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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Another Heroes 3 Mod 2.0
Thread: Another Heroes 3 Mod 2.0
BTB
BTB


Famous Hero
Moist & Creamy
posted April 22, 2025 09:41 AM
Edited by BTB at 15:59, 25 Apr 2025.

Another Heroes 3 Mod 2.0

Hey there, everyone. Been gone for awhile yet again... long enough that I can't edit the original thread for this mod, so here we are. If you have no idea what this mod is, then:

http://heroescommunity.com/viewthread.php3?TID=46065&pagenumber=1

If you do, then welcome back. I'm making this post because I've been working on an update for about half a year now and it's almost ready to be released. Below is the changelog followed by a link to the current (stable) beta if you're interested in it. The triple tilde (~~~) indicates a change that has not yet been made or is still under consideration.

• Magic skills are now less common outside of forced intervals, particularly for might heroes

• Air Magic is now the least common element for Fortress (instead of Fire)

• Witch starting skill now Water or Air Magic (instead of Resistance)

• Druid starting skill now Resistance (instead of Earth Magic)

• Skills that cannot be learned by certain classes are now much more limited

• Several classes now have different secondary (non-starting) major skills:

Undertaker   Sailing      (was Necromancy)
Warlock      Fire Magic   (was Wisdom)
Battlemage   Sorcery      (was Fire Magic)
Witch        Wisdom       (was Learning)
Mystic(*)    (All)Magic   (was Sorcery)

(*Renamed from Sorcerer since Sorcery is no longer a major skill but Mysticism is)

• Changed the skill specialties of several heroes:

Thane   (Tower)    Resistance (replaces Tactics)
Quinn   (Inferno)  Logistics  (replaces Agatha as a Resistance specialist)
Jasmine (Dungeon)  Tactics    (replaces Logistics)

Lilith  (Inferno)  Luck       (was Quinn's specialty)
Ragnar  (Inferno)  Devils     (was Lilith's specialty)
Kaine   (Inferno)  Imps       (was Ragnar's specialty)
Agatha  (Inferno)  Mysticism  (was Kaine's specialty)

• Lowered lv.7 unit specialist speed bonus from +2 to +1

• Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

Melodia  (Rampart)     Cure      (replaces Haste)
Solomon  (Tower)       Weakness  (replaces Enslave)
Daremyth (Tower)       Haste     (replaces Fate)
Thant    (Necropolis)  Slow      (replaces Toxic Cloud)
Alamar   (Dungeon)     Harm      (replaces Enslave)
Branwen  (Fortress)    Slow      (replaces Enslave)
Deneb    (Fortress)    Cure      (replaces Bless)
Jasper   (Conflux)     Slow      (replaces Stoneskin)

• Harm spell specialty reverted to double damage as in the original game rather than +50% damage

• Several minor changes to hero starting spells

---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
---> No heroes start with a 3rd-level spell except for Vey (Stronghold)

• Wisdom now allows additional spellcasts each round instead of gating high-level spells

---> Each spell must be of a different element; Master Wisdom allows all four
---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
---> Wisdom no longer follows the "must be offered every (X) levels" rule

• Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

---> All random units can offer to join unless set to maximum aggression
---> Aggression multiplies the cost of join offers; most randoms will have 3-7
---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

• First Aid no longer increases unit health and solely affects the performance of the tent

---> Basic First Aid allows the tent to remove physical statuses
---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
---> Master level allows the tent to act twice per round

• Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
---> Ballista damage calculation now uses hero level instead of attack
---> The Ballista now has the correct Attack value of 10 (was 5)

• The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

• The health of war machines now scales with hero level (20 * lv. for all of them)

• Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect
~~~AI behavior needs programmed

• Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

• Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

• Resistance now defends against Killer Breath (see below)
~~~bug: the player is not informed when this happens as with other statuses/effects

• Renamed several units & unit abilities:

Elite Centaur -> Centaurian
 War Unicorn -> Magic Unicorn
Boss Gremlin -> Gremlin Engineer
      Djinni -> Noble Efreet
      Gorgon -> Taurus
  Disembowel -> Killer Breath
       Aging -> Wither

