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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 ... 88 89 90 91 92 ... 140 210 280 350 420 490 548 · «PREV / NEXT»
P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 09, 2014 01:40 PM

For 1.3.4

Nagabank fix -> sulfur to gems
Cyclop Cavern -> guarded by wolfraider, gain cyclops
Spells fix/balance?


Some more suggestions:

-"Crown of Dragontooth" and "Dragon Scale Armor" from relic -> major. (both boost +4 on 2 attributes, 8 in total, "Shield of Naval Glory" and "Trident of Dominion" boosts +7 a single, to compare both on major level). Its quite rare/nearly impossible to get the full dragon set atm. Maybe add 2 more new relics to keep the relic pool.

- Maybe the 4 Orbs in Combination (Rain, Fire, Silt, Firmament) could be combined to a set-item with additional 25-50% damage (it could look violet and could maybe called "Orb of Arcane Domination" or something like that)

-"Necklace of Swiftness", "Cape of Velocity", "Ring of Wayfarer" could also create a new set. Maybe +2 additional speed in combat (Sir Mullich special)/+x% more unit's base speed +maybe an add/another buff

-A new artifact: major - (neither you, nor your opponent/your oponent) isn't able to cast any spells on expert level. expert -> advanced downgrade

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 10, 2014 09:10 AM
Edited by Maurice at 09:11, 10 Nov 2014.

P4R4D0X0N said:
- Maybe the 4 Orbs in Combination (Rain, Fire, Silt, Firmament) could be combined to a set-item with additional 25-50% damage (it could look violet and could maybe called "Orb of Arcane Domination" or something like that)


I'd call it 'Orb of Elemental Supremacy' or something like that; at least a reference to the elements. Otherwise, I support this idea.

Same could be said for the four spellbooks, by the way. When combined, maybe they could reduce spellcosts across the board.

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Marc
Marc

Tavern Dweller
posted November 10, 2014 05:51 PM
Edited by Marc at 21:57, 10 Nov 2014.

More sugestions for Hota crew:

New filter: you can choose the level of magic in a map, only adventure spells.

None: no spells in adventure map.

Basic: Visions, summon/scutlle boat, disguise, view air/earth.

Advanced: same as basic plus Town portal and water walk.

Expert: same as advanced plus dimension door and fly.

Obviusly if those spells are inactive they will not apeears in any mage guild. And if its possible in any spell scroll or artifacts like angel wings not appear in the map.



New probabilities to get spells from mage guilds:

Rampart: can't get any fire spells, your heroes can't get fire magic.

Inferno: can't get any water spell, your heroes can't get water magic.
Only can get fire elemental.

Tower: now can get level 5 spell titan's bolt. Or maybe other towns too.

Dungeon: can't get water or air elemental.

Necropolis: can't get sacrifice or resurrection. Its doesn't work with undead.


New probabilities to get secondary abilities:

Might heroes: can't get eagle eye, mistyscims, scholar, sorcery. Poor probalities (depends on class) to get inteligence and wisdom.

Magic heroes: can't get artillery, ballistics, first aid, they trust in magic for this things. Poor probabilities (depends on class) to get
Logistics, navigation, pathfinding, scouting.

Bad towns can't get diplomacy.

Remove learning from the game.

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MattII
MattII


Legendary Hero
posted November 10, 2014 06:46 PM
Edited by MattII at 18:52, 10 Nov 2014.

Those changes are interesting. My desires are mostly for more water objects, things like water versions of the Witch Hut, Obelisk, Learning Stone, Lighthouse, Den of Thieves, Star Axis, Garden of Revelation, Marletto Tower and Mercenary Camp, etc. Basically, if it doesn't need another boat to be created I want a water version of it.

Also, a change to the Scholar skill so you can use it to copy a spell from a Scroll into your own spell book (consuming the Scroll in the process) would be nice.

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Marc
Marc

Tavern Dweller
posted November 10, 2014 10:12 PM

The image of tower in the selection town screen is a bug or hota crew made it expressly?

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted November 11, 2014 10:03 AM
Edited by malax83 at 10:14, 11 Nov 2014.

Marc said:
New filter: you can choose the level of magic in a map, only adventure spells.

None: no spells in adventure map.

Basic: Visions, summon/scutlle boat, disguise, view air/earth.

