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1. It would not hurt to add an option to disable object animations on the map for low-end systems.
2. There should be an option to disable the main hero's attack animation; the constant switching between view modes is distracting and annoying.
4. The help system does not give enough information about skills; you have to spend a long time figuring them out (take the warlocks, for example).
5. A stack of wood? Kill me....
7. Would it not be better to make the explanation of a week's name (Week of the Flamingo, for example) permanent instead of a popup, so you do not have to click the mouse again.
8. During battle, the text panel does not show luck, morale, and so on triggering (in the Russian version).
9. The OK button in the window where units join is unnecessary - two buttons, yes and no, are enough (though triple-clicking works too).
10. Make lips move during conversations in cutscenes - this is simply not serious!
12. Why is the four-leaf clover that increases luck placed in the hero slot meant for a shield? A shield? A clover shield? Then it is clear why it does not increase defense ;-)
14. The buildings in town are laid out chaotically; navigation without opening the unit purchase window (or another one) is practically impossible. As a result, the town has lost functionality - it is just a picture.
15. Why hide buildings that are available to build at all? (the button with the scroll).
16. With the hardware cursor disabled, the hero goes where the cursor's neck points, not its feet - where is the logic?
17. Maybe right-clicking dwellings should say whether you have visited them this week? It is easy to get confused.
18. Actually, the hero has too few artifact slots - probably saving room for an add-on...
19. Leprechauns in Russian are a fine little people, of course, but this way is more familiar IMHO, especially after the films.
20. Was it worth redesigning the map buildings so much, or will every future Heroes version differ only by redrawing things?
21. The Idol of Fortune looks like who knows what.
22. Too few ability slots - heroes become too narrowly specialized.
23. When creatures join, the window looks the same whether it is free or paid, except that the amount is shown. It is easy to miss and lose money by double-clicking automatically.
24. The secondary sexual characteristics of sprites, dryads, demons, furies, blade dancers, witches, and matriarchs are frankly underdeveloped (do minors serve in Elrath's armies?)
25. Why are artifacts not visible on the hero's 3D model when equipped? Why not do it like Markal and the archangel wings, for example?
26. Excuse me, but what dangles between minotaurs' legs looks frankly pornographic!
27. By the way, things dangle between creatures' legs very often in the game, and rather uniformly - do they all dress at the same couturier? Or is Nival creating a new fashion this way?
29. The messages appearing in the tutorial campaign can rival Windows 95 tips in profundity: sawmills give wood, artifacts can increase attack or defense, and so on. In short, keep your money in Sberbank and use laundries.
30. Why do buildings that temporarily increase a hero's luck/morale not report that they were visited when right-clicked?
31. Besides, in the hero properties you cannot see what exactly gives bonuses to luck/morale.
32. What does the troop placement order in the hero properties do (the seven cells, 4 in front and 3 behind)?
33. Until you learn all creatures, you cannot tell what town they belong to without opening their description. In Heroes 3 unit pictures had their town as a background, which made identification easier.
34. The castle siege view taken from Heroes 4 is frankly unfortunate! The schematic siege in Heroes 3 is much better. (Why is the floor behind the gate the same as in front of it? It feels like the fence is just standing in the middle of bare ground.)
35. In battle, the little squares showing creature counts often merge and become unreadable. Right-clicking the unit does not give that information. If you use the initiative bar, you often have to scroll, which is inconvenient. I will say nothing about constantly rotating the camera.
36. The hero's wonderful ability to run behind the intact wall of a besieged castle when striking surely plunges opponents who hoped to sit safely in the rear into despair!
37. The same applies to creatures blocked by other units.
39. Practically all buildings where troops can be hired in town give no hint at all about exactly which troops can be hired there.
40. The miniature buildings in the build tree are completely useless - how, for example, can you tell which tower does what in the Order town?
41. Why can you not look at a hero's skills/abilities when hiring him in the tavern? Are we supposed to know every hero by name, or buy a pig in a poke?
42. Vampire Lords - samurai?
43. Look at the pictures of female heroes in the tavern or on the bar - they all look kind of mannish...
44. I would like one place where I could see all kingdom statistics, instead of darting around the screen feverishly pressing buttons.
45. When entering a town you have to make an extra click to interrupt the animation. This is annoying - either make the animation optional, or at least make the buttons work during it, otherwise you have to click twice.
