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Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features | This Super Thread is pages long: 1 2 3 4 5 ... 110 220 330 440 ... 550 551 552 553 554 · «PREV / NEXT» |
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FdgK
Known Hero
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posted October 12, 2024 09:13 PM |
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Great stuff!
Two things I take from this:
- English voice acting for the campaign videos (maybe also retroactively for the older campaigns)
- finally we know how Dargem could possibly die twice during the different HotA campaigns
Can't wait! ...and also hoping for the Steel Golem to finally get the home he deserves.
Thanks for continuing your amazing work!
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pekute99
Known Hero
The prettiest I must say
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posted October 12, 2024 10:24 PM |
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The graphic is getting better and better every year. I genuinely thought that was Jack Sparrow in the cutscene lol.
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pellish
Famous Hero
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posted October 12, 2024 10:41 PM |
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Tevye said:
The year's turn is nigh. What will it bring?
Watch on YouTube
Beautiful work!
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gnollking
Supreme Hero
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posted October 13, 2024 03:22 AM |
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"The year's turn is nigh" - Sounds like another update for the new year!
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shev441
Adventuring Hero
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posted October 13, 2024 10:36 AM |
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New information regarding Hota is alwayes welcome. Best mod I have ever played. So happy that development copntinues. To be honest I'm kinda suprised that we are going to have another campaign? I thought that after Factory its going to be break for few years. Cutscene looks great. Another campaign is really cool news.
I hope for more changes in game itself in next version - more changes to balance like buff useless secondary skills, maybe balance magic system more. Add some new objects / arts / banks to make game feel more fresh. At least that is what I hope to see in next update.
Excited to hear more about next update.
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Hourglass
Supreme Hero
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posted October 13, 2024 05:50 PM |
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Still really enjoying playing the Factory, cool to see we're most likely receiving a update during the end of the year! It appears to be a new campaign, but perhaps that's not the only content we will receive? *crosses fingers for potential skill changes*
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kesnarii
Tavern Dweller
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posted October 15, 2024 04:09 PM |
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From reddit:
Cezaros said:
Also I think this patch will include secondary skill balance. Source: I decyphered a cryptic message and asked Hota crew about it and Tevye said I may be up to something, which is developer for you're correct.
Cezaros said:
Watch the video again but assume Hota crew are trying to say something.
Each additional flavour sentence in the text includes a name of a weak secondary skill. All of them are mentioned, while no strong skills appear.
Do you see it?
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 15, 2024 05:26 PM |
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Cezaros said:
Watch the video again but assume Hota crew are trying to say something.
Each additional flavour sentence in the text includes a name of a weak secondary skill. All of them are mentioned, while no strong skills appear.
So what I get from this is Sorcery, Luck, Artillery, Eagle Eye, Scholar, Ballistics and Learning will finally receive some much needed buffs. (Possibly also First Aid, even though it received a very weak buff with last update...)
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FdgK
Known Hero
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posted October 15, 2024 05:44 PM |
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Edited by FdgK at 17:45, 15 Oct 2024.
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We can also read the word ‘navigator’ which would hint to navigation although I don't think that this skill necessarily needs a buff. It's situational but when it's useful it already is a good skill.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 15, 2024 06:01 PM |
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Yes, but Dargem is also a navigator, so it does'nt necessarily mean anything.
Besides Navigation is already pretty decent, depending on map, as you said.
Same with Pathfinding I suppose, even though it gets ruined by Fly, Wayfarer's Boots, native terrain etc.
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gatecrasher
Famous Hero
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posted October 15, 2024 08:44 PM |
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What a fun way to announce it. Too good not to be true.
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Dairy
Known Hero
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posted October 15, 2024 08:51 PM |
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gatecrasher said: What a fun way to announce it. Too good not to be true.
Even if it wasn't the case, now they have to do it I guess.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 17, 2024 09:44 PM |
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I know Cove has been out for a long time, but Leena and Elmore have always bothered me.
Leena starts with 350 gold + Estates, making her the hero that makes the most gold from day 1.
Elmore has Advanced Navigation + Navigation specialty, making him extremely good on water maps.
I wish Leena did not have Estates. Give that to some other Cove hero, then Cove would also have 2 gold heroes instead of relying so much on Leena. (She can practically make or break the game for Cove.)
Elmore should also only start with Basic Navigation, not to have such a huge advantage.
So a small revision of skills, between the Cove heroes, would be welcome imo.
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AlexSpl
Responsible
Supreme Hero
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posted October 17, 2024 11:56 PM |
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Edited by AlexSpl at 00:11, 18 Oct 2024.
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You can start with Leena or Elmore if you wish, but I recommend to start with a random hero and don't reload after this. You are allowed to reload only to get some sleep. Believe me, this will be a different game with no boots beating Expert Pathfinding
As I always say, Heroes is not about balance in every party, it's a game balanced on a way larger scale.
Btw, I'm not joking here. You can calculate probabilities and you will see that probability to get Expert Pathfinding is greater than to get boots. Also the probability to get Angel's Wings is smaller than to learn Fly.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 18, 2024 07:49 AM |
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I always pick random starting hero. (VS AI)
It is still very possible to get Leena and/or Elmore in tavern later though.
You can't really make that artifact calculation, as you have no idea how many artifacts are on the map and which class they are. IF you get Angel Wings, it is also MUCH better than Fly, since it does'nt cost any mana and it works as Expert Fly!
I can accept Wayfarer's Boots, though it is a bit lame they ruin Pathfinding, but Angel Wings are too much imo.
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LordCameron
Known Hero
Veteran of the Succession Wars
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posted October 20, 2024 07:09 AM |
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Definitely something fishy going on with all those skills.
