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Heroes Community > Heroes 5 - Temple of Ashan > Thread: My first impressions on 2.1
Thread: My first impressions on 2.1 This thread is 3 pages long: 1 2 3 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2007 01:19 PM

My first impressions on 2.1

I finally got to play a game in HoF and I'm very positive! I tried the dwarves for now and the RMG but more will follow.
Finally the RMG can hide the mini map but also have random towns. As a result the starting area may not match with your faction so you can't just guess who you face by the landscape. And no, I don't like to start on sand with academy either! The maps are indeed more balanced and more...let's say full. It is certainly an improvement and feels almost natural.
The dwarves finally are easier to use(though to get thanes in week 3 a crystal mine is obligatory), play more intelligently as neutrals(yes berserkers now use their rage when it suits them!) and have fine cheers! The shieldguards are very funny! It's a lot easier to build the dragons now in week 3 though you'll still need the money and maybe skip the runepriests.
I found few bugs so far: Units defending can get good morale though I didn't notice if they get the bonus on the ATB. The wounding strike of the spearwielders does not show the red vortex. Using paw strike on treants that have entangled another unit decreases their initiative but doesn't knock them back Is this a feature?
I'll play a bit more and tell you of my findings. If you find more miscelanneous random stuff that has been included in 2.1 feel free to post it. Maybe later we'll gather the 2.1 bugs in a list.
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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted February 03, 2007 01:43 PM

Quote:
Units defending can get good morale

I noticed that,too. Maybe Nival wanted it so? hmm dunno.
Quote:
Using paw strike on treants that have entangled another unit decreases their initiative but doesn't knock them back Is this a feature?

I guess it is a feature. But then Nightmares can make them move with their fear attack? Well maybe with the fear attack the treants move "voluntarily" because they have fear, and against the paw strike they can hold on the entangled creature?
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 03, 2007 01:58 PM
Edited by VokialBG at 14:59, 03 Feb 2007.

Good thread

This is my first impression (necro ):


1. About the Level bonus - the DE bonus

We know that you need Lv. 7 for bonus, but actually this is not true, for 1 Lv. you start with + 1 DE like bonus, and after Lv. 3 you become +
2 DE like bonus, maybe this is a bug, but maybe not.

2. Well, your hero start with 201 DE, and I just can't get it, why after  you buils the Pillar you still got 201 DE and you need to wait to the end of the week? This must be fixed!

3. Why you have Level bonus to the DE, since all you heroes have 1  total amount of DE? This is unlogically!

4. If you attack for an example hero with army of 30 archmages and 30 gremlins after the battle you can see a screen:


"You have *** DE"

Then the creatures icons - liches and skels, the liches are 8 but you have DE only for 7, you cant take 7 of this 8 (you can't split in this screen) so you must get 7 skels!
This is stupid!



And now about the new neccro basicly

Well you guys know it - end with the gigantic Skels stack.....

I'll add - start with the gigantic stacks for everything!

This is my game:

on Formal Friends, heroic level vs Haven, Academy and Sylvan, my hero is Kaspar. First I go to the town upg. my skels and hire some zombies (the army is 46 skels arch. + 21 zombies or something like this), then I just start to explore the map first attack some imps then some Furies and Archers, In the first week I was able to rise 11 ghosts and some skels, and here is the result:


Week 2 Day 3 Month 1




The first screen is my enemy and the second is my own hero - Kaspar, even if dont go to the castle you can rise army like this with some luck.

I defeat Haven easily reach some levels then Sylvan, finally the academy player attack me, and kill almost everything in my army with his gigantic army, he capture my mines with other heroes, in the town I hire some vampires lords and archliches + skels and zombies recapture my mines (+ the mines - ghots ability) so and after 2 weeks this is my new army:



Only 2 days later:

You even do not need to build dwellings for the dragons


I was in the town only 3 times!
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted February 03, 2007 02:12 PM

I haven't installed it yet and I am curious. Is the meteor shower animation back?

Still it is a shame if the skirmish-wounding animation is gone. Seem like it pops up new bugs when old ones dissapear.'

- A bug free Heroes would seem like Utopia (perhaps in patch 25.4? )

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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted February 03, 2007 02:29 PM

Quote:
Good thread
Then the creatures icons - liches and skels, the liches are 8 but you have DE only for 7, you cant take 7 of this 8 (you can't split in this screen) so you must get 7 skels!
This is stupid!


You can split creatures there. However, you have to split them in the upper row, not try to drag them to your army bar. of course, it can cause problems when you have seven different creatures to raise, but that won't happen too often, I guess.



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2007 03:56 PM

Good to see that units from other factions got their missing cheer animation too. It feels like playing a different game! I had a game with necropolis and I rather like the changes and the new gameplay.

