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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 ... 64 65 66 67 68 ... 70 140 210 280 350 420 490 548 · «PREV / NEXT»
Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 28, 2014 05:46 PM
Edited by Storm-Giant at 17:55, 28 Jun 2014.

From the Facebook page:
Quote:
1.3.3 version will be released in a few days so we reveal a little more details.

1. First of all, arrows on map are changed again. Now they are of 3 colors: green (as usual), red (when a hero could reach this point if he had full move points) and dark red (if a hero couldn't reach it even if he had full move points).

2. Canon yard will be added. You all know what it is for, I guess



3-4. More monolits and portals added. Total number of the new ones reached 20.





Some gifs:





And more:



5. There are more new decorative objects on map.



6. Fort on hill on random maps is adapted for every kind of terrain.
7. Many graphic fixes. The most notable is completely new version of dwelling of Hydras on map.



Don't forget to share this page with your friends and tell them about HotA!


Source
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 28, 2014 06:00 PM
Edited by Warmonger at 18:01, 28 Jun 2014.

Saw that earlier today, great news .

Especially new Monoliths are of high quality. Bigger and better maps incoming ^^

As to new terrain objects... I can barely see what's changed.
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The future of Heroes 3 is here!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 28, 2014 06:37 PM

really nice work. i love that there are so many talented people working on this game.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 28, 2014 06:52 PM

And I must say I love this additions/changes, HotA team always delivering
Warmonger said:
As to new terrain objects... I can barely see what's changed.

Some ice blocks on the snow terrain, maybe?
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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 28, 2014 07:19 PM
Edited by fred79 at 19:20, 28 Jun 2014.

on pic number 5, the reefs, and rough terrain tree clusters are new. it looks to me that they have improved the snow mountains, as well.

the little snow drifts are new, too.

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nik312
nik312


Promising
Famous Hero
posted June 28, 2014 07:57 PM

Dj said:
The original 3do orc was a humanoid with a pig head, they released a concept art, but changed it with the actual orc. HotA team wanted to keep the original concept. That i know for sure.

As for pikemen, i suppose they changed it because they are a pretty strong level 1 unit, but they look squishy and weak, so they made it look tougher.


Actually, it is still a pig-like creature in SoD. It's just of so low-quality, that you can tell it only by its piglet-nose

Overall, the initial models of orcs/pikemen were awfully unproportional and low-quality, so something had to be done with those. Right now some of us are not happy with current look as well (orc-chieftans and halberdiers at most), so some re-work is still to be done

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 28, 2014 07:59 PM

I think you are right, Fred. You have good eyes
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nik312
nik312


Promising
Famous Hero
posted June 28, 2014 08:01 PM

Ericoz said:
Balancing the secondary skills should be a subject of concern...
The game gets linear once you know what to pick and what to skip.
Heroes with useless specialties like first aid or the ones that start with learning/eagle eye/balistics are ALWAYS avoided. You should have options of playstyle instead of just sorting through bad and good things in the game.


Surely, that is our next big objective

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fred79
fred79


Disgraceful
Undefeatable Hero
posted June 28, 2014 08:06 PM
Edited by fred79 at 20:07, 28 Jun 2014.

@ sg: actually, my eyes are worse than they were 2 years ago. i work with graphics, so i notice little details. it took me a sec for the snow drifts, because i thought they were old. the drifts in the picture are much better than the ones i have, that someone else made from sand dunes.

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MattII
MattII


Legendary Hero
posted June 28, 2014 09:26 PM
Edited by MattII at 21:26, 28 Jun 2014.

Darn, I was hoping to see a graphics change on the Portals, they never seemed to me to fit in with the rest of the map objects. Everything else looks cool though.

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un_notas
un_notas


Hired Hero
posted June 28, 2014 09:45 PM

Hi,

I assume that new monolits and portals is just only about graphics and there is not any new feature, right?

I guess that something different can be done, such as portals only works a limited amount of times (once per week, once per game...) or can only be used under certain criteria (not all players are eligible to use them or you have to meet a tent or complete a seer quest).

Some ideas may be interesting although perhaps quite difficult to be implemented in the game.

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WALL
WALL

Tavern Dweller
posted June 29, 2014 03:33 AM

Why I can't see images?

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WALL
WALL

Tavern Dweller
posted June 29, 2014 03:47 AM

snow, China banned FACEBOOKŁĄŁĄŁĄ

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nik312
nik312


Promising
Famous Hero
posted June 29, 2014 10:20 AM
Edited by nik312 at 14:10, 30 Jun 2014.