Advanced: same as basic plus Town portal and water walk.

Expert: same as advanced plus dimension door and fly.






Agree. Everything in this game is depending on the size map, so it s different when you are playing a XL map or the average M map... We need to simplify existing rules, but also to think innovatively (by the way, game making is easier).

I completely disagree with your secondary skill improvements even if it s interesting but as you know, adding new rules constraint the experience in game. Your filter is a rich idea, the players are frustated by the home rules but restrict skills to their class is an handicap, not an innovation.

MattII said:

Also, a change to the Scholar skill so you can use it to copy a spell from a Scroll into your own spell book (consuming the Scroll in the process) would be nice.


Scholar skill isn t useful to transfer spells to main hero so it doesn t need to change (depend on the size map a lot)

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MattII
MattII


Legendary Hero
posted November 11, 2014 10:18 AM

malax83 said:
Scholar skill isn t useful to transfer spells to main hero so it doesn t need to change (depend on the size map a lot)
Yes, but look at it this way, you have a hero with spell scrolls for Hypnotize, Fireball and quicksand, but you also have the Endless Purse of Gold, Spyglass and Vial of Lifeblood. 3 wanted artifacts, and 3 scrolls with good spells, but only 5 slots to stick them in, that is where my idea would come in handy.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 11, 2014 03:47 PM

My personal wishlist so far...

UI Enhancements:
• Buy all troops button
• Transfer all units button in trade between heroes (weekest unit stays with quantity of 1/or choose an unit that stays on quantity 1 in popup window)

Map Enhancements:
• More variety to random Map Generator
• when water selected, towns with shipyards could spawn more often near water to provide a shipyard there (Castle, Fortress, Necropolis, Conflux, Cove)
• Witchhut (only learn a skill if you WANT to, not automatically to avoid load/reload or to send a "spy hero" to investigate the skill of the hut)
• Market of Time (forget a previous learned skill, useful to get rid of unwanted starting skills like "Resistance" on dwarf heros or "Archery" on elf heros)

Artifacts:
• "Crown of Dragontooth" and "Dragon Scale Armor" from relic -> major. (both boost +4 on 2 attributes, 8 in total, "Shield of Naval Glory" and "Trident of Dominion" boosts +7 a single, to compare both on major level). Its quite rare/nearly impossible to get the full dragon set atm. Maybe add 2 more new relics to keep the relic pool.
• Maybe the 4 Orbs in Combination (Rain, Fire, Silt, Firmament) could be combined to a set-item with additional 25-50% damage (it could look violet and could maybe called "Orb of Elemental Supremacy")
• Maybe the 4 Tomes in combined create "Grand Tome of ultimate Wisdom", maybe 25% Manapoints are saved and +x power/+x knowledge
• "Necklace of Swiftness", "Cape of Velocity", "Ring of Wayfarer" could also create a new set. Maybe +2 additional speed in combat (Sir Mullich special)/+x% more unit's base speed +maybe an add/another buff
• A new artifact: major - (neither you, nor your opponent is/your oponent isn't) able to cast any spells on expert level. all "expert" magics -> downgraded to "advanced"

