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Thread: HOMM3: Legacy of the Silence | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV |
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farrider
Tavern Dweller
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posted May 05, 2024 06:26 PM |
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Are there cheats that work in Legacy of the Silent?
Thanks!
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Ace1
Tavern Dweller
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posted May 10, 2024 04:42 PM |
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Edited by Ace1 at 16:42, 10 May 2024.
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Cheats can be enabled by clicking "WOG options" then "Important option." A little more than halfway down, check "Enable cheats." Click F2 in-game to use them and hit return.
Thanks KS for all your effort! It is greatly appreciated.
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EthrictheMad
Tavern Dweller
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posted May 23, 2024 12:02 AM |
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kongsuni said:
PanzerWDS said: This will be quite a long post.
I finished my big test of all level 8 units. I think the results I presented are very interesting. I discovered many interesting interactions and bugs (some of them serious). I hope my comments help improve this mod
I just saw your review. This is a cool analysis, and thank you for the great review.
Thank you very much for all your hard work on this awesome mod. It is a very interesting collection of all the new things in heroes, with some great ideas (like even more multiclasses and strange abilities for creatures) by yourself. Probably, the best mod currently, made even better by the fact that you continue to update it. Maybe, my only complaint (or, rather, wish) about this mod would be addition of one or two alternative creatures per town, so that town development could be more varied (somewhat like in Tides of War mod), but it's not a big deal - Legacy of The Silence is awesome already.
Wish you more appreciation from fanbase and even more creative energy, to keep bringing us joy with further development of the mod.
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Ace1
Tavern Dweller
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posted May 26, 2024 05:06 PM |
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Thank you very much Kongsuni!
The HOMM3 community really appreciates your efforts.
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PanzerWDS
Tavern Dweller
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posted June 03, 2024 11:28 PM |
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Tier 5 unit ranking.
The rules are the same as before. 100 vs 100 units. Heroes have 0 attack and defense. No machines like ballista or medic tent. Commander skills do not support units.
1. Supreme Gelugons. The absolute most powerful unit. All 25 fights were won, many without losing a single unit. The ability to permanently reduce a target's speed is awesome. I have used this unit many times in normal gameplay and can confirm that it is super useful. I suggest increasing the price and nerfing the speed to 10 or 11. The current speed is too high, it allows you to go through the entire map in the first round and attack the enemy unit, which in my opinion gives too much of an advantage. Additionally, this unit is very cheap, only 500 gold.
2. Basilisk Champions. A very strong unit. It costs quite a lot (700) but it is worth the money. The charge bonus and returning to the original position after an attack with its high speed make it a very good choice. 23 fights won and one draw (with Grand Perytons). I definitely recommend it.
3.Giant Octopuses. A cheaper (but overall better) version of the Chaos Hydras from the Fortress. 23 fights won. Great stats for his level. It costs 700 but it makes perfect sense. I also recommend it. Plus it flies. Octopuses win against Basilisk Champions if it has an obstacle in its path and cannot attack them on its first move.
4. Prototypes. Overall a better vampire. No counter, causes bleeding (no information in the description), 2 attacks and additionally heals. It's cheap, only 500 gold. The only drawback is that it does not have the greatest amount of life - if it is attacked quickly, it will lose many units and lose the fight. 19 wins and 2 draws (against Maikoms and Grand Perytons).
5. Maikoms. Expensive unit (750), but it has very good statistics and cool skills. 19 fights won and 2 draws (with Prototypes and Spirit Crusaders).
6. Grand Perytons. A very fast unit with good statistics. The ability to create quicksand is interesting, for example it does not allow Basilisk Champions to attack fully effectively. 600 gold is a reasonable price for such a unit. 18 fights won and 2 draws.
7. Spirit Crusaders. A strong melee unit that usually wins its fights. A preventive counterattack helps a lot. And 2 attacks, great. 575 gold is good business. 17 wins and 2 draws (against High Necromancers and Maikoms).
8. Deadly Banchess. The best ranged unit on this list. Expensive (700) and doesn't have super much life, but the skills are very good. Additionally, she is fast (up to 11) and has good damage. 17 wins and 1 draw (against Thunderbirds).
