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#96 Spells Suggestions (stings the eyes)

open
nobody
None
5
2014-08-15
2012-09-28
No

Hello,

Another bunch of suggestions.

Picture 1.

Image link: http://img696.imageshack.us/img696/1827/heroes2screen52.png

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.

Picture 2.

Image link: http://img37.imageshack.us/img37/5379/heroes2screen52b.png

2) If the hero has learned at least the Necromancy secondary skill at basic level and has skeletons in his army, he can boost the spells sacrificing some skeletons.
The "+" sign is displayed in the texts to show this.

Picture 3.

Image link: http://img850.imageshack.us/img850/4021/heroes2screen52c.png

3) Click on the spell sprite (red area is not shown to the player) to cast the spell.
Click on the spell text (magenta area is not shown to the player) to access the Skeletons Sacrifice window.

Picture 4, picture 4b.

Image link: http://img560.imageshack.us/img560/5526/heroes2screen52d.png

Image link: http://img72.imageshack.us/img72/8582/heroes2screen52e.png

4) Select the group of skeletons in which you want to take a few volunteers.
Yellow button shows the selected group.
First group of skeletons (selected group), 20 shows le number of volunteers, (107) the remaining skeletons if you click the OKAY button.
Second group of skeletons, 83 in green color shows that this troop has benefic active spell (green color for benefic spell, red color for negative spell, yellow color for benefic and negative spells).

Click the Max (20) button, to select the maximum number of skeletons you want to sacrifice.
Click the Min (1) button, to select the minimum number of skeletons you want to sacrifice.

You can use the yellow arrow buttons to precisely adjust the number of skeletons you want to sacrifice, or input directly the desired number by clicking on the number in the golden boxe (20).
You can also select some skeletons in the first group, then select the second group and add some skeletons with the yellow arrow button.

Each skeleton adds 4 damage points to the spell (the skeleton has 4 hit points).

Lightning Bolt Boost: 80 pts, shows the additional damage (20 x 4 = 80).
Damage: 337 (417), 337 the spell damage without the boost, (417) the spell damage with the boost.

Click the OKAY button to go back to the Magic Book, click the CANCEL button to cancel all the changes and go back to the Magic Book. (You can make the adjustments during the combat or on the adventure map.)

If you click the OKAY button, the program saves the settings for the next time you cast the spell (for each spell), so you don't need to set each time, and the additional damage are shown in the text under the spell.

The "+" sign change to "(+20)" in red color ((2) picture 4b), the number shows the skeletons number in the settings to show the additional bonuses are activated (independantly for each spell).
If you don't have enough skeletons (saved settings) for the next time you cast the spell, the saves are erased and you must make the settings again, or cast the spell without additional damage.

Tweaks in xml file:

combat skeleton base point: 4
(default: 4, the base points each skeleton adds to the spells (damage and resurrection spells))

combat skeleton sacrifice base max: 20
(default: 20, the base maximum number of skeletons the hero can sacrifice)

combat damage skeleton step: 1
(default: 1, the minimum number of skeletons the hero can add for each step (yellow arrows))

combat skeleton sacrifice hero level: 1
(default: 1, 0 for don't add skeletons to the maximum number of skeletons the hero can sacrifice each time he gains a level, 1 for add skeletons to the maximum number of skeletons the hero can sacrifice each time he gains a level)

combat skeleton sacrifice hero level quantity: 4
(default: 4, the number of additionnal skeletons the hero can sacrifice each time he gains a level)

combat skeleton sacrifice hero level step: 1
(default: 1, 1 for the hero gains additionnal skeletons every 1 level, e.g. 2, the hero gains additionnal skeletons every 2 levels)

So, you click on the OKAY button and on the spell sprite, and you are ready to cast the spell (the mouse cursor is changed to the Lightning Bolt sprite).
You can always right click to cancel the spell (as usual).
When you cast the spell, the animation just like the skeleton take a hit is played on the skeleton(s) group(s) selected for the boost and the skeletons are removed.
This is definitive, the group(s) is actualised and is considered to be like this since the combat beginning. You cannot resurrect the skeletons with the Animate Dead spell. Then Lightning Bolt animation is played as usual.

Picture 5.

Image link: http://img829.imageshack.us/img829/1985/heroes2screen52f.png

5) Click the Max (20) button, to select the maximum number of skeletons you want to sacrifice.
Click the Min (10) button, to select the minimum number of skeletons you want to sacrifice.

