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MattII

 
     
Legendary Hero
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posted August 20, 2026 08:22 AM |
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And yet they become dragons when going through the Skeleton Transformer. Couatls in particular have a draconic body style, so they could theoretically count.
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Syth1984

 
  
Known Hero
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posted August 28, 2026 11:05 AM |
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How about instead of disguise there could be a spell called "Cover" that creates a small patch of fog of war. The fog of war diameter gets bigger with skill mastery eventually reaching cover of darkness building area.
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phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted August 28, 2026 02:46 PM |
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Syth1984 said: How about instead of disguise there could be a spell called "Cover" that creates a small patch of fog of war. The fog of war diameter gets bigger with skill mastery eventually reaching cover of darkness building area.
That's actually a good idea or at least SOMETHING to replace Disguise.
Disguise does'nt do anything at all on Expert and Impossible difficulty!
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LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
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posted August 29, 2026 02:52 AM |
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All Disguise really needs as a buff is to give your hero portrait a little Groucho Marx mustache and glasses when they cast it.
____________
What are Homm Songs based on?
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undortheb

 
Tavern Dweller
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posted August 30, 2026 04:42 PM |
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Have you ever thought about "reworking" the Conflux heroes? Right now, the planeswalkers don't have the same diversity in speciality as the other hero classes do - they only have creature specialities and every one of those exists twice. They are also quite similar in terms of their secondary skills. So maybe there is potential here for adding new specialities at least.
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MattII

 
     
Legendary Hero
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posted August 30, 2026 09:17 PM |
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Edited by MattII at 21:23, 30 Aug 2026.
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Also, their bonuses are fixed values, rather than scaling with hero level, which is rather out of keeping with other creature specialists.
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Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted August 30, 2026 09:22 PM |
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MattII said: Also, their bonuses are fixed values, rather than scaling with level, which is rather out of keeping with other creature specialists.
I changed that. I did'nt like the static scaling at all.
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skade

 
Tavern Dweller
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posted September 06, 2026 10:11 AM |
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Edited by skade at 10:14, 06 Sep 2026.
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Unit design
Just my 2 cents, but have you guys ever thought that you might have over-designed the units?
As a single unit they might look like they could be made by the original dev (even tho many of them still have way to much details compare to any original unit) but when you put them together as a faction and compare them side by side with any of the factions in the game, they don't really look like they belong to it. None of the faction in the game has the many units with that much detail and intricate design.
Many units in the game look very beautiful and while remaining really simple without any armor or just simple robes.
I think even the cove town faction has some over-designed unit but it's still the best out of the 3 because it has relatively simpler designs compare to the other 2 factions. Like if cove town has 70/30 simple design then the latest 2 is 90/10 over-detailed in my opinion.
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samael

 
Tavern Dweller
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posted October 01, 2026 04:31 AM |
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my suggestions to the HOTA crew would be this:
1.) why not implement a visual hint, so the player can see if a certain creature stack still has a RETALIATION strike left or not.
its easy to get confused if fighting against many similar AI-stacks.
2.) implementation of some kind of visible COORDINATE SYSTEM (x/y -axis) for the world view map in the upper right corner. that way a player could take notes of the locations of important artifacts or buildings on the map and find them faster on the next turn, thus saving on play/turn-time on very large maps.
3.) castle-gate building in the inferno town should work similar to the town gate-portal on the adventure map: as a one-way-trip to ANY city that the player owns and that is not occupied by a friendly hero.
this would make the inferno town more attractive and competitive.
anyway, thank you for all the work you already put into the mod :-)
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Panda_Tar

 
  
