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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 196 pages long: 1 2 3 4 5 ... 40 80 120 160 ... 192 193 194 195 196 · NEXT»
nik312
nik312


Promising
Famous Hero
posted March 04, 2017 02:51 PM
Edited by Corribus at 16:02, 04 Mar 2017.

[Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions

This thread is for posting your suggestions for Horn of the Abyss add-on and discussing the suggestions of other members. The previous user-created topic can be found here: link

Any wishes or ideas you might have for the game belong here and only here - they will be considered off-topic in other HotA threads. That being said – if your suggestion does not concern the game itself, but is rather just overall project-related (like PR and such) then it may be more appropriate in the main topic link.

The creativity of your ideas is not regulated, but keep in mind the general principal of “classicality” when proposing your idea. The less wild is your suggestion, the more it looks like something what NWC could have done themselves – the more probability it has not to be discarded right away.

Here are a few topics, which are often brought up and receive similar responses:
1) Skill balance (buffing the more useless skills/nerfing the more strong ones)
The team has pretty much established most of things to do with most of the skills. As for those, which are not decided yet: we have had so many discussions over the course of several years that you have little to no chance of suggesting something reasonable that we haven’t discussed yet.

2) Spell balance (same as above but for spells/magic schools)
Though the discussions have not been as thorough here – it is very hard to suggest something that will not turn the whole game upside down. But you may just as well try

3) New towns
We all know how exciting it can be to come up with an idea of your very own town-concept and present it to someone on the off chance that they will actually take notice. But realistically – the team has its own concepts, which await their turn and even those are not any nearest priority. Even if your concept is as interesting as it gets it will most probably not see the green light.

4) Original campaigns with new features
We obviously already have that on our radar, but it just has not been of highest priority for now.

5) Creature experience, army taxes, commanders, new magic schools, new skill levels, e.t.c
These are all examples of absolutely unclassical mechanics – you may take a mental exercise in discussing something like that, but it will never be implemented in HotA.

6) Interface and usability suggestions
For now those ideas have the highest precedent of actually being implemented. As a developer you might not notice some of the more nuanced problems a regular player has during his playtime and communicating those issues and ways to fix them was actually beneficial in the past.

7) Something you actually have a lot of experience with
That is to say: if you are an experienced multiplayer player – you may suggest something balance-wise, which we haven’t thought of yet, if you are a top-notch mapmaker – you might find some really long-awaited map-editor feature, that is not yet on our list, if you are a professional interface designer - you can point out some obvious from your POV interface aspects which just have to be addressed. If you are exceptionally good at something – you have a significantly greater chance to suggest something that actually makes sense.

With all above being listed – keep in mind that the team will not respond to most of the suggestions, letting the users discuss those among themselves and silently marking those with some potential. It is plainly impossible to answer each one of incoming suggestions. Your idea can be addressed individually if a member of a team decides to do so, but generally speaking – be ready that your post will not be directly answered by the Crew.

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markmasters
markmasters


Famous Hero
Dragon of justice
posted March 04, 2017 08:02 PM

Hey Nik, thanks for the initiative! Let's hope this topic stays well....on topic .

In the previous topic i mentioned these but i'll try again:

- (new) garrisons with walls: zoning areas can be strategical,;but current garrisons give no advantage, you might better block the area with a level one hero. (unless magic protected, but thats a class apart). If a garrison would be fortified with acwall (like fort battle) it might give new cool options.

-water mines: fits HOTA where a lot happens on the seas, of course they should be themed correctly: a cave with diamonds, ore from a shallow piece of water...just some ideas

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WytchCrypt
WytchCrypt

Tavern Dweller
posted March 04, 2017 10:59 PM
Edited by WytchCrypt at 23:03, 04 Mar 2017.

Buy All Available Troops Option

Just began playing HotA last week and LOVE IT!  The HD is great & Cove is a very high quality additional town.  Just finished updated all the Cove hero names and pictures yesterday.  My fave feature is the full statistics option during combat where you're informed not only the range of possible damage but also the number of possible casualties of targeting specific enemy troops...brilliant.  

Anyway...

There's actually only one feature from the years I spent with WoG I'd love to see incorporated into HotA.  The "Buy all available troops" option.  It's a huge time saver to roll into a city, click the town button and have it automatically calculate as many troops as possible for you to purchase with your available gold.  Click ok and they're all bought in one click rather than going to each creature building individually.  And if you don't like the selection of troops it proposes, you can still visit the creature buildings manually.  Best of both worlds.  Fantastic time saver!  
____________
No such thing as spare time.
No such thing as free time.
No such thing as down time.
All you got is lifetime.  Go.
- Henry Rollins -

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nik312
nik312


Promising
Famous Hero
posted March 04, 2017 11:21 PM
Edited by nik312 at 23:21, 04 Mar 2017.

