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Heroes Community > New Heroes - Olden Era > Thread: Olden Era Demo – Feedback Thread (started by Galaad in October 2025)
Olden Era Demo – Feedback Thread This thread is 5 pages long: 1 2 3 4 5 · «PREV
Syth1984
Syth1984


Known Hero
posted November 15, 2025 11:11 AM
Edited by Syth1984 at 09:48, 16 Nov 2025.

Economy:

Capitol: It was nice to have.This way one more castle didn't immidiately mean x2 gold income.

Market Place rates are too good. After three or four market places you can trade 3-1 for rare resources. Thats not very nice.You should be able to reach this at 5-6 market places controlled.

Bank: Construction of Bank should be tied to marketplace.

"Merchants guild"(Law) in Dungeon is very powerfull 1-1 trade for resources? It should act as +3 Market places maybe?

Artifact Merchants should give more alchemic dust(+%50 or plus +5) while deassambling. I mean they should have better rates than me deassembling my artifacts on the battle field .

There should be an exotic marketplace where you can exchange creatures for alchemic dust? Alchemic laboratory is okay but it is very rare I guess.


"Resource Riches"(Law): Common in all factions.

At Level 1:Resource Riches 1: Gives +5 ore +5 wood +2500: I think it is very good.

At Level 3: Resource Riches 2: Gives +10 ore +10 wood +5000: It's decent. At this stage of the game you would like to have rare resources to build mage guilds. I proposed to change it +10 wood and ore +2 from rare resources and +5000 gold

At Level 5(Last Level): Resource Riches 3: Gives +15 ore and +15 wood and 7500. This is bad compared to other effects at the same level.You have probably 2 castles and deficit money. It should be at least +15000 gold and should give +20 alchemic dust +15 ore and wood. Since alchemic dust is required for upgrades and 15000 gold can get  you some creatures it would be a viable choice. Right now it's a bad choice at that level for all factions.


Surrendering: Since alchemic dust is very valuable maybe it can be used to pay ransoms as well. Lets say each alchemic dust is 500 gold worth so if you have 3000gold in your pocket but 50 alchemic dust you could could escape if required 3000+25000 worth of creatures.

This way people would be inclinde to keep alchemic dust reserves as well. Also change their artifacts into alchemic dusts if required (Also alchemic dust exchange should require 1 day at least.Otherwise people would just sell all their artifacts before a loosing battle)










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LJP14
LJP14

Tavern Dweller
Am 57 years of age.
posted November 21, 2025 01:43 AM

It has been months since trying it.

The game is very immersive and, can kill your gaming/time off if you are not too-too careful on your current playing speed.

Never finished my very first try of that Demo.

Still, love it like a small child that loves cuddling its teddy-bear at night while sleeping.

Keep going devs!


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Syth1984
Syth1984


Known Hero
posted November 28, 2025 11:05 AM

I wish there was a video telling we will change this and that according to feedback.

Neutral dwellings should have higher availability per week with the same level of creatures to make a difference. Maybe x1.5.

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CountBezuhoff
CountBezuhoff


Supreme Hero
Nihil sub sole novum
posted December 07, 2025 04:03 AM
Edited by CountBezuhoff at 04:04, 07 Dec 2025.

Minor suggestion

I was playing around in the tutorial and had the following thought:
Wouldn't it be so much nicer if hovering over a creature dwelling in the build menu highlighted said creature down in the garrison tab?



And vice versa, if hovering over a unit's icon in the garrison tab lit up its creature dwelling, I'd have a much easier time navigating the menu.

The Count
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 08, 2025 10:14 AM

Why would you look down there when there is a unit portrait at the upper left corner of the building pop up?
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Syth1984
Syth1984


Known Hero
posted December 08, 2025 01:34 PM

That skyship building in the knight faction is a bit useless.

Maybe it should have an upgrade where it shows the closest dragon utopia or Castle in the fog of war.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 10, 2025 08:22 AM

Why is that? In single hero where you don't have secondaries it can help but it's especially useful when capturing new towns. The extra viewing range is amazing for exploration.
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Syth1984
Syth1984


Known Hero
posted December 10, 2025 11:24 AM

Elvin said:
Why is that? In single hero where you don't have secondaries it can help but it's especially useful when capturing new towns. The extra viewing range is amazing for exploration.


Isn't one hero a special case? The balance should be built upon multiplayer with multiple heroes. If it was your second captured town this building would also have diminishing return when compared with other building of other castles.(I assume you are already opening the shroud when attacking a castle)

If you like it, you like it though I cannot argue with that .


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 11, 2025 04:48 PM

I am not really enthusiastic about it, I just don't see it as worthless. It can help you save a day or two.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 12, 2025 08:14 AM

Syth1984 said:
Isn't one hero a special case? The balance should be built upon multiplayer with multiple heroes.


It’s a full game mode rather than a special case, and the increased pace makes it a much better fit for multiplayer in my opinion.
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Syth1984
Syth1984


Known Hero
posted December 12, 2025 11:36 AM
Edited by Syth1984 at 15:29, 12 Dec 2025.

Galaad said:
Syth1984 said:
Isn't one hero a special case? The balance should be built upon multiplayer with multiple heroes.


It’s a full game mode rather than a special case, and the increased pace makes it a much better fit for multiplayer in my opinion.


That's true obviously. I even like the version and plan to play with it with my friends. However even there a cost of 2500 gold and skipping one day of building at the beginning must be questioned. Still if it doesn't change I won't throw my PC out of the window .

