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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Popular Thread is 320 pages long: 1 40 80 ... 99 100 101 102 103 ... 120 160 200 240 280 320 · «PREV / NEXT»
Rage08
Rage08


Famous Hero
Making it in the real world
posted January 02, 2015 05:29 AM
Edited by Rage08 at 05:31, 02 Jan 2015.

Another great job guys!

Happy New Year
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slaanesh
slaanesh

Tavern Dweller
posted January 02, 2015 05:42 AM

Thanks for creating a beautiful addition to, what I think we can all agree is, the best game ever. I can't put it as eloquently as rage08,  but I agree whole heartedly.

Happy new year!

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fillerup
fillerup

Tavern Dweller
posted January 02, 2015 10:20 AM
Edited by fillerup at 10:28, 02 Jan 2015.

whoops sorry, Pale Moon doesn't play nice with the forum software so i had to switch to Chrome

anyway hi and hope you guys are enjoying the holidays. i've recently picked up the game again after playing it maybe a decade ago (playing LAN against my brother), and i must say this patch is extremely well done. thanks to nik and the team for  your efforts! i do have a question, there are a lot of rules for SoD multiplayer (http://heroes-iii.com/rules3nd.htm). i want to know which rules are still necessary for this version? seems like lots of things got nerfed (necropolis, DD and conflux in this latest version), but other things like logistics specialty remain the same. i'm curious about how to make the most fair and optimal set of rules for the games i play, so any help will be appreciated


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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted January 02, 2015 11:31 AM
Edited by malax83 at 11:56, 02 Jan 2015.

These rules are so strange..

http://heroescommunity.com/viewthread.php3?TID=32650

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nik312
nik312


Promising
Famous Hero
posted January 02, 2015 01:39 PM bonus applied.
Edited by nik312 at 16:11, 02 Jan 2015.



Happy New Year everyone. The HotA Crew congratulates you by releasing versions 1.3.4 and 1.3.5 (which is a bugfix for 1.3.4)

Update your game through the launcher or use direct links:
1.3.5 (install on SoD/Complete)  Mirror


Full changelog:

[!] - Important Information.
[-] - Bug and error fixes and changes to previous elements.
[+] - Innovations.

Version 1.3.4

[!] Save game format changed!
   Saves in older versions of the game will not be supported by this version.
   Make sure you have completed all valuable games before upgrading.

[!] All maps created with HotA Editor v1.3.0-1.3.3 will have new set item
   Ironfist of the Ogre enabled for random spawning. Map makers are advised to disable
   it via the new Editor v1.3.4. All RoE, AB and SoD maps, along with maps created with
   Editor v1.3.4, will have the Fist disabled by default.

HotA bugs
[-] Fixed: increased Catapult damage under slow animation setting, which was causing
   sync problems in multiplayer games
[-] Mage Guild level 1 has been dropped from requirements to build Upg. Roost (Cove)
[-] Fixed: incorrect max kill count by an Accurate shot
[-] Fixed: freeze after video has finished playing
[-] Fixed: animation speed for new units
[-] Fixed: shooting and flight animation details for new units
[-] Fixed: errors caused by flags' positioning in campaign map choosing menu
[-] Fixed: faulty bonus resource icon on loading screen when playing as Cove
   in multiplayer
[-] Fixed: errors while generating random bigger sized maps
[-] Fixed: the bug where disabled spells were enabled again after loading a saved game

