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culgil

 
 
Adventuring Hero
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posted January 10, 2025 08:05 PM |
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Funny comments about Kobolds and Lizards here!
I don't associate Kobolds with Lizards. In the original mythology, I think they are not lizards and that association may have come with D&D?
What I liked is that they are one of those small mythological creatures like house or nature spirits, in the same category with Goblins, Gremlins, Imps, Nymphs, etc., which fits for a lvl 1 unit. They are also nicely depicted as miners, with their pickaxes and the candle connecting them to the harsh lands of Bulwark.
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LordCameron

 
  
Known Hero
Veteran of the Succession Wars
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posted January 11, 2025 05:34 PM |
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Yeah a kobold is a house spirit like a brownie.
There is also a kobel? which is a mine spirit like a dwarf.
That said, Homm3 more often takes from pop culture like Star Wars or D&D rather than the original source (see gorgon and beholder for biggest example) so it is on brand.
That said, they feel very homm5 or even beyond as they currently are. Homm3 was still a little down to earth and still felt its more mythological homm2 roots, and the kobold with the wax on head is just a straight up D&D looking thing.
Something about the Kronwork feels like they are Homm5 style "one race" town even though they are not one race. Like it feels very dwarvey. (Even though they have a mammoth and a yeti and a kobold.) Don't know what is giving me that vibe. Maybe the Jotun?
Homm5, 6, 7 had the dark elf town and the human town and so on, whereas homm 1, 2, 3, and 4 are about the mythological melting pot. (Even though stronghold has 2 goblins, and orcs and ogres are similar; and Castle is mostly humans)
Just writing it out, I think it might actually be that everything about Kronwork is very "human". THey are all playing dress up. The kobold is a human miner rather than being its own cultural species thing. The Jotun is a big human warrior. The Yeti uses human weapons.
Naga on the other hand have a sword for each hand, something a human can't do. Gremlins dress in ways no human would be caught dead and use a ball and chain, something that a human wouldn't have the strength for. I think it might be the little things like that, and the kobold is very much dressed up like he is on his way to be a WOW NPC.
Amazing design, not sure if it feels Heroes3. Sometimes it takes a bit to sit with these things though. Cove and Forge sure have a huge percentage of humans and I'm not totally against it.
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What are Homm Songs based on?
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Dairy

 
  
Known Hero
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posted January 12, 2025 01:29 AM |
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Edited by Dairy at 01:40, 12 Jan 2025.
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LordCameron said: Yeah a kobold is a house spirit like a brownie.
There is also a kobel? which is a mine spirit like a dwarf.
That said, Homm3 more often takes from pop culture like Star Wars or D&D rather than the original source (see gorgon and beholder for biggest example) so it is on brand.
That said, they feel very homm5 or even beyond as they currently are. Homm3 was still a little down to earth and still felt its more mythological homm2 roots, and the kobold with the wax on head is just a straight up D&D looking thing.
Something about the Kronwork feels like they are Homm5 style "one race" town even though they are not one race. Like it feels very dwarvey. (Even though they have a mammoth and a yeti and a kobold.) Don't know what is giving me that vibe. Maybe the Jotun?
Homm5, 6, 7 had the dark elf town and the human town and so on, whereas homm 1, 2, 3, and 4 are about the mythological melting pot. (Even though stronghold has 2 goblins, and orcs and ogres are similar; and Castle is mostly humans)
Just writing it out, I think it might actually be that everything about Kronwork is very "human". THey are all playing dress up. The kobold is a human miner rather than being its own cultural species thing. The Jotun is a big human warrior. The Yeti uses human weapons.
Naga on the other hand have a sword for each hand, something a human can't do. Gremlins dress in ways no human would be caught dead and use a ball and chain, something that a human wouldn't have the strength for. I think it might be the little things like that, and the kobold is very much dressed up like he is on his way to be a WOW NPC.
Amazing design, not sure if it feels Heroes3. Sometimes it takes a bit to sit with these things though. Cove and Forge sure have a huge percentage of humans and I'm not totally against it.
It's probably about your feelings and the way you don't like the design, but honestly, what you wrote makes zero sense.
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Juas

 
 