How about this? For late game "The scouting radius of Red Wood observatories are increased by +1 for each skyship you have under your control"?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 23, 2025 09:44 AM

Even though I didn’t like it much at first, I’ve grown quite fond of the FairnSquare template. The AI feels better than in single-hero mode too (hopefully that’ll be fixed for EA). On 200%, I beat it on day 28. Anyone done better?
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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted January 02, 2026 01:00 PM

Happy New Year, heroes!!!
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Wub
Wub


Responsible
Famous Hero
posted February 23, 2026 12:13 AM bonus applied by Galaad on 23 Feb 2026.
Edited by Wub at 00:16, 23 Feb 2026.

So, I played the Heroes Olden Era demo...

...and it was very nice, I liked it. Of course, not quite the same as first playing Heroes 3 (probably for the best ), but I could see myself enjoying the game for quite some hours (if I had the time).

I am impressed by the developers’ vision and knowledge of the Heroes franchise. The Law system is exciting, Sub-skills are similarly enriching, and Alchemic Dust is an interesting late-game mechanic. I appreciate that quality-of-life improvements from mods, such as the numerical display of hero movement points, have been preserved, and that there are new ones, such as the optional hex grid. Furthermore, balance tweaks of the Heroes 3 game concept are typically in the right direction, such as increasing movement cost on roads from 50%-75% to 80% (unlike what the official wiki says), reducing the Expert Logistics bonus from 30% to 20%, or increasing the cost of rebuying a hero from 2500 to 5000 Gold to make Hit & Run and Poor Man’s Town Portal more expensive.

I do see notable room for further improvement. As for the user interface, larger letters and buttons would spare my eyes and help prevent frustrating misclicks. It would also have helped my learning curve if, like in Heroes 3, every button or stat could be right-clicked for further pop-up info. Also, if - when hovering over wandering monsters – their actual name and level would be displayed, this would have saved me a lot of time on the (otherwise very helpful) official wiki staring at creature pictograms.

Fortunately, there is a button to report bugs, because the demo still contains a fair number of them. I remember an instance where the spell Early Start had an effect only the turn after I cast it, even though the Initiative of the target creature was immediately displayed as having increased. Likewise, when defeating the guards of a creature dwelling, I levelled up without being able to choose a skill. At some point, the level number on my hero’s portrait changed into a blue colour, and I was granted so many levels that two of my heroes ultimately became level 34 and 50. Also, by transferring the Spells-in-Bottles artifact away from and back to my hero, I was also able to cast Clear Fog an unlimited number of times per day. These bugs never crashed the game, but likely many exploits are currently possible.

The AI is weak, even on 200% difficulty. I am willing to believe it may be stronger than the Heroes 3 AI, but it does not do hero chaining, and after two weeks on Jebus Cross XL it had not even captured its third town in its starting area. Despite playing the game for the first time and having modest skills compared to the Heroes 3 pros of old, I defeated the AI’s main hero on day 15 without losses, using a secondary hero that carried only half my army, and could have done it even several days earlier. The weak AI is a pity, because I don’t plan on playing much Player-vs-Player, so the game would need plenty customized handicap maps to stay challenging.  

Perhaps most in need of improvement, however, are adventure maps spells – and in particular Neutral spells – as currently they seem to be game-breaking. Indeed, on the very same day that I broke out of my starting area on Jebus Cross, I traversed the whole Desert area, reached my opponent’s starting area, defeated all its heroes, and captured all its towns. In other words, the game ended on the very same turn that I wandered out of my starting area, all thanks to having multiple heroes that collectively could cover almost the entire map with Second Wind, Shadowflight, Gate of Light, Town Portal and Dimension Door (not to mention Relocation, Assemble, Clear Fog…). Essentially, I just kept finding new towns to Town Portal to and freeing imprisoned heroes to keep pressing the attack – and in the end even finished the turn with my main hero still having full movement (!).

Put differently, in Heroes 3 competitive play Fly and Dimension door – which you were not guaranteed to get in your super expensive Level 5 Mage Guild – were routinely banned. In Heroes Olden Era, however, you are guaranteed to get them early if you just level up your heroes and unlock or upgrade buildings and spells fast. Moreover, there are multiple entrances into the Desert area, some of which can be defended by Level 4 rather than Level 7 guards, so you need to defeat only the weakest guard to Fly or Dimension Door over the other guards, right into new, relatively lightly defended towns. This allows you to gain more Neutral Spell points, unlock more powerful versions of these spells (e.g., Fly with -40% movement cost compared to regular walking) and then just ambush the enemy main hero, or take your opponent’s towns, in turn earning you even more Neutral Spell points.

Indeed, I would be surprised if competitive games on Jebus Cross XL would last beyond Week 2, with games ending in Week 1 not being uncommon. “Red rushing” might also become a thing, because you could attack – as the first-moving player – your opponent on Week 2 Day 1 with Dimension Door and your new army, before they have even had the opportunity to recruit theirs.
 
As such, I believe Adventure Map spells dominate the meta. I daresay that Knowledge is the most important primary attribute, Magic Wells are key adventure map objects, Knowledge artifacts are very powerful because multiple heroes can increase their mana by just transferring such artifacts while standing next to a well, and Laws such as Architect’s Mastery (Temple builds +1 building per town per day) become even more powerful (at least on resource-rich maps). Indeed, I found adventure map spells so powerful, that I actually considered it a luxury to be able to have mana to spare for casting any spells at all during combat…

All in all, very nice to play Heroes Olden Era. I hope that the developers will still improve the game further based on community feedback .
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