Congratulations!

The new version of HotA is available for download (version 1.3.3).

In some previous posts we've already revealed some changes of this update, so w/o wasting words:

Full changelog of version 1.3.3

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

[!] Due to some bug fixes in the editor it is recommended to
   re-save and update you custom levels. Check the correctness of
   assigned restrictions for heroes and artefacts.
   The editor supports all of the functionality of the original editor now.

[!] Starting from this version the in-game language of HotA does no longer depend on
   the language of the base SoD game

HotA bugs
[-] Fixed hero restrictions working incorrectly
[-] Fixed a crash when spells Clone and Remove Obstacle were cast
[-] Fixed a bug which allowed two heroes of the same class to appear in tavern
[-] Fixed rendering freezes during combat
[-] Fixed a bug with possible desync in an online game which was caused buy the
   construction of a Lodestar and assaulting another player
[-] Fixed a tip bug in Fort
[-] Fixed some bugs related to the limitation of the number of objects
   in the random map generator
[-] Fixed an issue with Orb of Vulnerability having no effect on Nymphs and Oceanids
[-] Fixed incorrect video file processing

Gameplay
[+] Shackles of War effect applies only when both sides in the battle have heroes
[+] 5 new Two Way Monoliths added (16 total currently)
[+] 2 new One Way Monoliths added (12 total currently)
[-] Restored a 25% chance of a neutral zone in RMG
[-] Restored 12000 cost for Library of Enlightenment
[-] Restored original health (4) and AI / Fight Value for Imps and Familiars
[+] Faerie Dragon AI Value increased significantly
[-] Reduced Sea Dog health to 15
[-] Accurate Shot weakened when the distance penalty applies and does not work on units
   behind walls
[-] Restored 80 health for Nix and 90 for Nix Warriors
[-] Sea Serpents health reduced to 180 and the defence increased to 16
[-] Vault of Ashes price reduced to 5000 gold and 5 mercury
[-] Grotto price increased to 7500 gold, 15 wood and 15 ore
[+] Cyclops Cave price does not include crystals. Upg. Cyclops Cave has +5 crystals
   in price
[-] Ring of Oblivion now prohibits undead rising after the battle
[-] Cape of Silence prohibits spell level 1 and 2 casting
[-] Mansion garrison increased
[-] Spit garrison and reward increased
[-] Pirate Cavern and Spits removed from the random map generator
[-] Red Tower RMG value increased to 4000, the occurrence decreased to 80
[-] Hill Fort value increased to 12,000, a limit of 1 per zone was returned
[+] Town Portal, Fly, Dimension Door and (in the presence of water)
   Water Walking spell scrolls have value of 15000 in RMG
[+] Added a new Cannon Yard object. It allows you to buy a cannon,
   value 3000 in RMG, 25 frequency
[-] Fixed the drop rate of the primary skills of the heroes of the Cove
[-] Eovacius specialization creates only two clones, but without cost increase
[-] Astra's specialization was changed from Frost Ring to Healing
[-] Changed starting Navigator class skills: Zilare's Water Magic to Resistance,
   Astra's Learning to Luck, Dargem's Air Magic to Tactics
[-] Nella's initial secondary skills were restored

SoD Bugs
[+] Fixed a SoD bug with a duplicate character in the scenario replay
[+] Badge of Courage no longer grants mind spell immunity
[+] Fixed a SoD bug with the ability to raise undead from summoned creatures
[+] Fixed a SoD bug with double shooting with single remaining shot
[+] Fixed a SoD bug with Harpy return after the Dendroid attack
[+] Fixed a SoD bug: Forgetfulness was mass effective already at an advanced
   water magic
[+] Fixed a SoD bug with inability to resurrect the corpse at gates hex during
   the siege of the city
[+] University does not offer necromancy
[+] Fixed an RMG bug with extra paths when generating a multi-connected route
[+] Fixed a SoD RMG bug with a shifted two-cell garrison near the monolith which would
   also crash while generating a map sometimes
[+] Fixed a SoD random map generator bug with and unneeded extra road path
[+] RMG roads no longer pass through bugged paths and are not blocked by Prisons.
   Cities within a single zone are always connected with a road net within that zone
[+] Fixed the mixed up icons of View Earth and View Air
[+] Fixed the mixed up external dwellings in the kingdom view
[+] Fixed one of the errors in calculating the cursor movement number of a hero
[+] The damage for spell shown in the spell description now accounts for the hero
   specialization if the damage is not dependant on the target parameters
[+] Fixed a memory leak after exiting the panel selection menu

