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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 Super Thread is 548 pages long: 1 70 140 ... 164 165 166 167 168 ... 210 280 350 420 490 548 · «PREV / NEXT»
Tevye
Tevye


Hired Hero
posted January 02, 2016 01:27 PM

If anyone is still experiencing problems updating the game, here's one more mirror.

http://1drv.ms/1OqEOgL - Version 1.4.0

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 02, 2016 01:40 PM

The thing I'm expecting of HotA team is an upgraded version of Satyrs. I think it is long overdue and the design is already there:



____________
Not idly do the leaves of Lorien fall.

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hippox89
hippox89


Famous Hero
posted January 02, 2016 01:44 PM
Edited by hippox89 at 13:45, 02 Jan 2016.

Isn't one of the main points about neutral creatures that they cannot be upgraded (because they're not part of a town). So, why should there be an upgraded Satyr?

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ShEv441
ShEv441


Adventuring Hero
posted January 02, 2016 01:52 PM

Cool update. Like new map objects and unit. Hoped for a bit more, still it's good.

Found some bugs:
-In first campaign map you can lose Jeremy
-Wrong names of border guardians - it's white but it requires black to open
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 02, 2016 01:55 PM

Actually, the animation is what I want
____________
Not idly do the leaves of Lorien fall.

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TyrAntilles
TyrAntilles


Hired Hero
posted January 02, 2016 02:03 PM

don_komandorr said:
Regardles secondary skills - not in this version but we're discussing it.


Thanks for clarification Don Komandorr. So far HotA team did an awesome job in improving and expanding Heroes III, without affecting gameplay. I am confident that the team will find the right balance in mildly changing the skills in a way that will preserve the old Heroes III feel we love so much and improve the game in the same time!

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graenfur
graenfur


Hired Hero
posted January 02, 2016 02:11 PM

hippox89 said:
Can anybody explain what this change below refers to, preferable with an example? I must be missing something completely obvious, but help me out.

[-] Number of creatures available for hire at a dwelling that no player has claimed
   is now set at one growth every week



I think it means if you claim a dwelling of archers for example on week 2, there would be 18 of them to hire instead of 9.

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hippox89
hippox89


Famous Hero
posted January 02, 2016 02:45 PM
Edited by hippox89 at 14:48, 02 Jan 2016.

graenfur said:
I think it means if you claim a dwelling of archers for example on week 2, there would be 18 of them to hire instead of 9.


This isn't the case, to expand on your own example, the amount of recruitable archers in a unclaimed Archer's Tower is 9 if first taken on week 1. Still 9 if first taken on week 2. And still 9 if first taken on week 3. So no growth, not even 10% (tested on a random map).

Also, a 100% increase in an unclaimed dwelling every week would alter the gameplay way too much, no doubt. It would be a major change. It must be something else.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 02, 2016 02:49 PM

Galaad said:
I just hope it won't come to the point I will choose to not update the game any longer because of the constant whining of one dude.


I'm hardly the only dude who want a revision of the skills. Maybe others are just not as vocal as me.
There are dudes like you who don't wan't it to change and accept that some skills should be avoided at all costs and dudes like me who believes it could be interesting and more fair if some of the most useless skills had some use too.
Most people would avoid Learning, Eagle Eye and First Aid at all costs, but what about heroes who already start with those skills and maybe specialise in them? Are they doomed to be sub par heroes and forever overlooked? I would find it a lot more interesting if more than 2-3 heroes per class was actually worth picking. Take the Druids for example, how many of them are good? Elleshar, probably. Alagar, not really? Coronius, definitely not. And what about Witches, is that a good class?, no it's not, it maybe could be if Eagle Eye, Mysticism and First Aid were better... Alchemists are filled with Mysticism and Scholar and have the highest chance to learn Learning, not very good either.
I believe it would make for a much more interesting game if some skills just was'nt trash.

Anyway, thanks for an interesting update HotA crew.
Gonna start updating my map with these new map objects asap. The new Fangarm looks funny and strange.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 02, 2016 02:53 PM

TyrAntilles said:
Thanks for clarification Don Komandorr. So far HotA team did an awesome job in improving and expanding Heroes III, without affecting gameplay. I am confident that the team will find the right balance in mildly changing the skills in a way that will preserve the old Heroes III feel we love so much and improve the game in the same time!