WytchCrypt said:
Just began playing HotA last week and LOVE IT!  The HD is great & Cove is a very high quality additional town.  Just finished updated all the Cove hero names and pictures yesterday.  My fave feature is the full statistics option during combat where you're informed not only the range of possible damage but also the number of possible casualties of targeting specific enemy troops...brilliant.  

Anyway...

There's actually only one feature from the years I spent with WoG I'd love to see incorporated into HotA.  The "Buy all available troops" option.  It's a huge time saver to roll into a city, click the town button and have it automatically calculate as many troops as possible for you to purchase with your available gold.  Click ok and they're all bought in one click rather than going to each creature building individually.  And if you don't like the selection of troops it proposes, you can still visit the creature buildings manually.  Best of both worlds.  Fantastic time saver!  


Try clicking on the "fort level" icon inside the town while playing with HD mod

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WytchCrypt
WytchCrypt

Tavern Dweller
posted March 05, 2017 06:16 AM

nik312 said:

Try clicking on the "fort level" icon inside the town while playing with HD mod


Wow, this is perfect!  Thanks!  I had no idea this was already done

And Thanks to whoever added the recruit all creature mod to the HD version...this game just keeps getting better and better as the years go on
____________
No such thing as spare time.
No such thing as free time.
No such thing as down time.
All you got is lifetime.  Go.
- Henry Rollins -

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MattII
MattII


Legendary Hero
posted March 05, 2017 07:34 AM

Okay, transferring my ideas from the other thread:
Random Maps
* 'Normal' water content means actual bodies of water, not a 1x1 square in a corner somewhere
* An option for 'limited' subterranean terrain, featuring no towns

User Interface/similar
* The ability to play traditional H3 campaigns

Existing Map Objects
* It is possible to refuse skills given by Witch Huts/Scholars
* External dwellings can be upgraded for 50% greater cost than they would cost if in a town.

New Map objects
* Water versions of:
- Obelisk
- Witch Hut
- Learning Stone
- Lighthouse
- Star Axis, Garden of Revelation, Marletto Tower, Mercenary Camp
- School of War
- Library of Enlightenment
- Den of Thieves
- Black Market
* 'Magic' Version of Arena
* Grandmaster's House (a skill can be learned similar to the University for 1000 Gold for Basic level, 2000 Gold for Advanced level or 5000 Gold for Expert level)

Skills
* Eagle Eye - You can now learn spells from a Shrine at 1/2/3 space distance.
* Scholar - Allows you to copy spells from Scrolls into your own spell-book
* Scouting - Boost works from Observation Tower, Pillar of Fire and Redwood Observatory
* Mysticism changed from 2/3/4 spell-points per day to 3/7/10 with an additional 1/2/3 points for each level of Spell Power
* First Aid raise FATent hp to 100/150/200, plus allows 100/200/350 hp worth of creatures to be resurrected after combat (less 50 hp if the tent has been destroyed)
* Navigation drops the boarding/unboarding cost

Spells
* Mass spells are now separate to single-target spells, come at a higher level, are more expensive, and have less effect per stack
* Spells now have a fourth 'untrained' level below the others

Artifacts
* Some artefacts that have disadvantages as well as advantages
* More Combo Artifacts:
- Ring of Wayfarer, Necklace of Swiftness, Cape of Velocity
- Clover of Fortune, Cards of Prophecy, Ladybird of Luck
- Badge of Courage, Crest of Valor, Glyph of Gallantry
- Bird of Perception, Stoic Watchman, Emblem of Cognizance
- Speculum, Spyglass
- Orbs of the elements
- Tomes of the elements
- Rampart/Fortress/Inferno/Cove armour/weapons sets
* Artifacts to increase learned experience.

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bloodsucker
bloodsucker


Legendary Hero
posted March 05, 2017 12:24 PM
Edited by bloodsucker at 12:33, 05 Mar 2017.

nik312 said:
6) Interface and usability suggestions

I guess this fits, while I'm sure it will be hard to implement: the possibility of choosing only a particular player's turn to Replay.

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MCB
MCB


Hired Hero
posted March 05, 2017 02:10 PM
Edited by MCB at 14:15, 05 Mar 2017.

I'm with MattII except for grandmaster house, eagle eye and mass spells.

The possibility to gain an expert level is too much.
The possibility to enter on anything without touch it is anti-game mechanics.
And mass spells is complicated.

In my opinion eagle eye and scholars should be like this:

basic 1,2 advanced 3,4, expert 5.

And mysticism should be 10, 20, 30 per cent of your total spell points. Or 5, 10, 15.

First Aid tent can't ressurect after combat imo. The name is clear First Aid xd is not a modern hospital.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 06, 2017 01:49 AM

MCB said:
First Aid tent can't ressurect after combat imo. The name is clear First Aid xd is not a modern hospital.


