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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted January 26, 2025 06:07 PM |
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I agree, it is weird, same kinda weird as Teleport being the only spell becoming cheaper at Advanced and Expert Water Magic. At Expert it becomes the cheapest combat spell in the game.
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earthwormjim
Tavern Dweller
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posted January 27, 2025 01:03 PM |
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original font
Option to use the original font would be very nice indeed.
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gatecrasher
Famous Hero
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posted January 27, 2025 01:07 PM |
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Not possible because of too wide glyph spacing iirc. I'd rather have support for vector fonts as seen in VCMI.
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Syth1984
Hired Hero
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posted January 27, 2025 02:32 PM |
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Phoenix4ever said: I agree, it is weird, same kinda weird as Teleport being the only spell becoming cheaper at Advanced and Expert Water Magic. At Expert it becomes the cheapest combat spell in the game.
Yeah weird.
Could have given the creature +1 speed(advanced) and /+2 speed (expert) in the higher levels for the active turn. That would mean something.And you would want to cast it earlier in turn to speed up the creature not when it's its turn.
I hope they give a good thought about balancing spells in the next patch.
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beyond_studio
Tavern Dweller
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posted January 28, 2025 08:29 AM |
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The sandworms in the factory seem to be like the sandworms in another game I play. They can also crawl underground like him and cannot be attacked unless they actively hit someone, but they can be seen

At present, I feel that all flight units are becoming homogenized,

But we can't just stay underground and not come out, will we be suffocated if we don't come out?

Every time they emerge from the ground, they replicate a mirror image that their enemies cannot distinguish, which can only be achieved through attack. In addition, it can also generate sandstorms, reducing the long-range damage suffered by units within the sandstorm range, and halving the attack range of long-range units
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purerogue3
Known Hero
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posted January 28, 2025 05:14 PM |
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beyond_studio said: The sandworms in the factory seem to be like the sandworms in another game I play. They can also crawl underground like him and cannot be attacked unless they actively hit someone, but they can be seen
Excellent idea. I don't like the regurgitated attack twice, devouring corpses nonsense.

beyond_studio said: At present, I feel that all flight units are becoming homogenized,
seconded. And too many. Makes castles useless. And they should be weaker, instead of having every buff guy being able to fly, the ability to fly should come at the cost of buffness.
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beyond_studio
Tavern Dweller
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posted January 29, 2025 02:45 AM |
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purerogue3 said:
beyond_studio said: The sandworms in the factory seem to be like the sandworms in another game I play. They can also crawl underground like him and cannot be attacked unless they actively hit someone, but they can be seen
Excellent idea. I don't like the regurgitated attack twice, devouring corpses nonsense.

beyond_studio said: At present, I feel that all flight units are becoming homogenized,
seconded. And too many. Makes castles useless. And they should be weaker, instead of having every buff guy being able to fly, the ability to fly should come at the cost of buffness.
thanks
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purerogue3
Known Hero
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posted January 29, 2025 05:06 PM |
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beyond_studio said: Every time they emerge from the ground, they replicate a mirror image that their enemies cannot distinguish, which can only be achieved through attack. In addition, it can also generate sandstorms, reducing the long-range damage suffered by units within the sandstorm range, and halving the attack range of long-range units
These are much more complicated mechanics than the game already has..
Not undoable but that would mean every unit could develope in this way, and it would be a literal jungle of individualized abilities, but still applied in a HoMM way
good food for thought
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darkdill
Hired Hero
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posted January 30, 2025 01:02 AM |
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Edited by darkdill at 01:04, 30 Jan 2025.
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If we're discussing new Water Magic spells, I can think of a couple. The names are placeholders.
Fluid Strike
Enchant a target stack so its next 1/2/3 attacks have No Enemy Retaliation, but deal 40/25/10% reduced damage. Amount of attacks and damage reduction is based on your skill in Water Magic.
Lloyd's Beacon
Learning Lloyd's Beacon gives you two spells: Mark and Recall. Casting Mark places a beacon down on an open tile on the map. This beacon lasts for up to X days (based on the caster's Spell Power). A hero may only place one beacon per day. Casting Recall will teleport the hero to one of their beacons; Experts in Water Magic can teleport to beacons placed by other allied heroes. A hero can place down up to 1/2/3 beacons based on their skill in Water Magic. If an enemy hero interacts with one of your beacons, it will be destroyed. Recalling to a beacon consumes it.
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beyond_studio
Tavern Dweller
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posted January 30, 2025 02:21 AM |
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purerogue3 said:
beyond_studio said: Every time they emerge from the ground, they replicate a mirror image that their enemies cannot distinguish, which can only be achieved through attack. In addition, it can also generate sandstorms, reducing the long-range damage suffered by units within the sandstorm range, and halving the attack range of long-range units
These are much more complicated mechanics than the game already has..