Known Hero
CH mascot and right-wing
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posted October 01, 2026 09:25 AM |
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samael said:
2.) implementation of some kind of visible COORDINATE SYSTEM (x/y -axis) for the world view map in the upper right corner. that way a player could take notes of the locations of important artifacts or buildings on the map and find them faster on the next turn, thus saving on play/turn-time on very large maps.
I think that's the intention for spells such as View Earth, View Air, so you have all these elements visible, even in fog of war, depending on magic school level, if I recall correctly. They cost almost no mana, and you can cast them multiple times, if you wish to consult at any moment.
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As for my own suggestions, some pointers. Might've been suggested already, even by myself, I guess, but given I'm already here ...
CREATURES
I particularly prefer when creatures are not just a slightly modified group of status with different skins, as it so happens with units such as Centaurs, Demons, Hobgoblins, Gnoll Marauder, Seaman and so forth. Some ideas have already been used in other installments, by the way. You just have to tweak them a bit for ('the appalling') balance.
[*]Swordsman | Crusader: Impetus (if a foe is defeated by his attack, it raises 1 morale for the next turn. If the unit is of evil alignment: Dungeon, Necropolis or Inferno; it raises 2 morale)
[*]Centaur Captain: Horsepower (adds 1|2|3% for the effect of Logistics skill)
[*]Giant | Titan: Hates Dungeon Dragons (it makes no sense only Titans hating dragons, specially if you have Devils hating Angels and vice-versa)
[*]Horned Demon: hates good alignment units (+25% damage against units from those factions: Castle, Rampart, Tower)
[*]Pit Fiend | Pit Lord: Taskmaster (without losing its turn, it whips an adjacent allied Inferno tiers 1-5 troop into acting immediately after them, with a boost of 1 speed and 5 attack, losing 5 defense until the end of the turn. Negative morale becomes neutral for that turn also)
[*]Skeleton | Skeleton Warrior | Bone Dragon: Skeletal (-10% damage taken from ranged attacks,0 +10% damage taken from melee attacks – similar to the ability seen in H4, but slightly balanced due Necromancy)
[*]Ghost Dragon: Spectral (-10% physical damage taken, +10% magical damage taken. The physical handicap disappears in comparison to Bone Dragons, but a magical one appears)
[*]Minotaur King: Parry (25% chance of parrying 33% of any physical damage taken from the front; a weaker version of H4's parry, which was ridiculously overpowered, blocking like 100% of damage of 40% of any upcoming attacks, although I think it didn't work on back attacks)
[*]Manticore | Scorpicore: Painful Sting (50% chance to cripple the target for the next round, losing 4-3-2 points of speed; 4 points for tiers 1, 2, 3; 3 for tiers 4, 5; 2 for tiers 6, 7)
[*]Red Dragon: Hates Giants|Titans (the same logic in reverse)
[*]Hobgoblin: Horde bonus (increases ATT value by 2 for each unique instance of another unit with a goblin on it, meaning wolf riders and boar riders. Max bonus of 4. It just counts one different stack, even if there are other 4 stacks of wolf riders, for example, they'll only convert 2 bonus points. It stacks normally with bloodlust)
[*]Thunderbird: Lightning resistance (50% resistance vs Lightning and Chain Lightning damage)
[*]Gnoll Marauder: Dazing attack (it has 5-10% chance to daze a target. Dazing causes the unit to lose its immediate chance to act, and jumps back one position in the list of actions, i.e., if it was the next one to act, it'll wait for another unit to act first. If target had used the WAIT command, it completely loses its turn. If it's the last unit to act on that turn, it'll lose its turn as well. Dazing doesn't work on mindless units, such as the undead, mechanical or elemental, although it works on Giants and Titans)
[*]Seaman: Seamanship (adds 7,5|15|22,5% for the effect of Navigation skill; similar to how pirates worked in H4)
[*]Sea Serpent | Haspids: Safe waters (prevents losses from Whilpools; the things are hired in maelstroms, after all)
[*]Armadillo | Bellwether Armadillo: Rolling Strike (if under the effect of Haste spell, this unit will roll and hit the target for a starting 20% of its normal damage upon clashing, then it'll perform its normal attack; just like Pangolier in Dota 2. You have alrealy made that animation. Now, make use of it)
[*]Peasant: Workforce (every 200 units can be set to work on resource facilities flagged by the player: gold mine, ore mine, sawmill, gem, crystal, mercury and sulphur. At the start of each week, 1 additional corresponding resource is produced, and 200 gold. Each building supports only 200 peasants. They're automatically killed if another player flags the building instead; they're too useless to prove a point, just like in H2, ghost food)
SKILLS
[*]Wisdom: I would add the Scholar skill effects to Wisdom, and free Scholar skill slot to something else.
[*]Scouting: it becomes useless later in game. It could also help revealing numbers of enemy troops, but not their mood (as it's a Rogue's benefit).
[*]Estates: another skill that may turn out underwhelming as the game progresses. It could add a daily interest of 2,5 | 5 | 7,5% for all gold income, or maybe weekly for that day only (if it turns out to become overpowered with multiple heroes with States), in addition to the 250 | 500 | 1000 gold daily.
[*]First Aid Tent: at the Expert Level, it could have an additional effect as 'saving the soon-to-be slain'. If an allied troop have sustained losses, the first aid services will attempt to save and resurrect a few of them, say, a random number ranging from 0 to 20% of all who were lost.
[*]Eagle Eye: pinpoints weaknesses on enemy defenses. Introduces 30|40|50% chances of inflicting critical damage (not lucky strikes), which adds 15|20|25% more output physical damage (can stack with lucky strike, though). It also works on single-target damage spells (magic arrow, lightning bolt (Titan's), ice bolt and implosion).
[*]Conscription: replaces Scholar skill. Allows a hero to remotely hire units from 1 (tiers 1-3) | 2 (tiers 1-5) | 3 (tiers 1-7) dwellings for that week to join their ranks after 1-4 days, considering distance between them. Each Conscription day counts as 3 days-time for that hero's movement points. Thus, it covers up to 1-12 days worth of travel, squeezing into 1-4 days until reinforcements arrive to the hero. Anything further away than 12 days cannot be reached.
WAR MACHINE
[*]Pile of carcasses: a war machine intended for Necropolis. It has no corresponding skill. At the end of each turn, the living stack who has sustained the most losses will have 20% of their numbers, with a minimum of 1, rounded up and added to the pile (thus becoming unable to be resurrected back). At the end of the battle, that number is added to necromancy effectiveness.
I think that's all that came into my mind for now.
____________
Beware the ultimate fluffiness. PUUUHOHOHO
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FdgK

