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Posts from Heroes of Might & Magic: Olden Era - Обсуждение
Hey guys, I encountered a problem in a single-player game against the AI: the neutral armies that accumulate periodically reset to their default numbers. If before, for example, 300 dragons could accumulate on a respawn point, now, after a certain amount of time, there are only 20 again, as it was at the beginning. Does anyone know how to disable this, because it's annoying when you're traveling with legions of units and there are only 20-30 neutral units standing on the respawn points.
It's possible that the "Month of Plagues" event occurred – all unpurchased creatures in all cities and external dwellings perished
It's possible that a "Month of Plague" occurred – all unsold creatures in all cities and external dwellings perished.
No, I meant specifically neutral armies on resource and artifact spawns. I disabled the random weeks effect, and indeed, I'm no longer observing the reduction to default quantities
Napalkamospos
3 months ago
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Friends, has anyone noticed how Necromancy works in this installment? Compared to the third game, in the third game I could easily amass a legion of skeletons just by killing mobs on respawn points. Here, it's completely unclear what's happening; sometimes a small group of skeletons appears, but overall, almost nothing appears at all. Also, in the third game, for example, if your hero was full of units with upgrades, then when you maxed out Necromancy and killed mobs, your units with upgrades would appear in your inventory, for example, upgraded Liches. There's definitely no such thing here. And the second point: how does diplomacy work here? I tried to max it out, but if in the third game, under the threat of your army, mobs would join you for free, and in decent groups, then here it's only for cash and only in small portions, it's not very good at all. Can anyone suggest what might be the problem?
AstralLein
3 months ago
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The strongest unit in the enemy stack is necromanced, and it is this unit's tier that matters. You only get units if you have undead of that tier.
Skeletons can be obtained by excluding them from tier 1 enemies, i.e., they are not necromanced in the endgame.
Diplomacy is always paid and only available if you have the skill. Exception: a full set of artifacts for diplomacy.
The strongest unit in the enemy stack is targeted, and it is this tier that is affected. You only receive units if you have undead of that tier.
Skeletons can be obtained by excluding them from tier 1 enemies, i.e., they are not recruited in the endgame.
Diplomacy is always paid and only available if you have the skill. Exception: a full set of artifacts for diplomacy.
And if, for example, I have a full army, no space, everything is upgraded, and the opponent has, for example, level 1 mobs, will upgraded skeletons be added to my army, or do I need to have unupgraded ones in a slot? And regarding diplomacy, am I correct in understanding that if I level it up + collect a set focused on diplomacy, there is a chance to join enemy units for free?
AstralLein
3 months ago
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They drop with the grade that is present in the army. Or they are divided into stacks if there is more than one grade in the army.
You need to read the description of the diplomacy set.
They drop with the tier that is present in the army. Or they are divided into stacks if there is more than one tier in the army.
You need to read the description of the diplomacy set.
Thank you for the tips! Also, GPT just suggested that the units might not have been dropping for me due to a lack of mana/energy, so I'll try distributing the skills differently
Mооnst@r
2 months ago
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Take a peek into the future – the early access roadmap for HoMM: Olden Era is here!
Author
Greetings, heroes!
Four incredible weeks of early access have already passed, and we continue to tirelessly study your impressions of your journeys through Jadame! As always, we continue to monitor your feedback and take your opinions and requests into account as we work on game updates and changes.
Of course, our top priority remains improving the current performance of Olden Era and quickly fixing problems – as you can see from the regular game updates that we will continue to release. However, today we also want to share our long-term plans with you!
Now that we have clearly understood and taken into account which features you consider to be most important, we are ready to present what many have been waiting for: the early access roadmap!
Added 3 hours 42 minutes ago
The Land of Glory: 1,000,000 Copies of Olden Era Sold!
Author
Greetings heroes!
We are now a month into the Early Access of HoMM: Olden Era during which we’ve got to see you explore Jadame in every way imaginable! However, there's something you have done that has completely blown us away:
Heroes of Might and Magic: Olden Era has already sold over 1,000,000 copies on Steam!
This means that so many of you have purchased the game that you would effectively form a massive island nation — impressive!
For those who would like to experiment with creating their own templates for random maps or modify existing ones, I have made a small online editor, which can be found in this thread /topic/18817/; you can create new templates as well as edit existing ones.