First of all you get to use EVERY unit early if you want to be effective. Vamp lords and wraiths are a pain to raise with their crazy dark point requirements so you can't dominate a map with them. Motn+raise dead is very important though you'll have to raise your knowledge a bit. If you don't you'll have a hard time against a counterspelling hero...

Seeing as the skellies now don't amass as fast the battle frenzy is no longer one of the top priorities though I still like attack-a lot and you MUST focus on dark magic which wasn't such a priority earlier. Finally you get to feel the power of the dark...magic since you now can get all three masteries and have fun. Master of curses isn't requires for motn and that makes a necromancer so much better.
Wonder if corrupted soil can now be taken directly after m of curses as it has some potential.
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted February 03, 2007 03:58 PM

Yep, I was able to split units when given a choice of more than one kind.  So If I had to choose between Vamp lords and Vamps...I could take all the Vamp lords and then split down whatever vamps were left to use all my remaining energy.  As the other phoenix said you split in the top bar.

Your points refresh every week, why should building the pillar immediately give you points?
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 03, 2007 04:55 PM
Edited by VokialBG at 16:56, 03 Feb 2007.

Quote:

Your points refresh every week, why should building the pillar immediately give you points?


The pillar give you + 150 DE, but you need to wait untill the next week if you want to get your +150 DE bonus

Quote:

First of all you get to use EVERY unit early if you want to be effective. Vamp lords and wraiths are a pain to raise with their crazy dark point requirements so you can't dominate a map with them.


Well for 200 DE you can rise 9-10 Vampires (not lords).


But in 2.0 the key was the skels now the key is the ghosts stacks, Haunted mines and the new necromancy (only 9,8 DE per ghost) so the ghost are now very, very, very important. The wraiths and the dragons are too expensive, you don't need to rise them, and actually the best creatures for rise are skels arch., zombies, ghosts and manes and maybe the vampires, you can rise liches or achliches well only with really strong necromancer but in the game start zombies, skels and ghosts - this is it in my opinion.

For 3 weeks you can build really strong army...
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 03, 2007 05:03 PM

I'd rather have 5 vamplords more than 50 ghosts. Ghosts suck so horribly, like zombies, and skeletons without their previous numbers are next to useless.

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted February 03, 2007 05:17 PM

Quote:
I'd rather have 5 vamplords more than 50 ghosts. Ghosts suck so horribly, like zombies, and skeletons without their previous numbers are next to useless.


you kidden? ghosts are unbelieveable with their incorperablebility, with Vokials 550 ghosts, they wipe out every and any enemy stack
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 03, 2007 05:23 PM

yeah, with their uber speed and 50 dam/week they are sooooo goood. Come on, any crappy unit would be 'godly' when massed to 8-10 times of the weekly growth. The point is ghosts suck.


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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted February 03, 2007 05:50 PM

Vokial I will try to explain my point again.

Here is what happens.

You have 150 of 201 DE points.  You build pillar.  Now you have 150 361 points.

You are saying you should get 311 of 361 points and I see no reason that this should happen.  The max points are getting increased, you'll have them next week.  How would you instantly get new points? it's not as if you went to a building or an adventure map object.


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alchemist85
alchemist85


Hired Hero
Disciple(s II) of Desert
posted February 03, 2007 05:58 PM

Quote:
Wonder if corrupted soil can now be taken directly after m of curses as it has some potential.


I used cheats for XPs to check if it is possible just as I installed 2.1 and saw MotN as a Necromancy albility.

It is even better than you think. The only requirement fo Corrupted Soil is Enlightment-Dark Revelation. You don't even need any Masterity from Dark Magic, so it's only up to you which 2 would you like to take.
So as you see it's even easier to take this as you said potencial ability
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2007 07:37 PM

Does lord of the undead still give +5% to necromancy?
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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted February 03, 2007 07:49 PM

A belated contribution, but i also found out that now troops can get high morale even when casting spells...sweet addition
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2007 10:48 PM

Wtf??

When you battledive with griffins and there are no other units on the battlefield the archmages fireball themselves! Way to go Nival!

(I recall pitlords would wait until your hero killed them when they faced obsidian gargoyles, did they fix that? *sigh*)
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 03, 2007 11:00 PM

Quote:
When you battledive with griffins and there are no other units on the battlefield the archmages fireball themselves! Way to go Nival!




bwahaha that makes irina even more fun

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2007 11:35 PM

There is more: Morale affects battledive...Man that's crazy! With leadership and mass haste she gains a lot of initiative and many tries for luck. What remains is to get retribution and watch it double everytime you get lucky...
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 03, 2007 11:47 PM

and perhaps luck affects battledive aswell?

Bwahahah morale affecting battledive is sick, creeping will be 80 times easier now ;p

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dfortae
dfortae


Known Hero
posted February 04, 2007 04:46 AM

Morale affects EVERYTHING now.  Repairing golems, casting spells, etc.  This is a HUGE advantage to morale now.

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