Actually, their reallife counterparts were designed more or less with that idea in mind. Not a real resurrection, but to drag soldiers through their injuries and allow them to live after a battle, instead of dying. Injuries sustained during a battle can be severe enough to take a soldier out of the rest of the fight, but with proper and speedy medical care, they could live to fight another day.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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skaniol
skaniol

Tavern Dweller
posted March 06, 2017 11:14 AM
Edited by skaniol at 11:16, 06 Mar 2017.

Here are some of my interface and usability suggestions:

The dismiss hero button is grayed out sometimes, like I explained in the [url=http://heroescommunity.com/viewthread.php3?TID=40812&PID=1417694#focus]previous thread[/url]. I wish it was available all of the time.

Hotkeys

Adventure:
[Arrow Keys] - Moves current hero
[Ctrl] + [Arrow Keys] - Scrolls Adventure Map

I wish I had an option to reverse the above hotkeys so I could scroll without holding Ctrl. I never use the arrow keys to move heroes and I want to have an alternative way to scroll the map which doesn't involve the mouse. Doing chords doesn't cut it.

If I am not missing something, the hotkeys in a Town are:
[Up Arrow] - Previous town
[Down Arrow] - Next town
[Space] - Switches visiting/garrison heroes
[F10] - Transfer all creatures between both heroes {HD}

I always wanted to have more hotkeys there. The most important structures are common to all towns. It would be very convenient if we had hotkeys for quick access to them. For example:

{H} Hall - build other structures
{C} Castle - Recruit {C}reatures
{M} Mage Guild - Buy a magic book. See the spells
{T} Tavern - Hire heroes. Hear rumors.
{W} War Machines / Blacksmith - Buy war machines

We already have the Thieves' {G}uild and {B} Marketplace, which are very useful.

You could add less common stuff like {A}rtifact Merchants, {S}hipyard, Magic {U}niversity, {P}ortal of Summoning, Ballista {Y}ard, {F}reelancer's Guild, etc., but I think the above 5 are must-haves.

BTW, Is there a way to make all these hotkeys customizable either thru a GUI or thru an ini file?

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markmasters
markmasters


Famous Hero
Dragon of justice
posted March 06, 2017 02:43 PM

Regarding all the buffs mentioned to eagle eye it remains a niche skill, I think it would be cool if it wasn't just for spells.

If a hero is within X tiles (where X can be a number based on Basic/advanced and expert) from a specific adventure object, the hero can see whats in the object:

Example: windmill, rightclick windmill (not visited: 4 wood available this week)

Garden of wee folk: 500 gold available this week

Basicly stuff that generates resources and can be seen with an 'eagle eye'

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Hourglass
Hourglass


Famous Hero
posted March 07, 2017 10:06 PM
Edited by Hourglass at 22:08, 07 Mar 2017.

I think the general problem with Eagle Eye is that it's just sooo useless to start with - even if it was buffed to make player able to learn 5th level spells, happen at 100% of time etc, it would probably still be very bad skill. There's just too many ifs.

I would go as far as to say that Eagle Eye - in it's current state- downgrades Homm III experience (not only Hota). When the game offers you skills, you never want to pick Eagle Eye, so when you gain a level and you get offered by EE, there's not a real choice to be made.
Furthermore, there are even 3 artifacts to combo with useless skill - 2 of them being treasure, so if I'm willing to pick artifact as a bonus item, I sometimes get screwed by these troll items.

As Hota Crew has stated, they want keep the classic Homm3 touch. So making eagle eye something that it was not in the past, is probably out of question. I'm pretty sure that messing with it's numbers (like increasing the chance) is not the way to go either.

I honestly think the best way to deal with this situation would be completely removing Eagle Eye from the game. That would mean taking the artifacts out as well and changing some heroes skills and even special powers. I'm pretty sure Eagle Eye would not be missed at all and Hota crew certainly has plenty of good ideas for magic related skills.


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gatecrasher
gatecrasher


Famous Hero
posted March 08, 2017 12:26 AM

Never thought of it that way. Removing it sounds compelling.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 08, 2017 01:07 AM

Eagle Eye is a bad skill, but removing it entirely will also have consequences. It will create less possibilities for hero developement, I know one would very rarely pick Eagle Eye, but I would pick it over Learning any day and perhaps over First Aid, Ballistics or other situational skills. Removing the 3 Eagle Eye artifacts will result in it being much easier to assemble combo artifacts, so if these 3 are removed, 3 other should take their place.
Also 8 heroes would need new skills (or the other skill upgraded to advanced level) and 7 heroes would need new specialities.

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Rage08
Rage08


Famous Hero
Making it in the real world
posted March 08, 2017 11:04 PM
Edited by Rage08 at 23:16, 08 Mar 2017.