Spells:
• more difference/variety maybe some new spells
• mass spells vs. single target spells (basic -> target + random unit gets same effect, advanced -> target +2 random units, expert -> target +3 random units) same with "Mysticsm" basic+1, advanced+2, epert+3 so with both skills maxed out you get full mass spell ability again (7 slots = 1 target+6random, masticism+element needed).
• All damage spells -> rework the damage, its way too low in my opinion
• Earthquake -> 20 Mana down to 12, maybe add (damage to moat/disable moat) as well
• Force Field -> with Expert Earth length 3+ else, advanced only 2
• Sorrow -> maybe make it an "Anti-prayer" its quite useless with the new hota artifacts, maybe a combination of both... -2/-3 moral and -2/-3 attack/defense/speed  (anti-prayer)
• Air Shield -> expert 50% up from 25% (Archery got also 50% on expert)
• Titan's Lightning Bolt -> scale with power and level of air magic, maybe a "tower only" lvl5 spell (see below)
• Counterstrike -> down to lvl3 (lvl4)
• Cure -> only useful for lvl6 or 7 units also (10/20/30 + (power x 5)) is quite to low, (30/60/90 + (power x 10))
• Magic Arrow -> maybe addition effect depending on element but stays at low damage, element is selectable if you got more than one on expert level (air: -1 attack for 1-2 rounds, earth: -1 speed for 1-2 rounds, water: -1 defense for 1-2 rounds, fire: more damage)
• Land Mine -> 18 Mana down to 8-10, maybe back to lvl2, never saw soeone use it
• Fireball -> Damage up
• Inferno -> Damage up
• Slayer -> complete rework, maybe death stare hexed on that unit and every unit that attacks hexed enemy may trigger it, max 1-2 unit/s perish every strike
• Sacrifice -> maybe inferno only (Imp-Mania and maybe also imp growth rate rebalance)
• High level town specific spells: to differ between towns and lvl 5 guilds, also interesting with multiple towns on map.
-Tower: Titans Thunderbolt (it got 2 lvl5 spells)
-Rampart: maybe a very strong and defensive Summon unit
-Inferno: maybe Sacrifice
-Necropolis: maybe a drain/resurrect spell
-Dungeon: ???
-Conflux: maybe an very strong offensive Summon unit
• Elements/Spells and Towns: Every town could have some favorite spells/schools with a small percentage (1-2%) to gain that spell in mage-guild more often than other towns. Maybe also magic heros could prefer from it (to compensate the lack of AT/DE maybe +10% "Air/Earth/Fire/Water Damage" depending on town type and +1 duration for spells.
Castle: prefers buff- and offensive spells (bless, prayer), +10% water
Rampart: prefers buff- and defensive spells (haste, slow), +10% earth
Tower: prefers clarification spells (view air/earth)(skyship), +5% all
Inferno: prefers damage and debuff spells, no water allowed, +10% fire
Necropolis: prefers necropolis only/earth spells, +10% earth
Dungeon: prefers damage spells and dimensional gate (to jump from underground cavern to next), +10% air
Stronghold: prefers damage and damage buffs spells (bloodlust, frenzy), +10% fire
Fortress: prefers defensive and defensive buff spells (stoneskin, shield), +10% earth
Conflux: prefers no spells, +5% all
Cove: prefers boat skills (summon/scuttle boat), +10% water (seafarer)
• Heros with Spells as Special: additional +10% on that magic school of theat spell. Terek (Haste) gain +10% air ('coz of haste) and 10% fire (from stronghold bonus)

Skills:
• Eagleeye -> complete rework
• Scholar -> +1 Spell every week only lvl1+2 (all lvl1 before lvl2)
• Resistance -> 5%/10%/20% up to 10%/25%/40%
• Sorcery -> 5%/10%/15% up to 15%/30%/50% (from actual balance)
• Scouting -> complete rework, maybe Fog of War
• Mysticism -> 2/3/4 up to 4/6/8 + 1-3 more targets for benefit spells (see above)
• Learning -> 5%/10%/15% up to 10%/20%/33% low chance on additional points (WoG like)
• First Aid -> complete rework or revive function
• Ballistics -> complete rework, maybe some ability with the new siege weapons, each different (u still wanna implement these, except the cannon?)
• Artillery -> complete rework/buff
• All magic -> see "mass spells" above

Towns/Units:
• Different abilities for Conflux... why the hell vuln/imm vs. Meteorshower one of dozend spells? and vulnurablity/immunity system? also full mindspell immunity? More difference pls, atm. it feels like a necropolis clone. Also -> not every spell deals damage
• Lizardmen still suck
• maybe an option to get some more of the required lvl7 unit ressources from silo (Castle, Necropolis, Stronghold, Fortress), maybe also the ability for other towns to get +1wood/ore as addition. So maybe Silo is upgradeable twice -> first upgrade as it works now, second upgrade -> missing primary/secondary ressource.

Other Enhancements:
• more Models for Heroes (only one is used atm for horse + in combat) for example "Kyrre" is displayed as "Male Ranger" on map and in combat displayed as "Female Druid" there is no model for "Female Ranger"
• Player/AI-slots (from 8 up to 10), atm you can't set an enemy/player to every type of town, but for G Maps its quite interesting. (black and white as color, also possible to split green in light and dark green)

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revolut1oN
revolut1oN


Famous Hero
posted November 11, 2014 09:35 PM

One thing Hota Crew doesn't lack surely are ideas, so no reason to post some random stuff here and just spam the topic.