Not undoable but that would mean every unit could develope in this way, and it would be a literal jungle of individualized abilities, but still applied in a HoMM way
good food for thought
https://youtu.be/_jfgQVDxXxk
I am looking for someone to collaborate on making a game. Based on Hota, I previously made a brief video introduction,
The language is Chinese, but there are English subtitles
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purerogue3
Known Hero
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posted January 30, 2025 03:36 AM |
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darkdill said: Fluid Strike
Enchant a target stack so its next 1/2/3 attacks have No Enemy Retaliation, but deal 40/25/10% reduced damage. Amount of attacks and damage reduction is based on your skill in Water Magic.
This is good. No retal is powerful..
I like it
darkdill said: Lloyd's Beacon
Learning Lloyd's Beacon gives you two spells: Mark and Recall. Casting Mark places a beacon down on an open tile on the map. This beacon lasts for up to X days (based on the caster's Spell Power). A hero may only place one beacon per day. Casting Recall will teleport the hero to one of their beacons; Experts in Water Magic can teleport to beacons placed by other allied heroes. A hero can place down up to 1/2/3 beacons based on their skill in Water Magic. If an enemy hero interacts with one of your beacons, it will be destroyed. Recalling to a beacon consumes it.
What would be the use of this -primarily for multi-player?
You may be on to something.. a variation perhaps?
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Syth1984
Hired Hero
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posted January 30, 2025 12:25 PM |
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Navigation: Make navigation effect embark, disembark movement. Down to maybe %60.So you can embark and move a little with the boat.
Ballistics Skill: Still a downer skill. Does not benefit while defending castles. Does not benefit on a normal combat like other siege engines do. Maybe could increase the damage of castle arrows to fliers while defending a castle by +%15,+%30,+%45. That way we can also differentiate between teleporters, burrowers etc and having so many fliers in the castle siege would have a disadvantage if the defending player has this skill.
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wojtulace
Hired Hero
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posted January 30, 2025 03:21 PM |
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Hey everyone! Here are some suggestions that I believe would benefit the game — hope you find them useful.
General
Add Heroes V style alternate upgrades for every unit in every town
Hero movement independent of unit speed
Better usage of slow units
Add caravans from Heroes V that can bring units from dwellings to towns, for a price
Moves away from the tedious task of moving troops from each individual location with hero chains
Nerf hero chaining - the hero initiating the meet looses all his movement points
Right now you can farm a large area by chaining your whole army and artifacts to other heroes, back and forth
Allow to store artifacts and war machines in towns
Heroes could pick up artifacts and war machines without the need of a transport hero. Maybe allow legion artifacts to work without hero
Lava terrain should get a 125% movement penalty (like Rough, Wasteland)
Town buildings
Swap Dungeon and Inferno war machines
Swap Conflux and Necropolis war machines, or add plague tent to Necropolis
Turn Monks/Zealots, Enchanters, Magi/Arch Magi into Liches at the skeleton transformer.
Special buildings that give bonuses when defending against sieges are weak later in the game. Make them scale better, like a % bonus.
Buff Fountain of Fortune and Castle Gate, nerf Mana vortex
Hero skills
Scholar
Also allows you to copy spells from Scrolls into your own spell-book
Necromancy
Necromancy gives Skeleton Warriors, when you have at least 1 Skeleton Warrior in your army
Navigation
Additionally reduces/drops the boarding/un-boarding cost
Pathfinding
Additionally reduces the movement cost of picking up and visiting objects by 10/25/50%
Estates
Make income scale with hero level
Sorcery
Sorcery can be better if it gives more power to spells like resurrection, animate dead, sacrifice, hypnotize, sacrifice, elementals etc.
First Aid
Basic: Rebuilds First Aid tent after a battle.
Advanced: Increases heal amount.
Expert: Also cures a unit from debuffs.
Interface
At map advanced options window add new button. Dices with red X that stand for: Random Town but different than others.