 
  
Known Hero
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posted October 01, 2026 12:34 PM |
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For my part, I don't mind having some creatures without any special abilities. It makes the ones having one more special and also doesn't lead to the situation where you invent an ability just for the sake of giving one to every single creature and ending up with a lot of not really useful or overcomplicated ones. That being said, I think that some of your ideas are not bad at all but in the end I think leaving some basic creatures in the game adds more flavour to the game than having none at all. But that's just my two cents.
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Panda_Tar

 
  
Known Hero
CH mascot and right-wing
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posted October 01, 2026 02:28 PM |
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FdgK said: For my part, I don't mind having some creatures without any special abilities.
That's more or less how I feel about upgrades, when they exist only for the sake of existing. Which is why I prefer, to this day, playing H2 or H4, where you had no mandatory upgrades (H4 you had none at all, and all units had at least one of their own abilities to talk about) for all units, because there was no need for any of it. I remember feeling slightly put out learning that. After some playthrough, though, I was convinced lack of upgrades was not an issue at all.
My gripe when H3 was released, even back then with all the euforia, was the generic feel about it (a similar level of units across the board, everyone had upgrades), and artstyle. It was such fun dealing with black dragons with only your crusaders. But now we had Archangels ...
Also, it feels like factions, such as Inferno, are very underserviced on that regard.
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FdgK

