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Heroes 3.5 - WoG and Beyond: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features ( Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 )
Thread with 5140633 views started by nik312 on 01 Jan 2014, rated , last reply 18:29, 15 Jun 2024.
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posted by Docent_Picolan (Promising Adventuring Hero) at 15:40, 02 Oct 2018

Gandalf196 said:
Docent_Picolan said:
Yes, there is a chance for a minor update (1.5.4) within this year.


Does this mean that the rebalance of magic will have to wait much more?

Yes, this is a long, complicated process. Earlier posts only expressed our willingness to eventually tackle the issue — no time estimate or particular version to feature the reworked magic system were established there.
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posted by Docent_Picolan (Promising Adventuring Hero) at 16:31, 01 Oct 2018

Yes, there is a chance for a minor update (1.5.4) within this year.
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posted by Docent_Picolan (Promising Adventuring Hero) at 21:18, 06 Jun 2018

Quote:
I think it's more the global direction taken past 1.5 on philosophical level

There haven't been any changes to the project's philosophy. Version 1.5 altered nothing in the HotA concept, and nothing of the sort is being planned. As a rule, most decisions about added content and features are in place months, if not years prior to the actual releases. In HotA, nothing is ever done on a whim.

Regarding Resistance, everything has been said and regurgitated already. The new mechanic will eventually be added as a new skill, and the original one will be preserved, albeit disabled on most default templates and maps (Thorgrim will retain his specialty). It has also been said that the current state of the skill is a temporary measure to support the balance in online gameplay; this is not the final layout. Moreover, HotA_launcher.exe currently features a toggle to switch the game back to the old mechanic. Considering the above, seeing posters still complain months after the initial announcement makes no sense at all.

Quote:
The resistance thing (+ usage of tomes) makes some RoE/AB/SOD maps unplayable.

Currently, the original scenarios aren't guaranteed to be supported in HotA. Full backwards compatibility to preserve RoE/AB/SoD gameplay on the corresponding maps is a separate task that is yet to be decided upon.

As is stands at the moment of this post, there exist precisely zero user created scenarios of notable quality that leverage the Resistance skill. The recurring lamentations concerning scenarios that were reportedly made unplayable by altering the Resistance skill are getting rather ridiculous, considering there are no such scenarios for HotA in the first place. One should also keep in mind that SoD maps have been formally unplayable since the very first HotA release.
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posted by Docent_Picolan (Promising Adventuring Hero) at 20:38, 01 Jun 2018

New towns may still happen, but none are planned for the upcoming 1.6 version (any official news on this matter may be presented only as full-fledged announcements).

Quote:
Was this dropped ?

This was never seriously considered. Porting the expansion to the WoG/Era platform was being discussed during the earliest stage of development, but eventually we decided to stay within the boundaries of the original game. At this point, this kind of undertaking would demand unreasonable effort. Moreover, being user moddable is not a part of the HotA concept; we would much rather see players create regular content like new scenarios and RMG templates. Talking about the script side, some change to make the event system look more like what's present in HoMM4 might happen at some point.
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posted by Docent_Picolan (Promising Adventuring Hero) at 01:36, 18 Mar 2018



1.5.3 update is live. Version 1.5.2 was found to be peppered with minor bugs, which called for a quick bugfix.

Download link:
Official version, needs original Heroes 3 Full (HD Mod recommended):
[url=http://download.h3hota.com/HotA_setup]http://download.h3hota.com/HotA_setup[/url]
[url=https://www.sendspace.com/file/24s3y6]https://www.sendspace.com/file/24s3y6[/url]

HotA bugs
[-] Non-working Thorgrim specialty fixed

Graphics
[-] Sand Gem Pond image improved
[-] Oasis image fixed

Miscellaneous
[-] Map fixes

____

We have acknowledged numerous comments inquiring about new Resistance mechanic and the reasoning behind choosing it for our project. Here are the advantages of it over the old one we consider significant:

1. The original Resistance skill suffered of vast dispersion in terms of usefulness. Every battle featuring a hero trained in it was essentially a coin toss that could momentarily decide the outcome of a long game. The new mechanic is lacking the random factor, and its effect is permanent.
2. The original Resistance mechanic was completely negated by the Orb of Vulnerability, which rendered the skill with already limited usefulness virtually useless.
3. The new mechanic allows suppression of crucial spells like Elemental summoning and Resurrection.
4. The new Resistance mechanic finally made the skill unequivocally useful, allowing the player to select it by choice, rather than by force.

Notice that the old mechanic persists in the game as a creature ability. The gamble element cherished by many is preserved for existing tactics featuring such creatures.

In order to allow the players to compare the two mechanics and appreciate the advantages of the new one, we introduced the test version option in the HotA 1.5.3 launcher. With it enabled, the game will employ the old Resistance mechanic. This will give the players who have unfinished games started with the old skill version the option to complete their games with all the advantages of the new stable release, albeit with the old skill mechanic. The Crew, however, is not planning on reverting the change; the old mechanic will be completely abolished by the next major release.

