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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 )
Thread with 5073184 views started by nik312 on 01 Jan 2014, rated , last reply 12:13, 25 Apr 2024.
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posted by Docent_Picolan (Promising Adventuring Hero) at 20:26, 21 Sep 2020

Not, it's not.

Fallout, not at all. I personally haven't played a single Fallout game and am completely unfamiliar with the setting.

Wastelands are not a homage to Fallout but a link to Heroes II where they were one of the default terrains. The Factory also — to an extent — intentionally parallels a number of traits of the Wizard faction that occupied Wastelands in that game, namely, the Halflings as the Tier 1 unit; certain design elements of the Golems and their dwelling (Foundry); some architectural clues.

There is no post-apocalyptic flavor to be found anywhere in the Factory. Conversely, it's all about exploring new lands and taming the frontier.

Western, yes. Steampunk, yes. Aztecs have only donated the Couatls and visual tone to certain Art Deco architectural details wherein the Native American motif felt apt.

Now where you have located any portion of Tolkien's Middle Earth in the Factory, is a complete mystery to me. Halflings have been a part of the M&M lore since forever, though initially borrowed from D&D. I concede that D&D creators could've gotten their clues from Tolkien's works; however, by then, halflings as a race had already become one of basic fantasy staples.
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posted by Docent_Picolan (Promising Adventuring Hero) at 14:42, 19 Sep 2020

Here's some long-awaited news for you.

As you might remember, the first unit sprites for the Factory to reach a somewhat rounded-up state were the Halflings (by Fiorin) and Gunslingers (by Axolotl). They were hastily created just in time to be featured at the 2019 Streamfest and ended up being the only creatures from the town's roster to be shown in the demo/trailer, as the rest were in very early stages of development by then. We would like to express our endless gratitude to both artists for providing those models, as without their help, we'd be left with zero Factory troops to showcase at that time.

However, in the course of roster development, these models proved obsolete and were crying for an update. We've already shown the Halflings remade by Dima Gravchenko, and we might even post a full article on them, provided we find some time for that. Recently, the Gunslingers went on the workbench, too. The rework was again executed by Dima Gravchenko, with the original model by Axolotl being imported into Blender and undergoing a wealth of adjustments. The non-upgraded unit had been 90% ready by July and found its way into the latest trailer, so this time it only underwent minor color tweaks and accessory updates. The upgraded unit has just been completed, its animations still being rendered as we speak. The final concept took only half an hour to draw and the adjustments were applied in just one day, which suggests that the visual image of the Bounty Hunter finally clicked.

Old:


New:


As it has been already said, the Gunslinger is conceptually an amalgam of a Western-styled head hunter and a witch hunter a la Van Hellsing. The initial version of the unit ended up being somewhat too Western looks-wise, i.e. too modern and American than initially implied. The updated version boasts the following:

- added accessories like belts, clasps, and the upgraded version's shoulder plate serve to strengthen the witch hunter vibe;
- new rifle design was introduced to add a more steampunk-ish feel;
- the image has become more refined, with the facial hair now more in the Hispanic style rather that the 'grimy saloon patron' mood of the early model;
- the overall design has been adjusted to appear more organic for the late Middle Ages/Renaissance era;
- the revised hat with a feather is a not-so-subtle nod to the "marksman" trope that abounds in history and fantasy;
- all the changes as a whole serve to shape the Gunslingers as an elite guard of sorts, which the campaign will feature them as;
- some technicalities have been worked in, such as reducing the Gunslingers' height in order for them to avoid appearing oversized in comparison to other humanoid units in the game; adjusting the sprite contrast ratio to a more natural level; tilting the unit's color range towards better matching the roster's general style.

An article about the Gunslingers might also happen, given the sheer amount of material amassed over the months, but don't hold your breath yet.



You probably want to know whether other models are also facing reworks - and we'll let you know that some tweaks are awaiting the Mechanics. Their tech level is going to be knocked down a notch, and, regrettably, they're going to lose their ciggies, as, despite being a great potential element of their character, they're simply looking way too modern - which comes as no surprise, seeing as they date back all the way to the attempt to recreate the Pyromaniac from the Forge, many years ago. Sure, we could replace the cigarette with a cigar or a pipe, but a cigar is a rather silly attempt at a compromise, and pipes have already been covered in the models of the Leprechaun and male Captain hero. Moreover, what worked well for the crazy, punky pyromaniac isn't going to play well with the sensible mechanical engineer - a lit cigarette inches away from a tank of highly flammable fuel obviously isn't good for occupational safety and health.

Some minor adjustments will also be applied to the Armadillo models.
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posted by Docent_Picolan (Promising Adventuring Hero) at 20:24, 05 Jul 2020

Quote:
1) Does debuff spells like Slow and Curse work on Couatls when they're on their stace?
2) Can the invulnerability be Dispelled?

1. No.
2. No.

Quote:
1)When approximately will new town be up? Somewhere like 2 months or maybe closer to the New Year?