46. Movement animation is abrupt and, in many cases, unnatural - there is no smooth transition between attack and defense, cheering and idling - unrealistic!
47. Why must troops be moved from place to place by the little corner in the upper left? Would it not be simpler to drag the picture into the slot?
48. Why not place the buy button in the marketplace window closer to the slider and resource list, so you do not have to travel back and forth across the whole screen.
49. Why, when clicking any troop-producing building in town, do you get the same window - are they in a conspiracy?
50. The griffin smashes the enemy with its paw, just like a cat - very funny. Someone has gaps in fantasy zoology.
51. The sounds accompanying hits in battle are strange, to put it mildly, and do not always fit the units involved. They could at least add banal cries of pain...
52. Tree movement is unrealistic - trees are flexible, but here some strange chunks move, and rather sharply. The sight of big tree trunks swaying evenly is simply surprising.
53. Do I need to say anything about gargoyles? Or did a cubist sneak into the design team? A cube waving square stone wings - you do not need any mind-altering drugs here; did an adult really draw this? Send him to Notre-Dame or something...
54. Hm... a jousting arena, which every normal person before Heroes 5 associated with a hippodrome, apparently looks like a tower... One of two things: either someone has a pathological fondness for towers, or horses train there on exercise bikes.
55. Navigation in the Dungeon is frankly inconvenient - you constantly have to spin the camera...
56. Liches with a book chained to them are really something . What, do people steal them often?
57. To see the price of one unit you have to perform extra manipulations - is it really hard to add it as a separate column?
58. And also, so you do not constantly have to twist your head, could the price of purchased units be placed closer to the window where you actually buy them?
59. In the mission where Isabel is supposed to cross the river to the prophet, you do not actually have to visit him - it is enough to defeat the undead in the crypt. IMHO, this breaks the storyline.
60. Is it really that hard to make a sky in the game?
61. Why does the engine render terrain hidden by the fog of war?
62. Why does the battle between Markal and Godric lag SO much?
63. If you plot a hero's path and then the week ends and random creatures appear on the map, continuing the route can easily drive the hero right into them. The game should signal this somehow, otherwise you can lose a hero.
64. On the initiative bar you cannot see a forecast of what will happen if you tell a unit to wait.
65. By what principle are spells arranged in the spellbook (in the combat spells section)?
66. The ability to cast magic at any moment of the turn (as in Heroes 3) is much more tactically appealing than positioning the hero as a unit, even an unkillable one.
67. By common opinion, a tear is a liquid kept in a vial, bottle, etc. But Asha has her own path, because it is hard to say what the thing passed off as her tear resembles. Maybe it is not an artifact, but a counterfeit?
68. Could there be several variants of striking and dying? At least there would be some variety...
69. Why, when you are asked whether you want to build the Tear of Asha in a town, does the result become Elrath's Sentinel or something else? I never knew tears could be built - how mysterious she is, this Asha.
70. Why is everything calm while peasant huts belong to nobody, but as soon as someone captures them a cockfight begins? Some kind of destabilization in rural districts.
71. "Experienced smugglers will help you sell artifacts," says the artifact shop entrance... but nobody buys them. Such inexperienced smugglers.
72. The Breastplate of Eldritch Might adds two to Spell Power. Might is usually associated with strength, and strength with attack, so the name is not very logical.
73. Decorating some undead, infernal, and warlock creatures with human skulls looks somewhat infantile. The same couturier again? And why human skulls exactly - the game has plenty of other creatures. Naive.
74. Why do monks and inquisitors suffer the effective shooting range limit? It was the same in Heroes 3, but what does range have to do with magic?
75. Look at the Shadow Matriarchs - leather, whip; only handcuffs are missing.
77. Text inserts like in Heroes 3 are missing, where they told you bits of information and so on. That added a lot to the atmosphere. In Heroes 5 they appear only in the last necromancer scenario, reporting Godric's ritual over the amulet.
78. In general, messages when entering buildings are excessively laconic - for example, when entering an arena you are only told it can increase attack or defense and that is all... Not enough!!!
79. Why is the golden horseshoe that brings luck worn instead of boots? You could maybe shoe some infernal creature, but a human or elf? Smells like sadism...
80. And why is the endless purse of gold worn instead of a cloak? I imagine a hero striding around in sackcloth jingling with gold.