Map Editor
[-] Fixed map editor bug with incorrect definition of allowable player orientations
[-] Fixed map editor and game bug with Diplomat's Cloak and Pendant of Reflection
   enabled by default in SoD maps
[-] Fixed the errors of random map generator in map editor
[-] Fixed a map editor bug with Cove hero portraits when assigning a random portrait
[-] Fixed a bug when new heroes and artefacts were ignored after a map check
[+] Fixed a bug with incorrect information passed to the map error log related to
   absence of free artefacts on a map
[+] Removed the restriction of 144 external dwellings in the map editor

Interface
[+] Added a new route colour that shows where the player would not arrive even with
   full movement point pool
[+] Many spells' descriptions now have a dynamically calculated effect summary
[+] Fixed preview window sizes on RMB of hero and city
[+] Added separate buttons for closing the save and battle menus
[-] Fixed the selection button for all maps in the map menu
[+] Numerous fixes in custom campaign menu
[+] Map selection fixes
[+] Numerous fixes of trade and sacrifice windows
[+] Fixed the hero trade windows
[+] Fixed integrated campaign selection screen
[-] Fixed hero route arrows
[+] Changed some fonts
[+] Fixed the player flags that would sometimes not fit in the designated area in map and scenario selection menus
[-] Added icon animation in built-in panel selection menu
[-] Hotkey for HotA campaign selection changed from S to H

Graphics
[+] Added an underground battlefield for lava
[+] Fixed the obstacles, battlefield and map depiction of the Holy Ground
[-] Changed the graphics of Fortress on map
[+] Replaced the graphics of War Machine Factory
[+] Replaced visual representation of Hydra Pond
[-] Changed the image of the outer dwelling of the Dragon Lair
[+] Added new images of Hill Fort for all terrains
[+] Added two new reefs
[+] Added two new tree groups for rocks
[+] Added Mounds for snow
[+] Fixed One Way SoD monoliths
[+] Fixed image for Griffin Conservatory
[+] Fixed image of Abandoned Mines on Dirt
[+] Fixed image for Hill Fort
[+] Fixed the image of the Mystical Garden
[+] Added an image of Mystical Garden for Dirt
[+] Fixed the shadow for the image of the Pillar of Eyes dwelling
[-] Fixed the trigger position of the new Wagon
[+] Fixed images of numerous new artefacts
[+] Fixed background image in the creature window preview
[+] Fixed image of Earth Elemental on a map
[+] Fixed Efreeti and Efreet Sultan images in combat
[+] Fixed Troglodyte image in combat
[+] Fixed the image of the Gnoll corpse in battle
[+] Fixed the image of the Gold Golem in battle (incorrect attack and corpse shadow
   frames)
[+] Fixed the shadow image of the Diamond Golem in battle
[-] Fixed the portrait of Beatrice
[+] Fixed the image of one of the obstacles on the dirt during battle
[+] Fixed Imp Crucible, Upg. Imp Crucible and Birthing Pools animation
[+] Fixed images of Conflux Village Hall, Town Hall, City Hall, Capitol and background
[-] Fixed the image of Vault of Ashes
[+] Added all edits similar to SuperFix_Common
[+] Minor hero portrait fixes
[-] Minor graphics fixes

Other
[+] Added 2 maps: Barren Lands and Gambit
[+] Improved spell descriptions
[+] Fixed and improved hero specialty descriptions
[+] Fixed possible obstacle overlay on object images in RMG
[-] Map and text fixes
[-] Some launcher fixes

Download eng version installer
Mirror

Standalone version (includes all files of original SoD)
Mirror

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hellburn
hellburn


Famous Hero
The efreet
posted June 29, 2014 12:24 PM

THANK YOU SO MUCH FOR MAP EDITOR CHANGES!
This is so awesome, worth the wait

Also Forgetfulness fixed - finally.

AND also - it seems that when selecting Conflux and random hero in scenario options - the hero is truly random (from different factions). Please confirm this, someone.
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hippox89
hippox89


Famous Hero
posted June 29, 2014 12:33 PM
Edited by hippox89 at 22:50, 29 Jun 2014.



So the awaited announcement has finally come.

First, a huge congratulations to the whole crew. Well done! Besides being a great achievement, it's also yet another testament to the professionalism and true passion that is at the heart the crew. Thanks for the ton of work/time that must have been invested in the making of this patch. I see a huge amount of bug fixes, new additions and other fixes. Personally, I'm very pleased with most of the patch notes. The new front spacing is great, btw.

