FirePaladin said:There's only two squirrels in this screenshot, by the way.
@LordInsane and @AncientDruids found one each, soooo, I guess you are the ones to find them!
Oh do I wish this forum had username-changing functionality…
Personally, I'm interested in a piece of graphic that's mostly for your PR: Grotto's symbol, the one that would be used in unit overview images here, their counterpart to the Forge's white fist-into-globe on red (as seen in the Grunt update on page 30) and Palace's white tiger rampant on a blue/pink per bend shield (as seen in the Viking update on page 18). Let's hope AncientDruids has something more inspired to suggest!
@LordInsane @AncientDruids
I meant it more as in the Team showing said something during the stream. I should have worded that better, but nevertheless... have this:
He is having an Absolute TV Time! while being on Battlefield 6 with some snacks and themed clothes scattered around.
Otherwise, shoutout to Zuzel and Pad Padl, who have both reacted to the trailer prologue and shared their thoughts about it!
And let's not forget, news of this teaser have also been shared by Ubisoft today, as they were unable to properly showcase it during the anniversary stream. Not only that, but you can also watch an exclusive interview with Maximilian, DoR PR member and one of its programmers, in the anniversary documentary (it starts at the 15:32 minute mark):
That is all for now! We have not forgotten about the promised update, but it might still take a bit longer until we can publish it - simply to make sure it's up to par. The same applies to stream highlights, which will likely come with said update.
____________ HoMM3: Day of Reckoning forum thread!
It's great to see how much progress you guys have made with this project, which only amplifies the torture of having to wait for it. ;p
I've got a bit of a technical question for the DoR team. How did you guys implement the first-strike retaliation ability for the sabretooth tigers? BTB did the same in his mod, but when I tried to use his code in hex editor, I encountered three issues with it.
1: It ignores no enemy retaliation. (A simple check should fix this.)
2: It prevents an attacker with double strike from attacking twice. (Same as before.)
3: This is the big one. The defender with the first-strike retaliation ability attacks in the wrong direction. The attack is still hit, but the defender is throwing out his attack in the opposite direction. This doesn't occur when both units are face to face with one another. It only happens when the attacker strikes from above or below the defender.
Things get even wonkier when you give this ability to a unit with a two-hex attack. Any unit on this second hex will take damage in the direction of the defender's attack even though the initial target is in the opposite direction. In other words, a unit comes to attack the defender with this ability, the defender strikes first, defender strikes in the wrong direction, the attacker takes damage despite this, third unit on the second hex in the incorrect direction of the defender's attack also takes damage as if it were correct.
BTB claims that this third bug never occurred in his mod, so I'm not sure what I am doing wrong. I have closely looked at his code to make sure I have inputted it correctly and even tried without the HotA mod, but the error occurred regardless.
It's fine not to answer. I know you guys are busy with your mod. Just thought I put this out there in case you have a relatively easy and simple solution to this problem.
I came up with an interesting idea for how to make fire magic a more viable skill to go for. In particular, you could rework the Sacrifice spell.
In the original base game, I believe there was a glitch-exploit where you could sacrifice your opponent's creatures to resurrect your own. Obviously, this would be extremely broken if you did just that, but you could rework it to deal 'damage' based on spell power instead and then resurrect a stack's total hp count by the amount of damage done to the enemy stack. Of course, you would also probably want to rename the spell as well, since it's not really a sacrifice if you gain nothing but benefits from it.
Just an idea I'm pitching, but it would definitely make Fire Magic a more viable skill to go for.