81. Heroes cannot move without horses? The only exception is Agrael abducting Isabel - but he is a spawn of hell, after all! In general, poor heroes - imagine their calluses... Oh no, some heroes walk on foot, like the infernals, but that is no surprise: they have three stakes sticking out of their backs, so you cannot ride like that...
82. And the poor swordsmen/footmen always walk with swords drawn - nobody taught them to use scabbards.
83. The prison is primitive - a pipe with a sewer grate and smoke coming out of it. Very scary.
84. The initiative bar animation (moving portraits) takes too long - sometimes you have to wait ten seconds for all the portraits to change just to understand who moves after whom...
85. Call me a retrograde, but a pedestal with a book cannot possibly claim the title of Temple of some magic.
86. Where is autosave in the saved games list?
87. Why does the game not remember the last saved game and constantly suggest naming it its own way?
88. How tiresome these huge swords and axes the size of the unit are - is this anime?
89. Did they perhaps rip Dark Riders and Lizard Riders from Star Wars?
90. In the third Inferno campaign, if you capture the lower-right castle last, the game does not end.
91. Why, when a unit stands on a cell with a corpse, does the corpse disappear (if you leave the cell, it sometimes appears and sometimes does not)? Is it really hard to make it not disappear? It would be more realistic and funnier: "The valiant dryad, knee-deep in enemy corpses, continued to cover the embrasure with her nonexistent chest."
92. Why do sawmills bring wood, but if you right-click the wood image on the top panel, it says income from mills? Should I explain the difference between a mill and a sawmill?
93. The birds flying in flocks in mage and Order towns fly by the same prewritten script - is it really that hard to make a random algorithm?
94. A one-way portal exit belongs in Space Rangers, not in Heroes. What kind of vortex is that? Someone is nostalgic for science fiction, but the game is fantasy - is there a difference?
95. Upgraded griffins look frankly strange: first, armor should interfere with normal flight - it is heavy. Second, that colander over their eyes... I cannot... poor things probably see badly. At least make the holes larger, otherwise the whole sky is polka-dotted.
96. To fit more map on the screen you have to play at maximum zoom (top view, to avoid lag). But in this mode small details of heroes' clothes, buildings, leaves, etc. start to shimmer and the picture looks "rough."
97. The miserable blue flags hanging down in the Order castle are frankly meaningless and stunted! In Heroes 3 they showed the symbols of who could be hired in those towers - both clear and meaningful.
98. When a watermill with a spinning wheel is located on a tiny lake, you start wondering what principle it works on... Guys, honestly, there is no reactor there! Or is there supposed to be a strong underground current... cool!
99. The eternal log at sawmills is touching; more precisely, the way each newly sawed log is pressed into the previous ones is touching - now that is warehouse space economy. They could at least make piles at the sides, so it would look like the halves fall into those piles.
100. Has anyone seen how an elephant walks? In the game it runs in jumps - front legs first, then back legs... You might as well make it a pacer.
101. For our beloved Isabel, the direction in which her flag flutters is perpendicular to the fluttering direction of, say, a knight's ribbon or the first-aid tent flag - what a wind from her....
102. By the way, why do the opposing sides' flags wave in opposite directions in battle mode - is there some cyclone between them?
103. And when a vampire dies, the wind carrying his ashes blows in a third direction altogether...
104. When buying creatures, the model of the creature being bought is shown on the right - it would be nice if you could rotate it, say, with the right mouse button. It is not hard to do (the 3D model is already there), and you could examine the unit in detail.
105. It often happens that an opponent with small forces attacks you and immediately flees... Is the AI glitching, or is this psychological pressure meant to put the player in a state of constant anxiety? (I play on Veteran.)
106. Weak enemy heroes also often wander right next to my pumped hero with a large army. What is this - suicide?
107. Do creatures that appear on the map during a week named after them grow in number depending on the passing time?
108. If, when buying creatures in town, you set their number to zero, the total purchase sum nevertheless remains equal to the cost of one creature.
109. When transferring artifacts from hero to hero, since their attributes are not visible on that tab, you cannot see exactly which attributes change. You have to do many unnecessary motions: look at attributes before transfer, transfer, look after. Why this headache?
111. Maybe heroes' flags, at least on the map, should be smaller? Often they look smaller than their own flag. In Heroes 3 a small ribbon was quite enough....
112. When you tell a unit to defend, it would be nice if the text window said how much defense that unit gained from its original level!