You can use the yellow arrow buttons to precisely adjust the number of skeletons you want to sacrifice (step by 10 units), or input directly the desired number by clicking on the number in the golden boxe (20).
You can also select some skeletons in the first group (step by 10 units), then select the second group and add some skeletons with the yellow arrow button.

Each step of 10 skeletons adds 1 turn duration to the spell.

Hast Boost: 2 turns, shows the additional turn duration.
Turns: 9 (11), 9 the spell duration without the boost, (11) the spell duration with the boost.

Tweaks in xml file:

combat turn skeleton step: 10
(default: 10, the minimum number of skeletons the hero can add for each step (yellow arrows))

10 skeletons are supposed to be equivalent to 1 Hero Spell Power point, so 10 skeletons adds 1 turn just like each Hero Spell Power point.

Picture 6.

Image link: http://img826.imageshack.us/img826/9981/heroes2screen52g.png

6) Click the Max (20) button, to select the maximum number of skeletons you want to sacrifice.
Click the Min (10) button, to select the minimum number of skeletons you want to sacrifice.

You can use the yellow arrow buttons to precisely adjust the number of skeletons you want to sacrifice (step by 10 units), or input directly the desired number by clicking on the number in the golden boxe (20).
You can also select some skeletons in the first group (step by 10 units), then select the second group and add some skeletons with the yellow arrow button.

Each step of 10 skeletons adds 3 units to the spell.

Summon Air Elemental Boost: 6 units, shows the additional summoned units.
Air Elemental: 27 (33), 27 the spell summoned units without the boost, (33) the spell summoned units with the boost.

Tweaks in xml file:

combat unit skeleton step: 10
(default: 10, the minimum number of skeletons the hero can add for each step (yellow arrows))

10 skeletons are supposed to be equivalent to 1 Hero Spell Power point, so 10 skeletons adds 3 elementals just like each Hero Spell Power point.

Picture 7.

Image link: http://img13.imageshack.us/img13/3046/heroes2screen52h.png

7) Click the Max (20) button, to select the maximum number of skeletons you want to sacrifice.
Click the Min (10) button, to select the minimum number of skeletons you want to sacrifice.

You can use the yellow arrow buttons to precisely adjust the number of skeletons you want to sacrifice, or input directly the desired number by clicking on the number in the golden boxe (20).
You can also select some skeletons in the first group, then select the second group and add some skeletons with the yellow arrow button.

Each skeleton adds 4 hit points to the spell (the skeleton has 4 hit points).

Resurrect True Boost: 80 pts, shows the additional hit points restored (20 x 4 = 80).
Hit Points: 450 (530), 450 the spell hit points restored without the boost, (530) the spell hit points restored with the boost.

Tweaks in xml file:

combat hit point skeleton step: 1
(default: 1, the minimum number of skeletons the hero can add for each step (yellow arrows))

Spells: 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 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.

Picture 8.

Image link: http://img841.imageshack.us/img841/3577/heroes2screen53a01.png

You cast View Mines.

1) The "Mine symbol" surrounded by a green frame shows that the spell is active for the day. Green colored frame, the spell is active. Red colored frame, the spell is not active.
The "= mine" green colored text shows that the mines are displayed in the informations area map. Green colored text, the mines are displayed. Red colored text, the mines are not displayed.
You can click on the "= mine" colored text to show/hide the mines in the informations area map.

2) The "Resource symbol" surrounded by a green frame shows that the mines of this resource are displayed in the informations area map. Green colored frame, the mines are displayed. Red colored frame, the mines are not displayed.
You can click on each "Resource symbol" to show/hide the mines of each resource in the informations area map.
The "all" button allows to show/hide all the mines at the same time.
Click the "all" green colored button, all the mines are hidden, the button becomes red colored.
Click the "all" red colored button, all the mines are shown, the button becomes green colored.

E.g. All the mines are displayed. You click the "ore resource" button to hide the mines of this resource on the map. The "ore resource" button becomes red colored, the "all" button becomes yellow colored, the "= mine" text becomes yellow colored (the yellow color shows that some mines are not displayed).
Click the "all" yellow colored button, all mines are shown, the "all" button becomes green colored.
Click the "= mine" yellow colored text, all mines are shown, the "= mine" text becomes green colored.

Picture 9.