2) Are you planning to add new units for the old towns? As alternatives or similar to Cove's pirates?  

3) Is the 12th town still in plans or are you going to rest for a while after creating new faction?

4) Are you really planning to create different war machines for every town instead of a standard Catapult? I heard about this but I don't know if that's just a rumor.

1. No one knows.
2. Nope.
3. We will definitely take a break.
4. No, we do not.
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posted by Docent_Picolan (Promising Adventuring Hero) at 18:40, 05 Jul 2020

Quote:
Old Resistance turned quite fast only optional after the community outcry.

But it was introduced as a temporary measure to maintain balance in online play, because shortly before that artifacts that prohibit magic were disabled in most RMG templates. We always meant to introduce the new mechanics as a separate skill, which we declared outright. Feedback from the community may have accelerated the process somewhat, although it took a year anyway. I don't mean feedback from the community has no influence at all; it's just that it isn't crucial for our decision making.

Quote:
I hope you at least read the "Ideas and suggestions" and "bugfixes" threads, might be some good things in there.

I won't say I read each and every little thing there, but yes, I browse it.

Quote:
why are you making HotA at all? What is the goal of the project?

The goal is simply to turn our vision into something tangible. I guess, same as with every creative process.
Go To Post: No Subject
posted by Docent_Picolan (Promising Adventuring Hero) at 22:24, 04 Jul 2020

Quote:
Whoever you are, Docent, animator, tester or story writer, were you actually expecting all the hype and controversy regarding Factory?

Surely I did. It is not often that new towns come out, and the amount of interest was quite predictable. Disagreements, disputes, and exchanges are par the course in any community. I'm neither fazed nor demotivated by negative opinions. However, I would not say that positive opinions have any significant effect on our motivation either. We have our own creative goals, and we just keep moving towards them. Feedback from the users has next to no effect on this process.

Quote:
And also so far which one was harder to advertise, showcase and work on from your experience if you also worked on the previous town as well, Cove or Factory and why?

Now, the Factory is much more complicated. The Cove was a simpler, more convenient concept. There was no need to fine-tune the style of each individual element as precisely, so that it would balance on the edge between 'technological enough' and 'not too modern', and also stay true to the visual flavor of the original game.

And then there's the sheer amount of content. There are more units in the Factory, and they are more complicated conceptually. The townscreen, too, is full of animated details. Even the hero portraits are harder here, as a number of them are recreations of specific characters from Heroes II. In the Cove, the sole returning character was Astra. In the Factory, there are Agar, Wrathmont, Kastore, and some other heroes in the storyline which I will not mention yet.

Obviously, the new campaign is an entirely special matter. For example, the cutscenes we are making for it are on a simply different level quality-wise. Each one requires lots of original models, some even with animated faces. The cutscenes in the Cove campaigns couldn't hold a candle to the upcoming ones.
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posted by Docent_Picolan (Promising Adventuring Hero) at 23:50, 20 Jun 2020

gatecrasher said:
Hmm, I think the old new Halfling concept with the hat was a better fit for a Western wasteland town.

The hat is still on. Do not confuse the basic Halfling with the upgraded one.
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posted by Docent_Picolan (Promising Adventuring Hero) at 23:40, 04 May 2020

Quote:
1) For many years I have been hearing that Campaign editor is in development. Can you give us some estimation when can we expect it? Will it be after Factory release or not in upcomming years. Lack of it seems really weird, since it would have provide Hota with lots of custom made campaings by community.
2) Somewhere in forums it was told that changes in secondary skills will be implemented in parts containing few secondary skills being altered/ changed. Could you share which skills will be next?
3) Are there going to be new terrein added in upcomming 2-3 years? Or you will foucus more on expanding existing ones.
4) Will there another rivers be added into game?
5) From 1 to 100 % How much of Factory have you developed so far? Can we expect another articles in upcomming 1-2 weeks?

1. Probably in one of the releases after the Factory comes out, however, there's still a small chance that it'll come together with it.
2. War machine-related skills (as well as the machines themselves), Eagle Eye and some others. I can currently give you neither the exact order of changes nor any dates, as this fix pack is now definitely postponed until after the 11th town is released.
3. Not likely. Terrains are a monumental job. I used to spend several hours on just a 32*32 single tile, and there are over a hundred of those in a single terrain - and then there are the decorations and interactive objects. I'm not keen on revisiting that experience within the next few years at least.
4. Maybe. There are some ideas out there, but that's very low priority.
5. It'd be useless to approximate the progress percentage. There's a wealth of different elements (the units, the town screen, the campaign etc.) that make up the Factory, each of those being in a different state of completeness. News, however, surely are to come.
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posted by Docent_Picolan (Promising Adventuring Hero) at 17:52, 05 Mar 2020

Quote:
Devs stated few times that these factions were rejected a long time ago.


This is just plainly not true. The FAQ explicitly states that those old concepts have not been abandoned: http://h3hota.com/en/faq#14 There is no active work going on them, but the possibility of adding them in the future was never ruled out. This doesn't guarantee their future introduction at all, but one would be wrong to consider them outright rejected.


