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Heroes Community > New Heroes - Olden Era > Thread: Olden Era Demo – Feedback Thread (started by Galaad in October 2025)
Olden Era Demo – Feedback Thread This thread is 3 pages long: 1 2 3 · «PREV
LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted October 17, 2025 04:00 AM

MurlocAggroB said:
The UI is easily the worst part about the game, and IMO the only thing I'd outright call bad. Hopefully the delay was so they could overhaul it.


Yeah I haven't been enjoying Olden Era, but that's like 80% the UI and the other 20% is that it feels like Homm V, which I'm not a fan of, but which is by no means a bad game.

And then another 10% somehow for art style and clarity/visibility, but that is 110% so I'll leave it off.
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What are Homm Songs based on?

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bloodsucker
bloodsucker


Legendary Hero
posted October 17, 2025 06:23 AM
Edited by bloodsucker at 06:49, 17 Oct 2025.

JollyJoker said:
...I mean, if as Temple you go into a battle with 6 full stacks and a single unit, opponent is immediately faced with a problem.
Are you sure it's how it works? Cause every competitive player I ever saw fighting fills the empty spaces with stacks of one. That means you more then doubled your HP before the enemy can reach the important stacks, if the effect is cumulative.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 17, 2025 08:45 AM

The way how it works is, that if a stack of yours is killed your remaining stacks gain 10/20/30% HPs for the current and the next turn. With 30% you'll quite probably have an ability that increases damage by 10% as long as there is Ascension. The HPs stack. So if you lose 2 stacks in the same round you'll gain 60% (of your initial HPs).

Everyone has the rest to work out for themselves. While you creep, when you do it with Swordsmen and Crossbowmen, you will have 5 stacks of 1 single Swordsman each to use as you are used to use them - guard the crossbowmen and steal retaliations (there is even a small tutorial that teaches retaliation stealing) and when you lose one, your fighting stack of Swordsmen will be that much harder to touch.
But in an all-out battle against a main opponent, if it comes to that,  you still want your troops. Sure, going in with only Archangels and 6 single Swordman will give those AAs a lot of HPs - but they still don't have unlimited retaliation can still only attack once and the ascension effect will last only so long. Plus, there are spells, and with only one troops of note there is a clear target. So you will want to have a couple more solid stacks. What I meant is - it doesn't matter much whether you have seven full stacks or just 6 plus a single Swordsman. Whatever opponent does or not does to the Swordsman, if he dies, your other 6 stacks get +30% HPs and +10% damage for that and the next turn, which isn't great for opponent at that point.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 17, 2025 08:31 PM

LordCameron said:
it feels like Homm V, which I'm not a fan of, but which is by no means a bad game.


Mechanics-wise, H5 is basically an expanded version of H3...
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 17, 2025 09:44 PM

They actually patched the Demo today.

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted October 18, 2025 02:33 AM

Quote:
Increased the size of creature icons in the game.

Added one more template to each game mode: Crossroads and Jebus Outcast.

Moved the game speed setting to a more visible location.

On Easy difficulty, the AI now behaves less aggressively.

Other changes:

Fixed a level-up bug where the hero would receive an extra skill.

Fixed a bug with incorrect coloring of town flags and interactive objects.

Fixed a bug with the Mercenary Guild.

Fixed a bug where Fungal Iriyad and Flaming Phoenix didn’t create obstacles after their death.

Fixed an AI freeze during battles with Groll.

Fixed broken environment objects on the world map.

Fixed text errors when evaluating resources on the market.

Fixed a bug where creature stats in battle could go below zero.

Fixed a bug where it was impossible to open the construction screen in Temple faction towns by clicking on the main building.

During the tutorial, the second mission is now automatically selected after completing the first one.

Fixed an issue where the high strength guards protecting the desert biome pathway to the enemy's starting region wouldn't appear on the map at highest difficulty in the Harmony template.

Fixed a bug that prevented closing interfaces when the quest list was open on screen.

Fixed an issue with Chinese characters.

Fixed a disappearing cursor issue after exiting a town.

Fixed a bug related to saving the game during the AI’s turn.

Adjusted the contents of the bug report window to improve feedback handling.

Removed the End Turn hotkey assigned to the Enter key.

Shift + U hotkey now hides the interface.

Added the ability to cancel a selected spell in battle by pressing Esc.

Adjusted the game’s default settings.



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