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MattII
MattII


Legendary Hero
posted November 11, 2014 10:58 PM
Edited by MattII at 23:21, 11 Nov 2014.

True enough. Now removing previous post. Do they have a list of planned inclusions?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 11, 2014 11:54 PM

revolut1oN said:
One thing Hota Crew doesn't lack surely are ideas, so no reason to post some random stuff here and just spam the topic.


True, but the lack of releases don't make it better, what else for this topic in your opinion? Useless discussion about flawed mechanics, complains that nobody cares about?  Oh wait... useless posts without any content works well, didn't it?

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ArchDruid
ArchDruid


Adventuring Hero
posted November 12, 2014 12:33 AM

P4R4D0X0N said:

UI Enhancements:
• Buy all troops button



Use this button to buy every unit with one click!


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ArchDruid
ArchDruid


Adventuring Hero
posted November 12, 2014 12:38 AM


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ArchDruid
ArchDruid


Adventuring Hero
posted November 12, 2014 12:41 AM

Ahh, fck! Why isn't there a post preview option?

Here is the pic!

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gatecrasher
gatecrasher


Famous Hero
posted November 12, 2014 01:05 AM

@ArchDruid

You can post and edit afterwards, so that's a preview mode effectively.

The button is a HD mod feature. I've recommended this before but paradoxically the guy is resistant to advice.

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MattII
MattII


Legendary Hero
posted November 12, 2014 01:54 AM

P4R4D0X0N said:
True, but the lack of releases don't make it better, what else for this topic in your opinion? Useless discussion about flawed mechanics, complains that nobody cares about?
Flawed mechanics are called 'bugs', and their elimination it vitally important to any successful program.

That said, perhaps there should be a separate thread for HotA wishlists.

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted November 12, 2014 10:31 AM
Edited by malax83 at 10:47, 12 Nov 2014.

The topic of Paradoxon is not enought tought (button already existing, mysticism already modified..etc) but it s not called pollution and it shows how much H3 important is again. I notice some reccurent problems can annoy,
I see 2 thematics :

mass spells
secondary skills

To me it s not important to comment skills for two reasons,

they are coming soon,
HotA proved by the past what they were able to do.

So if a new thread could be open, it can t be on a Open wishlist and it seems necessary to say which thematics are actually to study and not.

And less important, the balance of creatures (see imp). I made a survey on this but there s not enought people who voted (only 23); the result is not totally what i excepted :

Creatures equal to 6%: monarch wuvern
Creatures equal to 5%: ghost dragon
Creatures equal to 4%: archangel, master gremlin, familiar, cyclops king, vampire lord

Some change has still made : cost of cyclops cave, the familiar health has been changed but removed (indeed their population number could be increased a little bit) and i m waiting a ghost dragon capacity balance : the 50% health ratio could be decreased (up to 75%) while the chance to cast it increased. I can t complain against castle but everyone know how much overpowered they are........ I wanna probably balance the ghost dragon but it doesn t look like to erm script, it looks hardcoded (maybe i can create an algorythm  C+ program).

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revolut1oN
revolut1oN


Famous Hero
posted November 12, 2014 03:20 PM

You really think Castle is overpowered? Lmao

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Macron1
Macron1


Supreme Hero
posted November 12, 2014 04:36 PM

revolut1oN said:
You really think Castle is overpowered? Lmao


From original towns it's the most strong town.
Pikeman on 1st level has most HP from all 1st level units.
Gryphon has unlimited retaliations.
Champion has charge ability.
Archangel has a huge HP and Resurrection ability.
Zealot is a powerful unit, and has no melee penalty (lich has).
Crusaders have 2 attacks.
And it's all under sauce of Leadership/Morale bonuses to heroes and movement bonuses from town.
Cove is the only more strong town in HMM3 HOTA.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2014 05:29 PM

That's not how you properly compare. If you build archers, can't get angels + castle. If you build griffins, can't get angels. Your first and second day will be wasted to build mage guild and blacksmith, both required. At same moment, stronghold is close to get behemots, fortress already got wyverns, ramparts has gran elves, while you have to defeat everything around with pikemans and can't recruit anything else for 6 days, cuz your angels are the most first week expensive dwelling in the game.

Castle has a tough start. Later it shines, but if you survive.
____________
Era II mods and utilities

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