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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 70 140 210 280 350 ... 412 413 414 415 416 ... 420 490 548 · «PREV / NEXT»
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 04, 2020 01:48 PM
Edited by FirePaladin at 13:51, 04 May 2020.

seiran said:
I'm not sure why a lot of these units are controversial here. No one bats an eye at titans throwing lightning bolts, but gunslingers with relatively primitive firearms are unrealistic/out of place? Historically knights were already using firearms in combat 4-500 years ago, and no one would say that Crusaders are out of place in HoMM. As for the Juggernauts, they're just bigger, fancier golems.


We were speaking about Forge, not Factory. Those guys had pistols, bazookas and half-naked naga tanks.

There's also the point of fantastic creatures or constructs (living or not), though, so lightning-throwing Titans ca't really be considered out of place, especially since most such creatures are magical and not technological. But hey, what I'm talking about? Magic in MM universe is in fact technology too.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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bloodsucker
bloodsucker


Legendary Hero
posted May 04, 2020 01:52 PM
Edited by bloodsucker at 14:04, 04 May 2020.

seiran said:
I'm not sure why a lot of these units are controversial here.

I agree. It's usefulness, balance and synergy that matter, who cares if it's a cyclops throwing rays, a juggernaut or a mechanic dragon.

Any sufficiently advanced technology is indistinguishable from magic.
Arthur C. Clarke
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shev441
shev441


Adventuring Hero
posted May 04, 2020 10:48 PM
Edited by shev441 at 23:01, 04 May 2020.

Wanted to give you my feedback from playing multiple hours of 1.6 version (thx lockdown). In general I am very happy with almost all changes introduced in new update.
New terrain is great, looks gorgeous and adds unique buildings. My favourite of them is Warlock's Lab. Steel golem is interesting neutral creature.
   Finally team have decided to start balancing secondary skills - I was waiting for it for years. Mysticism is finally a good skills with reasonable regeneration of mana per day. Estates buff finally makes it worth to find exp for secondary heroes. Be honest, who before was trying to get 4th/5th lvl on heroes like Cuthbert to gain 500 gold from his secondary skill. After update expert estates provides 1000 gold for your kingdom = moving goldmine. Skills like Logistics and Intelligence are now worse and its good decision. It was giving to big advantage over other skills. I like new Interference skill as well. It works better in player vs player games and offline players still have Resistence in map/template editor. And Dyplomacy after many years of being baned started to work again. Its more balanced now because you have to pay a lot of money to aquire creatures. Better solution than one we had in SoD where 10 dragons could join you without problem in late game. I am also very happy that you have decided to make slow less overpower. This spell is still very good, but at least now bank fights are more challangeing.  
   Changes in map editor are also amazing. I used to make a lot of maps over decade ago and I was really irritated of the fact that you couldn't edit properties of objects like banks. Quest gate is a thing that I was dreaming about when I was 10 year old, so its nice that you have finally added it Minor improvement like possiblity to edit monster properties - devided to how much stacks and if there will be upgreaded one - are good too. Who knows, maybe in the future I'll try to give this Editor another chance and prepere some new maps.
   In general I would like to thank you for many years of amazing free content and I am looking foreward for upcomming Factry town!


   There are some questions that are poping into my head from time to time, hope that someone from development team will be kind to answer those :
1) For many years I have been hearing that Campaign editor is in development. Can you give us some estimation when can we expect it? Will it be after Factory release or not in upcomming years. Lack of it seems really weird, since it would have provide Hota with lots of custom made campaings by community.
2) Somewhere in forums it was told that changes in secondary skills will be implemented in parts containing few secondary skills being altered/ changed. Could you share which skills will be next?
3) Are there going to be new terrein added in upcomming 2-3 years? Or you will foucus more on expanding existing ones.
4) Will there another rivers be added into game?
5) From 1 to 100 % How much of Factory have you developed so far? Can we expect another articles in upcomming 1-2 weeks?