When clicking a combo artifact, highlight required slots on hero doll
If damage values are increased by a spell (like Bless) or specialty, show both base and current value in parentheses, example: 20-30 (31)
Show an indicator if the unit has any retaliations remaining when hovering over it
Indicator for fully build town - small yellow checkmark. Could be automatic, but also a manual mark that town is complete as far as player is concerned
When attacking with a breath attack creature, have its attack path highlighted (potential damage displayed for all attacked creatures)
Tactics phase movement should be instant, no weird movement around obstacles
Artifacts
Nerf Wayfaring boots as they render Pathfinding useless
Reduces terrain penalties by 50% (relative) instead of setting to 0
New Artifact: Pendant of Unbreakable Will
Your troops are immune against Berserk, Hypnotize and Forgetfulness
Allow archery, necromancy and eagle eye artifacts to work without the appropriate skill
Map
New building: Library
You can buy spell book and scrolls
New building: Scriptorium
Allows you to write spell scrolls in your spell book. This would release some artifact slots
Wooden Hill Fort change
Cost to upgrade creatures native to that terrain (of a town belonging to that terrain) costs only 50% more than normal
Druids ward - Combination Artifact
Assembled from Helm of the Alabaster Unicorn, Centaur Axe, Shield of the Dwarven Lords, and Breastplate of Petrified Wood
Artifact to decrease enemy speed by one
Adventure map bridge that lets boats pass beneath
New building: Demon Cave
Challenge a Devil’s minions to a fight: Defeat a small number of Magma Elementals to receive small number of Pit Lords into your army’s ranks
New building: Devil conservatory
Fight efrets get devils
New object: Cursed Lamp
Appears on lava and sand only. Hero has one time chance of purchasing 1-3 efreet sultans with their normal cost.
New object: Mirage Lamp
Appears on sand in place of other lamps. It has a 50% chance of being an Ancient Lamp (Genies) or Cursed Lamp (Efreets)
New building: Volcanic Forge
Upgrades level 1-2 creatures for 50% cost
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Juas
Adventuring Hero
Dragón Rojo
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posted January 30, 2025 05:59 PM |
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Edited by Juas at 18:04, 30 Jan 2025.
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wojtulace said:
Add Heroes V style alternate upgrades for every unit in every town
That's a lot of work man ..
wojtulace said: Hero movement independent of unit speed
Better usage of slow units
That would take away a strategic mechanic, that's actually good and simple.
wojtulace said:
Allow creatures to accumulate in dwellings (complexity:easy), or add caravans from Heroes V that can bring army from dwellings to town (complexity:hard)
They do accumulate already, after a Hero captures the Dwelling.
A caravan would be nice, and it could be attacked by enemy heroes or gathered by yours. It would create situations that it could be stucked by enemy heroes blocking a path .. but it could work, and i'm up to it.
wojtulace said:
Raised skeletons, or joined troops should be added to the strongest stack
You mean evolving the creature if you have an evolved version of the one you are trying to join you?
I don't agree, it can be easily exploited in an unfun way.
wojtulace said:
Nerf hero chaining - the hero initiating the meet looses all his movement points
How could the computer know what are your intentions?
wojtulace said:
Allow to store artifacts and war machines in towns
Interesting, I like
wojtulace said:
Lava terrain should get a 125% movement penalty (like Rough, Wasteland)
If it doesn't already, wich I don't know, it should have a lot of movement penalty, it is supposed to be the roughest tarrain, then the swamps.
wojtulace said:
Swap Conflux and Necropolis war machines, or add plague tent to Necropolis
A plague tent would damage enemies and heal undead allies?? now that's a really good one. But it should only be used by Necro heroes.
wojtulace said:
Turn Monks/Zealots, Enchanters, Magi/Arch Magi into Liches at the skeleton transformer.
wojtulace said:
Necromancy
Necromancy gives Skeleton Warriors, when you have at least 1 Skeleton Warrior in your army
Maybe the best option would be to have Skeleton Warriors on Expert Necromancy .. since it has been nerfed on the %s, why not.
wojtulace said:
Navigation
Additionally reduces/drops the boarding/un-boarding cost
Good one, it could leave you with a few movement points.
wojtulace said:
Pathfinding
Additionally reduces the movement cost of picking up and visiting objects by 10/25/50%
It has recently been buffed, and has gotten as good as Logistics.
wojtulace said:
Estates
Make income scale with hero level
An interesting idea to explore.
wojtulace said:
Sorcery
Sorcery can be better if it gives more power to spells like resurrection, animate dead, sacrifice, hypnotize, sacrifice, elementals etc.
Yeah
wojtulace said:
First Aid
Basic: Rebuilds First Aid tent after a battle.
Advanced: Increases heal amount.
Expert: Also cures a unit from debuffs.
No way man .. now First Aid is very interesting. And the tent should be able to get destroyed, and you have to get another one. Would be unfun to "regenerate" it after battle.
wojtulace said:
At map advanced options window add new button. Dices with red X that stand for: Random Town but different than others.
wojtulace said:
If damage values are increased by a spell (like Bless) or specialty, show both base and current value in parentheses, example: 20-30 (31)
wojtulace said:
Show an indicator if the unit has any retaliations remaining when hovering over it
it would be too much information. Now we have the "initial stack amount" and the current one, wich is way more important information.
wojtulace said:
Tactics phase movement should be instant, no weird movement around obstacles
Yeah, I agree..
wojtulace said:
Nerf Wayfaring boots as they render Pathfinding useless
No.. one of the things that makes the game so good, is that you have multiple ways of achieving things.
wojtulace said:
New building: Library
You can buy spell book and scrolls
I like
wojtulace said:
New building: Scriptorium
Allows you to write spell scrolls in your spell book. This would release some artifact slots
A detail .. but it's good.
wojtulace said:
Adventure map bridge that lets boats pass beneath
Cool one
wojtulace said:
New object: Cursed Lamp
Appears on lava and sand only. Hero has one time chance of purchasing 1-3 efreet sultans with their normal cost.