Another important point is understanding that altered Resistance skill and rebalanced spells do not make up the entirety of our plans to rework the game's magic system. These exact changes are merely measures to accommodate banning Orb of Negation and Recanter's Cloak on all official templates. Simply speaking, these steps were made to allow for acceptable magic-based gameplay until next major releases are rolled out.

A large-scale rebalancing operation is currently being planned; it will include altering magic skills (such as Eagle Eye and Mysticism), dealing with overwhelmingly useful (for instance, Mass Slow) and miserably useless (for instance, Magic Mirror) spells, and solving the issue of poorly interbalanced magic schools. This is a complex undertaking which is of high priority for upcoming releases. It is meant to be batch delivered in one update.
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posted by Docent_Picolan (Promising Adventuring Hero) at 23:26, 16 Mar 2018



1.5.2 update is live. It mostly contains bugfixes and polishes. The Resistance skill properties were altered, some spells were rebalanced, two new scenarios and a number of decorative updates have been introduced.

Download link:
Official version, needs original Heroes 3 Full (HD Mod recommended):
[url=http://]http://download.h3hota.com/HotA_setup[/url]
[url=http://]https://www.sendspace.com/file/zcxh2d[/url]

[!] - Important Information.
[-] - Bug and error fixes and changes to previous elements.
[+] - Innovations.

Version 1.5.2

HotA bugs
[-] Fixed a bug where Ajit would have incorrect number of Beholders in his second stack
[-] Fixed a bug where Conflux heroes wouldn't be available in taverns for players who started with other towns
[-] Learning skill bonus is now considered when visiting Gazebo
[-] Fixed AI crash on boarding a boat
[-] Fixed a bug where multiplayer games with AI-controller players sometimes wouldn't load
[-] Fixed a bug where opening a hero's profile, then switching to another hero via right UI panel and attempting to fire him/her would cause issues
[-] Heroes exchange button on town screen now becomes inactive after one of them is dismissed
[-] It's now impossible to dismiss a hero in the unit gain, garrison, and mine windows
[-] Game doesn't crash anymore if savegames made in older, currently unsupported versions are present
[-] RMG: fixed a rare bug where a faulty passage would be created at a three-zone borderland
[-] Fixed a crash when summoning too many Fangarms with Horn of the Abyss
[-] Fixed a bug where the cursor could become faulty after closing the Grotto dialog window
[-] Fixed issues with smooth graphic effects in combat
[-] Mage Guild screen loading was speeded up
[-] Fixed a bug where there would be no text message when visiting an empty churchyard even if object messages were set to be shown
[-] Fixed a bug where incorrect soundbite could be played when notifying a player of his turn in hotseat multiplayer

In-game experience
[+] Resistance secondary skill and Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity, and Pendant of Reflection artifacts reduce enemy hero Spell Power skill during combat instead of increasing a chance to resist a spell
[+] Resistance secondary skill percents increased from 5/10/20 to 10/20/30
[+] The damage of Armageddon spell reduced form 50*SP + 30/30/60/120 to 40*SP + 30/30/60/120
[+] The effect of Protection from Air, Protection from Fire, Protection from Water, and Protection from Earth spells increased from 30/30/50/50% to 50/50/75/75%
[+] Value of antimagic spells has been reduced for AI
[-] Ruins guard count increased from 10/2/2/10/1 — 20/3/3/10/1 — 30/5/5/20/2 — 40/7/7/20/2 to 20/3/3/10/1 — 30/5/5/10/1 — 40/7/7/20/2 — 50/9/9/20/3 (Skeletons/Wights/Wraiths/Skeleton Warriors/Power Liches); Ruins open map radius increased from 10 to 12
[-] Obstacle generation along with placement of creatures and upgraded neutral stacks are now performed similarly to SoD

SoD bugs
[-] Fixed a crash that would occur when clicking an enemy stack adjacent to a First Aid Tent during the Tent's turn
[-] Fixed a bug where AI would enter a cycle after erroneously determining a tile to summon a boat
[-] Fixed a number of technical bugs with reviewing an enemy's turn
[-] Fixed a bug where the minimap would go black after exiting a town screen during enemy's turn
[+] Fixed a bug where the town list in bottom right corner of the UI wouldn't refresh after using an Inferno's Town Gate to teleport
[+] Fixed a bug where AI could still be searching for the Grail on a map with no obelisks
[+] Fixed a bug when screen was not updated after getting defeating monster prize

Graphics
[+] A new highlands spruce tree has been added
[-] Oasis sprite remade
[+] Fixed and enhanced the autumn oak tree sprites for the Grass terrain

Interface
[+] Added a hint with the creature upgrade cost when right-clicking or hovering over the upgrade button, even if it's inactive
[+] Combat hero preview window now shows hero temporary skill changes
[+] Campaign video is now interrupted in 15 seconds instead of 3 after subtitle scrolling stopped