113. When buying creatures in town, the tooltip "More - fewer creatures" covers the number selected for purchase, so you have to move the mouse away and start over.
114. The picture of the structures where creatures are born in the creature purchase window is completely useless and uninformative!!!
115. Glowing crystals and the like in dungeons should grade the lighting around them - closer is brighter, farther is darker. As it is, they illuminate everything evenly, which is not realistic.
116. Can the "Sell Maximum" button be moved closer to the slider for selecting the amount of resources to sell? Again you have to run across the whole screen...
117. Why can the camera position not be remembered for each hero? At least when switching between underground and surface worlds? Moving from one to the other forces you to rotate it constantly, and that gets old - we came to save Elrath, not spin the camera....
118. The default camera view for castle sieges is bad. The middle tower, if present, blocks units standing on cells behind it. Once again you have to rotate every time.
119. If crystals in the Order town are mined in a silo tower, maybe call it that and stop confusing people with "warehouse"?
120. Even in Heroes 3 the ability to automate an auxiliary hero's route was badly missed (the one assigned to weekly collection of creatures from dwellings, money from mills, resources from mines...). Having to repeat the same actions every week takes time and gets boring. If you could show this hero where and when to visit, and what to do there, the game would drag less and let you focus more on the actual gameplay. Do not forget advance warning about nearby enemy heroes or neutral creatures.
122. "This mine brings you one norm of sulfur daily." Lovely! But what is a norm? Why a norm? Who invented this unit of measurement? Why not just write that it brings one unit?
123. When an enemy comes through a one-way portal (maybe a two-way one too) and has no movement points left, this is not shown in enemy hero movement mode. So if you do not constantly watch the minimap, you can easily miss that hero...
124. Can heroes with artifacts appear in taverns, and where will ownership of them be written? I, for one, have never seen one.
125. A unit's properties do not say which spell affects it. Very inconvenient!!!
126. The Inferno castle looks frankly unfinished!!! I will not even mention that some structures in it cannot be viewed in full because of camera movement limits.
127. When the camera shows epic moments in a town siege, attacks by tower shooters are frankly unclear - it shows the shooter's backside and... that's all; where he shot is unclear...
128. When a witch teaches you a skill in a hut, it would be nice to place a picture of that skill next to the message about this joyful news... for clarity.
129. And if the witch taught you nothing, it would still be good to know exactly which skill she offers there!
130. The background of unit pictures on the initiative bar, in hero properties, and in creature purchase mode is too schematic. This is not a personnel department dossier...
131. Dying demons/furies, while dying, stick both blades into the ground up to the hilt. Could it be made more realistic? Soon creatures will start killing themselves against walls!
132. When you hover over some units, they make some gesture; for example, gremlins pick their ear. But it does not trigger on all units, for example fairies and many others do not react. Saving on animation again?
133. When buying blade dancers, their 3D image lifts its feet off the ground... So they can fly too, but very low and only during wartime!!!
134. In general, as already mentioned, the idle 3D animation of creatures is often terrible. Body parts change proportions (sirens' fingers apparently stretch), someone sinks feet-first into the ground (druids), someone slides their feet along the ground (elf archers), someone sways - who made this, and who approved it? Or are there constant earthquakes in Elrath?
135. Again economy, this time on drawing: dryads differ from sprites only by color and a couple of extra roots... A substantial difference!!!
136. By the way, what do druids have to do with elves at all?
137. When an enemy hero casts a spell, the text field does not always show what damage he dealt and how many creatures died - in long sentences the excess is simply cut off, and that is where the needed information is. Is word wrapping really impossible?
138. The crypt looks nothing like a crypt. A shack in the middle of a pseudo-cemetery... Not impressive. And that bubble itself does not look organic on any terrain!!!
139. In general, the Heroes 4 problem, where buildings simply stuck out of the ground without blending into the surroundings, moved into Heroes 5 too, maybe not to the same degree, but still.
140. Upgrading units takes too many mouse clicks, again poorly thought out.
141. When an enemy takes your castle without a hero but with an army, the message after your defeat says your hero was defeated and no longer serves you. Bugs....
142. Air elementals are made frankly crudely, a set of springs and three dots that are apparently eyes and mouth. Is that cubist at work again?
143. The mercury pot looks more like a vial of mercury, and there is no point talking about intuitive clarity of this object.