 
  
Known Hero
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posted October 01, 2026 02:47 PM |
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Fair enough, I see where you're coming from. Out of all the Heroes games I played (1-5), 3 is the one I played most by a landslide, the others don't come even close and I played all of them A LOT. That must be why I don't really notice the issue with having an upgrade for every creature, I'm just too used to it. But I get your point. I felt and feel similarly about alternative upgrades like in 5 or now in OE (which I haven't played). Most feel redundant to me and I found myself opting for the same option anyway most of the time.
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Panda_Tar

 
  
Known Hero
CH mascot and right-wing
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posted October 01, 2026 03:09 PM |
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FdgK said: Fair enough, I see where you're coming from. Out of all the Heroes games I played (1-5), 3 is the one I played most by a landslide, the others don't come even close and I played all of them A LOT. That must be why I don't really notice the issue with having an upgrade for every creature, I'm just too used to it. But I get your point. I felt and feel similarly about alternative upgrades like in 5 or now in OE (which I haven't played). Most feel redundant to me and I found myself opting for the same option anyway most of the time.
I hear you. That's how I felt like playing H5 with alternated upgrades. Some of them were so obvious, I felt like playing with the same thing, over and over again.
Although I prefer H2 over all others, H4 was the one I played the most, because I felt very compelled by the idea of heroes on the battlefield, instead of just spell casting statues adding stats. However, I'm also aware of the overpowered state some heroes became in late game, dealing with scores of dragons by themselves. In H5, they had tried to mix a bit, making them attack troops physically and so on. I still think that the best approach would simulate them tagging to certain troops and boosting them during their turn, as Heroes would do, you see, emulate actions and inspire and strengthen their troops around them, fighting alongside them, not just standing far away on a cliff, watching everything happen.
Oh, well, best not delve on that subject just now, hohoho, not to be off-topic.
Cheers.
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samael

 
Tavern Dweller
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posted October 01, 2026 04:13 PM |
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Panda_Tar said:
samael said:
2.) implementation of some kind of visible COORDINATE SYSTEM (x/y -axis) for the world view map in the upper right corner. that way a player could take notes of the locations of important artifacts or buildings on the map and find them faster on the next turn, thus saving on play/turn-time on very large maps.
I think that's the intention for spells such as View Earth, View Air, so you have all these elements visible, even in fog of war, depending on magic school level, if I recall correctly. They cost almost no mana, and you can cast them multiple times, if you wish to consult at any moment.
Quote:
yes, you are right, but you can use view air/earth only on your own turn time, making the opponent wait even more. with the coordinate system you could plan your next move faster while its the opponents turn.
i have also disabled both spells since as soon as you have expert air you can easily see all the enemy heroes movement & citys every turn, taking away time and fun IMO.
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Panda_Tar

 
  
Known Hero
CH mascot and right-wing
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posted October 01, 2026 04:19 PM |
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samael said:
yes, you are right, but you can use view air/earth only on your own turn time, making the opponent wait even more. with the coordinate system you could plan your next move faster while its the opponents turn.
i have also disabled both spells since as soon as you have expert air you can easily see all the enemy heroes movement & citys every turn, taking away time and fun IMO.
Ah, so you've meant in a multiplayer perspective, then.
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samael

 
Tavern Dweller
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posted October 01, 2026 04:27 PM |
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Panda_Tar said:
samael said:
yes, you are right, but you can use view air/earth only on your own turn time, making the opponent wait even more. with the coordinate system you could plan your next move faster while its the opponents turn.
i have also disabled both spells since as soon as you have expert air you can easily see all the enemy heroes movement & citys every turn, taking away time and fun IMO.
Ah, so you've meant in a multiplayer perspective, then.
yes, the whole point is to save on some turn time. when you play with several people the waiting time adds up and can get really annoying. there is only very limited stuff you can do when its not your turn.
i should have been clearer on that :-)
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