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avatar
avatar


Promising
Supreme Hero
posted May 04, 2020 10:55 PM

shev441 said:

1) For many years I am hearing that Campaign editor is in development. Can you give us some estimation when can we expect it? Will it be after Factory realise or not in upcomming years. Lack of it seems really weird, since it would have provide Hota with lots of custom made campaings by community.


Thereotically you're right, practically - not so much. For SoD, there's only dozen fanmade campaigns, while thousands of custom maps. Campaign editor won't change those proportions for HotA Players don't like experience caps for example There's some fanmade campaigns for HotA and these files are not popular, players are not interested with them. Believe me, I tried to promote some of them in polish sites....
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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted May 04, 2020 11:40 PM

Quote:
1) For many years I have been hearing that Campaign editor is in development. Can you give us some estimation when can we expect it? Will it be after Factory release or not in upcomming years. Lack of it seems really weird, since it would have provide Hota with lots of custom made campaings by community.
2) Somewhere in forums it was told that changes in secondary skills will be implemented in parts containing few secondary skills being altered/ changed. Could you share which skills will be next?
3) Are there going to be new terrein added in upcomming 2-3 years? Or you will foucus more on expanding existing ones.
4) Will there another rivers be added into game?
5) From 1 to 100 % How much of Factory have you developed so far? Can we expect another articles in upcomming 1-2 weeks?

1. Probably in one of the releases after the Factory comes out, however, there's still a small chance that it'll come together with it.
2. War machine-related skills (as well as the machines themselves), Eagle Eye and some others. I can currently give you neither the exact order of changes nor any dates, as this fix pack is now definitely postponed until after the 11th town is released.
3. Not likely. Terrains are a monumental job. I used to spend several hours on just a 32*32 single tile, and there are over a hundred of those in a single terrain - and then there are the decorations and interactive objects. I'm not keen on revisiting that experience within the next few years at least.
4. Maybe. There are some ideas out there, but that's very low priority.
5. It'd be useless to approximate the progress percentage. There's a wealth of different elements (the units, the town screen, the campaign etc.) that make up the Factory, each of those being in a different state of completeness. News, however, surely are to come.

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Hourglass
Hourglass


Famous Hero
posted May 05, 2020 12:29 AM

Docent_Picolan said:

2. War machine-related skills (as well as the machines themselves), Eagle Eye and some others. I can currently give you neither the exact order of changes nor any dates, as this fix pack is now definitely postponed until after the 11th town is released.



Very interesting answer.

If something will happen to the war machines, could this mean they going with their very old plans of creating all factions unique war machines?

Great to hear you're still going to do something with the existing skills, fixing them all was always one the things I wanted to see in Hota.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 05, 2020 07:39 AM

Yes Ballistics, First Aid and Eagle Eye are some of the worst skills right now. They should do something about Learning too or just remove it.

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seiran
seiran

Tavern Dweller
posted May 05, 2020 03:02 PM

I'd love for war machines to become more useful and play a bigger part in the game. Maybe each town can have a unique one with different pros/cons and when you capture a town you could decide to replace your existing machine with their unique one if it's a better fit for your army.

For example: the ballista could now only target ground units but will do more damage to them. Have another specialist anti-air machine that can only attack flying units. Have items/skills that can upgrade the machines - e.g. making them cast slow or something on their targets. A lot could be done with this.
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gatecrasher
gatecrasher


Famous Hero
posted May 05, 2020 05:22 PM

seiran said:
For example: the ballista could now only target ground units but will do more damage to them. Have another specialist anti-air machine that can only attack flying units. Have items/skills that can upgrade the machines - e.g. making them cast slow or something on their targets. A lot could be done with this.


Heaven forbid, please no unneeded sophistication/complication.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 05, 2020 07:35 PM

@Hourglass

I'm not that sure about "specific war-machines" (even tho I do like the idea), since HotA prefers to keep everything as close to the original as possible, but who knows, we might get surprised.