Adventuring Hero
Dragón Rojo
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posted January 12, 2025 03:42 AM |
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I like Bulwark, the thing that got me is the nordic viking inspirations.. I didn't realize before how good it blends on Heroes 3. I also did get that dwarvish vibe, as well as LordCameron.. maybe it is because it kind of makes one remember about HoMM 5 Tribes of the East faction.
I like all creatures, and the aesthetic. And I am eager to see a new way of playing, with an all defensive faction, wich I believe will be a very powerful siege attacker, even though they will not have flyers.
I only didn't like the dark elve.. i feel it looks cluncky with all those spears in his hand.
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LordInsane

 
  
Known Hero
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posted January 12, 2025 04:36 AM |
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Juas said: I like Bulwark, the thing that got me is the nordic viking inspirations.. I didn't realize before how good it blends on Heroes 3. I also did get that dwarvish vibe, as well as LordCameron.. maybe it is because it kind of makes one remember about HoMM 5 Tribes of the East faction.
I like all creatures, and the aesthetic. And I am eager to see a new way of playing, with an all defensive faction, wich I believe will be a very powerful siege attacker, even though they will not have flyers.
I only didn't like the dark elve.. i feel it looks cluncky with all those spears in his hand.
Snow elves. Dark Elves of Enroth look different (Wynona being the HOTA example of that), and live in a different place.
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gatecrasher

 
   
Famous Hero
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posted January 12, 2025 11:43 AM |
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Dairy said:
LordCameron said: Yeah a kobold is a house spirit like a brownie.
There is also a kobel? which is a mine spirit like a dwarf.
That said, Homm3 more often takes from pop culture like Star Wars or D&D rather than the original source (see gorgon and beholder for biggest example) so it is on brand.
That said, they feel very homm5 or even beyond as they currently are. Homm3 was still a little down to earth and still felt its more mythological homm2 roots, and the kobold with the wax on head is just a straight up D&D looking thing.
Something about the Kronwork feels like they are Homm5 style "one race" town even though they are not one race. Like it feels very dwarvey. (Even though they have a mammoth and a yeti and a kobold.) Don't know what is giving me that vibe. Maybe the Jotun?
Homm5, 6, 7 had the dark elf town and the human town and so on, whereas homm 1, 2, 3, and 4 are about the mythological melting pot. (Even though stronghold has 2 goblins, and orcs and ogres are similar; and Castle is mostly humans)
Just writing it out, I think it might actually be that everything about Kronwork is very "human". THey are all playing dress up. The kobold is a human miner rather than being its own cultural species thing. The Jotun is a big human warrior. The Yeti uses human weapons.
Naga on the other hand have a sword for each hand, something a human can't do. Gremlins dress in ways no human would be caught dead and use a ball and chain, something that a human wouldn't have the strength for. I think it might be the little things like that, and the kobold is very much dressed up like he is on his way to be a WOW NPC.
Amazing design, not sure if it feels Heroes3. Sometimes it takes a bit to sit with these things though. Cove and Forge sure have a huge percentage of humans and I'm not totally against it.
It's probably about your feelings and the way you don't like the design, but honestly, what you wrote makes zero sense. 
I think it does.
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Ghost

 
      
Undefeatable Hero
Therefore I am
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posted January 12, 2025 12:20 PM |
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It depends on brainy If you don't understand, you say no sense.. If you don't think so.. Ok I explain that you speak to stupid, and Einstein (no sense in general) explain to you 
I don't use EE.. Learning is always be speciality or good in WoG.. Now's decent skill for mighty.. Don't try I go to wrong way.. And Ballistics is always the most snow..
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Fight MWMs - stand teach
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Juas

 
 
Adventuring Hero
Dragón Rojo
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posted January 12, 2025 01:22 PM |
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LordInsane said: Snow elves. Dark Elves of Enroth look different (Wynona being the HOTA example of that), and live in a different place.
I'm sorry, snow elves.. thanks!
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Lich_King

    
    
Honorable
Supreme Hero
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posted January 13, 2025 07:21 PM |
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Hello everybody,
I wish to thank the creators of HotA mod for your continued work, improvements and support of this wonderful addition to the franchise. It actually was the reason I have returned to Heroes games after such long period of time.
One question to Tevye,
Are there any plans to import and adjust original SoD, RoE and AB campaigns (Foolhardy waywardness, for example) and possibly add Heroes Chronicles to HotA? In Q/A section such possibility was mentioned.
Thank you for your response.
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Tevye

 
 
Adventuring Hero
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posted January 13, 2025 08:17 PM |
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Yes, the plans are there, but the task is not as trivial as it may seem. We are working towards it, however.
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planetavril

