|
|
weilan

 
  
Known Hero
|
posted November 24, 2025 09:27 AM |
|
|
Syth1984 said:
"Week of Fog": Movement is reduced by %25.
This can be implemented differently - have the reduced movement, but 15% and also have some actual fog on the map that permanently obscures everything to just shades and if that's too difficult, just have the original black fog be permanent for a week and even if you uncover something, it immediately turns into fog behind you.
|
|
MattII

 
     
Legendary Hero
|
posted November 24, 2025 12:37 PM |
|
|
weilan said: This can be implemented differently - have the reduced movement, but 15% and also have some actual fog on the map that permanently obscures everything to just shades and if that's too difficult, just have the original black fog be permanent for a week and even if you uncover something, it immediately turns into fog behind you.
I don't think you could recover it immediately, I'm pretty sure it would only re-obscure between turns.
|
|
RevMarSara

 
Tavern Dweller
|
posted November 30, 2025 07:37 PM |
|
|
Questions/ideas
1.7.3 HotA 5.5 R98.
---
Few questions and ideas.
First questions.
- What are these new health bars that change log tells.
I see nothing on my game, on battle screen. I see new information on creature stack pop-up window telling maximum number it started and if creatures have died/lost it tells how many are left (this is nice new thing).
But as health 'bars' as I understand it, some kind bar telling hit points, I see none.
Also what 'battle queue' is here, I understand it similar system that Heroes V has where creatures are on a long line of stack telling who's turn comes next, I see nothing new that looks like something new on battle screen about this.
-
Then few new ideas, change of old mechanics.
Every town building that gives hero permanent bonus, like +1 attack/defense/knowledge/1000exp so on..
These bonuses should be optional by player does hero get them or not, by clicking the building like you have already changed on Dungeon town Mana Vortex so player can choose who get mana.
Why?
If you hire level 1 hero just to do example mine runs to steal opponent mines, its really annoying that he/she get example 1000exp and new level, as that hero will eventually get defeated as it runs only mines, and you have no interest save it and hire again, but opponent can hire it and benefit from that level upgrade, so, by building that bonus building you actually cause harm to yourself in long term.
It would be lot better that you can choose does the level 1 expendable hero get the permanent bonus or not.
Same goes to temporal bonus buildings. There is needs and reasons to prevent example expendable hero to get Castle stable bonus in a situation like that;
on a first day of week, I hire level 1 hero to run only for 1 day to do something that is needed to do but any of main important heroes really don't want to waste their time on it.
That hero will be defeated on next day and it keeps all the movement bonuses rest of the week so who ever hire it on day 3 get those bonuses which you provided.
- Also when heroes trade, if other has scholar skill, it should be up to player itself to decide does the one teach other spells, not automatically doing it.
- And when heroes visit towns, mage guild also should be decided by player, not instantly allowing every hero to learn hole mage guild.
---
Computer does not use all buildings in game. On inferno AI never build Brimstone Stormclouds, never have I seen it does it on over 20 years of playing Heroes III, nor does it build Castle Gate.
These should and are needed to see daylight or should we say burning sulfurous fire on this case.
As you already have done on Fortress buildings then this should be possible.
- AI still don't build hole all Fortress buildings, I don't remember was it Cage of Warlords or Blood Obelisk or what but some of these 3 unique buildings that benefit hero and defending the town won't never see light under the mist of swamps.
Same goes Stronghold Freelancers Guild, AI never build it.
There is few more about every town, AI don't use full extent of game and therefore game is little bit uninteresting on this matter.
This hole matter needs check as you must have access to game code where you can see what building AI does not construct so on..
---
On AI turn, it would be lot better if players can have computer hero move slower if wanted, lets say 1-3 level slower than slowest level now is.
Once you play huge maps with 7 computers, they all have 4+ heroes and you would need to pay attention on what part on map each AI hero is and doing on what specifically, that too fast speed becomes really annoying.
---
If playing random generated map, its really good to see each hero skills before selecting it by that right click on hero portrait, but why this same mechanism isn't on normal scenario maps.
If possible this mechanism would be good to have on those normal scenario maps.
Also when starting game, on that level selection screen, there is marvelous artistic pictures behind, for each factions own drawing.
But that pop-up window where game selections are selected, it blocks half of that image and therefore you never get see the full drawing.
Little selection click-box there would be nice that removes all other pop-up windows so that you can marvel that marvelous drawing on its full greatness would be great.
And then press ESC or click anywhere brings options pop-up back.
Same goes main art drawing. Its great, but, before it there were different art drawing, some past version change the image.
They both great but again would be lovely to have choose which main art draw I want have on my game main screen.
Option to switch that on game launcher would be nice.
All those drawings that game have could be placed as pictures on game folder, would work as desktop pictures if wanted, example.
____________
|
|
Brevan

