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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 551 pages long: 1 70 140 210 280 350 ... 408 409 410 411 412 ... 420 490 551 · «PREV / NEXT»
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 08:12 PM
Edited by FirePaladin at 20:13, 17 Apr 2020.

@Tordah

Thanks for remembering me.

Yes, it was something like Artificer and Technician, the Factory classes. I saw this on russian forum last year. Recently, I couldn't remember the might class, but now I do.

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DrSlash
DrSlash


Hired Hero
posted April 17, 2020 08:16 PM

Tordah said:
Hummmm in the screenshot, Frederic's title is "Волшебник"

Which google translates to "Wizard"

DrSlash said:
(specialty, parameters, etc. shown on the screenshot were chosen at random)


It's just a demonstration of how his portrait looks in the game. There is no hidden deeper meaning.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 08:18 PM

@DrSlash

My guess is that at first he starts as a wizard, just like Yog does.

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Tordah
Tordah


Adventuring Hero
posted April 17, 2020 11:59 PM

DrSlash said:
Tordah said:
Hummmm in the screenshot, Frederic's title is "Волшебник"

Which google translates to "Wizard"

DrSlash said:
(specialty, parameters, etc. shown on the screenshot were chosen at random)


It's just a demonstration of how his portrait looks in the game. There is no hidden deeper meaning.


oh

Thing is i find it funny that Kastore comes from a background of being a warlock in Homm2 and becomes a Technician/Artificier in HotA

Kastore is a very cool hero, and is canon to the might and magic universe. That means we can hope for some proper backstory onto why the transition.

Also i cannot recall his speciality in homm2 but i know he was a strong pick as a starting hero in homm2.

I'm eager to see

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LordInsane
LordInsane


Known Hero
posted April 18, 2020 02:00 AM

Tordah said:
DrSlash said:
Tordah said:
Hummmm in the screenshot, Frederic's title is "Волшебник"

Which google translates to "Wizard"

DrSlash said:
(specialty, parameters, etc. shown on the screenshot were chosen at random)


It's just a demonstration of how his portrait looks in the game. There is no hidden deeper meaning.


oh

Thing is i find it funny that Kastore comes from a background of being a warlock in Homm2 and becomes a Technician/Artificier in HotA

Kastore is a very cool hero, and is canon to the might and magic universe. That means we can hope for some proper backstory onto why the transition.

Also i cannot recall his speciality in homm2 but i know he was a strong pick as a starting hero in homm2.

I'm eager to see

Kastore was a Warlock in Heroes 2, though that was a different Kastore (has to be, because the MM7/HOTA Kastore only arrived on the planet after the events of the Restoration Wars), friends with a different Crag Hack than the famous boisterous bruiser seen in Heroes 3. Terran!Kastore's backstory for his transition has actually already been given in MM7: he was a sorcerer back on Terra in MM3 (which, possibly, could be enough justification to call him a warlock, as we know HOTA does), but over his journey on the Lincoln that lead to Enroth, he learned enough of Ancient science and technology to be able to lead a repair project of an Ancient device called a Heavenly Forge to the point of being a single spare part from being able to repair it.
When he wasn't slipping into blatant world-domination gloating, he also presented his goals as being to technologically and scientifically uplift Enroth, so a transition from Wizard or Warlock->Artificer makes sense from that perspective as well.

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Tordah
Tordah


Adventuring Hero
posted April 18, 2020 02:48 AM

LordInsane said:

Kastore was a Warlock in Heroes 2, though that was a different Kastore (has to be, because the MM7/HOTA Kastore only arrived on the planet after the events of the Restoration Wars), friends with a different Crag Hack than the famous boisterous bruiser seen in Heroes 3. Terran!Kastore's backstory for his transition has actually already been given in MM7: he was a sorcerer back on Terra in MM3 (which, possibly, could be enough justification to call him a warlock, as we know HOTA does), but over his journey on the Lincoln that lead to Enroth, he learned enough of Ancient science and technology to be able to lead a repair project of an Ancient device called a Heavenly Forge to the point of being a single spare part from being able to repair it.
When he wasn't slipping into blatant world-domination gloating, he also presented his goals as being to technologically and scientifically uplift Enroth, so a transition from Wizard or Warlock->Artificer makes sense from that perspective as well.


damn bro you sure know your lore.

that sorta explains why kastore looks different in games. that means there will be no connection from the kastore in homm2 with the one in HotA.

to be honest i find it a little unfortunate because the kastore from homm2 looks more of a badass than the one in mm7.

but the portrait in mm3 hints heavily towards the portait of homm2 and the gameboy version. so yea i'm eager to see which one they use. They could totally use the one from homm2 and it would work as well, because his color scheme (gray and blue face with decisive look) really looks like a leader.

he somewhat looks a little like ganondorf but less evil, you see what i mean?

anyways i'm still eager to see what's coming i'm super hyped for this my bro

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Romanov77
Romanov77


Known Hero
posted April 18, 2020 10:02 AM

Hi guys, It's been a while since I posted on thee boards but the quarantine led me back to this great game.