I played Olden Era a bit in single-player mode (I'm not a fan of PvP). Overall, it's interesting to play, but some skills/spells are very powerful, and there are just deadly combinations. The AI in combat is still weak, but I hope it will improve.
Currently, the Yin Yang template seems the most interesting. Difficulty 150%/150%/High (AI) is reminiscent of the "Hero" difficulty in the 5th game in terms of early battles and economic pressure. Limit: 2 heroes. As a second hero, you always want to have an economy-focused hero, so there's a strong temptation to restart at the beginning.
I think economy heroes should be banned if it's not a "Single Hero" mode, or they should be significantly weakened. It's not right when a secondary hero, starting from the 2nd day after visiting the obelisks near the city, starts bringing in 1000-1250 gold and 1-2 resources daily. Let them bring in a couple of resources at the beginning of the week. In the 5th game, there were also desirable secondary heroes (Kifira, Ellaina), but they gave a nice bonus at the start, not a game-breaking economic boost. In the 6th game, everyone ran around with the miner guy and the blonde who gave wood.
Of the combat skills, "Battle Order" with the sub-skill "Observation" (at a developed level) seems the strongest to me.
Observation
While waiting in battle, a friendly unit enters the observation state. In this state, it counterattacks enemy units moving within melee attack range.
The "Battle Order" skill itself isn't very pleasant because it forces you to play by waiting. For archers, there's always a dilemma: attack immediately and weaken the enemy stack, or wait and attack more powerfully (with +40% attack) at the end of the round. But "Observation" is something else. I had a case in a battle with an enemy hero. The enemy cavalry unit (strength 12) wanted to break through my formation and kill my pixies in a charge. But on the way, it received "observational" beatings from my phoenixes, griffins, and druids (3 free hits!). In the end, only 1 cavalryman reached my pixies and died. I hope they remove/nerf this sub-skill.
Of the magic skills, "Spellcasting" is the best (2 spells per round, and for the "Grove" faction with the alt-upgrade for druids, there are even 3 casts per round). And in the latest patch, "Summon Avatar" has become very strong (unbreakable). For warriors, "Spellcasting" is said to have a tiny chance of appearing, and it's forbidden in the witch's hut (now "Wise Owl"). (I wonder if "Martial Arts" is available in the hut for mages?)
The avatar has 4 HP at expert level. Each hit on it removes only 1 HP. It can be killed by the "Curse" spell, which deals 4 hits for 35 mana. Magic Arrow (for 0 mana) removes 3 HP. A hero's attack removes 1 HP, even with the "Wisdom" -> "See Through" sub-skill (Hero's attack destroys all temporary creatures in the attacked unit). When defending the castle, upgrading the central tower with a double attack is better in the late game than 300% damage for killing the avatar and breaking the "Shield" spell.
The avatar's health (number of hits it can withstand) can be increased with the "Avatar of Resilience" sub-skill to 5 HP (with "Defense" to 6 HP). The "Shield" spell at the highest level gives +2 hits. You also need to check the following. The patch notes say: The number of hits the avatar can withstand is increased by bonuses such as "Increases creature health." "Recruitment" -> "Exhaustive Training" gives +2 HP. "Magic" -> "Summoning Magic" gives +25% HP. The "Arian's Touch" spell gives up to +20% HP. The hero specialization of Urgo gives the avatar +1 barrier.
As it turns out, for the "Grove" faction, an avatar with basic 4 HP is quite enough. Although the cooldown for the "Summon Avatar" spell is 4 turns, there is a build that allows you to re-summon it almost every round and hit with it 3+ times per round.
I played as Sully (specialist in avatars, gives him immunity to magic damage). The build is as follows:
Whisper of the Elements (4 concentration charges, -2 cooldown for spells when spending concentration)
Summon Avatar (5 HP, summon to any cell) // +1 to initiative would be better here than +1 HPSpellcastingCombat Magic (+1 magic power for each spell, -1 cooldown for all spells)
Battle Order (Observation, generates 2 full concentration charges each round)
We use the avatar to block enemy archers. If there are no archers, we place the avatar next to a melee enemy or in a passage so that the enemy passes by it. Ideally, next to an enemy with lower initiative than the avatar (so that the avatar can press "wait"). The avatar will freely and without retaliation hit everyone who passes by it after "waiting," without losing the ability to counterattack. We often get 3 hits from the avatar (from observation, from counterattack, and from a direct attack). Plus, if the avatar's cooldown has reset, after the attack of the old avatar, we summon a new avatar in the same round. With the new avatar, we press "wait," etc. I managed to deal damage with the avatar 6 times per round, but usually, it's 1-2-3 times, depending on the positioning and initiative of the enemy units.