Now it's time to play/test.

Edit:

In relation to > '[-]Restored a 25% chance of a neutral zone in RMG'. What exactly is a neutral zone? I thought a neutral zone was just a zone having a town(s) without any player owning it?

**

About Spits and Pirate Caverns, what was the reason to remove them from random generation? A general advice would be to add a short reasoning, when it makes sense to, to patch notes.

Edit2:



Why was the original and beautiful Beatrice 'fixed'? I liked her better much before. The colours seem to stand out too much now. Her face is a lot different now. She looked lifeful before, now her face looks tight. Her original armor was more fitting; like, the chainmail around her throat had a more natural stop before, now it seems somewhat prolonged. Why Docent, why.

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ArchDruid
ArchDruid


Adventuring Hero
posted June 29, 2014 02:09 PM

nik312 said:
The new version of HotA is available for download (version 1.3.3).



It's time to conquer Erathia again!


a question: Is there a possibility to remove the maximum number of towns (48) in the map? Because on an Extra Huge or Giant map 48 town easily get lost..

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SkeleTony
SkeleTony


Hired Hero
posted June 29, 2014 05:02 PM

un_notas said:
Hi,

I assume that new monolits and portals is just only about graphics and there is not any new feature, right?

I guess that something different can be done, such as portals only works a limited amount of times (once per week, once per game...) or can only be used under certain criteria (not all players are eligible to use them or you have to meet a tent or complete a seer quest).

Some ideas may be interesting although perhaps quite difficult to be implemented in the game.



Excellent ideas!
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SkeleTony
SkeleTony


Hired Hero
posted June 29, 2014 05:32 PM
Edited by SkeleTony at 18:04, 29 Jun 2014.

8882 said:
I know that the HOTA team does not want to make balance changes, but since you are already making big changes to the looks of the units and changing the towns so that "units could be choses HOMM4 style" - what is moving away from orginal game:

maybe you could make the Orcs from Stronghold shoot 2 times, to make them better units..
also Gogs (not upgraded) could have a speed boost to 5, so that players who dont upgrade them (since their attack sucks) cant really use them. Maybe in fact their whole attack could be changed: so they would shoot twice.

This also applies to those Lizards from Fortress.. maybe make them shoot twice after the upgrade.

I think this does not mean moving away much from orginal game, it also balances those other towns, which kind of suck.



I don't think just making every 'shooter' shoot twice in their upgraded version is a good idea. For the Magogs a simpler and I think better idea would be to just make Inferno units immune to fire while being more susceptible to water (and air? A holy bolt of lightning from the sky?) and certain artifacts (the 'Holy' combo artifacts for example) or just make them immune to the Gog/magog attacks.

Orcs/chieftains could have a chance to do double damage and have no melee penalty; balanced by an inability to shoot through castle walls or, something else I was thinking: varying ranges for missile attacks. Orcs throwing axes would be limited to shorter ranges while elves/Great Elves have no range restrictions.

Quote:
I'd say if we could just drop the four 'standard' elementals for something with a bit more character, that would do wonders for it, say replace Air Elementals with Halflings, Water with some kind of tank unit, Fire with a fast attacked and Earth with a mage unit that can summon elementals.



NO! That would make Conflux even worse! Factions have to make sense within the heroic fantasy genre. Conflux is an 'Elemental' faction so shoving Halflings, tanks and such in there is just as bad (or much worse actually) as shoving sprites/pixies in.

There are a ton of ways the elemental units can be improved for play balance and consistency. A few examples:

Earth Elementals: Never liked the 'Magma elemental' as an upgrade because it becomes a hybrid of equal parts fire elemental and earth. But regardless of the upgrade (which is a cosmetic issue at best) give upgraded Earth elementals the ability to cast an 'Earthquake' (damaging city walls, perhaps doing more damage than standard 'Earthquake').
Also immunity to earth magic spells.

Fire Elementals: Don't like the 'Energy Elemental' as upgrade for the same reason I don't like Magma Elementals. Does not really fit. Give them a fire-based 'damage shield' like Efreet. Upgrade could attack two hexes (like a firebird) or cast a fireball once per battle or something.

Water Elementals: Water Elementals could 'teleport' in the same way as Oceanids, only not to sand/desert or magma terrain. Ice elementals could potentially replace damaged/broken wall sections with ice walls 1-3 times per battle.

Etc.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 29, 2014 06:10 PM

It's already out? After the last annoucement I expected a few more days

Greats news indeed, can't wait till today WC matches are over so I can start playing it!
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