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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 ... 87 88 89 90 91 ... 140 210 280 350 420 490 548 · «PREV / NEXT»
frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted November 07, 2014 03:37 PM

Hello lately, I've been playing HotA a lot, and there are two things that I would like to see in next version (this is just a suggestion, though I know you devs have a lot planned):

1. I would love to have options in map editor for multiple loss conditions (like lose several heroes and time limit, something like 3DO campaign maps had). I don't know if it is feasable, but it would be nice.

2. Updated campaign editor to work with HotA maps.

I know these are not priorities, as you have more important things planned, but I think it woould be awesome to have this. And, thank you HotA team for everything
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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ericoz
ericoz


Adventuring Hero
posted November 07, 2014 08:24 PM
Edited by ericoz at 20:36, 07 Nov 2014.

nummi said:
but generally what is needed is simply "more stuff"


If your point was valid WOG would have fixed all HOMM3 problems, don't get me wrong.

Implementing more content on a game with already bad implemented content  will just make things more unabalanced and loose.

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nummi
nummi

Tavern Dweller
posted November 07, 2014 11:54 PM

ericoz said:

If your point was valid WOG would have fixed all HOMM3 problems, don't get me wrong.

Implementing more content on a game with already bad implemented content  will just make things more unabalanced and loose.

I don't get you wrong, but you got me essentially completely wrong.

WOG's kind of "more stuff" was not what I was referring to.

Obviously Hota is about keeping the feel and gameplay essentially the same while fixing and improving and introducing new suitable content.
The "feel" of WOG is not the "feel" of Hota.

I never would have even said what I did if I had in mind what WOG is.

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ericoz
ericoz


Adventuring Hero
posted November 08, 2014 12:57 AM
Edited by ericoz at 01:49, 08 Nov 2014.

While I see WOG as a tool for modding HOTA is more of an expansion following the style of ROE/AB/SOD.

WOG has some interesting balance options (on SSs for example) and others to give more gameplay options, not focused on balance but different playstyle. although it seems too buggy and unstable (at least 3.58f witch was the last version I tried) to me.

HOTA feels like it could be a release 6 months after SOD or something.
It follows the one town add-on from AB and it has some new content and bug fixes. But didn't even touch some of the things I just mentioned over and over and that are bad since ROE. Bad new content (comparing to HOMM2) that they decided to try out on HOMM3 that never worked since day one and they never cared to fix either (like negative luck).

Most of things that worked and got imported from HOMM2 is excellent, some new content too (artillery/offense/armorer/tactics...) while other things are completely useless.

I think for the casual gamer that started on HOMM3 they won't see the mistakes mades from 2 to 3, 3 to 4, problems that remained on all expansions (including HOTA).

But doesn't take much for the casual gamer either to realize how much useless stuff there is on the game. I remember getting it that first aid, sorcery, eagle eye, learning, mysticism were utter useless on my first week of playing the game.

That hit and run (fixed on HOTA) to weaken armies was unfair, since you could hire the same hero with full movement points, surrender with black dragon/fire immune troop, and cast armageddon or whatever high damage and repeat over and over.

That earth magic was (still is) the best magic.
That a lot of spells are useless in 95% of the games (protections except earth protection and that is only when opp got a high damage spell and big mana pool, forgetfulness, frost ring, air shield, precision, hypnosis, magic mirror, fire shield, slayer, sorrow,...) while others are in the same level and are so bad compared to each other, and that mass haste/slow is game breaking and stronger than so many higher level spells.

That some artifacts of the same class were wayyyy better than others and finding them early while opp found the bad one would give so much advantage.

That Necropolis was unstopable on big maps (HOTA nerfed necromancy by 50%)

And these are the mistakes I hear a lot of people complaining. Not only the casual gamer but the experienced player.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 08, 2014 01:10 AM

The things you mention are all beyond the scope of HotA. As has been said multiple times, by the way, by its creators.

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ericoz
ericoz


Adventuring Hero
posted November 08, 2014 01:17 AM
Edited by ericoz at 01:17, 08 Nov 2014.

It will keep being the reason why people won't play it anymore, or just leave it behind after a while, then.

I guess it won't leave me with good expectations. Let's just hope another team picks those things, work it out, and make it a fun game to play with friends, again. The same major flaws keeping intact is a sad thing to see. But that's just my opinion.