144. Many consider the third Inferno mission the hardest mission in the game. Yet even there the opponent rather rarely tries to retake your mines - and this is serious AI that does not think about a raw-material blockade of its opponent? (difficulty - Veteran)
146. You can guess why the mermaid has blue hair, but why the tail, bra, and gloves are green - that is a mystery!!!
147. Female heroes in the 3D picture are no different from male heroes. Is it really that bad in Elrath? Or does one of the developers have orientation issues?
148. How can infernal steeds/nightmares be raised in such an annex? Where do the poor things run there?
149. It seems not entirely fair that at the start of a game you can sometimes choose a spell as a starting bonus and then get the same spell for free on the map... Unfair (for example, the second Inferno mission and "Phantom Forces")!
150. "The time of harvest has come, noble druids," Agrael says in the third mission. Noble? What nonsense is that? What does noble druids mean? Who, where, and when has seen a NOBLE druid?
151. When you kill a high druid in battle, his staff sticks into the ground but keeps glowing. It would be more logical if its fire went out with the owner's death!!!
152. The same goes for the glowing inscription on the upgraded gargoyle... though it will not help her.
153. I frankly dislike that the unique artifact, the Tear of Asha, is the same for everyone. Too primitive and forced...
154. Not all panels have a button that lets you hide them.
155. So, the dragon shrine in the forest town - what does it have to do with dragons? Dragons do not fly there, skulls are not lying around - what is draconic here?
156. What is that snot sticking out of the infernal steed's face - are unicorns keeping someone awake?
157. Military outposts say they increase creature growth in the empire. What, do they increase growth in towns?
158. Related: in town you cannot see why exactly you get this number of creatures and not another.
159. The fort, citadel, and the like among elves are too human, and even smell of Chinese influence. Would it not have been better to somehow play up these creatures' natural background?
160. Whose mug appears when you cast Confusion? Did Nikita Sergeyevich appear to the designer in a dream and threaten him with "Kuzka's mother"?
161. Why does "Dispel Magic" not always work? And "Suggestion"?
162. In general, how can humans, for example, storm and use an Inferno castle if fire pours from every hole?
163. The intro movie is made stunningly clumsily! Nicholas moves like some goblin, the movements are unconvincing - my precioussss, practically.
164. Why does the "Scouting" ability not trigger on all heroes?
165. It is stupid, when right-clicking an artifact, to write what it is and what it gives - it is an artifact, so nobody should know that!!! This way there is no intrigue.
167. Amazing - the enemy of all humankind, infernal Agrael, explains to an elf that life is priceless!!!
168. The animation of the "Haste" spell is extremely inexpressive.
169. Often, when nightmares frighten enemy troops, the camera does not show the units themselves, only a couple of scattering ravens.
170. What is that sound that accompanies buying units or resources? Is sand pouring? What was wrong with the clink of gold, the rustle of banknotes?
171. What is around unicorns' necks, and why?
172. The infernal ship in the fourth mission, with two parallel masts, looks unconvincing!
173. The town images under the hero bar are inexpressive and blurry!
174. Poor minotaurs! How do they eat, in a muzzle? Or is that armor so enemies do not tear their mouths apart?
175. Gold on the map lies in ingots - would coins not be more logical?
176. Why, after a lethal hit to an emerald dragon, does it first soar into the sky and only then fall to the ground?
177. For units that shoot-hit twice, damage should also be shown twice - two numbers should fly up, one for each hit/shot.
178. A hero's trail is far from always thickest and strongest for the most developed hero with the strongest army - glitch?
179. Agrael's fight in the king's tomb is clearly ripped from The Matrix - shame on you!!!
180. Water elementals are either badly ripped from The Abyss or from someone's nightmare.
181. Why does foliage not move in elven towns? You would think, of all places.....
182. Oh, poor Agrael feels nasty in his soul after the deal with the dragons.... hm.... does he have one?
183. When nightmares run, their tails go up.... are they partial to cats.... or tomcats? ;-)
184. Rangers' hands shake when firing arrows... Has the green serpent reached here too?
185. Ocean water looks decent only where light reflects from it; elsewhere it is pale and lifeless. They could at least put in a couple of fish....
186. The hero's vision radius can somehow penetrate dungeon walls and show what is behind them - now that is foresight...
187. Ships can stand on top of one another - how cute.
188. Hm... if Agrael's troops go to hell and return with reinforcements, can nobody important in hell deprive that renegade of those reinforcements?