Gameplay
[+] To trigger a guarded object while flying, you will now have to first land
   on an adjacent tile and fight the guardians. Thus, it's impossible now to trigger
   objects without alerting the guard while using Flight or Angel Wings
[+] If a hero moves to a guarded tile after casting the Dimension Door, combat
   will start. Casting cursor will change its appearance if that's the case. Thus, the
   Dimension Door won't be allowing triggering objects or collecting items without
   alerting the guard anymore
[+] Constructing Upg. Magic Lantern now requires Mage Guild level 1 and Magic University
   to be finished beforehand
[-] Cost of constructing Upg. Golden Pavilion is back 3000 rather than 2000 gp
[+] Cost of constructing Golem Factory went down from 2000 to 1500 gp
[+] Cost of constructing upg. Golem Factory went down from 2000 to 1500 gp
[+] Cost of constructing Mage Tower went down from 2500 to 2000 gp
[+] Cost of constructing Altar of Wishes went down from 3000 to 2500 gp
[+] Cost of constructing Brimstone Stormclouds went down from 5 to 4 sulfur
[+] Cost of constructing Upg. Mausoleum went down from 5 to 4 sulfur
[-] Cost of constructing Upg. Cyclops Cave went up from 5 to 10 crystals
[+] Cost of constructing Upg. Pyre went up from 10 to 20 mercury and from 10000
   to 15000 gp
[-] Cost of constructing Waterfall (Cove) was changed to 5 wood, 5 ore and 300 gp
   from 500 gp
[-] Waterfall (Cove) now doesn't cost ore to construct
[-] Cost of constructing Shack (Cove) was changed to 10 wood from 5 wood, 5 ore
   and 1000 gp
[-] Cost of constructing Upg. Shack (Cove) went down from 1200 1000 gp
[-] Cost of constructing Gunpowder Warehouse (Cove) was changed from 10 to 5 wood
   and from 2500 to 3000 gp
[-] Cost of constructing Nest (Cove) was changed to 5 ore, 2 gems, 2 crystals
   and 2000 gp from 5 ore, 4 gems and 2000 gp
[-] Cost of constructing Upg. Nest (Cove) was changed to 2 crystals, 2 gems and 2500 gp
   from 10 ore, 10 crystals and 2500 gp
[-] Cost of constructing Tower of the Seas (Cove) was changed to 5 wood, 5 ore,
   5 crystals and 3000 gp from 5 ore, 4 crystals and 3000 gp
[-] Upg. Tower of the Seas (Cove) now doesn't cost sulfur to construct
[-] Cost of constructing Upg Nix Fort (Cove) went down from 10 to 5 ore
[-] Cost of constructing Maelstrom (Cove) was changed to 15 wood, 15 ore, 10 sulfur
   and 15000 gp from 10 ore, 15 sulfur and 17500 gp
[-] Cost of constructing Upg. Maelstrom (Cove) was changed to 15 wood, 15 ore, 20 sulfur
   and 15000 gp from 15 ore, 20 sulfur, 5 gems and 20000 gp
[-] Cost of constructing Roost (Cove) was changed to 1000 gp from 2 gems and 1500 gp
[-] Cost of constructing Thieves' Guild (Cove) was changed to 5 wood and 500 gp from
   3 wood and 600 gp
[-] Red Tower guard went down from 60-90-120-150 to 50-75-100-125 Fire Elementals
[-] RMG: Red Tower density went down from 80 to 35, now no more than one per zone
[-] Visiting a previously plundered Churchyard now inflicts a -1 penalty to Morale
[+] A new neutral creature, the Satyr, has been introduced
[+] A new creature bank, the Experimental Shop, has been introduced. The player
   will have to battle 50-100-150-200 Iron Golems for a reward of 1-2-3-4 Giants.
   RMG value is 3500, density is 80
[+] A new creature bank, the Wolf Raider Picket, has been introduced. The player
   will have to battle 50-75-100-150 Wolf Raiders for a reward of 4-6-8-12 Cyclopes.
   RMG: value is 9500, density is 80
[+] A new object, the Temple of Loyalty, has been introduced. A visiting hero will have
   all Morale penalties for having creatures of varied alignment in his army removed
   for the next combat. RMG: value is 100, density is 20, no more than one per zone
[+] A new object, the Skeleton Transformer, has been introduced. A visiting hero
   will be allowed to turn any creatures into Skeletons. RMG: value is 500, density is 20,
   spawning only in underworld, no more than one per zone
[+] A new set item, the Ironfist of the Ogre, has been introduced. In order to construct
   it, a hero needs to have Ogre's Club of Havoc, Targ of the Rampaging Ogre,
   Crown of the Supreme Magi and Tunic of the Cyclops King in his possession.
   At the beginning of a combat the Fist will cast Bloodlust, Fire Shield
   and Counterstrike (all Expert) lasting for 50 turns on all allied troops
[+] Sanctuary now won't be spawning on randomly generated maps
[+] Freelancer's Guild now will be spawning on randomly generated maps.
   RMG: value is 100, density is 50, no more tnan one per zone
[-] RMG: Only one Den of Thieves now allowed per zone instead of three
[+] RMG: Now only three Taverns allowed per zone