 

Hired Hero
|
posted November 30, 2025 09:14 PM |
|
|
RevMarSara said: Also what 'battle queue' is here, I understand it similar system that Heroes V has where creatures are on a long line of stack telling who's turn comes next, I see nothing new that looks like something new on battle screen about this.
While in combat, bring up the Combat Options window. There will be a checkbox for Creatures Queue. I have no idea when the feature was added, I normally play with it off.
|
|
RevMarSara

 
Tavern Dweller
|
posted November 30, 2025 09:31 PM |
|
|
Brevan said:
RevMarSara said: Also what 'battle queue' is here, I understand it similar system that Heroes V has where creatures are on a long line of stack telling who's turn comes next, I see nothing new that looks like something new on battle screen about this.
While in combat, bring up the Combat Options window. There will be a checkbox for Creatures Queue. I have no idea when the feature was added, I normally play with it off.
Ow now I know what it was.
As I normally play with original style (800x600 16-bit DirectDraw) resolution, those health bars or queue list ain't showing.
Just check it with 1280x1024 resolution and there they were.
Fun to test this few games now, thx.
|
|
Syth1984

 
  
Known Hero
|
posted December 03, 2025 09:20 AM |
|
|
weilan said:
Syth1984 said:
"Week of Fog": Movement is reduced by %25.
This can be implemented differently - have the reduced movement, but 15% and also have some actual fog on the map that permanently obscures everything to just shades and if that's too difficult, just have the original black fog be permanent for a week and even if you uncover something, it immediately turns into fog behind you.
If they can do that why not. But it seems to require a lot of programing. Still I would be up for it
|
|
Gremlinking

