Berserker, With Perry R we're working on a prototype that uses the scripts and resources of the old Amethyst Upgrades, it works but there is a problem with the portraits of creatures that do not match and there is also a problem with the prices to be upgraded, it is very unstable yet.
Is there a possibility that Extended Dwelling works in external dwellings in the future? That would save me trouble in doing external dweelings of my own.
(This post was last modified: 09.03.2020 23:17 by V_Maiko.)
09.03.2020 23:17
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Mr.S Offline

Posts: 161
Post: #11

About balance:
1 Avernum Magog deals 180+ inferno damage
23 Avernum Magogs deal 900 Inferno Damage
Too much?
(This post was last modified: 09.03.2020 23:33 by Mr.S.)
09.03.2020 23:26
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Berserker Offline
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Post: #12

V_Maiko, I'm currently not working on it, but it's definitely possible.


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09.03.2020 23:42
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V_Maiko Offline

Posts: 125
Post: #13

Mr.S, In fact I did want them to be stronger, many other creatures are too, but the Avernum Magog especially became more dangerous, I cannot regulate the damage of a spell so it becomes the main threatened in Inferno before Hell Baron and Antichrist.
The only creatures that have advantages are those that are immune to fire like Lava Basilisk.
09.03.2020 23:48
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Mr.S Offline

Posts: 161
Post: #14

Inferno can be added to leveling ability. Or castes with a chance.
09.03.2020 23:58
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V_Maiko Offline

Posts: 125
Post: #15

In the future, I'll probably nerf Avernum Magog if the other creature third upgrades of level 2 aren't able to stop it. But I will need more tests and comparisons about it.
(This post was last modified: 10.03.2020 01:39 by V_Maiko.)
10.03.2020 01:38
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