Some great ideas there in MattII's above post.

I'd like to echo MCB in regards to the Grandmaster's House and mysticism. Particularly, if mysticism is to be changed to a % of total spell points, it then rewards heroes with high knowledge and/or intelligence more (heroes that are more likely to take it).

Using scholar to transcribe spells into your spell book from scrolls seems useful, and makes sense, but it will introduce a new mechanic to the game. Let's say you find a scroll of town portal. Normally, you would have to decide which hero benefits from this the most (assuming this is your only way to cast this spell), but with this new ability, you would be able to share town portal with the rest of your heroes through scholar. This has a big impact on scrolls, but also adds some major appeal to choosing scholar, so I'm not entirely against it.

I'm really liking some of these ideas for eagle eye, especially a combination of what MattII originally suggested and what markmasters is suggesting. Instead of being able to learn the spell at the shrine from a distance, being able to right-click and see what it will offer is still useful, but more importantly, doesn't feel like foreign game mechanics. If this ability extended to windmills, gardens, creature banks, scholars, witch huts, etc., it could become a valuable time-saver. You would know right away if that shrine had slow that you needed, or if that windmill had the precious resource for your level 7s, or if that crypt on week 1 had 10 vampires. As mentioned, eagle eye is a niche skill, and challenging to buff. Adding more functionality to it, without introducing unfamiliar or confusing game mechanics, might be the best option. The artifacts specific to this skill could also improve the radius on this added ability.
____________

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skaniol
skaniol

Tavern Dweller
posted March 09, 2017 01:34 PM

What some of you are suggesting about Eagle Eye looks like it fits Scouting too. Hmm, if we won't see new skills and/or new skill levels, can we get away with some extra effects to skills when you have some other particular skills as well (similar to combo artifacts). Would that be too foreign for HoMM3?

For example, if you have both Scouting and Eagle Eye, you get that extra effect to see what's being offered in a certain map object from a distance. Another option could be Scholar skill + Eagle Eye: you eliminate enemy hero - you have a chance to learn spells from his magic book. The possibilities for combo skills are MANY. There is no need to get wild with that, though. ATM, the skills are mostly working on their own (Wisdom + Magic Schools kinda work like combo skills, though).

In RL it's very common to get extra effects when you combine skills. For example, hunting skills combined with cooking skills allow you to obtain and eat fresh meat in the wild on your own. Example 2: You may have language skills or IT skills, but when you have both - you could communicate with people not speaking your mother tongue over an internet discussion board like HC.

BTW, I have no experience with the other HoMM games and mods. Was something like that tested already?

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Erathianer
Erathianer


Adventuring Hero
posted March 09, 2017 04:56 PM

i think we should not overextend in changing things first. We should not forget that the heroes 3 feeling should stay the same when playing. Buffing eagle eye so it is possible to learn lvl 5 spells and maybe increasing the percentage is a good start imo. Also the eagle eye artifact should not become useless when increasing the percentage. But its true, in the early game eagly eye is kind of useless on maps where you dont fight early. But i think that skill has to be to do something with magic, not seeing rescources in mills for example. maybe it is possible to see the current/max spell points from opponents heroes when right clicking on it?

also another suggestion from me is that in fight, when you right click on the opponents hero, that you can see their name. if i am correct, in sod this was not possible i dont remember exactly in hota but i think it stayed the same.

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Hourglass
Hourglass


Famous Hero
posted March 09, 2017 11:30 PM

Erathianer said:
Buffing eagle eye so it is possible to learn lvl 5 spells and maybe increasing the percentage is a good start imo.


It sounds like a good buff, but the reality is, that it's not exactly good enough. What lvl5 spells would you be looking for? I don't think getting summon elements or implosion justify one of your important skill slots. Remember you can't learn fly and dimension door in battle.

The reasons why Eagle Eye is bad:

1) Enemy player must use a spell that you want to learn. Also notice that most of the games spells are not important.
2) In it's current state, you can't be certain of actually learning the spell. You also don't know until the very end battle, if you received something.
3) You must win, or at least survive the battle.
4) You may get the spell you wanted after the battle anyway (scrolls, tomes, mage guild in case of fighting hero in town)
5) If played against one human opponent, you might only have one big fight, and the game is pretty much over. So having EE there is just an overkill. This is pretty much the same case with playing against AI.
6) Even if the skill actually does something you want, it probably only does it this one time during the game. Compare that effect to most wanted skills like Offense, Armorer, Logistics or even less picked skills like Estates. Even something as low as Mysticism actually gives you a lot of more value.

For these reasons I would like this skill to be removed. Learning may be even worse skill, but I can easily see ways of making it better. You could also simply just increase the numbers, and ta-da we actually have much healthier skill.

