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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 20 40 60 80 ... 87 88 89 90 91 ... 100 120 140 160 180 196 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted September 13, 2019 08:06 AM
Edited by bloodsucker at 08:13, 13 Sep 2019.

Yeah! I never had it before but it was placed in enemy territory and I kill his hero and got it from him. Now I have three Ramparts with the treasury built and I need extra gold to buy some Azures guarding a keymaster tent, so I made my counts and with the selling of both the liches and the fangarms from a certain large numbers fight I would had it next week. But it doesn't work on non living so it screwed me on the red towers and factories and now on this.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 13, 2019 08:15 AM

Making Power Liches AND Fangarms after every battle sounds pretty scary.

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portus
portus


Adventuring Hero
posted September 13, 2019 08:28 AM
Edited by portus at 08:30, 13 Sep 2019.

I think it might be interesting to add to the descriptions of the Basic secondary skills information about the máximum benefit granted by that skill.

For example, Basic logistics could show sth like "Basic logistics increases hero's movement on land by 10% (up to 30% in Expert level).

This could be helpful for all those newcomers, still unfamiliar with the ultimate bonuses of the secondary skills, and help them decide whether a skill is interesting or not for that hero.
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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MattII
MattII


Legendary Hero
posted September 13, 2019 12:02 PM

One interesting think I've just found from the H4 artefacts is that most of the Minor level charm amulets either boost their particular secondary skill, or if you don't have that secondary skill, gives you that skill at Basic level while equipped. It'd probably be a lot of work to rewrite, but it would be interesting if that change could be made to  some of the artefact trios in HotA.

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gatecrasher
gatecrasher


Famous Hero
posted September 13, 2019 05:56 PM

portus said:
I think it might be interesting to add to the descriptions of the Basic secondary skills information about the máximum benefit granted by that skill.

For example, Basic logistics could show sth like "Basic logistics increases hero's movement on land by 10% (up to 30% in Expert level).

This could be helpful for all those newcomers, still unfamiliar with the ultimate bonuses of the secondary skills, and help them decide whether a skill is interesting or not for that hero.


You only see it after you've made the decision anyway.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted September 13, 2019 07:26 PM

MattII said:
Oddball13579 said:
I like both of these ideas but I think Shield of the Living Forest should instead cast Stone Skin, Earth Shield, Air Shield, Precision, and Magic Mirror.  
Well it's a shield, so, no Precision. not sure about Magic Mirror though...
Good point about Precision. But I chose Magic Mirror because Shield of the Dwarven Lords. And cause Dwarves are more resistant to magic, I thought it fitting.
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 13, 2019 07:39 PM
Edited by P4R4D0X0N at 19:43, 13 Sep 2019.

TheClone said:
MattII said:
Not going to get involved in the Secondary Skill discussion, because that one's been done to death, so here's a few ideas for new Artefacts:
Tome of the Novice - Hero has access to all Level 1 spells
Tome of the Acolyte - Hero has access to all level 2 spells
Tome of the Mage - Hero has access to all level 3 spells
Tome of the Archmage - Hero has access to all level 4 spells

There's not a fifth tome, since that's already covered by the Spellbinder's Hat.

Also a range of artefacts that give the hero the same bonus as having certain secondary skills (but not those that have artefact sets already).


This is very boring.
There are already books of magic in the game.

My version:

Tome of the Novice (slot - different) - hero has access to all Level 1 spells.

Enchanted ring (ring slot) - hero has access to all level 2 spells.

Sigil of the sorcerer (shield slot)  +2 knowledge and hero has access to all level 3 spells.

Wizard's wand (sword slot) +2 the power of magic and hero has access to all level 4 spells.  



Maurice said:
How about a combination Artifact?

Artifact 1: Grants +2 Spell Power to the wearer
Artifact 2: Grants +2 Knowledge to the wearer
Artifact 3: Reduces Spell Mana cost by 1 point
Artifact 4: Causes enemy spells to cost 1 mana point more

Combined:
Grants all spells of level 1 through 4.


I like the last version better... Even if i would push the stats some more. It should be combinable with "Wizard's Well" and "Ring of the Magi" like it already is in second version. Anyway the stats should aso be adjusted a little bit, coz +2 is kinda to low for everything. Anyway maybe aditional "+20% more elemental damage" could be added aswell.

An graphic for the ring already exists in HoMM1... "Mage's Ring of Power" maybe this could be used.




MattII said:
Maurice said:
Combination Artifacts contain the individual Artifact stats as well .
Generally though, you want the combo artefact to have an effect that's similar to, or more interesting that those of the components.