I see that this mod got tons of progress and the new towns look incredible, as if they were made by the original devs.


However I am curious/concerned about some of the changes to the core gameplay:


1) External dwellings accumulating creatures. Isn't this change really ground-breaking? It makes these really important.

2)Re-rolling mage guild spells? Isn't that a too extreme change? What was the reasoning behind this?

3) Interference...why not simply buffing Resistence?

4) I wonder, how does the mod affects the single player SINGLE SCENARIO gameplay? Can you play old SoD/AB/ROE scenarios with the mod? Wouldn't the changes mess them up like it would happen with the old campaigns? Are banned heroes (Galthran ) still available in this mode?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 18, 2020 10:33 AM

Romanov77 said:
Hi guys, It's been a while since I posted on thee boards but the quarantine led me back to this great game.

I see that this mod got tons of progress and the new towns look incredible, as if they were made by the original devs.


However I am curious/concerned about some of the changes to the core gameplay:


1) External dwellings accumulating creatures. Isn't this change really ground-breaking? It makes these really important.

2)Re-rolling mage guild spells? Isn't that a too extreme change? What was the reasoning behind this?

3) Interference...why not simply buffing Resistence?

4) I wonder, how does the mod affects the single player SINGLE SCENARIO gameplay? Can you play old SoD/AB/ROE scenarios with the mod? Wouldn't the changes mess them up like it would happen with the old campaigns? Are banned heroes (Galthran ) still available in this mode?


I think it's kinda funny hearing "We ban x!" when that change applies only for several templates and competitive PvP. Yes, you can play any kind of map (except WoG or VCMI), accumulating creatures doesn't really break the game, about Interference I dunno for real, research costs a ton of resources (more than the Mage Guild itself), so... It's also not always available.

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Hourglass
Hourglass


Supreme Hero
posted April 18, 2020 11:51 AM
Edited by Hourglass at 11:58, 18 Apr 2020.

Romanov77 said:

1) External dwellings accumulating creatures. Isn't this change really ground-breaking? It makes these really important.


It makes the players life tiny bit easier, but nothing too special. I would even argue that this change makes them less important points of interest.

Romanov77 said:

2)Re-rolling mage guild spells? Isn't that a too extreme change? What was the reasoning behind this?


The reason is probably the multiplayer aspect of the game, and mainly player's capability of getting the most important Slow. I think you're right to the extend that this is one the most bigger changes in Hota, but it can be turned off, if you find it too extreme. And just like Paladin in the above said, it costs a lot of resources, so I would say you probably would not even want to roll your spells more than 2 times max. per game.

Romanov77 said:

3) Interference...why not simply buffing Resistence?


Interference is not really a buff or a nerf, but rather a change. Just like the the Spell research, it was likely done because of multiplayer in mind. Usually, the multiplayer games can take 1-2 hours if played to the end, and sometimes even longer. The old Resistance was not really all that suited for the final battles, whitch took place at the end of the game - it was either the best skill of all time, or very, very useless, with no middle ground. Deciding the game with a coin toss was maybe a bit too harsh, and not the most healthly experiences.

Interference can be turned off with map/template editor.

Romanov77 said:

4) I wonder, how does the mod affects the single player SINGLE SCENARIO gameplay? Can you play old SoD/AB/ROE scenarios with the mod? Wouldn't the changes mess them up like it would happen with the old campaigns? Are banned heroes (Galthran ) still available in this mode?


You can definetly play the old maps with Hota as well, but as you can still launch the old SoD, there's not really point of playing old custom maps with Hota enviroment IMO. Hota can make those maps either easier, more difficult or downright impossible to finish.

Banned heroes are all prensent in this game, and can easily be turned back on with map/template editor. If you're playing an older map, they're on by default.