9. Devouring Ammuts. Good unit. Decent stats and cool skills. It's fast (11) and cheap, only 450 gold. However, the above units are better. 15 fights won.
10. Mighty Gorgons. The best tier 5 unit from the base game is still quite good in this mod. The skill is great, there is no doubt about it. Statistics okay. But the speed is only 6. The Gorgon is often destroyed before it approaches the enemy. However, for 600 gold it is absolutely fine (and when playing on maps it is better when attacking level 7 or 8 units). 14 fights won and 2 draws. (Cantor and Einheriers)
11. Einheriers. A strong unit in melee combat. Lots of life. Strong skill. But unfortunately only 6 speeds, it hurts. 600 gold is a reasonable price. 14 fights won and a draw with Mighty Gorgons.
12. Bombardiers. I am surprised at such a low position of this unit in this ranking. I use them a lot in normal play and they are very, very powerful. When they attack an enemy twice in the same place, they deal huge damage to him. They have a lot of life. The cost is as much as 700 gold, but it is fully justified. Unfortunately, in this test, many fast units immediately attacked the Bombardiers, making them not as effective as they usually are in a normal game. 14 fights won.
13. Minotaur Kings. Solid unit, but nothing special. The skill is not particularly useful, but at least the statistics are ok. They cost 575 gold. 12 fights won and 1 draw (with High Necromancers).
14. Marid Sultans. Much better Master Genies. Faster and has slightly better statistics. However, Master Genies has a better skill. Due to its high speed, Marid Sultans usually defeat shooters. The cost is quite high (600). 12 fights won and one draw (with Thunderbirds).
15. Grim Hippogryphs. Fast unit (12), unfortunately very expensive (750). Statistics ok, nothing great. The skill is almost useless in my opinion, I don't think I ever used it. Due to its speed, it wins many fights with shooters, but in hand-to-hand combat it is worse. Overall, nothing outstanding. 12 fights won.
16. High Necromancers. A relatively good unit in ranged combat. There is no information in the description that there is no melee counter. In regular combat, it is a bit more useful because the skill allows allies to heal themselves when attacking. Unfortunately, the cost is quite high, as much as 650 gold. 11 wins and 3 draws (Minotaur Kings, Thunderbirds and Spirit Crusaders).
17. Thunderbirds. Quite a good unit. Fast, quite a lot of life and a skill that unfortunately sometimes works and sometimes doesn't. High cost (700). 11 wins and 3 draws (Deadly Banchess, High Necromancers and Marid Sultans).
18. Cantors. Overall better Zealots, but overall nothing special. A skill that increases damage when a hero casts a debuff should improve this unit a bit in a regular battle. Cost 600. Only 6 fights won and 3 draws. (with Mighty Gorgons, Sorceresses and Power Liches).
19. Enchantresses. Nothing special. It is true that during a normal battle it can cast a mass curse, but in a fight with other level 5 units this unit did not perform very well. However, it has a lot of life (65) and is cheap, only 425 gold. 6 fights won.
20. Master Genies. I don't particularly like this unit. It is true that this unit is quite fast (which is why it defeats most of the shooters on this list) and has a skill that is rarely useful. However, it has little health and dies easily, it costs as much as 600. 6 fights won.
21. Pit Lords. I don't like this unit even more. The skill can sometimes be useful during longer battles on maps, but it is quite situational. Despite high damage, Pit Lords are quite slow and only have 45 health points. The cost is very high, as much as 700. 6 fights won.
22. Power Liches. Although this unit is slightly better in larger battles due to its area attack, Power Liches is a rather weak unit. Costs 600, only 40 life points. 3 fights won and 2 draws (with Cantor and Sorceresses).
23. Sorceresses. Weak unit. The cost is quite high considering its statistics (565 gold). A measly 35 health points. The skills seem cool, but in practice the base statistics are too weak to compensate. Only 2 fight wins and 2 draws. (with Cantors and Power Liches).
24. Zealots. Very weak unit. It has terrible stats, only 30 health points and no meaningful ability (no melee penalty doesn't do anything, Zealots are so weak that you really don't want to melee them). The only thing I can say in their defense is their relatively low cost (450). Personally, I suggest a buff. I always thought that this unit (they are priests after all) should have the ability to cast a bless.