189. The font color used for spell names in the book, when they cannot be cast, practically merges with the paper color - very inconvenient to read.
190. If several stacks of identical creatures die simultaneously, it would be more realistic if they died at least with different delays, otherwise everything is too synchronized - as if on command...
191. Golems, when hovered over, shake like some kind of fools... or is that BCG?
192. By the way - who said golems are machines?
193. The spellbook pages turn too slowly!!!
194. The eyes of the mage from the mage hut have nothing at all to do with eyes!!!
195. Could they make the little ship animated or something? Sails flapping, it rocking, etc.
196. Why is there no flag of the transported hero on the ship?
197. Why must a spiral staircase lead into the underground? What was wrong with good old caves? Or maybe a cutaway after all? ;-)
198. What exactly do colossi use to make that clanging sound while walking? Surely not....
199. Hydras look more like Zmey Gorynych than like hydras!
201. Mage huts do not show whether you have visited them or not. Annoying, right?
202. Sea neutrals are missing; it was more fun with them....
203. If a creature can attack several creatures at once, the cursor does not show what damage will be dealt to all the other creatures besides the central one.
204. When a hydra dies and its body falls to the ground, its heads fall parallel to gravity. Maybe someone should study physics?
205. Dead ghosts are not visible on the ground - you have to search by poking around in order to resurrect them.
206. Vampire Lords are barely distinguishable in the picture from ordinary vampires, just as liches are from archliches. Easy to confuse...
207. Illiteracy in wording was not really corrected by the patch.
208. Why did Godric in the second necromancer scenario suddenly become a level-10 knight when in the first campaign I leveled him to 24... At least the skills and abilities remained...
209. Week of the Goat, Chinese goat cheese production doubles... What does China have to do with it - this is Heroes!!!!
210. The tooltip on the rowboat, which by the way sails without oars, says it is suitable for sea travel, while the galleon says it is ideal for the same travel. So what, do galleons sail better, meaning farther? And are there ships not suitable for sailing at sea?
211. The Dungeon town is absolutely non-utilitarian, does not fit common sense at all, twisted and incomprehensible. Trash....
212. Creatures die somehow unemotionally... Where are the moans, screams, curses, pleas?
213. Why does the "Plague" spell affect a unit only on its turn, but not when it retaliates, for example?
214. It would be good if the text window also wrote which spells stopped affecting a given creature...
216. Why do heroes from different towns cast identical spells differently? Magic is one and the same...
217. Why are ghosts in chains and shackles? And spectres are also in helmets and armor.... What use is armor to an immaterial creature?
218. Why do some shooters retaliate when you shoot them, while some do not?
219. The fire elemental is a loser with flamethrowers instead of hands...
220. By what principle do spells appear in mage guilds?
221. Why is there surf along shores, but not at the base of cliffs standing in the sea?
222. The siren looks frankly vulgar, drawn horribly, like by a chicken's foot. You might as well put her on hands and knees - then it would be clear how she charms sailors...
223. I want to believe that after visiting a lighthouse, not all ships start sailing farther, only ships belonging to the side that visited that lighthouse....
224. If you quickly visit two places in a row that increase some attack/defense, the second flying symbol does not always appear.
225. The picture for the "native terrain" skill shows boots you could only walk in on crutches... So much for mother earth.
226. Week of the Flamingo - not very lucky for shrimp, or Week of the Lion for antelopes. What, did imagination run dry?
227. And why can archangels not resurrect themselves?
228. The picture of a drowning footman shows a swordsman.
229. If that green goo is supposed to symbolize a swamp, then I have problems with stereotypical thinking...
230. It would be cooler if necromancers raised skeletons right on the battlefield after all enemy creatures died, so as not to break balance - more visual, at least...
231. When wights sway up and down, their hood moves too, while the shadow on the face does not change...
232. Places where you can land on shore look unnatural - like ramps or driveways... Ah, to be on a beach now....
233. Sar-Issa? Sarissa is a spear in the armies of Alexander the Great! Is it really hard now to invent a non-borrowed name? Need help? Ra-Pyrrha!
234. Isabel, after defeating the elven ship, stands against the background of a fallen emerald dragon that was never in the elven army... So where is the realism?
235. On the obsidian parapet, the obsidian gargoyle statues look like some obsidian cats! The triangular ears are just adorable.... Is that a joke, yes?
