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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New patches for future (suggestions)
Thread: New patches for future (suggestions)
Feuerader
Feuerader


posted June 13, 2006 04:35 PM
Edited by Feuerader at 10:44, 21 Jun 2006.

New patches for future (suggestions)

Although patch 1.1 is out, loads of improvement which is highly anticipated wasnt seen in the patch. I made a list of improvements therefore. Hope it wouldnt be too long for you to read
These adjustments aim at raising the power of relatively weak creatures instead of weakening strong creatures to strike a balance between factions. Thus weaking creatures is rare.

1.    Overall
Battlefield is enlarged.
Bugs fixed. (I thought thats a must in a patch so I didnt list it here)
Items (chests, resources, artifacts) behind obstacles are given an outline to inform the players that they are there, so you will no   longer miss them.
Camera view in combat is improved ¡V besides changing angle and zooming in/out, you could even move the camera itself. (much like the way of Black and White)
Wait button, load and save buttons are shown in battle.
You can see the initiative accumulated in the unit stats.
Descriptions of creature abilities are provided in-game.
New models are available for female heroes.
Health restored by Raise Dead and the number of creatures summoned will be displayed upon clicking right button.
Paper Doll is back in hero overview screen when checking artifacts equipped , and the annoying squares are rid.
Acid Breath and Fire breath are made easier to deal damage to units behind large creatures.
Incorporeal ability now gives immunity to Entangling Roots.
Enraged ability will now have a special animation. (like creatures enraged yelling)
Message boxes of descriptions are added when picking artifacts or visiting certain adventure constructions (muck like in H3).
Creature Dwellings on the adventure map will accumulate creatures, but only up to 4 weeks.
Whirlpool will halve a random stack in the army, instead of the first stack.
Towers have their stats increased; Heroes with Archery ability can manually control them. Right-clicking on siege walls and towers can summon panel to see their stats.
The appearance of frozen creatures will become icy white all through.
Now map editors could make Instant Travel impossible to travel to some places on the map. Similarly, Town Portal could be made impossible to transport to some towns forbidden by the map maker.
Heroes performing Defence action will increase defence of all his creatures by 10%.
Attack stats of the hero will affect his direct damage dealt. Damage dealt to low tier creatures by heroes is increased.
Sacrificial Pit and Ritual Pit are strengthened so that sacrificing creatures there will give more experience or raise the weekly growth more (to make sacrifice worthy).

2. Haven
Retaliation Strike can deal more damage now, and can correctly respond to ranged and magical attacks (cannot attack enemy hero though).
Unstoppable Charge is replaced by another ability called ¡§Unstoppable Counterstrike¡¨, rendering all creatures under hero¡¦s command to retaliate before the enemies attack. Furthermore, it gives Ranged Retaliation and Unlimited Retaliation to creatures under hero¡¦s command.
Original model of Paladins is brought back from the beta.
Conscripts now have Taxpayer ability.
The landing time of Imperial Griffins with Battle Dive ability will be shown on the ATB bar.
Battle Dive ability is strengthened. It can target at a 2*2 area, and will land on anywhere within 5 rows from the baseline of the Griffins' hero.
Experience gained from killing Griffin is raised from 38 to 44, Imperial Griffin from 58 to 66.
Weekly growth of Priest and Inquisitor is raised from 3 to 4.
Angels and Archangels have a slight increase in their speed to 8 and 9 respectively. Archangels have an increase in their initiative from 11 to 13. Cost of recruiting Archangels raises from 4200 gold to 4400 gold.
Dougal¡¦s Archer Commander specialty raises damage dealt by Scatter Shot and Precise Shot.
Irina¡¦s Griffin Trainer ability gives special damage bonus to Battle Dive ability.
Klaus¡¦ Calvary Commander ability no longer gives attack and defence bonus to Calvary and Paladin, but retains its Jousting bonus.
Lazlo¡¦s Infantry Commander now improves Footmen and Squires ¡§Shield Allies¡¨ and ¡§Large Shield¡¨ ability by increasing the damage reduced as well.