SoD bugs
[+] RMG: Zone size now matches the settings defined by template more accurately
[+] RMG: Object guard tilting bug fixed. It's now impossible to trigger said objects
   without alerting the guard
[+] RMG: Spawning objects with several entrances has been fixed. Now they are only
   spawned as solitary objects, not as a part of a group
[+] When flying over a guarded tile when said tile is the final destination of
   the flight, the combat will now not be triggered before the tile in question is in
   fact reached. Thus, incorrect positioning of a hero performing the flight is fixed
[+] Interrupting the flight above an object's entrance is now forbidden (if the object
   in question is not a freely passable one, like a friendly Garrison)
[+] Interrupting the flight above a guarded tile will now trigger a combat
[+] Fixed: a bug when an item which is the victory requirement could be generated
   at random
[+] Fixed: a bug when several players could get the same hero as their starter
[+] Fixed: a bug when a player could once again visit the Sirens after a combat
[+] It's not allowed now to cast Remove Spells on a unit that's been only poisoned
   (when this poisoning can't be cured by Remove Spells)
[+] On RoE maps, Conflux heroes are now allowed for hire, while set items,
   the Armageddon's blade and the Vial of Dragon's Blood have been disabled
[+] Fixed: Storm Elementals' slow movement animation
[+] Fixed: mixed up descriptions of Blood Obelisk and Glyphs of Fear in the Fortress
[+] Freelancer's Guild now has ambient sound and triggering sound effect
[+] Fixed: faulty cursor when casting Dimension Door

Map Editor
[-] Fixed: Crashing after using Obstacle Brush on a map featuring objects that it isn't
   allowed to place
[-] Fixed: Non-existant object Genie Lamp won't be appearing in the search bar anymore
[-] All doubling and erroneous lines have been removed from the search bar
[+] Now possible to save RMG settings and automatically enforce settings after choosing
   a template

Layout
[-] For a splash damage shot, the cursor now looks like an arrow when aiming a unit,
   while new cursor sprites will be used when aiming an unoccupied tile
[-] Clicking a Thieves' Guild (Cove) will now be opening a Thieves' Guild window with
   info about players in the game
[+] Hyphenation has been introduced for in-game text

Graphics
[-] Pikemen, Halberdiers, Orcs and Orc Chieftains now have completely new graphics
[-] Portraits of creatures from the original game that grew obsolete with
   the introduction of new ones have been updated
[-] Portraits of Cove creatures have been fixed
[-] Sprite of the Ring of Oblivion has been replaced with a new one
[+] New sprite of a snow-covered Churchyard has been introduced
[+] New snow-covered Hills have been introduced
[+] Standing animation for Sea Serpents and Haspids has been introduced
[-] Combat sprites have been fixed for Efreeti
[+] Hit by a missile animation has been introduced for Monks, Zealots, Titans, Liches
   on sentry towers, Beholders and Evil Eyes
[+] Dragon Utopia sprite has been fixed
[+] Snow-covered Crypt sprite has been fixed
[+] Snow-covered River Delta sprite has been fixed
[+] Redwood Observatory sprite has been fixed
[+] Fortless Inferno sprite has been fixed
[+] Learning Stone sprite has been fixed
[+] New Fly Agaric fungi have been introduced
[+] Seer Hut sprites have been fixed
[+] New Seer Hut sprite has been introduced
[+] A number of hero portraits have been fixed