Glad to be sure about it now.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 08, 2014 01:17 AM

We are in a gamers forum, dedicated to H3 for years. You have the ToH forum, then you have the WCL forum. Then you have the "library forum", dedicated mostly to Heroes 3 tactics.

A very interesting thread named "tactics" is in library. Its author is Frank, the best H3 player for several seasons, then you have many other good players adding comments and tactics to it. Strangely, despite your affirmations, you won't find any of them complaining. In any of the 3 forums.

Instead, I see here a lot of amateurs gamers complaining, most of them not even knowing H3's mechanics proper spelling or names.

The "experienced players complaining" is pure fiction, invented for you guys can keep discussing about what to change. If this entertain you, great, but I thought you are already aware that Hota team doesn't give a rat's ass about your balance suggestions, as they stated it 1 billion times.
____________
Era II mods and utilities

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ericoz
ericoz


Adventuring Hero
posted November 08, 2014 01:23 AM
Edited by ericoz at 01:25, 08 Nov 2014.

You're probably right. I should keep in mind those maps with a level 6000 mage. And the magic mirror being so good vs faerie dragons.

Maybe I'm trying to reduce everything into a casual multiplayer game. Anyway, I was just checking those things here, for I have agreed with a lot of people on it while playing online over the years. Guess I was wrong after all.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 08, 2014 01:32 AM
Edited by Salamandre at 01:40, 08 Nov 2014.

No. What you don't understand is that the game, within its usable resources (those 1st level spells for example) is enough complex and gorgeous to survive and doesn't scream for a possible potty balance. An experienced player does not care about your "bad spells" because he already has a great time and challenge fighting with-for example- slow and haste, to summarize.

And frankly, my arguments about high level heroes, faeries and such, were an attempt to wake your interest about creative possibilities and lower your frustration. Now you use it as a sarcasm and mockery.

I don't know, I feel myself very joyful when I discover someone using a new tactic I didn't know. But some people prefer the deny and keep stubborn. It's a matter of personality and investment I think.
____________
Era II mods and utilities

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ericoz
ericoz


Adventuring Hero
posted November 08, 2014 01:47 AM

Yea go invest on EE, Learning and First Aid to find out a new tactic.


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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 08, 2014 02:12 AM

I guess there is only one working tactic for this game with some small variations depending on your luck, what skills/artifacts/spells you get 'till certain week/month... and all the "pros" just use the same tactic, why complain about the only working skills/spells/builds/variations?

Also: when your tactic works, why change it? You also know how your enemy would play if he is smart enough. More ways to win would change the gameplay. More different ways to win would change the gameplay enormous. Same happened with Sid Meiers "Civilization" games, but there are much more ways to win, so you could decide what path you choose.

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Marc
Marc

Tavern Dweller
posted November 08, 2014 05:45 AM
Edited by Marc at 06:09, 08 Nov 2014.

Im inspired in a new town from magic the gathering. Color blue, Islands a town of water, I know that is very difficult but betters than "technologies town".

Level 1 :merfolk/merfolk warrior.

Level 2: scavenger/ a bird with ferocity ability.

Level 3: merfolk wizard (two shots, each shot has a 20% probabilties to frozen the enemy for 1 turn.

Level 4: a merfolk mount a crocodile

Level 5: giant turtle, like the primary nix warriors.

Level 6: Drake/Ancient drake ( a great improvement)

Level 7: Kraken/Giant Kraken  for example. Thanks for reading.

This town will be neeutral and its mage guild will be powerful, level 5.


New 5 level spell from water: counterspell.

none 20% to cancel the next 1 or second level spell.

basic 40% to cancel the next 1 or second level spell.

advanced 60 to cancel 1-3 level spells.

expert 80% to cancel 1-4 level spells. Or maybe 1-5 level spells.

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whitebeard
whitebeard


Adventuring Hero
posted November 08, 2014 10:04 AM

Marc said:
Im inspired in a new town from magic the gathering. Color blue, Islands a town of water, I know that is very difficult but betters than "technologies town".

Level 1 :merfolk/merfolk warrior.

Level 2: scavenger/ a bird with ferocity ability.

Level 3: merfolk wizard (two shots, each shot has a 20% probabilties to frozen the enemy for 1 turn.

Level 4: a merfolk mount a crocodile

Level 5: giant turtle, like the primary nix warriors.

Level 6: Drake/Ancient drake ( a great improvement)

Level 7: Kraken/Giant Kraken  for example. Thanks for reading.