25. Dentroid Soldiers. This unit has 65 life. It's cheap, only 425 gold. But it does not change anything. Dentroid Soldiers only have 4 speeds, drama. Even in hand-to-hand combat, they are not good at fighting and die easily. It is true that due to the special building in the city, you can actually recruit more of them, which compensates a little, but overall it is a very poor choice. Dentroid Soldiers are so slow that they interfere with the hero's movement around the map and it is better to leave them in the city. Only 2 fights won.
26. Magma Elementals. Lets be honest. This is not really a level 5 unit, but at most an average level 4 unit. Magma Elementals are very, very weak. Low life, weak damage and only 6 speed. The cost of 500 is way too high. All 25 fights were lost, many without inflicting any damage on the opponent. Drama.
There will be a test of level 4 units soon. I hope that the above test will be useful in balancing units and will support the game. Thanks kongsuni for your work and such a great mod for our favorite game
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Ace1
Tavern Dweller
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posted June 05, 2024 08:43 PM |
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Edited by Ace1 at 20:48, 05 Jun 2024.
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PanzerWDS said: Tier 5 unit ranking.
The rules are the same as before. 100 vs 100 units. Heroes have 0 attack and defense. No machines like ballista or medic tent. Commander skills do not support units.
1. Supreme Gelugons. The absolute most powerful unit. All 25 fights were won, many without losing a single unit. The ability to permanently reduce a target's speed is awesome. I have used this unit many times in normal gameplay and can confirm that it is super useful. I suggest increasing the price and nerfing the speed to 10 or 11. The current speed is too high, it allows you to go through the entire map in the first round and attack the enemy unit, which in my opinion gives too much of an advantage. Additionally, this unit is very cheap, only 500 gold.
2. Basilisk Champions. A very strong unit. It costs quite a lot (700) but it is worth the money. The charge bonus and returning to the original position after an attack with its high speed make it a very good choice. 23 fights won and one draw (with Grand Perytons). I definitely recommend it.
3.Giant Octopuses. A cheaper (but overall better) version of the Chaos Hydras from the Fortress. 23 fights won. Great stats for his level. It costs 700 but it makes perfect sense. I also recommend it. Plus it flies. Octopuses win against Basilisk Champions if it has an obstacle in its path and cannot attack them on its first move.
4. Prototypes. Overall a better vampire. No counter, causes bleeding (no information in the description), 2 attacks and additionally heals. It's cheap, only 500 gold. The only drawback is that it does not have the greatest amount of life - if it is attacked quickly, it will lose many units and lose the fight. 19 wins and 2 draws (against Maikoms and Grand Perytons).
5. Maikoms. Expensive unit (750), but it has very good statistics and cool skills. 19 fights won and 2 draws (with Prototypes and Spirit Crusaders).
6. Grand Perytons. A very fast unit with good statistics. The ability to create quicksand is interesting, for example it does not allow Basilisk Champions to attack fully effectively. 600 gold is a reasonable price for such a unit. 18 fights won and 2 draws.
7. Spirit Crusaders. A strong melee unit that usually wins its fights. A preventive counterattack helps a lot. And 2 attacks, great. 575 gold is good business. 17 wins and 2 draws (against High Necromancers and Maikoms).
8. Deadly Banchess. The best ranged unit on this list. Expensive (700) and doesn't have super much life, but the skills are very good. Additionally, she is fast (up to 11) and has good damage. 17 wins and 1 draw (against Thunderbirds).
9. Devouring Ammuts. Good unit. Decent stats and cool skills. It's fast (11) and cheap, only 450 gold. However, the above units are better. 15 fights won.
10. Mighty Gorgons. The best tier 5 unit from the base game is still quite good in this mod. The skill is great, there is no doubt about it. Statistics okay. But the speed is only 6. The Gorgon is often destroyed before it approaches the enemy. However, for 600 gold it is absolutely fine (and when playing on maps it is better when attacking level 7 or 8 units). 14 fights won and 2 draws. (Cantor and Einheriers)
11. Einheriers. A strong unit in melee combat. Lots of life. Strong skill. But unfortunately only 6 speeds, it hurts. 600 gold is a reasonable price. 14 fights won and a draw with Mighty Gorgons.