Miscellaneous
[+] HotA Launcher and Updater now don't require .NET for working
[+] In-game texts and names have been proofread and corrected
[+] Rock object type has deen divided into three new types: Rock, Stone, Pile of Stones
[+] Map object hints have been improved
[+] The number of objects allowed on a single map has been doubled
[-] The Cannon's recoil animation is now played simultaneously with the cannonball flight
[+] The animation of ray shooters returning to their normal stance after making a shot
   is now played simultaneously with the target being hit
[+] A new map, Carpe Jugulum, has been introduced
[-] A number of maps have been fixed

Version 1.3.5

HotA Bugs
[-] Fixed: Crashing on starting a map with a Wineyard
[-] Fixed: Wineyard is now displayed correctly in the captured dwelling list
[-] Fixed: Satyr layout on adventure map
[-] Satyrs controlled by AI now using their spells
[-] Fixed: Satyr soundbites
[-] Fixed: Satyr AI Value and Fight Value
[-] Fixed: Experimental Shop hint in Map Editor

Graphics
[-] Fixed: Ironfist of the Ogre layout
[-] Fixed: Skeleton Transformer layout on the adventure map
[+] A new Cactus obstacle has been introduced.
[+] A new Trees obstacle for Dirt surface has been introduced

Miscellaneous
[-] Ironfist of the Ogre pickup event text has been introduced

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 02, 2015 02:03 PM

Thanks for update.

Little annoyance: sharing full version, if it has HoMM3 vanilla graphics, is illegal in countries such as where HC is hosted. I've seen facebook or youtube accounts banned for less than that, so maybe we should keep only the first version as option?
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 02, 2015 02:13 PM

Yeah, I would hate to see this down because of stupid copyrights.

And big thumbs up for the quick bugfixe update!
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nik312
nik312


Promising
Famous Hero
posted January 02, 2015 02:26 PM

Salamandre said:
Thanks for update.

Little annoyance: sharing full version, if it has HoMM3 vanilla graphics, is illegal in countries such as where HC is hosted. I've seen facebook or youtube accounts banned for less than that, so maybe we should keep only the first version as option?


Ok. Removed all full versions.

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DariusArgent
DariusArgent


Adventuring Hero
posted January 02, 2015 02:52 PM

Happy New Year and thanks for the great present HotA team!

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krs
krs


Famous Hero
posted January 02, 2015 03:59 PM
Edited by krs at 16:05, 02 Jan 2015.

RMG: Red Tower density went down from 80 to 35, now no more than one per zone

Only 1 red tower per zone... isn't this too much of a nerf? Why not reduce on the density, and increase the guards for 4/5 firebirds.

Now you can get only 2 Firebirds. What do you do with them? Keep them only to have the speed advantage?

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nik312
nik312


Promising
Famous Hero
posted January 02, 2015 04:16 PM

krs said:
RMG: Red Tower density went down from 80 to 35, now no more than one per zone

Only 1 red tower per zone... isn't this too much of a nerf? Why not reduce on the density, and increase the guards for 4/5 firebirds.

Now you can get only 2 Firebirds. What do you do with them? Keep them only to have the speed advantage?



We've been talking for a while about removing Red Towers completely from random maps as they appear to be rather harmful for gameplay. But for now we've stopped on reducing their amount, hoping to move them from army-forming factor to situaltional object. Maybe it even won't be enough after all and further reducement will be necessary

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krs
krs


Famous Hero
posted January 02, 2015 04:28 PM

nik312 said:
krs said:
Seer's hut in RMG.

I just played a jebus L random map with 5+ huts on my terrain. Needless to say I did not find any of the artifacts requested.

Are they of any use in the actual format? If not could there be less of them but with more chances of actually finding the artifact in your zone? (Maybe better guarded...)


To complete a quest in a real (online) game is not very easy, but quite possible and usually worth it. The quest-hut provides the reward similar to pandora box, but bigger (becuase you have to find the artifact and bring it back, wasting tempo for that). It would ruin the whole idea, if you could find the artifact in your zone. Why to call it quest then? Why not just place a pandora box? The most probable distance from the quest-hut to the quest art (based upon algorithm) is 1 additional zone between their ones.