236. I think it was a mistake that the same artifact can now appear on the map several times - I picked up three Sextants of the Sea Elves... What about artifact uniqueness? Artifacts put on an assembly line.... Too lazy to make others?
237. Why is Week of the Bloodsucker not dedicated to vampires?
238. Why was the flamingo changed to a pink swan?
239. Why can the Dragon Tombstone be built before the Dragon Graveyard? (in the final necromancer mission)
240. It would be more logical in the final necromancer mission to leave him the artifacts he collected in the previous one.... changing the balance, of course. There would be a feeling of continuity; as it is, the storyline is rather shaky...
241. Why does camera movement not work during the cut-ins of the prettiest hits?
242. "Stoneskin" looks strange - some collapsing rock...
243. The spellbook button is too close to the defend button - too easy to miss...
244. Why does the cost of upgrading creatures double during Week of Counterfeits? Are they pushing fakes on us?
245. In the final necromancer mission, debris floats in the upper right near the ship and cannot be picked up.
246. If you have more than 1000 creatures, it is impossible to know exactly how many more... and there is a difference between 1001 and 1999 creatures!!!
247. Can the central tower be destroyed during a town siege?
248. The concept of the first warlock mission is shamelessly ripped from one of the add-ons to Heroes 3.
249. If the minotaur labyrinth looks like a labyrinth, then I am a trolleybus - it is more like a shelving unit.
250. Demons/furies and witches/matriarchs are frankly ripped from each other - HACKWORK!!!
251. For heroes on lizards standing in castle gates, half of the lizard's tail is chopped off by the gate... poor things.
252. Week of the Sheep - wool production doubles. Yeah... plagiarizing themselves (remember the cheese), they should have thought up something about a ram and a gate instead...
253. One of the best ways to beat the computer is to buy out its leveled heroes in the tavern. Maybe forbid this somehow to make play more interesting? But also remove the computer's cheats - mysterious extra money, creatures, and so on coming from nowhere.
254. Nival manages to show enemy information in the tavern in a space several times larger than in Heroes 3. Why does Nival dislike showing all needed information on one screen so much? Not fashionable?
255. By the way, Rakshasa Princesses change sex when upgraded!! See for yourself...
256. Why does the "Ice Bolt" spell look like an ice block?
257. Stone elementals are copied from Babylon 5.
258. The unicorn rearing up when you hover over it becomes heavy and unconvincing.
259. During battle, various structures can be near the field that are not actually on the map (a tavern, for example, or a Fountain of Fortune). Or rivers that do not exist in the game at all.
260. Identical creatures on the battlefield also move synchronously. For example, three unicorn stacks paw with a leg at the same time - that does not happen.
261. Why does the battle map rotate only 180 degrees?
262. Where do waves in underground lakes come from? There is no wind there...
263. Since when can black dragons be affected by magic? Come on, really... that is sacred!!!
264. Lethos in the picture looks like a man with handsfree.
265. Why can the left mouse button stop a hero while galloping, but the right one cannot?
266. Is "Shadowbranded" written as one word (Expansion scenario)?
267. The exit from the underground looks extremely lame... what is it at all?
268. Conversely, when entering a war school, for example, the hero's lizard muzzle is completely inside the stone.
269. And why do all weeks have some effects, but Week of the Swan does not?
270. Decide already: either Enter works as OK, or it does not!
271. When assassins shoot hell hounds, the arrow flies above them but still deals damage.
272. In practically all scenarios, the only reward for exploring the map is just one lonely arena.
273. Where did universities go?
274. Why does a hero defeated in battle appear in the tavern with all his skills and experience? He was killed! Humiliated and crushed! Decapitated. Torn apart and destroyed.... But no - there he sits in the tavern, healthy as can be, drinking beer.
275. The professional skill "Twilight Walker" is ripped from The Matrix.
276. After defeating the Grimheart clan army in the "Expansion" mission, Raelag in the cutscene stands next to corpses of minotaurs and lizard riders that were not in the battle....
277. Is it really hard to make the troops standing next to the hero in cutscenes be exactly the troops he actually has?
278. If you put a hero into the garrison of an underground town, take him out, and close the town menu, for some reason you are thrown to the first hero.
279. The message that the current week is Week of Ghosts has no image of ghosts.
280. Why are troops defending in a castle now also punished with a penalty for shooting through the wall?