@DrSlash

I've PM-ed you in regards of something.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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Hourglass
Hourglass


Famous Hero
posted May 05, 2020 08:02 PM

FirePaladin said:
@Hourglass

I'm not that sure about "specific war-machines" (even tho I do like the idea), since HotA prefers to keep everything as close to the original as possible, but who knows, we might get surprised.



I know, but it was actually something they considered for long time ago. And I think it's very likely Factory will get it's own war machine anyway, and Cove already has a cannon, so it could be fitting if all factions would also get some love. The old war machines are kinda dull anyway.

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Tordah
Tordah


Adventuring Hero
posted May 07, 2020 07:38 AM

Hi folks, i found a bug in the game i have no idea where to post it.

I was playing "Good to go" (the quick scenario where you start with a fully packed castle), playing blue player as inferno as Xyron.

When attacking the stronghold (orange player) on the left of the map, if i used the inferno spell when starting combat, the spell would not correctly register hitting 2 tiles large units sometimes. Stronghold has three 2 tiles units (behemoth, wolf raiders and rocs) and i had weird inconsistent behaviors (because i restarted the fight multiple times).

On the enemy side the stack were (in order)
Orcs
cart
demons (somehow?)
behemoth
hobgoblins
rocs
wolf raiders

let's say i would cast inferno spot on the rocs it would not hit the wolf raiders.

if i cast it on the hobgoblins it wouldn't hit either rocs and behemoths

if i cast it on demons i should be able to hit all four orcs, cart, demons and behemoth but the hit wouldn't register on the behemoth.

I think this is a bug there is no reason for a creature in the tagetted zone not to be hit (other than immuned units but there obviously wasn't any). it might be related to an artefact or interference the new skill? but why only 2 tiles units?

thanks for reading.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 07, 2020 07:48 AM

Enemy hero probably had Resistance and/or resistance artifacts.

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Hourglass
Hourglass


Famous Hero
posted May 07, 2020 10:48 AM

Bug reports can be posted here.

However, as Phoenix said, this likely not a bug at all. Old maps still have Resistance enabled. If you're targeting multiple enemies with an AOE spell, and the enemy has any form of resistance, the ability to resist a spell is always counted individually. Also, the resistance animation does not play in that kind of cases.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted May 07, 2020 11:03 AM

Hourglass said:
Bug reports can be posted here.

However, as Phoenix said, this likely not a bug at all. Old maps still have Resistance enabled. If you're targeting multiple enemies with an AOE spell, and the enemy has any form of resistance, the ability to resist a spell is always counted individually. Also, the resistance animation does not play in that kind of cases.


I know. That's insanely annoying, especially if you rely on Mass Berserk. Tbh, this does happen kinda often (I always enable all skills and regular heroes).
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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seiran
seiran

Tavern Dweller
posted May 07, 2020 06:09 PM

gatecrasher said:


Heaven forbid, please no unneeded sophistication/complication.


Heaven forbid having sophistication in a strategy game
____________

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Tordah
Tordah


Adventuring Hero
posted May 08, 2020 12:40 AM

Hourglass said:
Bug reports can be posted here.




Hi Hourglass.

Thank you for orienting me.

Cheers!

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syth
syth


Hired Hero
posted May 19, 2020 11:34 AM

Wow long time returning player here I didn't thought I was going to post something about heroes 3 for a long time.

If balance changes are intended for spells I think spell duration formulation is a good start.Spell power=Duration makes at higher levels the spells immune to wear off.Also making the "increase duration" artifacts useless.

My suggestion would be a change to formula.An inverse proportionality to the level of the spell.For example a level 1 spell should be

Lvl 1spell parameter should be 1/5
Lvl 2spell parameter should be 1/4
Lvl 1spell parameter should be 1/3
Lvl 1spell parameter should be 1/2
Lvl 1spell parameter should be 1/1


(Spell power * 1/5)+1=duration (rounded up) so at spell power 10 your level 1 spell goes on for 3 turns (Will tune down mass haste and slow etc lvl 1 spells).