12. Bombardiers. I am surprised at such a low position of this unit in this ranking. I use them a lot in normal play and they are very, very powerful. When they attack an enemy twice in the same place, they deal huge damage to him. They have a lot of life. The cost is as much as 700 gold, but it is fully justified. Unfortunately, in this test, many fast units immediately attacked the Bombardiers, making them not as effective as they usually are in a normal game. 14 fights won.
13. Minotaur Kings. Solid unit, but nothing special. The skill is not particularly useful, but at least the statistics are ok. They cost 575 gold. 12 fights won and 1 draw (with High Necromancers).
14. Marid Sultans. Much better Master Genies. Faster and has slightly better statistics. However, Master Genies has a better skill. Due to its high speed, Marid Sultans usually defeat shooters. The cost is quite high (600). 12 fights won and one draw (with Thunderbirds).
15. Grim Hippogryphs. Fast unit (12), unfortunately very expensive (750). Statistics ok, nothing great. The skill is almost useless in my opinion, I don't think I ever used it. Due to its speed, it wins many fights with shooters, but in hand-to-hand combat it is worse. Overall, nothing outstanding. 12 fights won.
16. High Necromancers. A relatively good unit in ranged combat. There is no information in the description that there is no melee counter. In regular combat, it is a bit more useful because the skill allows allies to heal themselves when attacking. Unfortunately, the cost is quite high, as much as 650 gold. 11 wins and 3 draws (Minotaur Kings, Thunderbirds and Spirit Crusaders).
17. Thunderbirds. Quite a good unit. Fast, quite a lot of life and a skill that unfortunately sometimes works and sometimes doesn't. High cost (700). 11 wins and 3 draws (Deadly Banchess, High Necromancers and Marid Sultans).
18. Cantors. Overall better Zealots, but overall nothing special. A skill that increases damage when a hero casts a debuff should improve this unit a bit in a regular battle. Cost 600. Only 6 fights won and 3 draws. (with Mighty Gorgons, Sorceresses and Power Liches).
19. Enchantresses. Nothing special. It is true that during a normal battle it can cast a mass curse, but in a fight with other level 5 units this unit did not perform very well. However, it has a lot of life (65) and is cheap, only 425 gold. 6 fights won.
20. Master Genies. I don't particularly like this unit. It is true that this unit is quite fast (which is why it defeats most of the shooters on this list) and has a skill that is rarely useful. However, it has little health and dies easily, it costs as much as 600. 6 fights won.
21. Pit Lords. I don't like this unit even more. The skill can sometimes be useful during longer battles on maps, but it is quite situational. Despite high damage, Pit Lords are quite slow and only have 45 health points. The cost is very high, as much as 700. 6 fights won.
22. Power Liches. Although this unit is slightly better in larger battles due to its area attack, Power Liches is a rather weak unit. Costs 600, only 40 life points. 3 fights won and 2 draws (with Cantor and Sorceresses).
23. Sorceresses. Weak unit. The cost is quite high considering its statistics (565 gold). A measly 35 health points. The skills seem cool, but in practice the base statistics are too weak to compensate. Only 2 fight wins and 2 draws. (with Cantors and Power Liches).
24. Zealots. Very weak unit. It has terrible stats, only 30 health points and no meaningful ability (no melee penalty doesn't do anything, Zealots are so weak that you really don't want to melee them). The only thing I can say in their defense is their relatively low cost (450). Personally, I suggest a buff. I always thought that this unit (they are priests after all) should have the ability to cast a bless.
25. Dentroid Soldiers. This unit has 65 life. It's cheap, only 425 gold. But it does not change anything. Dentroid Soldiers only have 4 speeds, drama. Even in hand-to-hand combat, they are not good at fighting and die easily. It is true that due to the special building in the city, you can actually recruit more of them, which compensates a little, but overall it is a very poor choice. Dentroid Soldiers are so slow that they interfere with the hero's movement around the map and it is better to leave them in the city. Only 2 fights won.
