Patch
Olden Era
Unfrozen has released two major updates for Heroes of Might and Magic: Olden Era at once — Patch #8 (v0.80.18) and the follow-up hotfix Patch #9 (v0.80.19). Together they touch virtually every aspect of the game: skills, spells, creatures, artifacts, map templates, and the matchmaking system. Here is what you need to know — without walls of numbers, focusing on what actually changes the gameplay experience.
The "Summon Avatar" skill has been fully reworked
The Avatar is now a purely magical creature: it no longer receives a Defense bonus, and its damage scales only from the hero's Spell Power. Instead of a regular health pool, the Avatar now survives a fixed number of hits (2/3/4 depending on skill level) — and it cannot be healed. Base damage went up from 6 to 12, but the Avatar can no longer be copied with "Mirror Copy". Patch #9 slightly reduced its damage — the developers are continuing to monitor the skill's balance.
"Murmuring" — expert sub-skills buffed
All three expert-level sub-skills received significant buffs: "Just One More Time" now reduces the cooldown of all spells by 2 rounds (was 1), "Burst of Energy" grants +15% damage to the Heroic Strike (was 5%), and "Strong Connection" gives +2 to hero attributes (was +1). The latter two now last only until the end of the current round.
Offense and Defense nerfed
The bonus damage from "Offense" has been reduced from 15/20/25% to 10/15/20%. The damage reduction from "Defense" has been lowered the same way. This is a meaningful change for the meta — a pure might build no longer dominates as strongly.
Spell specialists buffed
Heroes specializing in a spell now gain +1 Spell Power for their spell for every 2 hero levels (was every 3). This affects more than 20 heroes across all factions — from Julius and Vesper (Temple) to Zakron the Great (Dungeon). Physical damage specialists, by contrast, have been nerfed: their bonus now grows half as fast.
Three major exploits closed
The developers have eliminated three serious multiplayer vulnerabilities:
- Alt+F4 — closing the game is now correctly counted as a loss for the quitting player and a win for their opponent;
- Setup peeking — you can no longer scout the opponent's army placement during the Tactics Phase using a fast creature;
- Free upgrades — fixed a bug that allowed swapping low-tier and high-tier creatures by switching their positions.
Players who abused these vulnerabilities have received disciplinary action.
Map templates: Jebus Cross, Sprint, Harmony and more
Jebus Cross received the most visible changes. The side areas now feature:
- 2 mandatory guarded "Town Gates" for getting back to your cities;
- a guaranteed city of the player's faction with fully constructed recruitment buildings;
- Pandora's Boxes no longer contain spells or creatures;
- external dwellings now hold 3× the standard creature growth.
In the central area, the pre-built Taverns and Mage Guilds have been removed from all cities. In the starting areas, guard strength for optional cities has been reduced by 35%.
Sprint: all heroes now start with a free "Primordial Chaos" spell, "Logistics" specialist heroes are banned, and the number of unguarded resources has been reduced.
Harmony: the template size has been reduced to 112×112 for more dynamic gameplay, and a mandatory "Redwood Observatory" has been added to the 2nd area.
Exodus: the statistical bias toward low-tier dwellings in starting areas has been removed, and stat-granting Pandora's Boxes in the final areas have been adjusted.
Matchmaking template rotation
Classic Mode: Last Fortress has been replaced with Sand Clover. Jebus Cross gets +60 seconds on the daily timer. At high Ranks, combat time has been brought up to the standard 120 seconds.
Single Hero Mode: Jebus Outcast has been replaced with Blitz. Combat time is now uniform: 60 seconds for Sprint/Vendetta, 80 seconds for all other templates.
Schism: sweeping starting-hero changes
All Schism heroes — hybrids between Might and Magic — now start with a spell. Starting armies have been averaged and no longer depend on the hero's class. A number of heroes had their starting spells swapped for more suitable ones. Patch #9 rolled part of this back: the Initiative of Ra'shoths and Cultists was reduced again and their Speed returned to previous values — this primarily affects Single Hero Mode.
Hive: buffs ahead of schedule
The Hive was performing well in Classic Mode and the Arena but lagged behind in Single Hero Mode. The developers accelerated their planned improvements: Parasite and Locust growth has been increased, damage buffed across the tiers, Scorpions gained +1 Attack and Defense, and the "Corpse Eater" passive now restores 120 health (was 65). The faction's laws were also reworked — the tiers of several key laws have been changed for faster power accumulation.
Arena: balance changes
The artifacts "Orb of Inhibition", "Ring of Neutrality", "Monster's Head" and several others have been removed from the Arena. Players are now offered a choice of 10 spells instead of 9, but level 4 spells no longer appear. The Dungeon received a buff in the form of increased army sizes in the Arena.
A few more notable changes
- "Sorcery": new sub-skill "Summoning Sorcery" — all summoned creatures gain +25% health and damage;
- "Armageddon": base damage increased to 150/250/350;
- "Impending Fate": damage per target level significantly increased;
- The "Ethereal Knowledge" set has been reworked: the 4-artifact bonus now extends effect durations by 8 rounds instead of making them last indefinitely;
- Sieges: traps now deal damage, and defensive tower damage scales with the number of buildings in the city;
- Tavi (Hive) is now a Magic hero, and Pauper (Hive) is now a Might hero;
- Numerous bug fixes: from Morale triggers to correct effect display.
The full changelogs are available in the forum thread.
Recent discussion View thread →
ChakChak Noris
I'm really digging the new version.
Medvaldo
How could they replace Inferno with this Hive. If they don't add it in the expansions, I'll pass on this installment
Mооnst@r
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