You're right, I probably worry over nothing, as all changes they made in so far are good.
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Zigge777
Zigge777


Hired Hero
posted January 02, 2016 04:57 PM
Edited by Zigge777 at 16:59, 02 Jan 2016.

+1 for slightly adjusting Mysticism, Learning, Intelligence, First Aid and above all Eagle Eye, so that they are not completely useless. But not so much that it alters the game too much of course. Something similar to what was done to Scouting would be nice.

And thanks for the latest patch to the awesome HotA add-on! Happy new year!
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Eudoxus
Eudoxus

Tavern Dweller
posted January 02, 2016 05:22 PM

Some suggestions:

1) Make a pregame Rule-Set-changer (in game creation menu) available, where people can activate/deactivate Rulechanges. In that way, you will not get into conflict with Homm 3 dieharders who dont want _ANY_ skills / spells/mechanics etc. to get changed.
Make changed rules the default settings and classic rules the other option.
(Is such a thing possible? Is it desirable for you? I think it is very desiarable since almost every board i checked and every place i see this game being played online have a LOT of restrictions regarding the use of Races/Heroes/Spells etc.)#

2) Link the use of Townportal and Dimesion Door to Spellpower. <20 Spellpower: One townportal/DD per turn, 20<SP<30: 2. etc. (These Numbers, like all other numbers in my suggestions, are open to discussion and up to balancing offcourse.)  Increase the amount of MovePoints consumed by these spells.

3)Fly: Make the user of the spell consume Spellpoints(Mana) as well as Movement Points. The number of Spell points consumed should be pretty high (and scale down with air mastery). It should be a mix of Fixed cost and %of max and current Mana cost, smth like (10/7/5SP+ 3/2/1%MaxMana+6/4/2%CurrentMana per a certain amount of MovementPoints)  Change the Angel Wings Artifact to the following: Teaches "Fly" on expert lvl and reduces the Amount of Spell Points drained by x%

4) Logistics: (and its specialties) are a tricky one to tackle somehow. I feel that logistics is a no brainer: You will allways take that skill, and if you dont have it while your opponent does, you are in a huge disatvantage. I have following idea:

Logistic (Base/Advance/Master): When Calculating the movement of your hero for the day, ignore the (1/2/3) Slowest units in the army of your hero (if you have More units than that) and Give (+1/+2/+3) speed to the unit which then determines your MovementPoints (only in calculation for Movement on the map)
Logistic Specialty could be something like: Give +1 Extra speed for every 10 hero lvls. (I personally like my idea because it makes slow units like Dwarves, Golems, zombies etc. way more viable)
4.2) Boots of Speed: Ignore 1 (more) unit, give +1 Speed (like above)
(right now, the Boots are redicioulisly overpowered).
The Equestrian's Gloves: +1 Speed (without ignoring one unit)

5) Merge Ballistics, First Aid and Artillery into one Skill: War Machines. Nerf Ballistics _slightly_, the others can stay as they are imo

6) Morale and Luck are in a strange place. They are pretty strong by itself, but i feel like there are too many items which make these skills redundant. I allready like the introduction of the negative Morale/luck items, but i feel like there should be more revision:

Morale: +(1/2/3) Morale, units can have up to (3_nochange_/4/5) Morale (Note: Only with the skill learned!!!) with trigger chances revisioned: (Morale - Chance) (1 - 3,5%) (2 - 7%)  (3 - 11%)  (4 -  14%)  (5 - 17%)

Pendant of Courage Rework: +2Morale +1Luck. When Morale or Luck Triggers: +1 Speed/2Attack/2Defense for the next round for this creature (can be up to +3/6/6 with luck morale luck)

Luck- Same changes, Numbers adjusted

I also have ideas for Eagle Eye and Learning..
I have a lot of more ideas which i will share. Just depends on wether you even like these ones so far.

best regards


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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 02, 2016 05:30 PM
Edited by Galaad at 17:35, 02 Jan 2016.

phoenix4ever said:
There are dudes like you who don't wan't it to change and accept that some skills should be avoided at all costs and dudes like me who believes it could be interesting and more fair if some of the most useless skills had some use too.

We just don't play the game the same way. I don't consider these skills to be avoided at all cost, I use them for supportive heroes, I wouldn't mind a SMALL change which could improve the overall experience but if all heroes turn into Superman I will find the game less interesting.