I play mainly Jebus Cross. Amd I watched quite a few games online. Never, ever have I seen a Seers hut quest completed. I still am of the opinion that having 5+ objects in your zone that you never use is a waste of space.

Quote:
Quote:
In RMG: Could neutral towns always be guarded?


No need to reduce RNG. Especially if it turns against the player


Reduce RNG... It is not like you do not get tier 1 and 2 buildings already built since some pathces.

Adding guards always will just require a little more skill to take a secondary town.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 02, 2015 04:42 PM
Edited by Warmonger at 16:47, 02 Jan 2015.

I see Red Towers as an alternative to Griffin Conservatories. Angel rush is one of the most ridiculous things in the gameplay and could be balanced if Firebirds were allowed as their counterpart.

The similir issue is with Dragon Fly Hives, but I see you introduced its counterpart  Wolf Raider Picket with no concerns.
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hippox89
hippox89


Famous Hero
posted January 02, 2015 05:47 PM
Edited by hippox89 at 22:44, 02 Jan 2015.

The Experimental Shop currently looks rather inanimate for an experimental machine shop. Like, it doesn't have smoke coming out of its chimneys currently, but surely this must be planned to be added?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 02, 2015 08:34 PM
Edited by P4R4D0X0N at 20:36, 02 Jan 2015.

Some other things:

Air Elementals in RMG: Other lvl2 creature amounts are 16-30 or 16-25, 8-12 and 6-12 it is for air elementals. It's quite underpowered on map imo, could be 1/4 - 1/3 more units.
Earth Elementals in RMG: Other lvl4 creatures are present in less amounts, could be 1/4 - 1/3 less units.

Or is there a reason for this? I just noticed the air-elemental battles are super easy, earth elemtals could be quite tough when guarding a pandoras box or artefact.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 02, 2015 08:44 PM
Edited by Warmonger at 20:45, 02 Jan 2015.

Quote:
Air Elementals in RMG: Other lvl2 creature amounts are 16-30 or 16-25, 8-12 and 6-12 it is for air elementals. It's quite underpowered on map imo, could be 1/4 - 1/3 more units.
Earth Elementals in RMG: Other lvl4 creatures are present in less amounts, could be 1/4 - 1/3 less units.

Because Air Elementals are vastly superior to other level 2 units and Earth Elementals are weaker than level 5 units.

Besides it does not make sense to compare units by their tier in RMG, only by treasure value they guard.
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 02, 2015 11:08 PM

Maybe that air is a little superior but not 50% as the count applies...

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Datapack
Datapack


Famous Hero
posted January 03, 2015 03:48 AM

krs said:

Adding guards always will just require a little more skill to take a secondary town.

Yeah, a week of units worth of skill

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nik312
nik312


Promising
Famous Hero
posted January 03, 2015 10:25 AM
Edited by nik312 at 10:26, 03 Jan 2015.

Quote:
Adding guards always will just require a little more skill to take a secondary town.


It will only add unnecessary irritation to the game. You could sometimes take an unguarded town in original game, why shouldn't you in HotA? There is no point in making life harder for players. There are enough of much more significant places to show skill.

Quote:
I see Red Towers as an alternative to Griffin Conservatories.


That's how they were introduced. But it also means that
1) Every player will most certainly have firebirds in his army, which means
1.1) The struggle for first speed is dominated by firebirds, not by native units as it was before.
1.2) There were also problems with birdogeddon strategy, but it got nerfed
2) Conflux getting extra lategame power of 10-15 7th level units. Which is bad. Conflux was a very strong lategame town already

Quote:
The Experimental Shop currently looks rather inanimate for an experimental machine shop. Like, it doesn't have smoke coming out of its chimneys currently, but surely this must be planned to be added?


Surely, it is.

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted January 03, 2015 12:29 PM

krs said:
How to play (reliably) HotA online?

GameRanger seems not to like HotA. Game hangged at loading.

I have tried Tunngle, but with little success. (Can anyone post a 1-2-3 here?)


I m in the same case. There s no HotA room ? channel or something else..

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