The voice actor also sounds like Rhapsody the youtuber, who I'm unaware as doing anything Heroes related, but it is basically identical to his voice.
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What are Homm Songs based on?
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 31, 2024 03:29 PM |
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I am probably asking a wall here, but does anyone know why the classes chances for learning Resistance and Interference are not the same, if Interference was supposed to replace Resistance?
It is one of the reasons I use Resistance and not Interference, since HotA messes up skill probabilities...
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bloodsucker
Legendary Hero
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posted November 01, 2024 09:12 AM |
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Does anyone knows why my old templates don't appear in the list of templates? What can I do to actualize them?
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Phibiac
Tavern Dweller
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posted November 01, 2024 07:22 PM |
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General ideas by Phibiac
Hey!
I have some change suggestions, to make the game strategically deeper, balance important aspects, make things more unique and secure counterplay-ability against crucial effects.
First of all about hero secondary skills:
Eagle Eye is a realy weak skill, this is why it has been reworked to be just an ability with 100% efficiency in H5.
I would like to rework it to something with way more tactical depth:
Basic: You can open the enemy spellbook in the combat, and ban 1 enemy spell for 3 turns in the combat.
Advanced: You can ban 2 enemy spells for 3 turns in the combat. You can ban only 1 spell per turn.
Master: You can ban 3 enemy spells for 3 turns in the combat. You can ban only 1 spell per turn.
Eagle Eye related artifacts:
Bird of Perception: Increase the span of the spell-ban by 1 turn.
Stoic Watchman: Increase the span of the spell-ban by 2 turns.
Emblem of Cognizance: Increase the span of the spell-ban by 3 turns.
First Aid and Healing tent: It just have very limited use. Increase the healing 30 at base, and +30 healing per level.
Resistance and Sorcery: There bonuses should doubled, and effect to and against units with magical range attacks, like Mages, Monks, Sea Witches... It would make sense and also could buff these niche skills in an intresting, not just flat way.
Learning: You goin more experience, but at the same time you also waste them to this skill. Meanwhile this skill could be a great option to reduce randomness in hero developing:
Basic: You can learn for free in universities and gain 1 re-roll of the randomly recieved secondary skills on the level-up window.
Advanced: You can learn the advanced level of the skill in universities and witch huts, and gain 2 re-rolls of the randomly recieved secondary skills on the level-up window.
Master: You can learn the master level of the skill in universities and witch huts, and gain 3 re-rolls of the randomly recieved secondary skills on the level-up window.
Offense: It is an OP, no-brainer skill with literally no counterplay. Skills should give a much claverer bonus to be hard to master.
Limit it's bonus to gain only when attacking an enemy unit who cannot retalliate in the turn anymore.
Armorer: The same as for the offense.
Basic: Units recieve +4 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Advanced: Units recieve +8 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Master: Units recieve +12 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Diplomacy: It's might be overnerfed a little bit in HOTA.
Also decrease the cost of the joining-for-price by the same amount of surrend.
Necromancy: This skill is realy weak without some certain artifacts and OP with those artifacts. And the skill is also too insensitive to the tiers of the units.
Tier 1 creatures should be raised as skeletons, tier 2 units as walking deads, and higher tier units as wights. The necromancer should raise the upgraded version of the units if they have them in the army after the battle.
The concerning artifacts should increase just the maximum rais-able tier of the units by one, but still keep the rule that lower tiers are raised as their same tier of their undead counterpart.
Spells:
Blind: The spell can be spammed by the stupidest heroes, so the best magician heroes will need to react with cure/dispell in all of their turns instead of using their great spells if they don't want to fight with insanely high disadvantage.
Increase the cost 10->18.
Elemental summoning: You should lose the battle when no original units remained, only the summoned ones (just as in H5).
Master mass (de)buffs: Spells effecting to of the units are insanely OP.
They recieved in just a 7 hex area (same as Lich's and Magog's) by the ally/enemy units, not by all of them.
Expert town portal: Deduce the movement point by 300 just as on the previous levels, do not decrease it too. The option to teleport into any allied towns is more than enaugh bonus for the master level.
Vision, View Air, Disguise: These spells should be default to have in all hero's spellbook and do not take important lvl 1 mage guild spot by these. View Are also should be for free, and effect always on expert level.
Summon/Scuttle Boat: Remove the randomness of the effect. This is a strategy game, and these effects are just too important strategical outcomes to just randomize. For compensation increase their mana cost to 15/10.
Prayer: This is an identity-less, mixed skill with nothing new tactical effect, just small, flat bonuses. It just needs a new effect: Enemies cannot retalliate to them. Advanced effect: Hitting an enemy make it loses it's retalliation for the turn.
Shiled: Just an other spell with OP bonus, without counterplay. I suggest to keep it's bonus but with conditions: It effects only in melee battle against non-flyers, and if they aren't hit from behind.
Stoneskin: Double it's bonus, but also reduece the speed by 2, and the targets gain Meteor Shower vulnerability (just as earth elementals).
Might heroes:
Decrease their starting power from 1 to 0. They cannot use spells with 0 power. Add them a free spell for 0 mana, which cannot be learned by the magic heroes:
Might: Increase the target's retalliation damage by 100%. (Enemy breath attacker units can be targeted, too.)
Units:
Master genie: Always casts Prayer on advanced level. It will be much more strategical than random spells.
Golems: They cannot gain stone skin spell and cannot be turned to stone by medusas or basilisks.
(For further, more comprehensive changes I will make an other post only about this subtopic)
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Phibiac
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avatar
Promising
Supreme Hero
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posted November 01, 2024 09:23 PM |
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bloodsucker said: Does anyone knows why my old templates don't appear in the list of templates? What can I do to actualize them?
Save As... .h3t file in Template Editor
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