Image link: http://img853.imageshack.us/img853/5382/heroes2screen53a02.png

You cast View Mines, then exit the View Mines screen. You open the View World screen the same day. The spell is still active, the informations are displayed.

1) The "Mine symbol" surrounded by a green frame shows that the spell is active.
You can click on the "= mine" green colored text to hide the mines in the informations area map.
You can click on the "Mine symbol" green colored to access the "View Mines" settings (show/hide each kind of mine). Another click on the "Mine symbol" closes the "View Mines" settings.

Picture 10.

Image link: http://img842.imageshack.us/img842/6896/heroes2screen53a03.png

You cast View Resources.

1) You can click the "= wood", "= gems", etc. colored text to show/hide the resources in the informations area map.

Picture 11.

Image link: http://img24.imageshack.us/img24/7365/heroes2screen53a04.png

You cast View Resources.

1) You click the "= gold" green colored text to hide the gold resources on the map, the "= gold" text becomes red colored, the "all" button becomes yellow colored (the yellow color shows that some resources are not displayed).

2) The "= resource" text becomes yellow colored (the yellow color shows that some resources are not displayed).

Picture 12.

Image link: http://img526.imageshack.us/img526/7308/heroes2screen53a05.png

You cast View Resources, then exit the View Resources screen. You open the View World screen the same day. The spell is still active, the informations are displayed.

1) The "Resource symbol" surrounded by a green frame shows that the spell is active.
The "= resource" yellow colored text shows that some resources are not displayed.
You can click the "Resource symbol" green colored to access the "View Resources" settings (show/hide each kind of resource). Another click on the "Resource symbol" closes the "View Resources" settings.
You can click the "= resource" yellow colored text, all resources are shown, the "= resource" text becomes green colored.

Picture 13.

Image link: http://img402.imageshack.us/img402/7145/heroes2screen53a06.png

You cast View Mines, then exit the View Mines screen. You cast View Resources, then exit the View Resources screen. You open the View World screen the same day. The spells are still active, the informations are displayed.

1) The "Mine symbol" and the "Resource symbol" surrounded by green frames shows that the spells are active.
The "= mine" green colored text shows that the mines are displayed in the informations area map.
The "= resource" yellow colored text shows that some resources are not displayed in the informations area map.

With the "View All" spell, the "Town symbol" (flag), "Mine symbol", "Hero symbol", "Artifact symbol" and "Resource symbol" are all surrounded by a green frame.
You can access all the settings (if any). The program remembers all your last settings, so no need to set them each day if you cast the spells.

It's even possible to go further with the settings possibility:

View Towns: you can show/hide towns, you can show/hide castles, you can show/hide neutral towns/castles, you can show/hide each player towns/castles.
View Heroes: you can show/hide each player heroes.

Picture 14.

Image link: http://img228.imageshack.us/img228/8792/heroes2screen53a07.png

1) The player tries to cast the View Mines spell while the spell is already active. A window is displayed to inform the player. He can access the View World Screen.
If the player accesses the View World screen, when he click the EXIT button he goes on the Adventure Map screen.

Picture 15.

Image link: http://img822.imageshack.us/img822/4880/heroes2screen53a08.png

1) The player tries to cast the View Mines spell while the View All spell is already active. A window is displayed to inform the player. He can access the View World Screen.
If the player accesses the View World screen, when he click the EXIT button he goes on the Adventure Map screen.

Visions spell.

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.

Picture 16.

Image link: http://img21.imageshack.us/img21/912/heroes2screen53b.png

1) The Town Gate spell teleports the hero to the nearest unoccupied friendly town/castle. The nearest unoccupied friendly town/castle name is displayed. If all the towns/castles are occupied "occupied" is displayed.

2) The "*" before the spell name shows that the spell is contained in a spell scroll and is available in the magic book only if the hero keeps the spell scroll.

Picture 17.

Image link: http://img641.imageshack.us/img641/4517/heroes2screen53b01.png

1) The nearest unoccupied friendly town/castle name is displayed when the player right click on the hero.

2) (+2/33)
+2 shows the number of spell points the hero recovers every day (Mysticism secondary skill, artefacts and bonuses are taken into account).
33 shows the total number of spell points the hero will have next day.

Picture 18.

Image link: http://img228.imageshack.us/img228/1849/heroes2screen53b02.png

1) In the hero screen, the temporary spells in spell scrolls are shown with the "*" symbol.

2) The spell scroll info window shows that it's temporary.

