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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions (started by nik312 in March 2017)
[Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 217 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 213 214 215 216 217 · «PREV / NEXT»
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 31, 2026 01:21 AM
Edited by AlexSpl at 01:22, 31 Jan 2026.

Probably it will even be acceptable to buy as many war machines as you have resources (Blacksmiths cost included), but to logarithmically (or in a less punishing way) scale their efficiency. The idea behind it to eliminate artificiality of the current 40% damage rule. And finally wedging war machines in the common stack mechanics.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 31, 2026 01:50 AM
Edited by AlexSpl at 04:33, 31 Jan 2026.

Or... just give them a level and make them a valid unit of the corresponding tier

This would be awesome decision, just because it's brilliant, now you have 7 stacks + an additional damaging + 2 additional supporting.

Nice and clear. Why have they not even been units all this time? Cost? Technical issues? Make them cost less, make them less efficient as a single unit, but allow them to scale and pace well as the game progresses.

Why war machines can't be a unit? In real battles there are more than one ballista and more than one healing point. Also, forget about their HP in this model. They are just like your average supportive unit, that has a quantity and loosable in the same manner, and then buyable like others.

Just imagine if you fought with just a single representative of a tier. Nonsense? Why do you treat war machines differently then?

* * *
Well, there are issues for different factions. But they are solvable without artificial restrictions on incoming damage. Just for warming -  when Ballista and Cannon factions can amass damage, First Aid Tent factions should have the ability to resurrect (unique for them; for all the other factions First Aid Tent provides just basic healing). Ammo Cart factions are outsiders, so you can make their arrows poisonous (again, faction specific). And finally it will make a difference which faction your hero belongs to in terms of war machines. Specialists may give additional attack and defense to their machines, or even HP or damage bonuses, but like +1/+2/+3 artifacts do and not a huge one.

* * *
Some other thoughts of mine. RNG is good as it makes feel things literally in that very moment. It may be joy or minus mouse or keyboard (lol, I'm more stable than that), but nevertheless. I always believe in the very possibility that I can do this fight better if I get morale or luck, it's just tempting. So, please, make Morale and Luck choosable. Like add two buttons, similar to the one of Faerie Dragons, for every stack. Give me 3 decisions when I have +3 Morale or Luck, I don't need more, just three, but when I see them to be appropriate. OK, probably +n every 10 rounds for longer battles. I hate myself for feeling sorry for that 1 Goblin I will loose without that feature, and I start the battle over and over, just to call myself a fool who wastes time.

And please ban all Morale on the first turn to eliminate temptation to block enemy shooters

For PvP it may be crucial, as we know whites move first and win, so Morale and Luck points should scale with damage output of a stack. Say, you can 'morale' 1 Dragonfly three times, probably with global cooldown for 1 round, but only one time your power stack. Seems like not a problem at all, but in Heroes 3 the first strike can be devastating, that's why you can see how seasoned players play from defense, no one wants to get a blow from a power stack of his opponent. This is also a big problem.

* * *
Just imagine a sutuation when your Angels attack an enemy's Wyverns first and then get Morale and then Luck on the second hit. Count casualities! And he suffered fighting nasty Dragonflies. How many battles for Dragon Fly Hives were crossed out just for several seconds of a battle?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 31, 2026 08:13 AM
Edited by Phoenix4ever at 08:25, 31 Jan 2026.

Yeah I don't know, I don't really like how Cove ended up with the better attacking war machine.
What's the point of ballista blacksmiths then?
Heroes like Zubin, Pasis and Ignissa can buy a ballista in home town, then get rid of it and later pay a second time to get a better cannon instead... Vokial can not buy a war machine at all, since some fool, decided to give the undead faction a First Aid Tent and undead heroes cannot even learn First Aid anyway. (Castle should have had First Aid Tent and Necro Ballista.)
Because of 2 attacking war machines, AI will also sometimes end up with the wrong war machine...

Alex do you know how to give Cove a ballista and possibly Jeremy ballista specialty??
Then I can at least solve some of the mentioned problems.
I also know of a hack that makes war machines come back after a fight, that would make Artillery and First Aid better, it does'nt work on cannon though, that's why I might wanna get rid of it.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 02, 2026 09:42 AM

@Phoenix4ever

I think town like Castle became Necropolis.. Thus ex-Knight.. Another alternative Good vs Evil.. When Ammo Cart is also wrong place.. Or ex-alliance hero moved to another alliance with old skill..

But 25 Ballistae do much damage.. If you've a gold.. 2500g x 25b.. 25 First Aid Tents are good, when 25FAs x 75HP, only 750g x 25.. So you give neutral beat FAT..