To reset the avatar in 1 turn, you just need to spend concentration 2 times per round, which is very easy to do with this build. It's incredibly overpowered.
Thanatos
2 months ago
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Good day to you.
I've played a few times and am very disappointed with the AI: 1. The enemy heroes behave strangely – they don't capture empty towns, run away from their own towns when a strong hero approaches, try to attack strong troops with weak heroes, often fail to collect resources on the map, and much more... 2. It’s surprising that after 2-3 months in the game, you capture an AI town, but it isn't properly developed. Overall, I'm upset that the AI is very weak in the game, as it seems to me. But I can't say for sure about combat yet.
Damn, they changed frequently used buttons: 3. Button “C” (now button “B”) was previously used in battle and on the global map to open the spellbook; now this doesn't happen anymore – it's inconvenient; 4. If a hero has a route planned over several turns, then in older versions of the game, pressing the "Space" button would make the hero continue moving along that route. Now it's inconvenient – you have to look at where you directed your hero and re-click so that he goes to the specified point. Note - it turns out that this is now the "~" button. Unexpected. 5. I would like that after visiting buildings such as "Wise Owl" and "University," where skills can be obtained, available skills are displayed; otherwise, when there are many of these objects on the map, it becomes somewhat unpleasant to remember where and what is given; 6. The Diplomacy skill feels somehow "broken." a) Neutrals from my Castle rarely join. b) In old Heroes games, even without the "Diplomacy" skill, neutrals sometimes joined. Now this does not happen, which is a pity. Sometimes it was nice. c) As a rule, only neutral creatures of level 1 or 2 join; others very rarely express a desire to join. 7. The Leadership skill drops suspiciously rarely. 8. Generally, I have a remark: I take a “powerhouse” hero, and as they level up, the selectable skills mostly consist of magic skills. Very often, I collect all schools of magic and other mage skills for powerhouse heroes.
Mооnst@r
2 months ago
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Upcoming PvE content: "The Mysterious Island"! Author
Hello, Heroes!
While we continue working on upcoming features for team play and an improved random map generator (as well as many other things from our roadmap), we see a lot of requests to add new PvE content. Today, we want to announce something we've been preparing all this time:
We are proud to announce that "The Mysterious Island" – one of the most popular maps for Heroes III among fans of PvE, inspired by Jules Verne's novel and created by Papyjama – will appear in Olden Era along with its author, who joins us as a new level designer!
Added 2 hours 51 minutes ago Save 25% on Heroes of Might and Magic: Olden EraAuthor
Heroes of Might and Magic: Olden Era is on sale at 25% off.
Heroes of Might and Magic: Olden Era is the official prequel hailing back to the origins of the genre-defining, critically acclaimed series of turn-based strategy games. Raise grand armies and wield devastating spells to overcome your foes in both solo and multiplayer.
Heroes of Might and Magic: Olden Era Roundup at the Hooded Horse Summer SaleАвтор
Hey Heroes!
There has been a ton of new content around Heroes of Might and Magic: Olden Era recently, between an early access roadmap reveal, a tease of the upcoming PvE content - The Mysterious Island, and plenty of balance, exploit, and bug fixes. Let's get into all this great news in the roundup below!
Heroes of Might and Magic: Olden Era is also part of the Hooded Horse Summer Sale at 25% off. Check it out, and check out the other games on sale during the Hooded Horse Summer Sale.
Announcing the first official tournament for Olden Era: The Alvari Cup!Author
Greetings, Heroes!
Over the past few weeks we’ve noticed that quite a few community-run tournaments are already either in progress or slowly on the rise. We’re incredibly happy to see that the competitive spirit lives in within the community and is being spread across Olden Era! It also happens that this perfectly aligns with our plans.
We’re happy to announce that, together with Behemoth’s Lair, Ubisoft and Hooded Horse, the first official Olden Era tournament, The Alvari Cup, will begin on August 1st 2026!
Community Feedback #5: Upcoming PVE Content and Events!Author
Greetings, Heroes!
We have prepared plenty of news for you regarding upcoming PvE content! Join us and Anna — we will show you our progress on the next major patch, as well as share developments on the updated random map generator settings!