 
Tavern Dweller
|
posted December 04, 2025 04:11 PM |
|
|
RevMarSara said: 1.7.3 HotA 5.5 R98.
---
Few questions and ideas.
First questions.
- What are these new health bars that change log tells.
I see nothing on my game, on battle screen. I see new information on creature stack pop-up window telling maximum number it started and if creatures have died/lost it tells how many are left (this is nice new thing).
But as health 'bars' as I understand it, some kind bar telling hit points, I see none.
Also what 'battle queue' is here, I understand it similar system that Heroes V has where creatures are on a long line of stack telling who's turn comes next, I see nothing new that looks like something new on battle screen about this.
-
Then few new ideas, change of old mechanics.
Every town building that gives hero permanent bonus, like +1 attack/defense/knowledge/1000exp so on..
These bonuses should be optional by player does hero get them or not, by clicking the building like you have already changed on Dungeon town Mana Vortex so player can choose who get mana.
Why?
If you hire level 1 hero just to do example mine runs to steal opponent mines, its really annoying that he/she get example 1000exp and new level, as that hero will eventually get defeated as it runs only mines, and you have no interest save it and hire again, but opponent can hire it and benefit from that level upgrade, so, by building that bonus building you actually cause harm to yourself in long term.
It would be lot better that you can choose does the level 1 expendable hero get the permanent bonus or not.
Same goes to temporal bonus buildings. There is needs and reasons to prevent example expendable hero to get Castle stable bonus in a situation like that;
on a first day of week, I hire level 1 hero to run only for 1 day to do something that is needed to do but any of main important heroes really don't want to waste their time on it.
That hero will be defeated on next day and it keeps all the movement bonuses rest of the week so who ever hire it on day 3 get those bonuses which you provided.
- Also when heroes trade, if other has scholar skill, it should be up to player itself to decide does the one teach other spells, not automatically doing it.
- And when heroes visit towns, mage guild also should be decided by player, not instantly allowing every hero to learn hole mage guild.
---
Computer does not use all buildings in game. On inferno AI never build Brimstone Stormclouds, never have I seen it does it on over 20 years of playing Heroes III, nor does it build Castle Gate.
These should and are needed to see daylight or should we say burning sulfurous fire on this case.
As you already have done on Fortress buildings then this should be possible.
- AI still don't build hole all Fortress buildings, I don't remember was it Cage of Warlords or Blood Obelisk or what but some of these 3 unique buildings that benefit hero and defending the town won't never see light under the mist of swamps.
Same goes Stronghold Freelancers Guild, AI never build it.
There is few more about every town, AI don't use full extent of game and therefore game is little bit uninteresting on this matter.
This hole matter needs check as you must have access to game code where you can see what building AI does not construct so on..
---
On AI turn, it would be lot better if players can have computer hero move slower if wanted, lets say 1-3 level slower than slowest level now is.
Once you play huge maps with 7 computers, they all have 4+ heroes and you would need to pay attention on what part on map each AI hero is and doing on what specifically, that too fast speed becomes really annoying.
---
If playing random generated map, its really good to see each hero skills before selecting it by that right click on hero portrait, but why this same mechanism isn't on normal scenario maps.
If possible this mechanism would be good to have on those normal scenario maps.
Also when starting game, on that level selection screen, there is marvelous artistic pictures behind, for each factions own drawing.
But that pop-up window where game selections are selected, it blocks half of that image and therefore you never get see the full drawing.
Little selection click-box there would be nice that removes all other pop-up windows so that you can marvel that marvelous drawing on its full greatness would be great.
And then press ESC or click anywhere brings options pop-up back.
Same goes main art drawing. Its great, but, before it there were different art drawing, some past version change the image.
They both great but again would be lovely to have choose which main art draw I want have on my game main screen.
Option to switch that on game launcher would be nice.
All those drawings that game have could be placed as pictures on game folder, would work as desktop pictures if wanted, example.
For the Brimstone thing I would recommend to just delete that building. It's completely useless. There are some similar cases like these ponds for Rampart.
What you suppose for the possible refusal of scolar or of some town bonus: if it means more cliqus I am against it. When you play with timer all this costs precious time.
|
|
Gremlinking