Picture 19.

Image link: http://img191.imageshack.us/img191/4079/heroes2screen53b03.png

Summon Boat spell.

1) To replace the "Summon Boat failed!!!" a window is displayed. Or, the spell can be unavailable in the magic book (grayed) if the hero is not at the edge of the water.

An option for the Summon Boat spell.

The first time the player casts the Summon Boat spell and there is no neutral boat available or he has not built a boat, a boat is generated, but only for the first time.

Picture 20.

Image link: http://img521.imageshack.us/img521/8941/heroes2screen56b01.png

Haunt spell.

If the hero has learned at least the Necromancy secondary skill at basic level and has skeletons in his army, he can boost the Haunt spell sacrificing some skeletons.
The "+" sign is displayed in the text under the spell sprite to show this.

1) See picture 4 paragraph for operation.

1 skeleton for 1 ghost.

Tweaks in xml file:

haunt skeleton base quantity: 1
(default: 1, the base quantity needed for 1 additional ghost)

haunt skeleton sacrifice base max: 20
(default: 20, the base maximum number of skeletons the hero can sacrifice)

haunt skeleton quantity step: 1
(default: 1, the minimum number of skeletons the hero can add for each step (yellow arrows))

haunt skeleton sacrifice hero level: 1
(default: 1, 0 for don't add skeletons to the maximum number of skeletons the hero can sacrifice each time he gains a level, 1 for add skeletons to the maximum number of skeletons the hero can sacrifice each time he gains a level)

haunt skeleton sacrifice hero level quantity: 4
(default: 4, the number of additionnal skeletons the hero can sacrifice each time he gains a level)

haunt skeleton sacrifice hero level step: 1
(default: 1, 1 for the hero gains additionnal skeletons every 1 level, e.g. 2, the hero gains additionnal skeletons every 2 levels)

Picture 21.

Image link: http://img850.imageshack.us/img850/2007/heroes2screen56b02.png

Haunt spell.

1) If the reserve army option is activated, the player can move skeletons from the reserve army to the active army (add to a already present troop or/and in an empty free box if any).
The EXIT button or the arrow button near the boxes closes the reserve army.

(for reserve army, see this thread: http://sourceforge.net/tracker/?func=detail&aid=3566705&group_id=96859&atid=616183 ).

Haunt spell.

A separate option nice to have:

(I don't know how this is managed in fheroes2, I have not tried yet).

The troops set as guardians in a mine should turn into ghosts when the Haunt spell is casted.

So, if the hero sets 50 peasants as guardians in a mine and then casts the Haunt spell, the 50 peasants are added to the generated ghosts.

Hypnotize spell.

The Hypnotize spell is only active for one attack (in original Heroes 2).

This spell should remain active for a number of turns corresponding to the hero Spell Power (e.g. Spell Power: 3, duration: 3 turns).
The hypnotized troop should also be able to block opposing shooters, and during the siege of a castle, the hypnotised troop should also be able to open the drawbridge.

Animate Dead, Resurrect and Resurrect True spells.

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

Actualy how it works (in original 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.

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 standard.

Picture 22.

Image link: http://img525.imageshack.us/img525/8458/heroes2screen56b03.png

1) The spell's effects are displayed in the info window for each spell.

Picture 23.

Image link: http://img802.imageshack.us/img802/5513/heroes2screen56b04.png

1) The names of unattainable castles (hero in visit slot) are displayed in red at the end of list.

That's all for now.

Greetings.

Discussion

1 2 > >> (Page 1 of 2)
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • SandySandy

    SandySandy - 2012-10-01
     
  • Unknown Hero

    Unknown Hero - 2012-10-11

    Hello,

    I forget to update the Lightning Bolt spell damage in the magic book.

    Previous image (picture 4b):

    Image link: http://img72.imageshack.us/img72/8582/heroes2screen52e.png

    ![http://img72.imageshack.us/img72/8582/heroes2screen52e.png] (http://img72.imageshack.us/img72/8582/heroes2screen52e.png "Previous image - Picture 4b")

    Replacement image for picture 4b:

    Image link: http://img19.imageshack.us/img19/3751/heroes2screen52e02.png

    ![http://img19.imageshack.us/img19/3751/heroes2screen52e02.png] (http://img19.imageshack.us/img19/3751/heroes2screen52e02.png "Replacement image - Picture 4b")

    Greetings.

     
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