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Romanov77
Romanov77


Known Hero
posted April 18, 2020 01:18 PM

Ok, so I see it was mostly quality of life for the multiplayer aspect.

I am not familiar with this "template" thing, I never played random maps or online games.
What happens if I launch a Single player scenario? Is Galthran still there? What about Resistence and the Guild rerolls?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 18, 2020 01:44 PM
Edited by FirePaladin at 13:48, 18 Apr 2020.

Romanov77 said:
Ok, so I see it was mostly quality of life for the multiplayer aspect.

I am not familiar with this "template" thing, I never played random maps or online games.
What happens if I launch a Single player scenario? Is Galthran still there? What about Resistence and the Guild rerolls?


Map. It's called a map. And no, they won't be disabled unless the creator of the map disabled them. As I said before, banned things don't appear only in competitive PvP and certain templates, so all other maps are not affected at all by "bans".

Research is available only:

* If it's enabled in town. Usually, it's enabled by default on HotA maps created after the adding of the feature, so you're rarely gonna see research available unless you play a template. And since there are more SoD, AB maps than HotA to play, research is gonna be a rare find.

* The map is a HotA map. And even then, as I said before, it might not be available at all, unless you re-enable it in the editor.

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Romanov77
Romanov77


Known Hero
posted April 18, 2020 01:52 PM

Sounds very good, many inbalances made the single player more fun, like Diplomacy, I really disliked the changes.

Will definetely check out the mod out once I complete my campaigns playthrough.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 18, 2020 01:54 PM
Edited by FirePaladin at 13:57, 18 Apr 2020.

Romanov77 said:
Sounds very good, many inbalances made the single player more fun, like Diplomacy, I really disliked the changes.

Will definetely check out the mod out once I complete my campaigns playthrough.


Diplomacy isn't really nerfed. Only in PvP with rankings and a few templates it is. In all other templates and maps it's still just the same.

The only really noticeable changes in HotA are Conflux nerf (3 Phoenix/week) and Necromancy nerf. Everything else is mostly quality-of-life changes, like dwelling growth, shoot, cast, or melee option, etc.

Edit: They never touched the stats of troops either.

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gatecrasher
gatecrasher


Famous Hero
posted April 18, 2020 03:47 PM
Edited by gatecrasher at 16:30, 18 Apr 2020.

FirePaladin said:
Romanov77 said:
Sounds very good, many inbalances made the single player more fun, like Diplomacy, I really disliked the changes.

Will definetely check out the mod out once I complete my campaigns playthrough.


Diplomacy isn't really nerfed. Only in PvP with rankings and a few templates it is. In all other templates and maps it's still just the same.

The only really noticeable changes in HotA are Conflux nerf (3 Phoenix/week) and Necromancy nerf. Everything else is mostly quality-of-life changes, like dwelling growth, shoot, cast, or melee option, etc.

Edit: They never touched the stats of troops either.


There's definitely more, the Slow nerf is probably standing out most.

@Romanov77 Interesting point. There are people on this forum who want a "100% percent balanced" HotA so that the towns basically will be recolours of each other.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 18, 2020 03:53 PM

What's the point of playing a game that is completely imbalanced, like classic Necro and Conflux for example? Or Galthran and Sir Mullich.

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gatecrasher
gatecrasher


Famous Hero
posted April 18, 2020 04:29 PM

Yeah, I don't think the HotA changes took away from the single player fun potential.

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Kilkakon
Kilkakon


Hired Hero
posted April 18, 2020 06:12 PM

My biggest concern regarding map compatibility was the logistics reduction, which makes timed maps harder, even some HotA maps like the Manfred one or the second Jeremy mission.

Over time I've come more at peace with HotA and SoD being different. While I liked being able to enjoy playing older maps as Cove it's becoming more and more its own game. And it's a good one too

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Romanov77
Romanov77


Known Hero
posted April 19, 2020 11:22 AM

What imbalances could happen on the official ROE/AB/SOD scenarios?

Beside timed missions getting a little harder, I don't see much issues.
Like playing "Dead and Buried" with Cove...

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avatar
avatar


Promising
Supreme Hero
posted April 19, 2020 11:30 AM

Normal maps are not affected by HotA changes, only few sofisticated, puzzle maps became unplayable.
____________

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 19, 2020 11:33 AM

As avatar said before, only the Logistics and Logistics-related artifacts nerf could affect maps that rely on them (thus making them unplayable). However, those maps usually require that only in the beginning, so you can start them in the original HoMM3 and then continue them in HotA.

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