 
Tavern Dweller
|
posted December 04, 2025 04:16 PM |
|
|
RevMarSara said: 1.7.3 HotA 5.5 R98.
---
Few questions and ideas.
First questions.
- What are these new health bars that change log tells.
I see nothing on my game, on battle screen. I see new information on creature stack pop-up window telling maximum number it started and if creatures have died/lost it tells how many are left (this is nice new thing).
But as health 'bars' as I understand it, some kind bar telling hit points, I see none.
Also what 'battle queue' is here, I understand it similar system that Heroes V has where creatures are on a long line of stack telling who's turn comes next, I see nothing new that looks like something new on battle screen about this.
-
Then few new ideas, change of old mechanics.
Every town building that gives hero permanent bonus, like +1 attack/defense/knowledge/1000exp so on..
These bonuses should be optional by player does hero get them or not, by clicking the building like you have already changed on Dungeon town Mana Vortex so player can choose who get mana.
Why?
If you hire level 1 hero just to do example mine runs to steal opponent mines, its really annoying that he/she get example 1000exp and new level, as that hero will eventually get defeated as it runs only mines, and you have no interest save it and hire again, but opponent can hire it and benefit from that level upgrade, so, by building that bonus building you actually cause harm to yourself in long term.
It would be lot better that you can choose does the level 1 expendable hero get the permanent bonus or not.
Same goes to temporal bonus buildings. There is needs and reasons to prevent example expendable hero to get Castle stable bonus in a situation like that;
on a first day of week, I hire level 1 hero to run only for 1 day to do something that is needed to do but any of main important heroes really don't want to waste their time on it.
That hero will be defeated on next day and it keeps all the movement bonuses rest of the week so who ever hire it on day 3 get those bonuses which you provided.
- Also when heroes trade, if other has scholar skill, it should be up to player itself to decide does the one teach other spells, not automatically doing it.
- And when heroes visit towns, mage guild also should be decided by player, not instantly allowing every hero to learn hole mage guild.
---
Computer does not use all buildings in game. On inferno AI never build Brimstone Stormclouds, never have I seen it does it on over 20 years of playing Heroes III, nor does it build Castle Gate.
These should and are needed to see daylight or should we say burning sulfurous fire on this case.
As you already have done on Fortress buildings then this should be possible.
- AI still don't build hole all Fortress buildings, I don't remember was it Cage of Warlords or Blood Obelisk or what but some of these 3 unique buildings that benefit hero and defending the town won't never see light under the mist of swamps.
Same goes Stronghold Freelancers Guild, AI never build it.
There is few more about every town, AI don't use full extent of game and therefore game is little bit uninteresting on this matter.
This hole matter needs check as you must have access to game code where you can see what building AI does not construct so on..
---
On AI turn, it would be lot better if players can have computer hero move slower if wanted, lets say 1-3 level slower than slowest level now is.
Once you play huge maps with 7 computers, they all have 4+ heroes and you would need to pay attention on what part on map each AI hero is and doing on what specifically, that too fast speed becomes really annoying.
---
If playing random generated map, its really good to see each hero skills before selecting it by that right click on hero portrait, but why this same mechanism isn't on normal scenario maps.
If possible this mechanism would be good to have on those normal scenario maps.
Also when starting game, on that level selection screen, there is marvelous artistic pictures behind, for each factions own drawing.
But that pop-up window where game selections are selected, it blocks half of that image and therefore you never get see the full drawing.
Little selection click-box there would be nice that removes all other pop-up windows so that you can marvel that marvelous drawing on its full greatness would be great.
And then press ESC or click anywhere brings options pop-up back.
Same goes main art drawing. Its great, but, before it there were different art drawing, some past version change the image.
They both great but again would be lovely to have choose which main art draw I want have on my game main screen.
Option to switch that on game launcher would be nice.
All those drawings that game have could be placed as pictures on game folder, would work as desktop pictures if wanted, example.
For the Brimstone thing I would recommend to just delete that building. It's completely useless. There are some similar cases like these ponds for Rampart.
What you suppose for the possible refusal of scolar or of some town bonus: if it means more cliqus I am against it. When you play with timer all this costs precious time.
|
|
Syth1984

 
  