Miscellaneous
[+] Fortune Favors Fools and In Defense scenarios have been introduced
[-] Scenario The Devil Is in the Detail updated
[-] Added a possibility to generate mt_TeamJebus RMG template on M size
[-] On 6lm10a RMG template the roads on wide connections and most of center zone connection are disabled
[-] Black'n'Blue RMG template updated
[+] Added RMG template check before on-line game, and a warning in case the template is modified
[-] Mirrored templates now have synchronized upgraded neutral stacks and obstacle placement in combat
[-] Minimal volume setting has been decreased; overamplification at the top setting has been fixed
[-] Multiple maps and texts have been fixed
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posted by Docent_Picolan (Promising Adventuring Hero) at 00:12, 06 Mar 2018

Over the years, some of the most frequent questions our players have been asking are concerning the visual art, specifically about some Cove creatures and specific alterations of the original artwork we took the liberty of making. Today, we're starting a series of explanatory posts aimed to answer the questions that've been asked before and, undoubtedly, will be asked again in the future. I'd like to start with showcasing one of the project's visual cornerstones, the Nix, and its evolution from a concept of art to the unit you can leisurely order around in your game.

Nix / Nix warriors. Progression of the base sprite from the earliest days of Cove development to the current in-game appearance.

3D modelling: Alex-ander.
Concept: HotA Crew.



Since the earliest days of Cove development there was a place reserved in the roster for a large lizard-kin creature not unlike a crocodile, connected to the Tatalia dwellers by the plot. The [url=http://storage8.static.itmages.ru/i/18/0305/h_1520282573_2072997_98ea8a2edb.gif]lizardmen of Divine Divinity[/url] were my initial visual reference, assisting to create the exact mood I envisioned for the town lineup. The very first model created can be seen bearing some of their distinctive traits. Alex-Ander simultaneously developed a turtle-like version, looking more massive and animalistic; but neither looked exactly like a home run at the moment. While massive and animalistic felt like the way to go, there should be some crocodile in there, too. A considerable amount of concept art was created by Agar (the majority of it can be seen near the middle of the [url=http://heroes3towns.com/?town=cove&ver=&page=arts]gallery at the New Towns website[/url], along with one piece by Spartak), and the search for the right concept went on. Finally, a third version was born, this time a two-hex creature to match the tank role; it bore the best parts of the both initial concepts. Equipment discussions ensued, accompanied with endless palette tweaks. By 2009, Nix were considered rather finished, and the penultimate red/blue version survived until the leaked alpha. As the release version was looming, it became apparent that two hex was too much; the sprite felt generally too intrusive and imposing. Nix became a one-hex creature again, rolling back to the previous palette version. This edition became a part of the 1.0 release. There was another attempt to revive the corpulent turtle concept right before the release, but it couldn't gain ground.

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posted by Docent_Picolan (Promising Adventuring Hero) at 00:47, 06 Feb 2017

As you know, all random maps in Heroes III are generated according to certain templates. Although, the player has been quite limited in options for modifying a template. Originally a template was merely a table without any commentary and any kind of interface to assist in editing it. Furthermore, the traditional template layout couldn't boast a wide array of settings to fulfill the rich potential of random maps.

To put an end to said shortcomings, HotA v1.5.0 introduces the official RMG Template Editor.



The editor uses a new template format featuring a list of new settings and features. It is now possible to:

* edit the availability of certain artifacts, spells, skills and heroes for a certain template – including those not available by default
* enable or disable generation of certain objects in a template as a whole and in its particular zones (including their frequency, value as well as maximal amount)
* set up the factional structure of guards (i.e. which town they may belong to) inside a zone
* include and exclude certain town types in particular zones
* hard set the terrain type for certain zones
* set the ground/underground position for certain zones
* choose the preferred type of certain passages: landscape passage, Subterranean Gate or a Portal/Monolith.

Such settings allow for a new level of freedom in creation of templates. For example, by excluding all Might heroes and anti-magic artifacts from his new template one can set a replayable scene for massive magic battles. By setting up the passages through Subterrean Gates and Monoliths one may create an isolated zone, which cannot be accessed without fighting entry guards even with the use of Dimension Door or Angel Wings. And enabling the Veil of Darkness in a key zone of a template will result in unusual gameplay calling for extended scouting activity. These are only a handful of possibilities opened by new variables.

Notice that creating new templates will require certain knowledge of RMG (Random Map Generator) mechanics. Unlike the Map Editor, the Template Editor is hardly intuitive on first encounter, but both the Editor and the template layout will be further developed to establish a comfortable creative environment with the widest possible assortment of settings and tweaks.

Template Editor. Picking a template from the pack:



Neutral zone creation tool:



Setting up zone connections:



Zone settings:



Setting up allowed artifacts:





Applying editor settings as shown on a mock generated map:





Icon:

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posted by Docent_Picolan (Promising Adventuring Hero) at 00:10, 27 Jan 2017

New towns are not cancelled, but not in active development either.
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posted by Docent_Picolan (Promising Adventuring Hero) at 22:48, 26 Jan 2017

Quote:
Can we have more news about 1.5.0?

Yup. In the next few days.
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