3. Inferno
Hellfire ability will not occur when the creatures¡¦ initial damage can kill the target stack.
Damage of Horned Overseers is raised from 1-4 to 2-4. Explosion now damages one tile further, and can be used up to three times per combat.
Hellhounds gain No Enemy Retaliation ability. Experience gained from Hellhound rose from 20 to 25.
Experience gained from Succubus Mistress is raised from 55 to 58.
The cinematic camera of Nightmares when fear is inflicted is improved. Now it will focus on the Nightmares and their targets, instead of the place the targets would run to.
¡§Feared¡¨ target would no longer regain its retaliation, if he has already retaliated before getting feared.
Pit Lord has their initiative increased from 8 to 9, speed from 4 to 6, mana from 13 to 16. Cost of recruiting is raised from 1850 to 2150.
Arch Devil¡¦s Summon Pit Lord ability no longer needs corpse, but can only summon 1 Pit Lord per Arch Devil.
Alastor¡¦s Mindreaver specialty no longer decreases target¡¦s mana, but would make it have a chance to skip its turn when Confusion is cast, chance depends on hero¡¦s level.
Grawl¡¦s Hound Master specialty give additional attack bonus when Hellhound and Cerberi are ¡§ganging up¡¨. Every 20 hounds in a stack raise the attack of that stack by 1.
Jezebeth¡¦s Temptress specialty will decrease the depletion of damage deal by chain shot of her succubi.
Nebrios¡¦ Chosen of Chaos disables his enemies to enter to tactics mode, and their units¡¦ positions are randomly placed.
Nymus¡¦initial skills are altered. He no longer starts with Magic Resistance, but with Soldier¡¦s Luck.

4.   Necropolis
As morale could not affect Undead creatures, a new ability ¡§Zeal of Dead¡¨ is added to the skill tree of Necromancer under Leadership (without any requirements except the Leadership skill itself), which enables undead creatures to be affected under positive morale.
Herald of Death now increases the chance for neutral undead creatures to join your army as well. It no longer requires Recruitment, but requires Diplomacy.
Howl of Terror is now strengthened. Now it gives -6 luck to the enemies as well.
Zombies and Plague Zombies no longer have Enraged ability. (due to their mindlessness) Defence of Plague Zombie is raised from 2 to 3. Zomebie and Plague Zombie gain an ability that allows them to negate half of the effect of Jousting and Rider Charge.
Spectre¡¦s Mana Drain ability is strengthened. It raises 2 spectres every mana drained. Moreover, every time when Spectre acts, it drains 2 mana from the enemy hero to ressurrect fallen Spectres.
Lich and Arch Lich¡¦s Death Cloud ability can target at any 3*3 area instead of an enemy stack. (Targeting at an area with nothing or only friendly creatures will not be a valid attack though) Moreover, it deals equal amount of damage to all creatures in the area. <cancelled>
Wraith¡¦s Harm Touch ability is strengthened. Similar to Mighty Gorgons from HOMM III, Harm Touch could kill more than one creature depending on the number of Wraith. But Wraith¡¦s attack and defence decrease from 26/24 to 24/22.
Spectral Dragon¡¦s Cursing Attack is strengthened. Similar to Evil Eyes from HOMM IV, it would randomly pick a curse spell to inflict to its target. (including Weakness, Slow, Vulnerability, Confusion or Suffering, all at Advanced level and of permanent effect)
Experience gained from Spectral Dragon raises from 220 to 250, cost from 2900 gold to 3050 gold.
Lucretia¡¦s Vampire Princess specialty can raise the health drained by Vampires and Vampire Lords by +1% every two levels.
Orson¡¦s Zombie Lord specialty can give his Plague Zombie a special ability to infect their target, and inflict earth damage on them every turn. (similar to Decay) If the stack is killed when the infection is in effect, a stack of Plague Zombies will be summoned, equals to 10% of the health of the fallen stack, and the summoned zombies will remain after battle.
Raven¡¦s Souldrinker specialty is strengthened. It no longer decreases enemies defence, but decreases enemies¡¦ health by 5%, and 1% more every 3 levels. Moreover, Raven will not have Basic Destructive Magic initially; instead she will have Master of Pain.