Yes.. but efreets live in a bottle, not a lamp.
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purerogue3
Known Hero
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posted January 30, 2025 06:17 PM |
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Syth1984 said: Still a downer skill. Does not benefit while defending castles. Does not benefit on a normal combat like other siege engines do. Maybe could increase the damage of castle arrows to fliers while defending a castle by +%15,+%30,+%45. That way we can also differentiate between teleporters, burrowers etc and having so many fliers in the castle siege would have a disadvantage if the defending player has this skill.
Ballistics should stick to siege not defense.
You idea can be used with artillery however.. extra damage vs fliers, nice
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wojtulace
Hired Hero
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posted January 30, 2025 08:05 PM |
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Juas said:
No way man .. now First Aid is very interesting. And the tent should be able to get destroyed, and you have to get another one. Would be unfun to "regenerate" it after battle.
I wouldn't call the current version of First Aid skill interesting.
Juas said:
A plague tent would damage enemies and heal undead allies?? now that's a really good one. But it should only be used by Necro heroes.
I was thinking about it applying a debuff, either a damage-over-time or a stat penalty, to differentiate it from other machines.
Thank you for your feedback, Juas. I've changed some stuff.
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Ghost
Undefeatable Hero
Therefore I am
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posted January 30, 2025 08:14 PM |
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Resurrection costs?! But First Aid is sucking.. It's for scout heroes..
Gem with one War Unicorn against a lots of neutral lizards become easier, but Gem never becomes main hero.. What a coincidence that her biography.. Cheater Sandro crew.. From impossible strategy to pro player..
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Fight MWMs - stand teach
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Juas
Adventuring Hero
Dragón Rojo
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posted January 30, 2025 11:08 PM |
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Edited by Juas at 23:12, 30 Jan 2025.
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wojtulace said: I wouldn't call the current version of First Aid skill interesting.
My view on the subject is, that HotA team came out with something somewhat original.. I always thought that the tent should revive if it surpases the health of the unit. But I like this approach.
The interesting thing about it, is that now the tent is a threat, so now you have to worry about it, and, in some cases, rush to destroy it. That's a new layer of strategy on the battles, and it is very original if you see it that way.
On the other hand, having the handicap that you have to hit it 3 times to destroy it .. I don't know, losing so many turns on that, kind of ruins what I said before. I probably would have left it on 2 hits. And maybe First Aid skill could raise it's health to ballance. But they know what they are doing, so, I am glad about the changes anyways.
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Floribert
Tavern Dweller
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posted January 31, 2025 08:11 AM |
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wojtulace said:
Navigation
Additionally reduces/drops the boarding/un-boarding cost
Good one, it could leave you with a few movement points.
wojtulace said:
New building: Library
You can buy spell book and scrolls
I like
These two ideas I like most. Especially, if you can sell your scrolls in library too.
In big water maps with lots of isles and shorelines navigation is already very strong. So there shouldn't be to much movement points left after boarding.
By the way, do the Eagle Eye Artefacts still work after HOTA-changes?
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Syth1984
Hired Hero
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posted January 31, 2025 08:38 AM |
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wojtulace said: Hey everyone! Here are some suggestions that I believe would benefit the game — hope you find them useful.
First Aid
Basic: Rebuilds First Aid tent after a battle.=>This is a requirement for the skill yes
Map
Artifact to decrease enemy speed by one==> A bit powerfull
Adventure map bridge that lets boats pass beneath=>>Would be very nice
New building: Demon Cave
Challenge a Devil’s minions to a fight: Defeat a small number of Magma Elementals to receive small number of Pit Lords into your army’s ranks
New building: Devil conservatory
Fight efrets get devils
New object: Cursed Lamp
Appears on lava and sand only. Hero has one time chance of purchasing 1-3 efreet sultans with their normal cost.
New object: Mirage Lamp
Appears on sand in place of other lamps. It has a 50% chance of being an Ancient Lamp (Genies) or Cursed Lamp (Efreets)
A bit too much H5 and is not going to happen mostly but I like the new adventure maps. If the treasury creature creep is going to be solved and maybe the correct route is to have more of them so that the original ones get diluted that could come in handy.
The problem is not one griffin observatory it's being able to find 4 of them in a very small area. So if 2 of them become cursed lamp by logic this strategy of creature bank hopping would decrease in efficiency. It's quite boring to see wyerns-cyclops and angels all the time in all armies.
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