If you want to justice.. I think a two.. So Castle, Necropolis: Ballista and FAT.. Tower: Ballista and Ammo Cart.. Inferno: Ballista and Ammo Cart.. When hero skill with.. Torosar has Ballista.. Maybe easiest, of course..

But don't forget MWF.. or conquest a neutral town, etc You buy 25 Ballistae.. PRO, of course.. One puny thing to buy them called PRO.. Remember PRO is many things in area.. If good know all them..

I don't use a ballista, yes Ammo Cart and First Aid Tent without skill.. If HotA makes them our hopings.. I buy them also skill..

Other.. If warfare.. You've 3 skills in one SS.. HotA crew can make a new SS named Warfare.. And then Warfare specialty means -50% costs or having all specialties i.e. Ballista, Cannon, and FAT in 5%..

Yes different idea and solution can find..
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 02, 2026 10:06 AM

@Ghost

Actually I thought about getting Blacksmith upgrades as well, so all towns could buy 2 war machines. (Stronghold 3.)
I guess it would look something like this:
Castle: Ballista + FAT
Rampart: FAT + Ballista, I guess.
Tower: AC + Ballista
Inferno: AC + Ballista
Necro: FAT + Cannon (For Vokial.)
Dungeon: Ballista + AC
Stronghold: AC + Ballista + Cannon (For Zubin.)
Fortress: FAT + Ballista
Conflux: Ballista + Cannon (For Pasis and Ignissa.)
Cove: Cannon + AC
Factory: AC + Ballista
Bulwark: FAT + AC

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 02, 2026 11:08 AM

I understand.. So Warefare never realized.. HotA already made heroes, and their bios and specialities.. And then HotA can create new town screen for your list.. But would be good 25 FATs, ballistae or cannons too.. One FAT doesn't enough..
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 11, 2026 03:42 PM

HotA Crew can you please finally do something about the stupid fire immunites for Efreet, Efreet Sultan, Fire Elemental, Energy Elemental and Phoenix.
FIRE IMMUNITY SHOULD NOT BLOCK POSITIVE FIRE SPELLS - that's part of the reason why Fire Magic sucks.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 11, 2026 05:48 PM

Real Phoenix4ever! Do you know dead Black Dragon can't resurrection by Black Orb? Yes you must to keep alive Black Dragon, so you can resurrection.. Based on WoG/ERA.. I also want to HotA.. And delicacies fire creatures become OP.. But if they can do.. Thus built-in or coded.. When an old engine has limited codes, scripts, etc H4 became decent game.. It also meant 3DO don't planned the spirit of the game, philosophy or rule.. But if H4 continued to fire immune.. Why you don't agreed with 3DO, esp. Father JVC.. No worry, if HotA can do.. Yes more than 8 flags are coming then..
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 11, 2026 06:54 PM
Edited by phoenix4ever at 19:02, 11 Feb 2026.

Because it's inconsistent!
Air/Storm Elementals are not immune to positive air spells.
Water/Ice Elementals are not immune to positive water spells.
Earth/Magma Elementals are not immune to positive earth spells.
Then why are Fire/Energy Elementals, Efreeti, Efreet Sultans and Phoenixes immune to positive fire spells?!

What is the point of picking Fire Magic at Conflux, when 3 of their (top-tier) units are immune to positive fire spells? (Magic Elementals I can understand, since they are immune to everything.)

Of course HotA can do it, they have proven themself worthy a long time ago.


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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 11, 2026 07:22 PM

I argee.. But more than 50% kept a Conflux is strong.. When banned Necropolis and Conflux.. Today you can play them.. If I remember right, Elementals can change a new ability.. But immune to some magic can't change.. Hope I'm wrong..
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phe
phe


Famous Hero
Life and Freedom
posted February 11, 2026 08:55 PM
Edited by phe at 20:59, 11 Feb 2026.

phoenix4ever said:


What is the point of picking Fire Magic at Conflux, when 3 of their (top-tier) units are immune to positive fire spells? (Magic Elementals I can understand, since they are immune to everything.)



maybe more than regular performance of fire spells(not counting immunity ) for Fire Elementals and Firebirds/Phoenixes should be implemented....
and for other elementals according to their elemental domain too....

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bloodsucker
bloodsucker


Legendary Hero
posted February 13, 2026 04:23 PM
Edited by bloodsucker at 16:42, 13 Feb 2026.

While I find the Runes the best of the special buildings from HotA towns, I feel it's too extensive.
Ok to heroes from other towns to learn it, cause you will hire them in Bulwarks but if they affect all creatures that means you can start with Castle or Tower, take a Bulwark and have all your heroes buffing their troops with Runes.
So, troops from other towns shouldn't get the buff.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 13, 2026 09:33 PM
Edited by AlexSpl at 21:55, 13 Feb 2026.