5. Dungeon
Assassin¡¦s ranged penalty decreases from 50% to 25% when in close range.
Blood Maiden and Blood Fury, when pressing Ctrl key, will not return to her original tile after attacking. (similar to the function of Harpies from HOMM IV)
Weekly growth of Blood Maiden is raised from 5 to 6.
Minotaur Guards have their defence raised from 2 to 4. Cost of recruiting Minotaur Guards is raised from 200 gold to 250.
Deep Hydra Regeneration ability increases health regeneration from 30-50 to 125, but no longer resurrects fallen Hydra. Experience gained from Deep Hydra is increased from 85 to 100.
Eruina¡¦s Coven Mistress specialty is now strengthened. If Eruina casts Fireball or Meteor Shower and hits more than one target, Shadow Witch and Shadow Matriarch would be likely to strike a target within the area. Moreover, it now affects Blood Maiden and Blood Fury also. If their range of movement can cover the hero's target, they will be likely to strike it and then return.
Black Dragon needs 4800 gold to recruit.
Lethos will have Master of Pain as his initial skill.
Kythra¡¦s Slave Driver specialty would give Minotaurs and Minotaur Guards a chance to block a physical attack. Chance increases when hero gains new level (much like Minotaurs in H4)
Sorgal's Lizard Breeder raises the minimum and maximum damage of his Dark Rider and Grim Rider as well, and he will always give out 1-3 Dark Riders when being recruited.
Vayshan¡¦s Black Hand specialty could raise the poison damage dealt by Assassins by +5% every 2 level.
Yrbeth¡¦s Dark Mystic specialty enables her to cast Dark Ritual in combat, recovering part of her mana by wasting a turn. Mana recovered depends on hero's level.

6. Sylvan
Avanger skill no longer requires hero to go to the town to set his mortal enemies. Instead it can be set in the town even the hero is not stationed in the town. Furthermore, it now requires only to kill one population, instead of two.
Deadeye Shot and Rain of Arrows are strengthened. The damage no longer depends on hero's level directly, but depends on the damage that could be dealt by the hero originally.
Sprites¡¦ damage is raised from 2-2 to 2-3. Wasp Swarm cast by sprite is on advanced level, but can only target a unit but not an area.
War Dancers have their health increased to 15, speed to 7 and they gain No Enemy Retaliation together with their un-upgraded version.
Experience gained from Druids and Druid Elders increases from 43 and 62 to 58 and 77.
Original models for Treants and Ancient Treants are brought back from the beta.
Treants and Ancient Treants have their speed decreased to 4 and 5, but initiative increased to 8 and 9.  
Anwan's Sword of Sylvanna specialty is strengthened. All Sylvan creatures under hero's command have 2% more chance to strike extra damage as well.
Dirael's Swarm Queen specialty is strengthened. She can stop the target accumulating initiative for some time with Wasp Swarm, duration depends on hero's level.
Talanar¡¦s Elven Fury will affect all Sylvan creatures, and the attack bonus gained from Enraged ability is raised by +1 every two level.
Vinreal¡¦s Battle-hardened ability can affect experience gained from treasure chests and experience stones as well.
Ylthin¡¦s Unicorn Maiden will increase the percentage of Aura of Magic Resistance by +1% every level.

7. Academy
Consume Artifact ability no longer restores hero¡¦s mana, but trigger other special effect. The effects are based on the level of artifacts, and are of permanent effect and cannot be cleansed. Effects are listed below:
  Armour Reduction: Creature stack equipped with this artifact will ignore 40%/65%/100% of its target¡¦s defence.
  Defence: All enemy creatures suffer a -25%/-50%/-75% defence penalty.
  Haste: All enemy creatures and hero suffer a -25%/-35%/-45% initiative penalty.
  Hit point: All enemy creatures receive damage 200/300/400
  Luck: All enemy creatures suffer a -3/-4/-5 luck penalty.
  Magic Immunity: All enemy creatures receive 20%/30%/40% more magic damage.
  Morale: All enemy creatures suffer a -3/-4/-5 morale penalty.
  Attack: All enemy creatures suffer a -25%/-50%/-75% attack penalty.
  Speed: All enemy creatures suffer a -1/-2/-3 speed penalty
  Wounding: All enemy creatures receive damage over time. Damage is equal to 75/175/275 every turn. Last for 10 turns.
Cost of recruiting Obsidian Gargoyles decreases from 70 to 60.
Djinn and Djinn Sultan¡¦s health is increased from 33 and 40 to 53 and 60. <cancelled>
Djinn Sultan gained an activated ability ¡§Mirage¡¨. Once activated, the Djinn Sultan will not take any damage up to three times. Can only use once per combat.
Cost of recruiting Djinn is raised from 480 to 550 gold, Djinn Sultan from 700 to 950 gold.
Initiative of Rakshasa Raja is raised from 8 to 9.
Rakshasa Raja gained Six-handed Attack ability, allowing them to attack 4 tiles in front of them and 2 tiles beside them. (similar to Naga in H4 Equilibrium)
Titan¡¦s Call Lightning ability deals 45 damage.
Narxes¡¦ Mentor ability can raise the minimum and maximum damage of Mages and Archmages by +1 every three level.

