Skip to content

[ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

User Avatar
#704
Auto-translated
I'll say the same thing for the millionth time – to start playing WT, you need to download it and start playing... I did the same after SoD – I found out about this project, the information about simultaneous turns at the start attracted me, I was hooked by one word – since simultaneous turns still don't work... At first, yes, it was awkward – lots of new things, a ton of options and settings, a dynamic chat that makes even a seasoned cowboy like me cringe, a bunch of cool guys, crazy game quality with daily player-provided video broadcasts of games... but... time takes its toll – love for this Game took over – the advantages immediately stood out – and I didn't doubt for a second that I would stay on WT... a bit in order:
1) In the broadcasts, I immediately saw checkmarks on units, hero splitting on expert scout, navigation in secondary skills, and also some other unclear stuff – it was a bit stressful – but they explained to me that it's a game with classes and army experience – I quickly figured out what was going on – and I turned off that broadcast – I had no time for that, I had to figure out the other changes before mastering (or not mastering) this...
2) The absence of necromancy – I don't even want to write about the advantage gained here – necromancy is the evil of SoD – it's funny to read game reports of top players who won the game thanks to a necro – there was a thought here somewhere that necromancy in SoD is the same as demonology in WT – that's not true – I can say offhand – that you'll succeed in demoning in WT on average once in 30 games (my opinion, and if you don't play Inferno), while in SoD a necro appears in every 3rd game – regardless of which Castle you start from... if you get a thrill at the sight of a SoD necro – you need to see a sex therapist – it's not right to break the game like that, getting troops out of thin air, while considering yourself a big shot in this game))
3) The second level is built... anyone who tries to argue that this is not the most important thing in the game, that it's not necessary, or that it's even bad... I'm not even going to explain anything – your stop – final...
4) At the start, a hero always comes with three stacks of troops – within a small range of variation that you know... Forget about Tazar with 12 Gnolls, about Gurni without ballista, and about many other terrible things that have taken so much of our time, effort, and nerves on SoD... it's all in the past)))
5) Earth Magic didn't become a top skill – the spell slow itself moved to GM2, Town Portal moved to Fire Magic, the spell Anti-Magic started working on all 4 elements...
6) In Air Magic, fly remained, DD moved to Water Magic – clearly a relief for overpowered Earth and Air...
7) Cheating Kyrre, Gunnar, and co. are nerfed – you can't travel so openly and brazenly from Kaliningrad to Nakhodka...
8) A convenient option to immediately choose the template you'd like to play on.
I've gotten a bit tired writing here... in a word – what I've written is practically the main differences of WT from SoD, after mastering this comes the game with experience and classes – don't fill your head with that for now, but I can guarantee – you won't escape it – the path of the interesting and unknown lies precisely through them – but that's with time, you'll get there yourselves – but later...
Anyone who has any pressing questions – feel free to ask – we'll answer – we'll help – well, as for writing a guide on transitioning from SoD to WT – that's a very good idea – come on, eagles, whoever our masters are – we need to help the guys get comfortable, let's write a guide..))