This town will be neeutral and its mage guild will be powerful, level 5.


New 5 level spell from water: counterspell.

none 20% to cancel the next 1 or second level spell.

basic 40% to cancel the next 1 or second level spell.

advanced 60 to cancel 1-3 level spells.

expert 80% to cancel 1-4 level spells. Or maybe 1-5 level spells.


But we already have cove..?
____________
My Heroes 3 Town: http://
heroescommunity.com/
viewthread.php3?TID=40183

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 08, 2014 10:15 AM

Quote:
This town will be

This town will never be

Also, this thread is not an altar of wishes
____________
The future of Heroes 3 is here!

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Ulfus
Ulfus


Hired Hero
posted November 08, 2014 11:22 AM

I like this. This town - is a pirates?

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted November 08, 2014 03:35 PM

ericoz said:
But doesn't take much for the casual gamer either to realize how much useless stuff there is on the game. I remember getting it that first aid, sorcery, eagle eye, learning, mysticism were utter useless on my first week of playing the game.



You have to be patient, HotA is working on imo.
But i agree u about spell imbalance (cost of mage guild while level 1 mass spell are strong... see "prayer spell").

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hippox89
hippox89


Famous Hero
posted November 08, 2014 08:38 PM
Edited by hippox89 at 20:38, 08 Nov 2014.

This is just a guess for fun, but I bet that the 1.3.4 update is being pushed to this years traditional 'New Years' release now that we're so close to Christmas and all.

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted November 09, 2014 11:42 AM
Edited by malax83 at 11:45, 09 Nov 2014.

sry double post inc.

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted November 09, 2014 11:44 AM

malax83 said:
Hey i didn t find the patch 1.3.3 notes in english so i translate from russian text. Do you know where is the link ? cause it lack me translations.

Quote:
[+] Shackles of War effect applies only when both sides in the battle have heroes
[+] Add 5 new monolithes two way entrance (16)
[+] Add 2 new Monolith one way entrance (12)
[-] translate (russian text)
[-] translate (russian text)
[-] translate (russian text)
[+] Dragon faerie AI Value set to 30501
[-] Sea Dog Health decreased to 15
[-] Nix (warrior Nix) Health set to 80 (90)
[-] Sea serpent Health set to 180, Defense set to 16
[-] New structure: Vault of Ashes. Cost: 5000 gold, 5 mercury. Increases the growth of the Firebird and Phoenix by 1.
[-] Cost Grotto increased : 7500 gold, 15 wood, 15 ore
[+] Cyclops Cave price does not include crystals. Upg. Cyclops Cave has +5 crystals in price.
[-] Ring of Oblivion : When worn, makes all losses in the battle irrevocable: corpses disappear right after unit’s death, Ressurection, Animate Dead and Sacriface are banned for use, vampirism only restores health, but does not bring back dead units, undead cannot be raised using necromancy after battle.
[-] Cape of silence : Bans all level 1 and 2 spells in battle.
[-] Creatures Bank Mansion set to 40,60,80,100 vampires lords
[-] translate (russian text)
[-] translate (russian text)
[-] Red Tower.Value: 4000. Frequency of occurrence: 80 (?).
[-] Map object : Hill fort (new one, that allows upgrading 1-5 level creatures for double cost). Value: 12000. Frequency of occurrence: 20.
[+] Srcoll with Town Portal, Fly, Dimesion Door and (in case of water map) Waterwalk. Value 15000, frequency of occurrence 30, maximum 1 in the zone.
[+] Map object Cannon Yard. Allows to buy a cannon for 5000 gold. Value : 3000. Frequency of occurence: 25.
[-] translate (russian text) (?)
[-] Eovatcius : Each battle the first cast of Clone spell summons 2 clones of target unit. If less than 2 copies can be created at a time, the available amount is created and the spell is considered a success.
[-] translate (russian text)
[-] Hero Zilara : skill Water magic to Basic Resistance. Hero Astra : skill learning (?) to basic Luck. Hero Dargema : Skill Air Magic to tactics
[-] Hero Nella (?)


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Sav
Sav


Known Hero
posted November 09, 2014 11:48 AM
Edited by Sav at 11:58, 09 Nov 2014.

English version of changelog from update server:

Quote:
[!] - Important Information.
[-] - Bug and error fixes and changes to previous elements.
[+] - Innovations.


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 valuable 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 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


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