8. Neutral
Air Elemental gains Incorporeal ability. Defence is decreased from 6 to 3. Health increases from 30 to 35.
Deadly Strike is weakened. Now Death Knight has a 50% chance to deal double damage instead of 25% to halve the enemy stack.

9. Common Skills
War Machines skill can raise the health of the war machines.
Plague Tent ability gives out more damage.
Navigation will not appear on the list of abilities if traveling on seas is not possible. In addition, this ability allow the hero the go on board/unboard without movement penalty.
Scouting gives the hero an adventure ability that can reveal a part of the map.
Tear of Asha ability is strengthened. Every week it will reveal a little part of the puzzle map. If no Tear of Asha is placed on the map, this skill will tell you the position of a major/relic artifact every week.
Power of Speed and Power of Endurance abilities make the hero waste only half of the initiative to cast those spell as well.
Resourcefulness is strengthened. Now the hero can pick up double the resources on the map. Hero walking on adventure map may give the hero some resources or a minor artifact.
Soldiers¡¦ Luck now affects Incorporeal ability as well.
Recruitment no longer requires the hero to station in the town, instead it affects the nearest town of the hero.
The duration of Frozen effect given by Master of Ice ability is prolonged.
Wizard¡¦s Reward and Graduate now gives more money and experience.

10. Spells
Summon Creature spell now costs 2 mana per creature of tier 5 and 6, and 3 mana per creature of tier 7. Summon creature can bring creatures from the hero¡¦s army back to the town. Players can choose the town to summon creatures.
Teleportation can be cast on enemy creatures, but Teleport Assault will still affect it.
A message box will appear to inform you the destination of Town Portal.
Word of Light could affect any non-Haven non-Sylvan creatures. Cost of mana decreases from 11 to 9.
Eldritch Arrow no longer associated with Fire element; instead it is a universal spell which could always do additional damage with Elemental Chain.
When Blindness is broken by an attack, the target will not retaliate.
At basic, advanced and expert mastery, you can set your fire trap yourself instead of random location.
Wasp Swarm is strengthened. It can now affect all enemies in a 3*3 area, and initiative reduced is increased from 0%/20%/40%/60% to 20%/45%/75%/100%.
Phantom Force is promoted to Circle 4, Firewall degraded to Circle 3. Cost of mana to cast Firewall decreases from 8 to 6, Phantom Force increases from 6 to 8.
Firewall can be cast horizontally or vertically by pressing Ctrl key.
Arcane Armour is strengthened. It has 350+40*Power health, and drains 50% damage received. (75% in Expert mastery)

11. War Machines
Blessing and Cursing spells now affect War Machines. (Spells which do not affect mechanical creatures cannot apply to War Machines though)
Instead of 3 shots, First Aid Tent now has unlimited shots.
Catapult can correctly target at the Main Tower even when walls are not cleared.
Locations of War Machines are modified to make them less vulnerable to area-damaging spells.

____________
*vomit*

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 14, 2006 10:11 PM

I am afraid I feel a lot of these suggestions are extremely unbalanced. Increasing Inquisitor base growth from 3 to 4 is huge - even adding a growth booster for total 7 instead of 6 is significant, and if you at the same time increase their damage, it starts becomming rediculous. Even worse is the suggestion to increase Djinn Health by 20 (!) points - Academy currently has a huge advantage with a doubly boosted growth on 5th level creature, which is the 5th level creature doing most damage in the game - this is also a very fast creature, that is very versatile due to it's cursing AND blessing spellcasting ability - so to increase this creature's health by an enormous 20 (that's +50 %) is extremely unballanced.

Other problems like giving the Lich ability to target empty squares is effectively granting it Fireball without Mana limitation that will not harm your own units - and letting Undead be affected by Morale through a skill will also have huge influence on the balance. And these are just some that came to my attention.