Quote:
HotA Crew can you please finally do something about the stupid fire immunites for Efreet, Efreet Sultan, Fire Elemental, Energy Elemental and Phoenix.

There are 5 beneficial spells in the Fire Magic school in the original game, including HotA. They are Bloodlust, Protection from Fire, Frenzy, Fire Shield, and Slayer*. While I see why Fire Shield might be excessive and ambiguous when cast on Efreet Sultans, other four seem to be appropriate spells which has be allowed to cast, but Fire Immunity has to be replaced with 95% Fire Resistance then.

*) Plus Sacrifice which has only a beneficial part. Btw, it would be handy to swap Sacrifice and Resurrection phases. You think about sacrificing first, as the name suggests.

Quote:
Air/Storm Elementals are not immune to positive air spells.

Because they don't have Air Immunity, I guess? And even Ice Elementals are immune to ice, not Water Magic.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 13, 2026 11:06 PM

Yeah..

But in H4:

Earth elementals have a 50% chance of resisting any hostile spell, and take only half damage from spell attacks..

Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures..

This creature's Magic Resistance gives it a chance of resisting most hostile spells. The creature also takes less damage from spells that cause direct damage..

**

Fire elementals are immune to fire-based spells and take half damage from fire-based attacks (such as those from efreeti and other fire elementals)..

Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures..

In combat, this creature's normal attack is a Fire Attack, so targets with Fire Resistance will take less damage..
Fire Resistance makes this creature immune to fire-based spells, and to damage from breath attacks if the creature is a secondary target. The creature also takes half damage from enemies with fire-based attacks..

**

Air elementals are made up of nothing more than swirling air, so it is much more difficult to hit them with physical attacks..

Flying allows this creature to fly over obstacles, creatures, heroes, and castle walls..

Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures..

Insubstantial increases this creature's Melee and Ranged Defense by 100%..

**

Water elementals are immune to cold-based spells and take half damage from cold-based attacks (such as those from ice demons or other water elementals)..

Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures..

In combat, this creature's normal attack is a Cold Attack, so targets with Cold Resistance will take less damage..

Cold Resistance makes this creature immune to cold-based spells. It also takes half damage from enemies with cold-based attacks..

**

Other abilities, etc can forget.. For example, Spellcaster allows this Water Elemental to cast Fatigue, Ice bolt, Quicksand, and Weakness during combat..

**

Thus I like H4.. When you can't resurrection them, etc Ridiculous 3 Firebirds/Phoenixes per a week.. And does the Fire Elemental also cast Protection from Fire at 75%?.. And other 50%.. Awkward!..

**

An old WoG MOD has found third upgraded Mineral Elemental has Magic Resistance.. I kept M. Resistance is common dry thing.. Oh Resistanced.. STOP it looked.. Resistance/STOP..
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 13, 2026 11:18 PM

Fearsome loss is funny idea..

EDIT happy memory from the Gs/WoW campaign.. Victory!
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Syth1984
Syth1984


Known Hero
posted February 16, 2026 01:56 PM
Edited by Syth1984 at 19:42, 18 Feb 2026.

At this point minor changes would be the way to go I guess (apart from magic system)

Artifact versions of war machines to give some long term strategy to the players.

Some very underpowered buildings should be repurposed (Blood obelisk, Cover of Darkness, Brimstone Stormclouds =>I would recommend changing the speed of fliers(brimstonestorm clouds -2 speed), cover of darkness( -2 speed to ranged units,Maybe this could be secondary upgrade to the base building like blood obelisk), Blood obelisk (-2 to ground units). Even lookout tower or brotherhood of steel could have second upgrade that improves castle defenses.

A combination artifact that allows to summon upgraded versions of  elementals ( I would say  (Orb of Temptous Fire+Orb of Driving Rain).Since these schools already have a bit weak damage spells.

A small combination artifact that dispels immediately summoned creatures(Colar of Conjuring+Cape of Conjuring or Ring of Conjuring). Since these conjuring items are effectively worth only +1 spellpower I guess it would be something to lift their value.

Some immunity artifacts should extend immunity adding first level spell immunities(Slow,Haste,Shield,Dispel,Cure etc)

Couldron of Poison: Another artifact idea for minor artifacts is one that increases the damage of the arrow towers (+%20 damage and decreases the defense of creatures by 10). Maybe it could lock into the  ammor cart slot

Hat of the Dummy Mage: Again I would very much like a hat or cloak that prevents the casting of 1st level spells.

Storm Banner: Decreases he flying creatures speed by -2.

Magic Trowel: During siege your walls cannot be penetrated without being destroyed(No flying burrowing or teleporting into the castle basically)

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Gremlinking
Gremlinking

Tavern Dweller
posted February 18, 2026 01:42 PM

Like many of your suggestions, Syth. A small thing, or two: the dwellings of mages and ogres are damn expensive. In a normal ranked game, it is nearly impossible to go for Arch Mages. And if you try to go for ogres, maybe double built, it's also tough - especially in comparison with other units of the same tier.