Also notice that all skills in this game do only one thing at a time: Logistics and Navigation increase your movement, Offense and Archery your attack and so on. No skill makes two things in this game. So while ideas of being able to see what's inside of a windmill or shrine remain interesting, I'm pretty sure that Hota team will not combine two skills in one slot. why wouldn't that kind of skills remain as their own?

Of course, if Eagle Eye would be removed, another skill would take it's spot. Removing eagle eye and introducing this new skill would be done in the same patch. The new skill would be magic related, because magic heroes would be lacking a skill at that point.

Quick idea for new skill:

Enchant: Your Hero has 20/40/60% of casting a friendly spell on all of your creatures on Expert lvl, lasting for 3-5(?) rounds. (It would be just for the beginning of the battle)

Now the 3 Eagle Eye artifacts could support this new skill instead or if removing eagle eye completely would be too much, they would "give" you eagle eye skill. For example:

Statue of the Eye
Treasure

Worn in Other slot

Gives the hero a chance to learn spells cast by enemy spellcasters in battles.
Gives the hero a 50% chance to learn spells of level 1 and 2.

_____


Emblem of the Eye
Minor

Worn in Other Slot


Gives the hero a chance to learn spells cast by enemy spellcasters in battles.
Gives the hero a 50% chance to learn spells of level 3 and 4.

_____


What do you guys think?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 09, 2017 11:57 PM

A little comparison between Eagle Eye and Scholar, as I find this debate very interesting.
With Scholar you can learn 60 out of 69 spells and it works between heroes with 100% succes, this is already fine as it is.
Eagle Eye on the other hand is chance based, only works for one hero and after a battle and unlike Scholar it can't learn adventure spells. With Eagle Eye you can only learn 46 out of 69 spells. Why only 46?, because AI is hardcoded to never cast Fire Wall, Quicksand, Remove Obstacle, Land Mine, Force Field and Berserk + it can't learn the 8 adventure spells Scholar can.

The only thing that can be altered with Eagle Eye is the chance of it working, unless HotA Crew can perform some magic.
I see they have disabled Eagle Eye in some of their scenarios, I guess they agree it sucks.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted March 10, 2017 12:47 PM
Edited by P4R4D0X0N at 22:39, 20 Aug 2017.

€dit: This post will be kept updated at all times. Additions also explained in further post in this thread.


Most important for me... new heroes and new artifacts... at best lots of them! Some summarized older posts made by me with some additions. Summed up here too.


Artifacts:

A new category for relic -> relic (weaker ones) and legendaries (strong relics)

New Artifacts:
• Lucky Rabbit's Foot (HoMM2, treasure) - Luck +1
• Gambler's Lucky Coin (HoMM2, treasure) - Luck +1
• Golden Horseshoe (HoMM2, treasure) - Luck +1
• Medal of Distinction (HoMM2, treasure) - Morale +1
• Banner of Honor (HoMM2, treasure) - Morale +1
• Medal of Valor (HoMM2, treasure) - Morale +1
• Lighting Rod (HoMM2, relic) - gain expert "Air Magic"
• Everhot Lava Rock (HoMM2, major) - gain expert "Fire Magic" (also an item in M&M4: Clouds of Xeen)
• Evercold Icicle (HoMM2, major) - gain expert "Water Magic"
• Regrowing Obsidian Crystal (relic) - gain expert "Earth Magic" (Obsidian is the most powerful Material for Weapons/Armors in M&M3-5)
• Charm of Shattering (major) - neither you, nor your opponent is able to cast any spells on expert level. All "expert" magic -> downgraded to "advanced"
• Flask of Winds (HoMM2, major) - makes all your troops immune to hostile Air-Magic spells
• Flask of Silt (HoMM2, relic) - makes all your troops immune to hostile Earth-Magic spells
• Flask of Fire (HoMM2, relic) - makes all your troops immune to hostile Fire-Magic spells
• Flask of Rain (HoMM2, major) - makes all your troops immune to hostile Water-Magic spells
• Sextant (HoMM4, major) - raise movementpoints on sea (+1000), is needed for "Admiral's Hat"
• Leprechaun's Ring (HoMM4, minor) - Gives +2 luck to all friendly targets.
• Snowshoes (HoMM4, minor) - Gives an army the ability to ignore Snow terrain movement penalties.
• Boots of the Crocodile (HoMM4, minor) - Gives an army the ability to ignore Swamp terrain movement penalties.
• Angel's Blade (HoMM4, relic) - Gives you +10 Attack and your Angels the ability to raised dead twice per battle.
• Poison Tipped Swamp-Bow (minor) - Gives your Lizardmen and Lizard Warriors the ability to shoot twice and adds poison to their shots
• Breastplate of Regeneration (HoMM4, relic) - Gives you +12 defense and all your troops the ability to Regenerate every turn
• Winged Sandals (HoMM4, major) - Gives all friendly creatures +2 movement in combat.
• Ring of the Archmage (relic) - The cost of every spell you cast in combat is reduced by 2 spell points
• Evil Eye (HoMM2, major) - reduces casting cost of curse spells by half
• Snake Ring (HoMM2, minor) - reduces casting cost of bless spells by half.
• Skullcap (HoMM2, major) - reduces casting cost of all mind influencing spells
• Ankh (HoMM2, relic) - doubles the effectiveness of all your resurect and animate spells
• Enchanted Hourglass (HoMM2, treasure) - extends duration of all spells by 2 turns
• Power Ring (HoMM2, major) - returns 2 extra spell points per turn to your hero
• Fire Cloak (HoMM2, major) -  halves all damage your troops take from fire spells
• Ice Cloak (HoMM2, major) -  halves all damage your troops take from ice spells
• Lightning Cloak (HoMM2, major) -  halves all damage your troops take from air spells
• Logbook of the Master Sailor (HoMM4, major, misc) - Gives your hero the spells "Summon Boat" and "Scuttle Boat" and raise the movement points on sea by 25%
• Ring of Protection (HoMM4, treasure, ring) - +2 Defense
• Wizards Ring (HoMM4, major, ring) - Increases the hero's spell points by 25, and regenerates +1 spell point per day.
• Amulet of Fear (HoMM4, major, neck) - There is a small chance that enemy units freeze in fear
• Ring of the Elementals (HoMM4, major, ring) - All Summon Elemental spells create twice as many creatures as normal (max. 100)
• Mirror of Revenge (HoMM4, major, ring) - Grants all units "Magic Mirror" Spell