• Reworked the roles of the four upgraded elemental avatars

---> Magma Avatars are now ranged attackers instead of Ice Avatars
---> Ice Avatars now have the highest defense and health
---> Energy Avatars now have the highest attack and speed
---> Both ranged and melee attacks from upgraded avatars are now dual-element

• Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

    Paladins: +2 Morale
  Archdemons: +2 Luck
Ghost Dragons: -2 Morale
Gold Dragons: 50% Status Resistance (replaces Unicorn ability)
Mind Avatars: O-Mind
Magic Avatars: O-Magic 3/4

• Raised basic unit status resistance from 20% to 25% and added 75% status resistance

---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

• Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their status resistance/aura

• Gremlins and Gremlin Engineers now deal double damage to enemy war machines

• Gremlin Engineers can now repair war machines by hitting them and are no longer ranged attackers

---> The amount of damage repaired is equal to 1 per Gremlin in stack

• Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

• The poison status now deals damage over time instead of reducing maximum health

---> Naga Queens can now set poison instead of retaliating twice

• The petrify status now reduces all damage by 75% instead of just physical damage

• Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

---> Devils/Archdevils can now set disease

• Moved inherent Pain Reflection from Archdevils back to Noble Efreet

---> Noble Efreet no longer lower target's defense (as Sunray)

• Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

• Added several new damage bonuses to certain units

---> Gremlins/Gremlin Engineers now deal double damage to war machines
---> Troglodyte Soldiers now deal +25% damage if their morale is higher than foe's
---> Gnoll Marauders now deal +25% damage with initiating attacks (replacing no foe retaliation)

• Adjusted the shot count of several units

---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
---> Orc Warriors now have 2 shots instead of 1
---> Storm and Magma Avatars now have 4 shots instead of 12
---> All other units with elemental shots now have 8 instead of 12

• Raised the defense bonus for the Defend command from 20% to 25%

• Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

...no longer ignore the "enemy can't retaliate" ability
...no longer incorrectly allow more retaliations on lethal strikes

~~~Rework rebirth mechanic (Bonewalkers and Phoenixes)

• Skeletons now have the correct growth rate (16 instead of 12)

~~~Fixed a bug with AI heroes sometimes having empty Zombie stacks

• Raised Medusa growth rate (4 -> 5)

• The Minotaur King "Enrage" ability now triggers after any attack regardless of lethality

• Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

• Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

• Fire Avatars no longer possess the "Flying" ability (as in the original game)

• Enchanters now cast Bless in place of Cure

• Fairy Dragon spell mastery from unskilled to expert (as in vanilla)

• Slightly adjusted cost of many units

Griffins 200 (was 150)
---------------------------------
Battle Dwarves 175 (was 150)
Elves 200 (was 150)
Dendroids 350 (was 300)
---------------------------------
Mage 350 (was 300)
Archmage 450 (was 400)
Genie 400 (was 450)
---------------------------------
Gog 125 (was 100)
Magog 175 (was 150)
Noble Efreeti 1100   (was 1200)
---------------------------------
Vampire 350 (was 300)
Power Lich 750 (was 700)
---------------------------------
Evil Eye 200 (was 150)
Minotaur 450 (was 500)
Minotaur King 600 (was 750)
Scorpicore 1300   (was 1350)
---------------------------------
Wolf 100 (was 125)
Black Wolf 175 (was 200)
Roc 450 (was 400)
Thunderbird 700 (was 600)

• Several spells have reduced effectiveness due to the above-mentioned skill changes

---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
---> Haste now caps at +2 speed (+3 for specialists)
---> Slow now caps at 33% reduction (50% for specialists)
---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
---> Cure now removes physical statuses only at basic level and is no longer mass effect
---> Berserk radius reverted to cap at 2 hexes

• Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

• Renamed/reworked several spells, reverting some confusing name changes:

        Fear (AKA Blind) -> (now a physical status, no longer a spell)
    Despair (AKA Sorrow) -> Fear
     Chaos (AKA Berserk) -> Berserk
    Berserk (AKA Frenzy) -> Flamestrike (see below)
   Meteor Strike -> Meteor Shower (back to its original name)

• The effects of the Wizard Eye spell now persist until the end of turn

---> Now also shows treasure chests (on land only) ~~~and other objects of interest
---> Redundant (extra) castings will no longer cost SP

• New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

---> Same redundant casting protection as Wizard Eye

• Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

---> Also has new SFX as Fortune's old SFX is now used by Torchlight

• Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

---> Basic Earth magic: hero may be re-hired from your capital city
---> Expert Earth magic: hero may be re-hired from any town
---> Master Earth magic: hero may be re-hired from any tavern, including external ones
~~~the AI will treat this spell as Town Portal

• New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

• Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

• Fly now halves the movement penalty for rough terrain rather than eliminating it

• Warp now marks a hero's location on the map and will return them to that position when cast again
~~~needs additional SFX

• Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

---> Repairing destroyed war machines requires Earth Magic

• Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

• Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

---> Raised magnitude from 3/6 to 4/8
---> Changed specialty bonus from +6 to +(target unit lv.)

• Dispel now removes all non-physical statuses from all units on the battlefield at basic level

---> Expert Air Magic: selective status removal from allied units (negative only)
---> Master Air Magic: selective status removal from enemy units (positive only)
~~~to get rid of cloned units

• Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

• Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

• Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

---> O-Magic now also resists magical statuses in addition to reducing damage
---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

• Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

• Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

---> Clone is now a 3rd-level spell, taking the place of Enslave

• Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

---> Formula now adds magic power to # of units (2x at master) instead of unit health

• Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

• Purify is now single-target and kills a set percentage of units in addition to dealing damage

---> Now uses old Prayer animation and has new SFX

• Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

---> Now uses old Acid Breath animation (swapped with Minotaur King enrage ability)

• Meteor Shower now deals half damage to units outside of the central/target hex

• Armageddon damage is now halved by O-Fire instead of ignoring it completely

• Lowered magnitude of Elemental Summon spells from 10x to 5x

• Fire Wall now correctly displays damage on right-click

• The Stoneskin spell is no longer effective on war machines

---> Spell descriptions are now more clear about what will and will not work on war machines

• Redesigned the spellbook layout and behavior to look better and be easier to read

---> Adventure spells are now grayed out/disabled when in combat and vise versa
---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

• Overhauled the odds of spells appearing in mage guilds:

---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

• Tower's Magic Library now sells scrolls for lv.1-3 spells

• Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
---> Swapped the resource costs of the portal with the Mana Vortex
~~~AI behavior needs programmed

• Necropolis's Death Machine now gives the correct results for Archers, Griffins, & Swordsmen

~~~TBD: more unique results

• The Rampart & Inferno grails now correctly give +3 luck instead of +2

• Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

• Changed the Blacksmith contents of several towns:

---> Castle  -> First Aid Tent (instead of Ballista)
---> Tower   -> Ballista       (instead of Ammo Cart)
---> Inferno -> Ammo Cart      (instead of Ballista)
---> Conflux -> Catapult only  (instead of First Aid Tent)

• Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

• Town blacksmiths now require heroes to end their turn in town to repair broken war machines

• Overhauled the handling of heroes in taverns, making several improvements

---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
---> Fixed a bug that would sometimes lead to no heroes being available to hire

• Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
~~~do not display info for AI-only players

• The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

• Changed the amount of starting gold and resources for AI players on certain settings

---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
---> AI players now start with 1 of each rare resource on Very Easy instead of 0

• Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

• Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

Magician's Hat (+1 magic/knowledge instead of +2 magic)
Helm of Chaos (+1 knowledge instead of magic)
Crown of the Magi (+5 magic & +1 knowledge)
Tunic of the Magus ("")

• The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

• The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

• The Elixir of Life artifacts now boost health by a percentage instead of a static value

• Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

• Changed the special effect of several combination artifacts

---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
---> Soulbinder (formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
---> Armageddon's Blade no longer subtracts the defense of its components
---> ~~~Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

• Raised experience values for artifacts at Rebel Camps

Lv. 1  1500  (was 1000)
Lv. 2  4000  (was 3000)
Lv. 3  7500  (was 6000)
Lv. 4  15000 (was 10000)

• Reduced terrain penalty for Sand from 1.6x to 1.4x

• ~~~TBD: battlefield obstacles to be properly randomized instead of based on map coordinates

• Elemental terrain now halves the SP costs instead of reducing them to the spell level

• Increased the gold/resource rewards for all creature banks

• Increased the gold from Warrior Tombs to 4000-6000

• Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

• Pyramids now contain a random 4th-level artifact instead of gold

• ~~~various map objects are now approachable from more angles
~~~whirlpools to only one active tile

• ~~~bugfix: two-way portals can no longer break if there are more than two of any one type

• Owned external dwellings now show population on right-click and no longer provide town growth bonuses

• The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

• The "fort" button on the town screen now opens up the town defense (unit comparison) screen

---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

• Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

• The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining
---> Repositioned the Sleep, Dig, and Quest Log buttons on the adventure screen interface

• The middle mouse click no longer has any effect (instead of replaying current player turn)

• Added a blank line between turns in battle logs for easier reading

• Removed the menu bar from the game window

• ~~~TBD: left-clicking on hero skills to offer a sort option

• ~~~TBD: replace quest log button in hero and trade screens with a "sort artifact" button

• ~~~TBD: replace unit info combat option

• ~~~TBD: replace video quality option in configuration

• ~~~TBD: change sorting order of victory conditions in map selection screen

• ~~~TBD: final printme page needs updated

• Several minor bugfixes

