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I downloaded HotA a week ago. I installed it on Win7, everything went perfectly. I haven't written for a while because I wanted to test it out - and I'll share my impressions.
First of all, I'll say that I love playing on random maps. When I saw that instead of the standard four buttons for choosing size there were seven, I almost cried. This is truly magnificent. I immediately set the largest map (no underground at first), removed water, set strong monsters, started on a queen at the Cove (how could I not test out all the new features?).
I must say, the balance of the Cove is meticulously thought out, and playing it is a pleasure. And playing it is completely different from playing other towns. The first five levels of units have low health, but they have either crazy growth (Assassins and Sea Dogs), or crazy damage (Oceanids), or crazy speed (except Sea Dogs), and at the same time have useful special abilities (Sea Witches, Assassins, Soothsayers). The sixth and seventh levels are much tougher, the sixth is indeed almost a mirror image of the Basilisks from the Fortress (extremely good in defense), the seventh is a perfectly designed attacking punisher. The inability to immediately breach their castle during a siege forces the use of a cannon to shoot down the gate, which is quite kosher.
The town is very good for a fast start - by the second week you can wipe out everything that moves if you get lucky with spells in the guild (Haste/Slow) and manage to scrounge up the necessary resources to build the town + the Powder Magazine. However, my first Cove queen game took me 36 game months - with a full map clear.
Existing objects have also been rebalanced. For example, the Cyclops Stockpile in the Stronghold now requires 20 ore instead of 20 crystals, which is very nice. The basic growth of Birds in the Conflux is reduced to one, but a Burial Urn has been added (now a fully built town without the Grail gives 3 Birds instead of 4). The Cloak of the Undead King has indeed become a bit weaker, which is even more pleasing. The presence of new resource and artifact deposits (Cemeteries, Manors, Black Towers) makes gameplay more interesting, and new creature banks (Fire Towers, Raider Posts, Forge Workshops) force a re-evaluation of existing building strategies and subsequent gameplay. Resource warehouses also look quite good - and their "behavior" is significantly more logical than that of Windmills (which instead of bread somehow produce ore, mercury, or crystals...). The appearance of an analogue of the Arena for magical primary skills also surprised and pleased me.
New artifacts. Features for reducing enemy Luck and Morale are extremely interesting. The Ring of Attrition is a fun feature when playing against the Castle and Archangels. The Cloak of Silence is an ideal choice when playing against the Stronghold or Fortress. Four new artifacts (Trident, Shield, Armor, and Crown with +7, +7, +6, and +6 respectively) look beautiful and organic. Boots of the Wanderer are an excellent choice for any hero roaming foreign lands.
New combination artifacts. The Golden Goose is magnificent; I assembled it after the first Dragon Utopia in the third week (two weak bags were just lying on the map under guard, the strong one dropped from the Utopia). The Mantle of the Diplomat is magnificent, but imbalanced, allowing you to pass through neutral guards of any strength while gathering legions upon legions of allies. The Medal of Resistance is a funny thing; with expert resistance it allows you to severely abuse any characters focused on magic (including the fearsful Solmyr). The little Hammer (assembled from Mace-Shield-Crown-Armor +5+5+4+4 respectively) is very beautiful and relevant for the Stronghold, but personally, as an archer commander, I like the Armor of the Damned more.
Suggestions for what I personally would like as a player and fan of the series.
1. More artifacts - I believe in your imagination.
2. More combination artifacts - for example, the ability to combine those four new items +7+7+6+6 into a single set would be quite logical; and other combinations (with Centaur's Axe, Gnoll's Flail, Hell Sword) would also not be out of place in the game.
3. Of course, what was promised by the developers - new town building schemes, the ability to choose a "branch" of construction with different creatures, new convenient and interesting features.
Guys, you've crafted a real treat. At the same time, you didn't kill the spirit of Heroes, the balance of heroes, or mess up Heroes with bugs like the blasphemous WoG. I want to wish you success in your endeavors. Keep up the good work, and your names will forever remain in the memory of fans of the good old third game. Thank you for continuing the game; I hope this is not the end, and HotA 2.0 will not become another WoG 3.59.
I also have a few questions.
1. The random map generator sometimes produces such wild nonsense that it's scary. I'm prepared for blocked off areas on large maps, but when an "S" map with the underground is divided into 30+ islets with a half-hundred portals - that's harsh even for me. Does the user have the ability to tweak the generator a bit so it doesn't use specific templates during the actual map generation, or is it better to fix existing errors in the map editor manually?
2. Regarding ultra-large maps and ultra-large armies. Over 36 months of play, I accumulated about 200k Oceanids (208k, iirc). When loading an autosave, the number of Oceanids dropped to a four-digit value, totaling 8k and change; meanwhile, the five-digit stacks of Sea Witches and Assassins were unaffected. A bug or just don't get that fat?
3. Regarding the ultra-fast combat speed (the fifth setting in speed options) - after the battle ends, if you click the checkmark in the results window too quickly, the game sometimes crashes with an error. I suspect it's because the death sound of the last unit tries to play on the world map, but I'm not sure. In other modes, everything is fine, so I play on the fourth speed setting.