 
   
Famous Hero
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posted January 13, 2025 10:00 PM |
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question for Tevye:
I ask if there is a possibility of seeing the Asylum town developed one day?
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Tevye

 
 
Adventuring Hero
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posted January 14, 2025 06:03 PM |
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The most honest and concise answer I can give to this question at this point is, "I don't know," and that shouldn't be taken for a hint at anything one way or another. I really don't.
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planetavril

 
   
Famous Hero
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posted January 14, 2025 06:10 PM |
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Tevye said: The most honest and concise answer I can give to this question at this point is, "I don't know," and that shouldn't be taken for a hint at anything one way or another. I really don't.
thanks for the reply
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Lich_King

    
    
Honorable
Supreme Hero
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posted January 15, 2025 06:54 PM |
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Tevye said: Yes, the plans are there, but the task is not as trivial as it may seem. We are working towards it, however.
Thank you for answer. I do realize that task is no way trivial, especially with possible map balancing that must be implemented after skill and artifact changes. However I am glad that it is still planned overall, even if it will take time.
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planetavril

 
   
Famous Hero
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posted January 15, 2025 07:02 PM |
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Tevye,what do you think about making snow elves or shamans feminine?
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Tevye

 
 
Adventuring Hero
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posted January 15, 2025 08:04 PM |
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Edited by Tevye at 21:17, 15 Jan 2025.
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Snow Elves are intentionally designed to be as similar in physique and posture to their Wood and Grand Elf cousins as practically possible, so that naturally is not an option. As for the Shamans, this is probably up for the player's interpretation; given their face-concealing headgear and roomy clothes, there likely won't be any visual cues to definitively determine their sex. They're kind of mysterious like that. That being said, nothing is set in stone yet, so we'll see. In any case, you really shouldn't be expecting anything in the vein of HoMM V sha(wo)man types; the weather in Vori isn't very forgiving towards such fashion choices.
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planetavril

 
   
Famous Hero
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posted January 16, 2025 05:26 AM |
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Tevye said: Snow Elves are intentionally designed to be as similar in physique and posture to their Wood and Grand Elf cousins as practically possible, so that naturally is not an option. As for the Shamans, this is probably up for the player's interpretation; given their face-concealing headgear and roomy clothes, there likely won't be any visual cues to definitively determine their sex. They're kind of mysterious like that. That being said, nothing is set in stone yet, so we'll see. In any case, you really shouldn't be expecting anything in the vein of HoMM V sha(wo)man types; the weather in Vori isn't very forgiving towards such fashion choices.
thanks for the reply
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Tevye

 
 
Adventuring Hero
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posted January 16, 2025 03:43 PM |
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Edited by Tevye at 17:09, 16 Jan 2025.
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Lich_King said:
Thank you for answer. I do realize that task is no way trivial, especially with possible map balancing that must be implemented after skill and artifact changes. However I am glad that it is still planned overall, even if it will take time.
The bigger issue here is that there were some hardcoded elements to the original campaigns, like multiple loss conditions, which we will have to recreate and introduce to our campaign and scenario editors before we can add them to HotA (NWC didn't bother to do that in their editors). Some of them, like the option to add a skill check to an artifact, have already been developed, but there are still more to attend to.
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Xandro

 
Tavern Dweller
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posted January 16, 2025 06:10 PM |
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I created this account to thank you and your team for all the amazing work you've done. I'm more active on the HoTA Discord than here, but I just had to express how much I love your work.
What impresses me the most is the attention to detail and the exceptional quality you bring to the game. Your campaigns are even better than the originals—Forged in Fire is an epic story that ties the lore together perfectly.
I would love to see some new assets for mapmaking or perhaps new artifacts, or even improvements to existing ones. There are quite a few underwhelming items, or spells, in the game, like the Ring of the Magi or hypno. I won’t list all my ideas and dreams for what you could add—I’m sure you already know what to do, haha!
Cheers, and keep up the incredible work!
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bloodsucker

 
     
Legendary Hero
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posted January 17, 2025 12:09 PM |
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@Tevye
Hi, I tried to use the new boxes to buff AI at Impossible. I gave it spellpoints, experience, primary skills and movement, no traps. The box was untouched when I arrived, even if the Mansion behind was taken. It's not the first time I find boxes with the new buffs, namely movement, untouched.
Can you specify which boxes will be or not be taken (the easier one) by the AI?
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