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mrpyro
mrpyro

Tavern Dweller
posted February 19, 2026 05:07 AM






Proposal: New Liquid Terrains & Specialized Vessels
The Core Concept:
In Heroes III, the terrain is a vital storytelling tool, yet the water remains a static blue regardless of the environment. This proposal suggests introducing Thematic Liquid Variants and Specialized Vessels to allow map-makers to align the liquids with the atmosphere of the land.
Four Suggested Liquid Archetypes:
Muddy Water:
Visuals: A brownish, silt-heavy, opaque liquid.
Synergy: Complements Dirt, Sand, Rough, and Subterranean terrains. It removes the visual "clash" of blue water appearing in industrial Factory zones or barren Stronghold wastes.
Lava:
Visuals: A glowing orange/red animated flow using traditional 2D frame-animation.
Strategic Layer: Crossing requires an Obsidian Raft (where troops suffer 20% losses per turn) or a Spectral Boat (which ignores the hazard).
Shore Safety: To allow for tactical boarding, no unit loss occurs while the Obsidian Raft is positioned directly next to a shore tile.
Sea of Spirits:
Visuals: A haunting teal or pale-green ethereal glow. Unlike regular lakes, this is a deep "Sea of Souls" with waves.
Animation: The 2D wave animations should be slower and less frequent than regular water, occasionally showing the faint shapes of spirits and faces within the waves.
Unique Interaction: "Spirit Jars" – A floating object where players can "release" trapped spirits to gain Experience or Gold.
Blood Water:
Visuals: A deep, visceral red liquid.
Event-Driven Triggers: Perfect for scripted environmental shifts. It could be triggered by Time-Based Events (e.g., all water turns to blood on a specific day as an omen) or Specific Quests (e.g., releasing a hero from a prison).
New Specialized Vessels:
Obsidian Raft: The physical vessel required to navigate Lava.
Spectral Boat (Ghostly/Holy):
A hovering vessel that travels faster than regular ships and can navigate any liquid (including Lava) without unit loss.
Mechanics: It vanishes immediately when the hero touches land, but the player's turn does not end upon exiting.
Access: Tied to a Level 2 or 3 Mage Guild spell available in Castle, Necropolis, Inferno, and Mirage towns.
New Faction Proposal: The Mirage (Ancient Egypt Theme)
This faction focuses on battlefield control and high-utility units with a desert-god aesthetic.
Tier 1: Scarab (Flying): Sturdy and reliable early-game flyer.
Tier 2: Desert Cat (Melee/Leaper): A fast feline that can Leap over walls or units (up to 2 hexes).
Tier 3: Mummy (Reworked): The upgraded version inflicts Aging on hit.
Tier 4: Sand Spectre (Magic/Support): Travels like a Genie. Can cast Random Negative Spells. Once per battle, it can enter Sand Cloud mode (30% damage taken) until its next turn. Crucially, it can still cast its random curses while in this defensive mode.
Tier 5: Vulture (flying): Can casts misfortune on hit.
Tier 6: Armored Jackal (Ranged): Anubis-style unit that fires a Laser Beam from its staff.
Tier 7: Great Sphinx (Strategic): A massive unit that can cast Quicksand. It can switch between a "Lying" defensive form and a "Standing" offensive form.
Alternative units:
Crocodile
Scorpion
spear warrior, can place barrier on battlefield Hp off barrier of 2 hexes depends on size of stack. once per fight, has spear attack, pseudo range(2range), no retaliation when attacking from a far, unit has low health and def. Teir2-4?
Closing Note for the Developers:
These suggestions are intended as a "palette expansion" to trigger curiosity. By treating liquids as diverse terrain types with their own set of thematic objects and vessels, the team can offer map-makers a new dimension of environmental storytelling, leaving the final lore and balancing to the expert hands of the HotA Crew.
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mrpyro
mrpyro

Tavern Dweller
posted February 19, 2026 05:33 AM
Edited by mrpyro at 05:43, 19 Feb 2026.





Here are some additional images to go with my ideas. Just threw this together in AI for some visualisation. If you like any of these ideas and have good relations with one of the HotA Crew I would appreciate if you could spread these Ideas!
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Elfrandor
Elfrandor

Tavern Dweller
posted February 19, 2026 08:09 AM
Edited by Elfrandor at 11:22, 19 Feb 2026.

I have a convenience suggestion. When your hero visits an empty town, it is annoying having to remember to offload everything but the fastest creature to maximise your next day movement points. My suggestion is that when a hero visits a town with no other heroes, their next day movement points is based on the fastest creature in the town -- not the slowest.
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