Set Artifacts:
• All-seeing eye (Bird of Perception, Stoic Watchman, Emblem of Cognizance) - for some reworked eagle eye stuff (rework the whole skill first)
• Seven-League Cape (Necklace of Swiftness, Ring of the Wayfarer, Cape of Velocity) - casts expert "Haste" at the start of each battle, fastest of your units (even if its just dwarfs and dendondroids) in army always acts first in battle
• Sextant of Navigation (Spyglass + Speculum) - for another +2 radius
• Imperial Orb (Glyph of Gallantry, Crest of Valor, Badge of Courage) - your Moral can't sink below +3, expert "Mirth" is cast before battle (50 rounds)
• Lucky Beans (Clover of Fortune, Ladybird of Luck, Cards of Prophecy) - your Luck can't sink below +3, expert "Fortune" is cast before battle (50 rounds)
• Dwarfen King's Shield (Centaur's Axe, Shield of the Dwarven Lords, Helm of the Alabaster Unicorn, Breastplate of Petrified Wood) - grants "Resistance +20%" (Dwarf) and "Damage resistance 50%" (Stone Golem) to all units
• Impervious Hydra Scale (Greater Gnoll's Flail, Buckler of the Gnoll King, Toxic Wyvern Helmet, Scales of the Greater Basilisk) - +10 more defense, all your towers can't be destroyed in a siege and deal +500% more damage, grants expert pathfinding on swamp terrain and makes swamp terrain native to all creatures on this hero.
• New Cove Set (Trident Of Dominion, Shield Of Naval Glory, Crown Of The Five Seas, Royal Armor Of Nix) - no clue... but it's HotA Teams stuff, I guess they could find something
• Orb of Elemental Supremacy (Orb of Rain, Orb of Fire, Orb of Silt, Orb of Firmament) - adds another additional 25-50% damage and lowers all enemy resistances by additional -10%
• Tome of ultimate Wisdom (Tome of Air, Tome of Earth, Tome of Fire, Tome of Water) - saves 25% of all Manapoints when you cast a spell, also grants +3 Spellpower and +3 Wisdom
• Flask of Eternal Elements (Flask of Winds, Flask of Silt, Flask of Fire, Flask of Rain) - 25-50% [see below] of Elementals summoned by (Summon Air-Elemental, Summon Earth-Elemental,
Summon Fire-Elemtanl, Summon Water-Elemental) stay alive after battle. Percentage of Elementals staying alive are dependant on heroes Air-, Earth-, Fire- and Water-Magic Level (25% without, 33% with Basic, 42% Advanced, 50% Expert Magic). Example: Luna on lvl 5 with advanced "Fire-Magic" may keep 42% of Fire-Elementals while casting "Summon Fire-Elementals". But she has no Water-Magic, so when she casts "Summon Water-Elementals" she would only keep 25% Water-Elementals