Sorrow on the other hand is a lvl 4 spell so with the same spell power
(Spell power*1/2)+1=   is (10*1/2) +1= 6 turns.

Of course this will increase the importance of the higher spells and the artifacts that increase duration.

Since it's rounded up you will get immidiately 2 turns starting from spellpower 1 and 3 turns starting from spell power 5 for lvl1 spells.


Side note about spell balance:

There should be some spell changes if aim is competitive play by the way.

Town portal is right now a must still.Cost of it mana wise and movement wise should be increased (maybe half of movementpoints and 30 mana?.Half of movement point is important so that it doesn't work that well with logistics.)

Fly should cost double movement points when cast for that day.

I wouldn't mind a weakened version in fire magic that lets you teleport to castle gates for example(same like resurrection=raise dead relationship one is for only one type of creatures).Also would increase the value of inferno castles.

Alternatively from MM6 lyloyds beacon for water magic could be and idea. (I know they said no new spells but that could be exception due to mobility).

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pizdabol
pizdabol


Bad-mannered
Hired Hero
posted May 20, 2020 07:57 AM
Edited by pizdabol at 08:08, 20 May 2020.

syth said:
Wow long time returning player here I didn't thought I was going to post something about heroes 3 for a long time.

If balance changes are intended for spells I think spell duration formulation is a good start.Spell power=Duration makes at higher levels the spells immune to wear off.Also making the "increase duration" artifacts useless.

My suggestion would be a change to formula.An inverse proportionality to the level of the spell.For example a level 1 spell should be

Lvl 1spell parameter should be 1/5
Lvl 2spell parameter should be 1/4
Lvl 1spell parameter should be 1/3
Lvl 1spell parameter should be 1/2
Lvl 1spell parameter should be 1/1


(Spell power * 1/5)+1=duration (rounded up) so at spell power 10 your level 1 spell goes on for 3 turns (Will tune down mass haste and slow etc lvl 1 spells).

Sorrow on the other hand is a lvl 4 spell so with the same spell power
(Spell power*1/2)+1=   is (10*1/2) +1= 6 turns.

Of course this will increase the importance of the higher spells and the artifacts that increase duration.

Since it's rounded up you will get immidiately 2 turns starting from spellpower 1 and 3 turns starting from spell power 5 for lvl1 spells.


Side note about spell balance:

There should be some spell changes if aim is competitive play by the way.

Town portal is right now a must still.Cost of it mana wise and movement wise should be increased (maybe half of movementpoints and 30 mana?.Half of movement point is important so that it doesn't work that well with logistics.)

Fly should cost double movement points when cast for that day.

I wouldn't mind a weakened version in fire magic that lets you teleport to castle gates for example(same like resurrection=raise dead relationship one is for only one type of creatures).Also would increase the value of inferno castles.

Alternatively from MM6 lyloyds beacon for water magic could be and idea. (I know they said no new spells but that could be exception due to mobility).


I love that duration idea Been a while since I've read a genuinely good balance suggestion around here (mine included)

Also, I agree something should be done with Town Portal, though I absolutely refuse to finish L/XL maps against AI without it Half movement cost sound like a good start. Hell, even half plus one so you can only cast once a day.

And please oh please, make Luck and Morale work in increments of 5 instead of 3 to make corresponding skills, grails and artifacts more appealing. It's just too good and simple not to be done

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 20, 2020 08:38 AM

HotA Crew loves the super OP Town Portal, I seem to remember they would'nt change it.
So apparently spamming this spell 10 times a day to 10 different towns is perfectly fine.
Now compare Town Portal with and without Earth Magic...
I'll never understand this design philosophy.

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