Known Hero
|
posted December 05, 2025 11:08 AM |
|
|
Deleting buildings is problematic. You would have extra buildings on other castles. They have to be repurposed.
Plus Inferno is already weak.
. Give attacking flying creatures -3 speed during siege when the brimstone stormclouds is built.
Same Blood Obelisk should decrease the movement of walking attackers by 2 in the Fortress. Or tune down the creature treasuries and give +1 production to wyerns.
Castle gate should increase +Efreet, Pitfiend and Gog production by 1.It already costs 10000.
Escape tunnels could give +2 speed to the defending units.
Gremlinking said:
RevMarSara said: 1.7.3 HotA 5.5 R98.
---
Few questions and ideas.
First questions.
- What are these new health bars that change log tells.
I see nothing on my game, on battle screen. I see new information on creature stack pop-up window telling maximum number it started and if creatures have died/lost it tells how many are left (this is nice new thing).
But as health 'bars' as I understand it, some kind bar telling hit points, I see none.
Also what 'battle queue' is here, I understand it similar system that Heroes V has where creatures are on a long line of stack telling who's turn comes next, I see nothing new that looks like something new on battle screen about this.
-
Then few new ideas, change of old mechanics.
Every town building that gives hero permanent bonus, like +1 attack/defense/knowledge/1000exp so on..
These bonuses should be optional by player does hero get them or not, by clicking the building like you have already changed on Dungeon town Mana Vortex so player can choose who get mana.
Why?
If you hire level 1 hero just to do example mine runs to steal opponent mines, its really annoying that he/she get example 1000exp and new level, as that hero will eventually get defeated as it runs only mines, and you have no interest save it and hire again, but opponent can hire it and benefit from that level upgrade, so, by building that bonus building you actually cause harm to yourself in long term.
It would be lot better that you can choose does the level 1 expendable hero get the permanent bonus or not.
Same goes to temporal bonus buildings. There is needs and reasons to prevent example expendable hero to get Castle stable bonus in a situation like that;
on a first day of week, I hire level 1 hero to run only for 1 day to do something that is needed to do but any of main important heroes really don't want to waste their time on it.
That hero will be defeated on next day and it keeps all the movement bonuses rest of the week so who ever hire it on day 3 get those bonuses which you provided.
- Also when heroes trade, if other has scholar skill, it should be up to player itself to decide does the one teach other spells, not automatically doing it.
- And when heroes visit towns, mage guild also should be decided by player, not instantly allowing every hero to learn hole mage guild.
---
Computer does not use all buildings in game. On inferno AI never build Brimstone Stormclouds, never have I seen it does it on over 20 years of playing Heroes III, nor does it build Castle Gate.
These should and are needed to see daylight or should we say burning sulfurous fire on this case.
As you already have done on Fortress buildings then this should be possible.
- AI still don't build hole all Fortress buildings, I don't remember was it Cage of Warlords or Blood Obelisk or what but some of these 3 unique buildings that benefit hero and defending the town won't never see light under the mist of swamps.
Same goes Stronghold Freelancers Guild, AI never build it.
There is few more about every town, AI don't use full extent of game and therefore game is little bit uninteresting on this matter.
This hole matter needs check as you must have access to game code where you can see what building AI does not construct so on..
---
On AI turn, it would be lot better if players can have computer hero move slower if wanted, lets say 1-3 level slower than slowest level now is.
Once you play huge maps with 7 computers, they all have 4+ heroes and you would need to pay attention on what part on map each AI hero is and doing on what specifically, that too fast speed becomes really annoying.
---
If playing random generated map, its really good to see each hero skills before selecting it by that right click on hero portrait, but why this same mechanism isn't on normal scenario maps.
If possible this mechanism would be good to have on those normal scenario maps.
Also when starting game, on that level selection screen, there is marvelous artistic pictures behind, for each factions own drawing.
But that pop-up window where game selections are selected, it blocks half of that image and therefore you never get see the full drawing.
Little selection click-box there would be nice that removes all other pop-up windows so that you can marvel that marvelous drawing on its full greatness would be great.
And then press ESC or click anywhere brings options pop-up back.
Same goes main art drawing. Its great, but, before it there were different art drawing, some past version change the image.
They both great but again would be lovely to have choose which main art draw I want have on my game main screen.
Option to switch that on game launcher would be nice.
All those drawings that game have could be placed as pictures on game folder, would work as desktop pictures if wanted, example.
For the Brimstone thing I would recommend to just delete that building. It's completely useless. There are some similar cases like these ponds for Rampart.
What you suppose for the possible refusal of scolar or of some town bonus: if it means more cliqus I am against it. When you play with timer all this costs precious time.
|
|
Gremlinking

 
Tavern Dweller
|
posted December 15, 2025 05:42 PM |
|
|
|
Sorry to have posted twice the same,I don't know how to delete. I do not like the new effect that castle effects - like plus 1 attack in stronghold - are shown above the available creatures. When you want to recruit as quickly as possible it is irritating.
|
|
Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
|
posted December 27, 2025 06:56 PM |
|
|
Okay, so we currently have 9 different (land) terrains in HotA.
It is only possible to have maximum 8 players though.
That means one faction/terrain has to be left out, if you want them all to start in their native terrain.
So adding player 9 (possibly black) and player 10 (possibly white) would be amazing.
(Alternatively Conflux could possibly have Grass as a native terrain option again, then Highlands is not needed.)
I would like to create the scenario I described above myself, but it feels bad having to leave out a faction...
|
|
Hourglass

 
    