I think people fail to realize how well ballanced the game actually is at the moment. There is a lot of these things that might seem irritating - like the low HP of the Djinn - that are there for a reason, to compensate for this creature being above average on other points (like excellent damage and extreme weekly growth at very low cost). That's what make's variation in the game - everything can be evened out, but that'll make the game so much more boring!

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Feuerader
Feuerader


posted June 15, 2006 01:38 PM

Quote:
I am afraid I feel a lot of these suggestions are extremely unbalanced. Increasing Inquisitor base growth from 3 to 4 is huge - even adding a growth booster for total 7 instead of 6 is significant, and if you at the same time increase their damage, it starts becomming rediculous. Even worse is the suggestion to increase Djinn Health by 20 (!) points - Academy currently has a huge advantage with a doubly boosted growth on 5th level creature, which is the 5th level creature doing most damage in the game - this is also a very fast creature, that is very versatile due to it's cursing AND blessing spellcasting ability - so to increase this creature's health by an enormous 20 (that's +50 %) is extremely unballanced.

Other problems like giving the Lich ability to target empty squares is effectively granting it Fireball without Mana limitation that will not harm your own units - and letting Undead be affected by Morale through a skill will also have huge influence on the balance. And these are just some that came to my attention.

I think people fail to realize how well ballanced the game actually is at the moment. There is a lot of these things that might seem irritating - like the low HP of the Djinn - that are there for a reason, to compensate for this creature being above average on other points (like excellent damage and extreme weekly growth at very low cost). That's what make's variation in the game - everything can be evened out, but that'll make the game so much more boring!


You do have your point. I never refused to admit that H5 is indeed a very balanced game, with every faction strong at a particular aspect. And I never said that Im an expert of messing about creatures stats (so you can see, some statistics changes made above were either meaningless, excessive, overdoing or underdoing)
But the core philosophy of these changes was to strengthen every weak creature so that they could compete with other strong craetures (so you rarely see any weakening of creatures above) Perhaps you don't agree it, but for me it is a necessary thing to do as I don't want to see any kind of creature to accumulate in numbers in their recruiting constructions without having the chance to be recruited out. That's very important because every creature should have their role in the battlefield (except providing experience for the enemy hero) Perhaps you will hold that weak creatures should exist in a balanced game as long as every town is balanced, but I just don't think so.
The lich thing... perhaps you are right.
And for the changes for heroes and skills, as you didn't have any complaint about them so I take that as accepted
Thanks a lot for your comments anyway.
____________
*vomit*

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OOPMan
OOPMan


Adventuring Hero
posted June 15, 2006 03:41 PM

Some of these suggestions are good, others look more like fodder for the modders :-)
____________
It's all fun and games, until someone loses an eye...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 15, 2006 09:33 PM

Quote:
Quote:
I am afraid I feel a lot of these suggestions are extremely unbalanced. Increasing Inquisitor base growth from 3 to 4 is huge - even adding a growth booster for total 7 instead of 6 is significant, and if you at the same time increase their damage, it starts becomming rediculous. Even worse is the suggestion to increase Djinn Health by 20 (!) points - Academy currently has a huge advantage with a doubly boosted growth on 5th level creature, which is the 5th level creature doing most damage in the game - this is also a very fast creature, that is very versatile due to it's cursing AND blessing spellcasting ability - so to increase this creature's health by an enormous 20 (that's +50 %) is extremely unballanced.

Other problems like giving the Lich ability to target empty squares is effectively granting it Fireball without Mana limitation that will not harm your own units - and letting Undead be affected by Morale through a skill will also have huge influence on the balance. And these are just some that came to my attention.

I think people fail to realize how well ballanced the game actually is at the moment. There is a lot of these things that might seem irritating - like the low HP of the Djinn - that are there for a reason, to compensate for this creature being above average on other points (like excellent damage and extreme weekly growth at very low cost). That's what make's variation in the game - everything can be evened out, but that'll make the game so much more boring!


You do have your point. I never refused to admit that H5 is indeed a very balanced game, with every faction strong at a particular aspect. And I never said that Im an expert of messing about creatures stats (so you can see, some statistics changes made above were either meaningless, excessive, overdoing or underdoing)
But the core philosophy of these changes was to strengthen every weak creature so that they could compete with other strong craetures (so you rarely see any weakening of creatures above) Perhaps you don't agree it, but for me it is a necessary thing to do as I don't want to see any kind of creature to accumulate in numbers in their recruiting constructions without having the chance to be recruited out. That's very important because every creature should have their role in the battlefield (except providing experience for the enemy hero) Perhaps you will hold that weak creatures should exist in a balanced game as long as every town is balanced, but I just don't think so.
The lich thing... perhaps you are right.
And for the changes for heroes and skills, as you didn't have any complaint about them so I take that as accepted
Thanks a lot for your comments anyway.