Here's an idea:
Shield of the Living Forest Combo (Centaur's Ax, Shield of the Dwarven Lords, Breastplate of Petrified Wood, Helm of the Alabaster Unicorn) - Casts at the start of each  combat, at Expert Level: Stone Skin, Earth Shield, Air Shield, Protection From Air, Protection from Earth, Protection from Fire, Protection From Water
Lance of the Wyvern's Tail Combo (Greater Gnoll's Flail, Buckler of the Gnoll King, Scales of the Greater Basilisk, Helm of Chaos) - +1 Morale if army contains at least 1 Fortress creature, army treats Swamp as a native terrain, and all troops gain 'Poison' ability.


The Living forest set sounds okay for me even if its too easy to get it for the effect, the swamp set is kinda meh. I made some suggestions myself some time ago for both.

When it comes to "Wayfarer's Boots" I like the suggestion of "soft" angel wings, to cross wood at least. I personally don't know if wood is defined as "not passable terrain" or specifically to "woods" if its unpassable terrain you can't change the feature anyway. If it is possible to change boots to that purpose I would add "Boots of Climbing" aswell to pass thru mountains with a big movement panalty.

Anyway there were my suggestions some time ago... Interestingly the swamp set looks kinda similar

P4R4D0X0N said:

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)


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MattII
MattII


Legendary Hero
posted September 14, 2019 03:05 AM
Edited by MattII at 03:09, 14 Sep 2019.

Oddball13579 said:
Good point about Precision. But I chose Magic Mirror because Shield of the Dwarven Lords. And cause Dwarves are more resistant to magic, I thought it fitting.
That makes sense.

P4R4D0X0N said:
The Living forest set sounds okay for me even if its too easy to get it for the effect, the swamp set is kinda meh. I made some suggestions myself some time ago for both.
People keep saying that the Shield of the Living Forest set is too strong for the components. But let me tell you, the Armour of the Damned set isn't that much harder to put together, and that's a lot more offensively oriented than this, which is only about reducing the damage your own troops take.

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portus
portus


Adventuring Hero
posted September 14, 2019 07:10 AM

gatecrasher said:
You only see it after you've made the decision anyway.


The point is to right click on the skill when offered. I mean, when you level up.
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted September 14, 2019 09:15 PM

portus said:
gatecrasher said:
You only see it after you've made the decision anyway.


The point is to right click on the skill when offered. I mean, when you level up.
Yeah. You can right click on almost anything during the game and it will usually display some form of tooltip or window giving more information.
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes

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portus
portus


Adventuring Hero
posted September 15, 2019 09:46 AM

Haha I think I’m not making myself clear: I know that you guys know about right clicks for extra info. My point is that it could be useful for newcomers to receive extended info on the further development of a secondary skill in order to pick it or not.
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 21, 2019 09:56 PM

Please, please, please give us 10 skill slots per hero or the Market of Time or both in the next update.

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gatecrasher
gatecrasher


Famous Hero
posted September 21, 2019 09:57 PM

Heaven forbid! Please no 10 skill slots.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 21, 2019 09:59 PM

Then at least make it an option.

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MattII
MattII


Legendary Hero
posted September 22, 2019 02:00 AM

I'm not too bothered about the number of skills, but the ability to refuse to take the skills offered by Witch Huts, and to choose which bonus you get from Scholars would be really useful.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 22, 2019 07:00 AM

MattII said:
I'm not too bothered about the number of skills, but the ability to refuse to take the skills offered by Witch Huts

You can already do that in HotA and deny Scholars too.

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted September 22, 2019 08:01 AM

How about adding a special object that allows you to remove a skill instead? 8 skills per hero is more than enough imo.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 22, 2019 08:24 AM

Well that is the Market of Time.

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bloodsucker
bloodsucker


Legendary Hero
posted September 22, 2019 11:43 AM

Create an upgrade to Castle's Resource Silo costing 5000 gold and 3 gems that makes it produce gems instead of wood and ore.
Why an upgrade? Cause Castle needs a lot of wood and ore to be built but spends gems to hire the Angels and Archangels. So, this way you could chose the moment when you need gems more then wood or ore and make the change.
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monere
monere


Bad-mannered
Supreme Hero
posted September 22, 2019 12:03 PM

bloodsucker said:
Create an upgrade to Castle's Resource Silo costing 5000 gold and 3 gems that makes it produce gems instead of wood and ore.
Why an upgrade? Cause Castle needs a lot of wood and ore to be built but spends gems to hire the Angels and Archangels. So, this way you could chose the moment when you need gems more then wood or ore and make the change.
now that is a great idea. I wonder if anybody sees these gems and actually implements them

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