26. Magma Elementals. Lets be honest. This is not really a level 5 unit, but at most an average level 4 unit. Magma Elementals are very, very weak. Low life, weak damage and only 6 speed. The cost of 500 is way too high. All 25 fights were lost, many without inflicting any damage on the opponent. Drama.
There will be a test of level 4 units soon. I hope that the above test will be useful in balancing units and will support the game. Thanks kongsuni for your work and such a great mod for our favorite game
Nice work. You forgot to include the "twice upgraded" units:
For example, Mighty Gorgons upgrade to Catoblepas which have 90 HP, death stare, stone gaze, and retaliate twice. No wonder the "once upgraded" original units fared so poorly against newer upgraded units. Once including the "twice upgraded" units, more balance will be seen in the results.
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Ace1
Tavern Dweller
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posted June 05, 2024 08:52 PM |
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The new "Yuan-Ti leaders" are an amazing level 6 unit.
150 health, 16-24 damage, attack twice, no retaliation, 9 speed.
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PanzerWDS
Tavern Dweller
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posted June 05, 2024 09:10 PM |
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Ace1 I didn't forget about the third upgrade option, but I just don't use this option myself. In my opinion, one unit upgrade in this game is enough. I think it's difficult to balance, these units are much better than those from new cities, which can only improve once. However, I admit that such an improvement may make sense in the case of the worst units such as Magma Elementals or Zealots, then they are no longer as useless as before.
There was a small mistake in my post. Enchantresses cast a mass cure, not a curse, of course.
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PanzerWDS
Tavern Dweller
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posted June 05, 2024 09:16 PM |
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I agree, this unit is great. Maybe I should update my previous lists, including units from 4 new cities.
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Ace1
Tavern Dweller
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posted June 06, 2024 12:27 AM |
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Edited by Ace1 at 19:13, 04 Jul 2024.
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Ace1
Tavern Dweller
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posted June 11, 2024 01:46 PM |
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kongsuni said:
I just saw your review. This is a cool analysis, and thank you for the great review.
Kongsuni, I suggest making refugee camps more frequent. (more of them included on random maps)
Of all features in the game, I find myself interested in these the most. Knowing the random creature could be anything from a Pikeman to an Azure Dragon or even Tiamat, makes them very interesting to me.
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Ace1
Tavern Dweller
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posted July 02, 2024 01:07 PM |
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PanzerWDS said: I agree, this unit is great. Maybe I should update my previous lists, including units from 4 new cities.
Either way, I enjoy reading what you write.
Please do comment on Yuan-Ti leaders and other new level 6 units.
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PanzerWDS
Tavern Dweller
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posted July 16, 2024 05:07 PM |
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I've recently been testing the new level 7 units a bit and I have a few comments.
Matriarchs – a super powerful unit. Inner peace deals cosmic damage. Top of its level.
Ocean Worms – a unit that is practically impossible to defeat in hand-to-hand combat. The fact that the swamp doesn't disappear and that there are more and more of them on the map during the battle is amazing. All Ocean Worms need to do is change its position several times during the battle and leave a swamp in key places so that the enemy cannot move. Not having a counterattack and coming back after an attack is amazing. However, fighting against flying units is not so good. Nevertheless, a very nice unit.
Gar'kangtuas - a very armored unit, but unfortunately its ability does not work properly. The damage this unit should be taking doesn't stack well. Let me give you an example. 100 Gar'kangtuas fight against 100 Archdevils. The Archdevils are faster, so they can wait until the opponent moves and attack only then. The Gar'kangtuas get a little closer and then the Archdevils attack. The second round begins. Archdevils attack (no counter). Gar'kangtuas attack the Archdevils and finally Gar'kangtuas take damage. The problem is that this damage is not the total damage of three attacks, but only one. If the Archdevils attack the Gar'kangtuas on the first turn and then the Gar'kangtuas attack the Archdevils, they will take much more damage, even though the cumulative damage should have been higher in the earlier situation. Problem to fix.
Divine Envoys – nothing special. To work well, it needs the entire army from this castle, and several enemy units with bleeding, which is not that easy. Average.