Quote:
these concepts were independent concepts of former HotA Team members

This is also incorrect. The concepts were created by the very same people who now participate in the creation of the Factory. Both Kronwerk and Cathedral in all their many variations were primarily created by myself, Alex-ander and Agar, and we're all still on board.
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posted by Docent_Picolan (Promising Adventuring Hero) at 00:34, 02 Feb 2020

The 1.6.1 installer was modified for compatibility with Windows XP. Also, the update notification in the installer now contains a link to the HotA information page with a number of mirrors to download the files:
[url=http://h3hota.com/en/download]http://h3hota.com/en/download[/url]
Windows XP users are advised to download the updated installer using the new links. Others do not have to do it, as there have been no other changes to the game as compared to the recent 1.6.1 release.
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posted by Docent_Picolan (Promising Adventuring Hero) at 23:59, 31 Jan 2020

The version 1.6.1 is out.



As it often happens, the vast 1.6.0 update was not without shortcomings and even critical crash-inducing bugs, especially frequent on maps with water. Most of those are now fixed.

A short newsflash:
- You can expect more news and the next article about the upcoming 1.7.0 update, poised to feature the Factory town, later in February.
- Further stopgap updates (1.6.2 etc) may happen if new bugs are discovered.

You can download the update by following one of these links:

[url=http://goncharuk.pro/hota/HotA_1.6.1_setup.exe]http://goncharuk.pro/hota/HotA_1.6.1_setup.exe[/url]
[url=http://download.h3hota.com/HotA_setup]http://download.h3hota.com/HotA_setup[/url]
[url=https://drive.google.com/file/d/17Q9hsda0GFZNVDc1BdrTDO5PXgbOIW_m/view?usp=sharing]https://drive.google.com/file/d/17Q9hsda0GFZNVDc1BdrTDO5PXgbOIW_m/view?usp=sharing[/url]
[url=http://heroes3towns.com/HotA/HotA_1.6.1_setup.exe]http://heroes3towns.com/HotA/HotA_1.6.1_setup.exe[/url]
[url=https://mirrorace.com/m/2WPrq]https://mirrorace.com/m/2WPrq[/url]
[url=https://1fichier.com/?bexpf8h8jms9cyvq4ddn]https://1fichier.com/?bexpf8h8jms9cyvq4ddn[/url]

Full changelog for the version 1.6.1:

Version 1.6.1

HotA bugs
[-] Fixed a bug where the game would crash when an ally's heroes made an exchange in online play
[-] Fixed a bug where the game would crash when digging up a Grave in online play
[-] Fixed a bug where the game would crash after a new month's monster spawn on maps with many objects
[-] Fixed a number of bugs and memory corruption connected to creating a new boat
[-] Fixed a bug where the game would crash when reviewing a turn where a hero had been acquired from a sea Tavern or Prison
[-] Fixed a number of bugs and memory corruption connected to an AI-controlled hero disembarking a boat
[-] Fixed a bug where information on certain events would be transferred incorrectly to an inactive player during online play
[-] Fixed a bug where the pathfinding mechanism would misbehave due to the game failing to consider whether an inactive player's hero were on a boat
[-] Fixed a bug where Fangarms would fail to retaliate to all attacks in the first turn
[-] Fixed a bug where, upon death of a stack that had been cloned several times, only one clone would disappear
[-] Fixed issues with incorrectly converted campaign savegames made in old versions
[-] Fixed a bug where the Map Editor would crash when holding down Shift
[-] Fixed a bug where checking a map with a Grave would cause the Map Editor to crash
[-] Fixed a bug where objects would sometimes be displaced when opening map files made in old versions in the Map Editor
[-] Fixed issues with certain menu objects in the Map Editor
[-] Fixed the bug where Steel Golems would lack a tick after editing their properties in the Map Editor
[-] Fixed a bug where the setting for available factions in monsters would be read incorrectly from a Template Editor file

SoD bugs
[+] When checking the casting possibility, Spellcasters now consider all stacks instead of the first one on each side only

Gameplay
[-] Spawning points for Zombies were changed for Churchyards
[-] Warlock's Lab value was raised from 3000 to 10000

Graphics
[+] Small creature portraits were reworked and improved
[+] Some large creature portraits were reworked
[+] A Snow sprite was added for the Warlock's Lab
[+] Yellow battlefield grid was introduced for Highlands and Wasteland
[+] Campaign bonus resource icons reworked
[-] Campaign bonus icons were added for the Cove's Fort, Citadel and Castle

Interface
[+] Monolith/Portal and Subterranean Gate icons were added for World View

Miscellaneous
[+] Firewalk and mt_Firewalk templates were added
[-] On arena maps, event messages are only skipped now if they contain no text
[+] Incorrectly looped ambient soundbites for Sea Serpent Maelstroms, fire and two-way Monoliths/Portals were fixed
[-] A number of scenarios and texts were fixed
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