Reworked/Replaced Artifacts:
• Orb of Rain, Orb of Fire, Orb of Silt, Orb of Firmament - lowers enemy resistance by -10% for that element (this also makes immune creatures vulnurable to spelldamage and deals much more damage to already vulnurable creatures [see conflux])
• Spiked Orc Helmet (Spiked Helmet) - replaces "Crown of the Supreme Magi" -> a new missing helmet for the "Stronghold Set" since "Titan's Thunder" already is a Tower set the "Crown of the Supreme Magi" is absolete in the "Ironfist of the Ogre" (HotA) set imho.
• Toxic Wyvern Helmet (Wyvern winged helmet) - replaces "Helm of Chaos" and fits better to Fortress set
• Crown of the Supreme Magi (Relic, HoMM4) - now grants all lvl 1+2 Spells, saves 2 points of Mana for every cast and this hero regenerates +10 Spell Points every turn.
• Helm of Chaos - grants the "Inferno" Spell +250% more damage to that spell
• Armageddon's Blade - is now created by (Sword of Hellfire, Shield of the Damned, Hellstorm Helmet, Breastplate of Brimstone)


Secondary Skills:

Reworked/Replaced Skills:
• Eagle Eye
* Basic: gives your hero a 50% chance to learn any 1st or 2nd level spell used in combat it also backfires enemy damage spells (50% chance random enemy gets hit by own spell)
* Advanced: gives your hero a 75% chance to learn any spell up to 3rd level used in combat and backfires enemy damage spells (62% chance random enemy gets hit by own spell), prevents enemy from casting mind spells (20% chance for that turn)
* Expert: gives your hero a 100% chance to learn any spell up to 4th level used in combat and backfires enemy damage spells (75% chance random enemy gets hit by own spell), prevents enemy from casting mind spells (33% chance for that turn), ??prevent enemy from casting mass-spells (x%)??

• Mysticism
* Basic: gain +3 mana per day +5% of total spellpoints
* Advanced: gain +4 mana per day +7% of total spellpoints
* Expert: gain +5 mana per day +10% of total Spellpoints

• Learning
* Basic: gain 50% more Experience and 25% chance to get another Attribut point every Levelup
* Advanced: gain 75% more Experience and 38% chance to get another Attribut point every Levelup
* Expert: gain 100% more Experience and 50% chance to get another Attribut point every Levelup

• Scholar
* Basic: allows heroes to teach each other 1st and 2nd level spells, effectively trading spells between spell books. Also allowes the hero to learn any lvl1+2 spell from scrolls. (scroll vanishes after learning it)
* Advanced: allows heroes to teach each other up to 3rd level spells, effectively trading spells between spell books. Also allowes the hero to learn any spell up to 3rd level from scrolls. (scroll vanishes after learning it)
* Expert: allows heroes to teach each other up to 4th level spells, effectively trading spells between spell books. Also allowes to learn any spell from Spellscrolls (scroll vanishes after learning it)

New Skills:

• Combat Training: give all your troops +1,+2,+3 speed in combat
• Hardening (maybe Inferno only): give your troops +5%,+10%,+15% more basic lifepoints. (new hero maybe +1% per level, can't be combined with "Elixier of Life")
• Dark Arts: reduce enemy moral by -1,-2,-3 in combat


Other Tweeks:

• Portals & Underground Gates: would be awesome to autotrack and calculate portals and underground gates for the paths on map. (I think its super hard to implement)

• New Heroes with new Specialities:
Cover of Darkness: like Nagash in WoG a mobile Cover
Scholar: teach and learn spells one more level than usual, basic 2+1, advanced 3+1, expert 4+1)

• Optical feedback for revisitable Objects:
It would be nice to see if these objects are already visited this week. Mill and Waterwheel stand still, Leprechaun is gone if already visited. As for "Warehouses" the same -> the Minecart is empty e.g.

• New warmachines:
As the was planned in HotA before the got reduced to cannon only

• PvP-Lobby:
Would be nice for HD Mod with a quick join/load function, to find random ppl too to battle.


Old Spells:

• Inferno 2,5x more damage than actual (Armageddon still is 5,25x more from actual Inferno spell) now also burns units affected by it for a longer time period compared to other burning. (Damage every turn until cured/dispelled)
• Waterwalk lower manacost down to 6-8 and downgrade to lvl3, coz its too situational imho and much more inferior to fly or DD.
• Stoneskin Spellpowerlevel/1.25 = Def gain not only 6 points (actual balance)
• Counterstrike Reduce manacost to 16-18 maybe also down to lvl3 (only useful for a hand full of defensive creatures imho, including: Dendondroids, Hydras, Vampires, Golems, Dwarves)
• Landmine damn useless spell imho. down to 8 manapoints, mines also end turn now if anyone hits them.
• Magic Mirror grant 100% immunity to any hostile spell (friendly Armageddon included), and backfires any spell with 25% more damage.