Supreme Hero
|
posted December 28, 2025 11:07 AM |
|
|
Phoenix4ever said: Okay, so we currently have 9 different (land) terrains in HotA.
It is only possible to have maximum 8 players though.
That means one faction/terrain has to be left out, if you want them all to start in their native terrain.
So adding player 9 (possibly black) and player 10 (possibly white) would be amazing.
(Alternatively Conflux could possibly have Grass as a native terrain option again, then Highlands is not needed.)
I would like to create the scenario I described above myself, but it feels bad having to leave out a faction...
I'm not sure, but the thing of adding new players could even be the trickiest part Hota would have accomplished so far due how the game has been coded. So even that would of course be great, I'm not very positive we will ever see that happening.
Terrains thou I truly hope we would rather see more of them, such as every faction having their own rather than needing to share. Personally I really like what they did with Highlands and Wastelands, they first of all look great, but also add a few unique objects, and certain terrains could really benefit from having the same treatment, such as lava. It's not often being talked about, but the terrains do really matter in the aspect of game balance as well.
|
|
Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
|
posted December 28, 2025 01:43 PM |
|
|
Perhaps it is difficult, I don't know.
But it is still a thing I would enjoy a lot and currently there are too many terrains and too few players/colors to have all the factions available in a game.
So the only solution is more players/colors or fewer terrains, unless I am missing something?
I also enjoy Highlands and Wastelands and I would not be opposed to even more new terrains, but it would also require new players/colors. (Bulwark is gonna share Snow with Tower, so no new terrain there.)
|
|
Ghost

 
      
Undefeatable Hero
Therefore I am
|
posted December 29, 2025 02:30 PM |
|
|
Yes more than 8 flags are possible, when I've seen black-coloured flag, etc I'm sorry, maybe I remember wrong, today I can't find flags in the internet.. But maybe they only changed colours.. Lacked source/information.. If extra flags are/were existing, it means HotA can make new flags..
____________
Fight MWMs - stand teach
|
|
MurlocAggroB

 
  
Known Hero
|
posted January 04, 2026 04:56 AM |
|
|
|
I was looking at Bulwark's new ship model, and it got me thinking. 90% of the time, even on water maps, you get your ships from a Shipyard, which always creates the same generic ship model even though there are now 6 factions with unique ships. It'd be cool if mapmakers could choose which type of ship that a Shipyard creates, to make those cool ship models more common.
|
|
gatecrasher

 
   
Famous Hero
|
posted January 04, 2026 01:55 PM |
|
|
MurlocAggroB said: I was looking at Bulwark's new ship model, and it got me thinking. 90% of the time, even on water maps, you get your ships from a Shipyard, which always creates the same generic ship model even though there are now 6 factions with unique ships. It'd be cool if mapmakers could choose which type of ship that a Shipyard creates, to make those cool ship models more common.
And maybe have the class of the purchasing hero determine the model by default?
|
|
gatecrasher

 
   
Famous Hero
|
posted January 05, 2026 10:57 PM |
|
|
Was thinking about a way of making demon farming less of a pain so maybe it could me utilised more in time-constrained PvP matches.
How about having Pit Lords kill and resurrect your own fodder stacks in one go (casting on a friendly stack which can completely turned into demons by the number of Pit Lords) so you don't need to Magog-friendly-fire or neutrals to slaughter them?
Is this too much of a buff or could this lead to the obsolescence of Inferno tiers 1-3 as early as week 2 and Marius becoming the must-pick Inferno hero?
Could be counteracted by adjusting the hp conversion ratio or maybe restricting this sacrifice action to non-Inferno/good/living creatures or something.
|
|
VARN

 

Hired Hero
|
posted January 07, 2026 09:01 AM |
|
|
|
Only a small Bulwark-proposal: shouldn't Mammoths destroy town walls and crash gates?
|
|
gatecrasher

 
   
Famous Hero
|
posted January 07, 2026 10:58 AM |
|
|
If at all they probably should only be able to do so from the outside (i.e. no teleporting and attacking the walls without taking moat damage.)
The gate/drawbridge however would drop onto them in this case which might at least look odd.
Would be a serious buff for Bulwark anyway which I'm not sure is needed.
On second thought it might not be that huge of a buff given Mammoths are pretty much the first stack you' d want to teleport inside the walls and attack the defenders anyway. So that conflict mitigates it a bit.
|
|
VARN

 

Hired Hero
|
posted January 08, 2026 08:35 AM |
|
|
You are right, that it might be too much, but i like to think, what is more realistic: And having 20 mammoth in front of a wooden palisade and being not able to go in is sad .
|
| |
|
|