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HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.

#2932
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For the three hundred and seventy-third, five hundred and sixth time, I'll remind you that balance in the game isn't about everyone having everything in equal measure, but rather about how the author envisioned the game world – with its strengths and weaknesses. One has a lot of life force but no weapons, another has weapons but few ammunition, a third has both weapons and ammunition but no one to shoot, and a fourth has horses that keep dying – either from hunger in the kingdom or from riders overburdened with equipment. One has damage dealing (DD), and the other has an explosion; one has slow, and the other has haste; I have a lot of useless wood, and you have ore. One has a monolith, and the other, for some reason, doesn't. This is some kind of deep dive into puberty regarding the presence of monoliths. For example, I wouldn't be ashamed to trap a blue Necromancer in a basement on a Small Map (SM) or a blue creature on a Large Map (LM) with a swamp full of monoliths in between; I might even build a strategy around it. This is a gameplay element. It's the same as giving one player an explosion and the other a mirror. (Or is it better to play poker with a new deck, without shuffling the cards?) It's just that in the first case, the player realizes their inadequacy sooner and, therefore, reacts to it more painfully, while in the second case, the illusory hope lasts longer and creates a semblance of a competitive game. The monolith is a striking element of gameplay. And sometimes there's a bug where the entrance monolith is separated by an excessive distance from the exit monolith, or one of them disappears. However, they should always be generated in the same area. It would be better if there was a radius for their placement. The same problem exists with buggy passages. Especially when the opponent should have two exits on an unpaved road, one leading to sand (on the LM), but a third buggy passage appears, leading directly to the computer. But it's okay; we're still playing. (In Heroes of Might and Magic III, they gave tactics instead of intelligence... and who will be the overpowered one now? It's a rhetorical question. Although the most problematic areas remain – the Sphere of Suppression and the Cloak of Negation, and also the Logisticians... there are too few of them).
By the way, what software principle governs the green multi-door teleport? It could smooth things out.
Summer 2013