"Fire" and "Water"-Magic are a little isolated to a hand full of skills. Same counts for "Air-" and "Earth Magic" (limited to a few skills) imho but they are still much more useful since you may use air and earth very well on map too. (DD, TP, Fly)

As for "Water Magic" something like "Town Portal" or "Dimensional Door" could be interesting... another lvl 4 or 5 skill to teleport your ship over a larger distance maybe even map wide on water, since you need a turn anyway to leave the boat and attack a city. Maybe you could place a whirlpool on map leading to another defined whirlpool you already set on map. At least water magic would have a use outside of battles and not reduced to only a few skills. Some Examples...


New Spells:


• Benefit Currents (LvL4 Water) gain an amount of additional movement points when you cast that spell on sea. up to 1-4 times a day depending on water magic skill.
• Whirlpool (Lvl4 Water) creates a temporary whirlpool on map teleporting your boat to another location (cost a little less than Dimensional Door and only works on water and in the same way as DD, DD won't work on boat anymore)

OR

• Whirlpool (LvL5 Water) Creates a lasting whirlpool on map that may be used by all heroes (enemy included) leading to another whirlpool you already set on map. If you set another whirlpool the first one disappear and connects pool 2 and 3. Same counts for enemy (AI won't use that skill, just use existing whirlpools) (uses all spellpoints to cast, (at min. 50) to avoid exploitation)
• Healing Tides (LvL4 Water) grants healing to all your troops, maybe also over an amount of rounds, depending on your water magic ability. No water magic -> once, basic -> once, advanced -> twice, expert -> three times. Also possible: grants Regeneration ability to one/all units for x turns.
• Ice Shackles (LvL3 Water) freezes an enemy to a certain location up to a maximum of 3 rounds, targets attack is reduced by 15% (it still retailiates or may attack if ranged) and it takes 7% more damage. Fire magic like fireball will instantly melt the ice. (some more use for fire AoE since you may hit a surrounding enemy and freing one freezed stack while you damage it a little)
• Blizzard (LvL4 Water) weaker version of Armageddon ideal for ice immune units (add ice immune units first)
• Thunderstorm (LvL5 Air) Place a Thunderstorm (lasting dark cloud on battlefield, "Inferno" spellsize) for X rounds, the storm hits friendly and enemy units randomly in a random pattern (may hit nothing, one of five units, maybe all aswell), it has also a very small chance to chain light in it's area. [This skill would force units [most use for ranged units], out of an area while your own units aren't save aswell in this area]
• Portal (LvL5 Fire) (very likely to get for Inferno, since this town is predestined for it), place a pentagram on map, you and enemy may use it, if you set another one you'll port to the first set location. (see Whirlpool above) (uses all spellpoints to cast, (at min. 50) to avoid exploitation)
Death Wave - Damages all linving(non-undead) units in battle. This is an improved version of Death Ripple
• Elemental Storm (LvL4, No Element) - Magic elements rain down upon the battle field, damaging all creatures, Element is picked randomly.
• View Artifacts (LvL2, No Element) - Causes all artifacts across the land to be visible. (not only an icon but the real ingame icon, what artifact is where)
• Steelskin (LvL2, Earth) - Increases the defense skill of a target. This is the improved form of Stoneskin, Defensive Amount now scales with Power.
• Haunt (LvL2, Air) - Haunts a mine you control with ghosts. The mine will stop producing. (could imagine its nasty in multiplayer, see HoMM2)
• Fireblast (LvL4, Fire)- An improved version of fireball. Fireblast affects the two hexes around the centerpoint of the spell, rather than one.



Master and Grandmaster Level for secondary skills:


I would love to have "Master" and "Grandmaster" traits ingame aswell. Actually in most case you're finished with your hero when he reaches level ~17-21 depending on how many useful witch huts/akademies you find ingame. Whats nice in that case... You can buff unused skills for some more %... Like "Luck" and "Leadership" for example. ->~10% chance for moral/luck boost could raise to 15-17% aswell and hey now its useful. Same counts for Air/Earth/Water/Fire Magic... "mass spells" now only on grandmaster level means -> you need to level 2 more levels to cast mass spells for one! element. Scholar can finally raise to lvl 5 spells on grandmaster (Spells you may teach/learn: lvl1 basic, lvl2 advanced, lvl3 expert, lvl4 master, lvl5 grandmaster). While diplomacy gets a nerf when actual "expert" level (current balance) would raise to "grandmaster" level. I'm not sure about "wisdom" But if there are more spells on different levels Ingame it's still super useful imho. Since TP, DD, Fly are on highest level aswell, it would nerf and limit the use of these spells too. In case of "Navigation" and "Logistics" ESPECIALLY for heroes with specialization in it the balance is super critical. I guess the 5% bonus could be nerfed to 3.5% or something in total, but if you have other heroes with Logistics it would be much more benificial for them since you could raise the mainlevel for master and GM level here. Sure everything needs to be tested and the whole Exp/Level System needs a total overhaul. But I personally would love the change.

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