N.B. I personally find your general attitude annoying as you keep whining for more than 60 pages + in other threads, right after the update not even a "thank you", just your regular rant, the whole forum got your point already why keep hijacking I don't get it.


@Eudoxus: There is a special thread for suggestions...
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elaf
elaf


Adventuring Hero
viajeinterminable.com
posted January 02, 2016 05:39 PM

for me, the perfect list of missing things are:

bastion town
creatures experience(not with the full upgrades of wog, less)
and "objects" (like h4) more common "artifacts" with less atributes like "sword","axe","potions","chainmail","plate","leather","spear","bow",crossbow".
also like the mithril idea, but only for map objects upgrades.

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hippox89
hippox89


Famous Hero
posted January 02, 2016 05:46 PM

Eudoxus said:
Some suggestions:

1) Make a pregame Rule-Set-changer (in game creation menu) available, where people can activate/deactivate Rulechanges. In that way, you will not get into conflict with Homm 3 dieharders who dont want _ANY_ skills / spells/mechanics etc. to get changed.
Make changed rules the default settings and classic rules the other option.
(Is such a thing possible? Is it desirable for you? I think it is very desiarable since almost every board i checked and every place i see this game being played online have a LOT of restrictions regarding the use of Races/Heroes/Spells etc.)#


HMM3 'dieharders' play SoD and ignore HotA. I think it's that simple, really. I don't believe in something in the middle of the two. Besides, the last thing the crew wants to do - to my knowledge - is to split HotA into being more than one single unified project. Although, there's a few reasonable options (and a few which is more experimental in nature) provided 'HW rules', an add-on to 'HD mod'.

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Eudoxus
Eudoxus

Tavern Dweller
posted January 02, 2016 05:47 PM

"We just don't play the game the same way. I don't consider these skills to be avoided at all cost, I use them for supportive heroes, I wouldn't mind a SMALL change which could improve the overall experience but if all heroes turn into Superman I will find the game less interesting."

I also feel like thats very important and also thats why WoG fails.

It is important to keep the Homm3 feel. Stll, some Spells and Skills are ridcioulisly over and under powered.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 02, 2016 05:49 PM

Eudoxus said:
I also feel like thats very important and also thats why WoG fails.

*sigh*
WoG is what you want it to be, given you develop the skills and dedicate time for it.
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted January 02, 2016 05:52 PM
Edited by P4R4D0X0N at 18:14, 02 Jan 2016.

So a mindflayer is called fangarm, okay...

I like actual version. Some small, nice and consistent buffs fitting in. As for skillchanges I posted lots in suggestion thread. More important would be a might/magic hero balance, useless skills can be dealt with imho, but with magic heroes you're always snowed atm in PvP. But we'll see how this stuff evolve over time.

as for fangarms themselves... quite OP with 100% chance for hypnosis, compared to other units these 100% are quite strong. See Thunderbird, Unicorn, Medusa, Basilisk for comparison. They are slow, true but with mass haste and stacked up lots they are quite OP imho. Maybe there should be another rule aswell, since it's static 3 rounds of hypnotise even if just one fangarm hits. Like gorgons every 10 units +1 round or something. Maybe a 'lil less since there are just 3 of them a week.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 02, 2016 06:19 PM

Galaad said:
We just don't play the game the same way. I don't consider these skills to be avoided at all cost, I use them for supportive heroes, I wouldn't mind a SMALL change which could improve the overall experience but if all heroes turn into Superman I will find the game less interesting.

N.B. I personally find your general attitude annoying as you keep whining for more than 60 pages + in other threads, right after the update not even a "thank you", just your regular rant, the whole forum got your point already why keep hijacking I don't get it.

And you keep whining about me whining.
I already said thanks and I'm very grateful for what HotA crew has done, also this time. But do I need to post thank you in every post?
I don't wan't Learning to turn in to "the ultimate skill", simply a small change to make it better, like Scouting, the same with First Aid, Eagle Eye and Mysticism. On the other hand Logistics, Town Portal and Dimension Door should be toned down.




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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 02, 2016 06:54 PM

In my opinion you just want all skills to be more or less the same, because you don't find things to be "fair", and as a result would be bland. There is no point in us continuing this discussion as we have fundamental disagreement about the game. I don't know how you find it necessary to complain each post you make about the same things but I guess there's no changing you.
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