I might have been a bit harsh in my reply - so don't get me wrong, it absolutely pains me, that some creatures in the game (Zombies are the obvious example!) are so utterly useless. And there might be several changes that would improve the game - it just has to be done carefully. A very good example is the Djinn example - I don't think the Djinn are useless, they are capable of dashing out huge amounts of damage, and Djinn + ressurection = excellent. That's not the same as saying that Djinn + no-retaliation spell would not be even better - cause it would - but increasing the health of the Djinn would give you a creature that is a) on average HP, b) of above average speed, c) does best damage and c) has highest weekly growth. Obviously, that spells one thing: Unballanced. Therefore, if you raise HP, you have to decrease Growth, and you get a creature that is exactly identical to the rest of the units - and then I say, better to keep it as it is. And yes, it IS very fragile, but that's what you have to think into your strategy. After all, the Rakshasa is very durable, and the Academy has THREE shooting units including the excellent mage AND the only level 7 shooter. Obviously, the intended strategy for Academy is not melee offense.

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rojodiablo
rojodiablo

Tavern Dweller
posted June 16, 2006 09:12 PM

A lot of suggestions in there, some of which are welcome, others seem a little ridiculous (I was a little taken aback by the Djinn's proposed HP boost too).

All written with the best of intentions at heart I'm sure but first maybe we could un-focus ourselves from what additions and changes should be implemented and focus on the FIXES that are sorely needed in many places. I'm talking mainly campaign and multiplayer bugs.

Although I have to admit I wholeheartedly agree with quite a few of your ideas. Namely the Zombie improvements (they really are useless); Air Elementals Incorporeal (cos they need all they help they can get); Minotaurs getting a boost or something (cos they're just cannon fodder too); and a lot of the Hero skills need to be made un-useless too (I find myself giving lots of my heroes the same Abilities and Skills because so many skills are useless).

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Fluff_Banquet
Fluff_Banquet

Tavern Dweller
Assassin of spare time
posted July 18, 2006 07:55 AM

I posted this elsewhere and thought I might as well post it here in case the devopers actually read these threads...

Artifacts should be able to be sold off at artifacts merchants and black markets, like in H3. Its kind of annoying schlepping around a fat swag of artifacts when you could just pawn them off for some extra cash, which would be more useful than those 10 evercold icicles you have been lugging around in yr backpack for weeks.

Someone suggested returning the old altar of sacrifice - enabling you to trade unwanted artifacts for XP. Brilliant! Bring it back!
____________
Opinions are like a$$holes:
Everyone's got one & they all stink.

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Tarflin
Tarflin

Tavern Dweller
posted July 27, 2006 06:44 PM
Edited by Tarflin at 18:47, 27 Jul 2006.

Smaller Lich
Nerf Phantom image

____________

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted July 28, 2006 05:12 PM

I'm sure I've read something about being able to sell artifacts in the future somewhere (or maybe it was just a suggestion), not it's annoying me that I can't think where...
____________

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 28, 2006 05:43 PM

I'd like all growth rates to be doubled, hence biggger armies.
____________
How exactly is luck a skill?

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superfly86
superfly86

Tavern Dweller
posted August 01, 2006 02:54 PM

some things that i want

- still there is no option to move hero by numpad (like in old homm)
- moving camera is still quite slow
- before fight we should have option to choose between quick battle and normal battle (enable/disable in advanced options)
- option to disable movie logos (maybe in some kind of launcher before launching game ?)
- there is still no description about heroes (like skill etc.) in choice before starting standard game (not campaign)
- in magic book there is no shown damage from the spell
- improve saving (it should be quicker) and add quick save (f5)
- in some maps i cant go to some building (underground)

Please add custom graphic options, and there we could change advanced graphic options to make our game faster:
- enable disable pixel shader or option to choose between 1.1 1.4 2.0
- tnl mode
- disable shadows
- choose level of detail textures (world, units etc.)
- wind on trees (moving trees)
- enable/disable bloom, blur, environment map, light maps, glow etc.
____________

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