~~~fixed a display bug with large luck/morale icons(?)
~~~Arenas now correctly have additional right-click info text
~~~Magic Springs are no longer mislabeled as wells in their popup message
~~~sorting skills in the hero screen (Alt-click) no longer exits the hero screen when in town
---> clicking hero's spell point total in kingdom overview no longer displays a maximum of 0

• Added several new sound effects to the game

---> When purchasing units, spells/scrolls, or war machines
---> When making deals at marketplaces, black markets, or mercenary guilds
---> When obtaining gold on the map (as opposed to other resources)
---> When entering/exiting the Mage Guild/Blacksmith (~~~tavern?)
---> When opening/closing the spellbook
---> When aborting/failing a spellcast
---> When an external blacksmith repairs your broken war machines
---> When casting the Clone spell (SFX existed, but never played correctly)

• Overhauled how animation speed settings are handled in combat (should result in smoother animation)

• Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

---> Swapped the portraits for Styg and Voy

• Added two new maps: Circles of Hell & War of the Magi

---> ~~~Circles of Hell: Medium, domination, maze-style area with heavy focus on randomness
---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

• Several major changes to Dragon Quest mostly due to above changes

---> Spells can no longer be purchased from mage guilds; added more scrolls
---> Elemental magic skills are now only learnable through quests
---> Wisdom may be learned by anyone (only Brey starts with it)
---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
---> Cristo now learns Clone as Surround instead of Weakness
---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
---> Moved the two earliest spell teachers (for Cristo and Nara) further back
---> Removed all of the skill teachers except those for Sailing and Diplomacy
---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
---> Zenithia is no longer guraded by a single Angel (just the event battle prior)
---> The shopkeeper at Endor now has a proper accent
---> ~~~TBD: scrolls for Harm/Haste/Zoom/Enslave

• Made many changes to other existing maps, some based on above changes

---> Most unowned towns and garrisons have more/a wider variety of guards
---> Banned the Fly spell in Desert Storm as in other small maps
---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
---> Added guards to the second keymaster tents in Adventure Island
---> Added an external Blacksmith and Black Market to Adventure Island
---> Add Recall shrines to the player starting zones in Shadow Monopoly
---> Reworked the starting and third-zone quests in Shadow Monopoly
---> Added guards to the "be hero" quest huts in Zerg Rush
---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
---> ~~~TBD: add Castle <-> Inferno portal/shortcut in Zerg Rush
---> ~~~TBD: add spoiler faction to Shadow Monopoly
---> ~~~TBD: add prison to World of Ruin
---> Removed "Allied Maps" folder

Current Beta: https://cdn.discordapp.com/attachments/692895170722660434/1365325276984115300/ah3m_2.0_Beta_7.rar?ex=680ce5c0&is=680b9440&hm=35ef3b826333c0c6660146c23b61320c08dfb7a0d53bb49720982de42f45b789&

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted April 23, 2025 04:13 AM

Wow you haven't been resting on your laurels!

I'm curious, what's the design philosophy in general? Like are you thinking more "this really needs that" or is it more "This needs to be stronger or weaker" or even "I wonder if I could do X"?
____________
What are Homm Songs based on?

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 23, 2025 04:36 AM
Edited by BTB at 04:42, 23 Apr 2025.

LordCameron said:
Wow you haven't been resting on your laurels!

I'm curious, what's the design philosophy in general? Like are you thinking more "this really needs that" or is it more "This needs to be stronger or weaker" or even "I wonder if I could do X"?


I never do things purely because I can or just for the sake of change, it's always the result of thinking the game would be better if "X" thing were different. I guess you could say that this comes in two flavors: balance and quality of life.

For the latter, it's mostly a matter of paying attention to anything in a game that annoys the player and asking if what is annoying them adds to the game or needs to be addressed. I kept getting annoyed because I could never remember if external dwellings had any units, so I made them show population on right click if you own them.

For balance, it's about making sure that everything in the game has a use and a purpose. If something isn't being used at all because there's a better option, then that's a problem. A really good example here is what I've done with Wisdom since a big issue with Heroes 3 is that a lot of the spells go unused, even in AH3M as it was before. I thought long and hard about how to best approach it, because it had to be in a way that encouraged the use of less popular spells without precluding the use of the more popular ones. And that's when I eventually landed on Wisdom allowing multiple spellcasts per round, but each spell has to be of a different element.

This ties in with elemental skills gating high-level spells instead of Wisdom, because you'll quickly hit a point of diminishing returns. More importantly, it actually adds validity to having spells outside of your wheelhouse. Before, a Cleric had basically zero use for a spell like Curse on the rare chance it got rolled because they're extremely unlikely to take Fire Magic to begin with. Here, it's an added bonus to a Cleric's spellbook because using it doesn't mean not using one of their more common spells.

Honestly, I think the Wisdom/magic changes are by far the biggest shakeups in this new release since it really changes up how magic works. I think it's really important that the big new map is a magic-focused one, since it helps put those changes front and center.

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted April 23, 2025 05:14 AM

I was going to say, the Wisdom change seems really really cool. I'm going to have to try it out.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted April 24, 2025 07:29 AM
Edited by RerryR at 07:30, 24 Apr 2025.

Impressive changelog with many interesting tweaks. Well done!

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 24, 2025 11:34 AM

RerryR said:
Impressive changelog with many interesting tweaks. Well done!


Thank you! I still recall you being the first person here to ever respond to me, back when I was new and had absolutely no idea what the hell I was doing. In fact, I remember pitching an idea to you about Sorcery sometimes allowing an additional spellcast... something I ended up actually doing with Wisdom. Feels like I've come weirdly full circle.

Anyway, I have updated the beta link since the new map (one of them, anyway) is now 100% complete along with a few more things that have since been completed, namely Wizard eye showing treasure chests and Ammo Carts now being active units.

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purerogue3
purerogue3


Known Hero
posted April 25, 2025 05:07 PM

I don't agree with multiple spellcasts as mass spells are totally OP anyway
Feel the same way about magic school gatekeeping the old wisdom
But I know BTB already had a problem with (or was it Phoenix or somebody else) wisdom as gatekeeping
However it would be very interesting to get a design collab between Lord Cameron and BTB, no doubt two very distinct and big leaders

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