Let me tell you about one more problem. I tried to make a new experiment and clash all the castles in the formula that the AI ​​commands. Unfortunately, the AI ​​is so stupid and behaves so absurdly that such a test makes no sense. Anyway, I noticed that if the enemy hero has the Evangelist artifact, it doesn't work properly. Even if the computer places the 8th unit in the empty space, it is not summoned during the battle, it is replaced by a copy of another random unit from the army.
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PanzerWDS
Tavern Dweller
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posted July 25, 2024 06:06 PM |
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I tested the Yuan-ti leaders unit in many fights and I came to an interesting conclusion. This unit is ridiculously powerful. No other 6th level unit has any chance against it. Even some level 7 units, such as Fire Birds and Bone dragons, lose in combat. I'll give you a comparison. Yuan-ti leaders costs 1,100 gold. 150 life, attacks 2 times, no counterattack. 18 attack and defense. 18-24 damage. Naga Queens costs 1600, attacks only once and has no counter either. It has worse attack and defense (16 and 13 respectively). The damage is higher (30), but since it only attacks once, it obviously doesn't do much. The speed is also lower (7 to 9). Absolute lack of balance. Yuan-ti leaders even defeat Naga Empresses, which is an even improved version of Naga queens. I suggest a massive nerf of Yuan-ti leaders, especially life. 150 is way too much.
I fought 100 against 100 units.
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Mannelig
Hired Hero
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posted July 31, 2024 09:55 AM |
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Edited by Mannelig at 13:51, 31 Jul 2024.
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Could you please repost the screenshots ? Nothing is visible rn. Thanks.
*edit*
Also, how do I install this mod ?
____________
"Machine intelligence is the last invention that humanity will ever need to make"
- Nick Bostrom
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Ace1
Tavern Dweller
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posted August 04, 2024 08:58 PM |
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Edited by Ace1 at 20:59, 04 Aug 2024.
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Ace1 said: The new "Yuan-Ti leaders" are an amazing level 6 unit.
150 health, 16-24 damage, attack twice, no retaliation, 9 speed.
PanzerWDS said: I tested the Yuan-ti leaders unit in many fights and I came to an interesting conclusion. This unit is ridiculously powerful. No other 6th level unit has any chance against it. Even some level 7 units, such as Fire Birds and Bone dragons, lose in combat. I'll give you a comparison. Yuan-ti leaders costs 1,100 gold. 150 life, attacks 2 times, no counterattack. 18 attack and defense. 18-24 damage. Naga Queens costs 1600, attacks only once and has no counter either. It has worse attack and defense (16 and 13 respectively). The damage is higher (30), but since it only attacks once, it obviously doesn't do much. The speed is also lower (7 to 9). Absolute lack of balance. Yuan-ti leaders even defeat Naga Empresses, which is an even improved version of Naga queens. I suggest a massive nerf of Yuan-ti leaders, especially life. 150 is way too much.
I fought 100 against 100 units.
Good to see your new posts. I'm just seeing them now.
Yup, Yuan-Ti leaders are not only super powerful, but cheap as well!
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Ace1
Tavern Dweller
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posted August 06, 2024 12:14 AM |
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Edited by Ace1 at 00:16, 06 Aug 2024.
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Mannelig said: Could you please repost the screenshots ? Nothing is visible rn. Thanks.
*edit*
Also, how do I install this mod ?
Just download and double click the install file.
HOMM3: Legacy of the Silence requires Heroes 3 Complete, with Armageddon's Blade and Shadow of Death installed first.
Click on "English Version Download Link" in the first post.
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Ace1
Tavern Dweller
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posted August 06, 2024 12:25 AM |
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Edited by Ace1 at 00:27, 06 Aug 2024.
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Panzer, I believe the Worms and Yuan-ti Leaders are both from the same faction. (Did not 100% verify it yet) That makes it one heck of a faction! Yes YTL "should" be nerfed, but I also like them as is. Haha.
Gargangtuas have 350 HP and when raised to 430 via Emerald Tower, they are one of my favorite units. They just utterly sm@sh their victims into pulp.
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Mannelig
Hired Hero
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posted September 29, 2024 12:53 PM |
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Update
When is the next update planned?
____________
"Machine intelligence is the last invention that humanity will ever need to make"
- Nick Bostrom
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